Human Interaction & Emerging Technologies (IHIET-AI 2022): Artificial Intelligence & Future Applications

book-cover

Editors: Tareq Ahram, Redha Taiar

Topics: Artificial Intelligence & Computing

Publication Date: 2022

ISBN: 978-1-7923-8989-4

DOI: 10.54941/ahfe100836

Articles

Necessity of distance learning implementation during the pandemic: modern reality of Ukrainian universities

The article deals with online platforms through which blended learning takes place at Pavlo Tychyna Uman State Pedagogical University on the example of the discipline “Foreign Language” taught to students of the speciality Tourism and Hotel and Restaurant Business. The mechanism of e-learning courses creating in the Moodle information environment system has been analyzed. The advantages of the platform are indicated, in particular free access, ease of use, a large number of activities that increase the motivation and interest of students. At the same time, the difficulties of work in the Moodle information environment system for both students and teachers are highlighted. It is determined that technical and computer training of both teachers and students is important to achieve high positive results. It is recommended to conduct pieces of training and seminars to improve the professional level of foreign language teachers who administer Moodle courses and students who use them.

Ilona Boichevska, Liudmyla Veremiuk, Inna Nesterenko, Anna Ivanchuk, Inna Liubchenko, Lesia Polishchuk
Open Access
Article
Conference Proceedings

How to Design Assembly Instructions

Manual assembly of products that consist of many components in different constellations is a serious challenge for each employee in an assembly system. Each appearing new product to be assembled requires an immediate adaptation of familiar assembling habits to actual demands of the order. The higher the complexity of the assembly task, the higher is the resulting entropy and the more uncertainty has to be coped with. For the employee this implies to be more attentive, to recognize and process more information, to meet more decisions and invest more cognitive capacity in the control of behavior. Generally, a high level of task complexity leads high mental workload (Young et al., 2015). As a consequence excessive load can affect selective attention, leading to an increase of lapses and errors and performance degradation. An ergonomic preventive strategy that can help to make the experienced complexity manageable for the employees, consists of a better design of instructions or informational displays. These instructions aim to select and present information on the assembly process in such a way that the sensory reception, the cognitive processing of this information and the response selection and control lead to more effective (error prevention) and more efficient (short execution time) performance. However, often there is a discrepancy between intended and realized effects. Hollnagel (1997) offers two explanations for these discrepancies: Employees do not have a proper understanding of their work and additionally, designer´s conceptualizations of the internal model of users are far from perfect. In practice, this can lead to a disagreement between designer and operators, whether information is useful or not. This paper discusses some important principles for the design of assembly instructions. The design hints are classified in terms of content, information provision and the medium that is used for presentation. Important content requirements for assembly instructions relate to relevance, actuality, clarity, accentuation, and completeness. Requirements for the provision of information include, in particular, the type of information presented on a display, the structuring of information, constellation of representation codes, and the design of the information dependent on operator experience. With regard to the medium, assembly instructions can be provided via analog or digital interfaces. Concerning the last topic (analog: paper-based instructions vs. digital: information assistance system based instructions) results from laboratory studies are discussed in the paper. Finally, some guidelines for the design of an information management system and a framework for continuous improvement of such instructions are presented. The goal must be to implement end-to-end digital process chains – starting with the client´s order via product data and ending with output of assembly instructions at individual workstations. To this goal, the organizational prerequisites are to be shaped, for example by further developing competencies of members of the industrial engineering of the company. Additionally, with participation of users, a continuous improvement process should be established to regularly evaluate and optimize existing assembly instruction standards.

Sven Hinrichsen, Dominic Bläsing
Open Access
Article
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Correctional and Developmental Work for Children With Down’s Syndrome and Children with Autism by Means of Color and Music Therapy

The article examines the features of the use of new approaches to correctional and developmental work focused on children with mental and physical retardation, in particular, "sun children" (with Down syndrome) and "rain children" (with autism spectrum disorder) in inclusive education. It highlights the theoretical material and owns view of the practical use of the synthesis of music and colour in the implementation of this activity. The paper elucidates the mental processes that occur during the processing of information in the hemispheres of the child's brain. It reveals the wave energy nature of colour and the associative relationship of colours with the sound of musical works. The light auditory and the creative-practical component of classes have been described. Particular emphasis has been placed on the characteristics of perception, behaviour and performance of colour music tasks by "special" children. It has been shown that our proposed program of colour music therapy has a positive effect on the emotional sphere, improves the quality of communication, and enhances the ability to self-regulation, creative activity of children.

Larisa Psheminska
Open Access
Article
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Voice Controlled Devices: Awareness, Usage, and Reservations of Young Adults

Voice Controlled Devices (VCDs) are becoming increasingly popular, both as integrated voice control functionality in mobile and stationary devices and in the form of devices that can be controlled primarily by voice, such as smart speakers.Young adults have already grown up with digital technologies that can be operated via peripherals or touchscreens. It is particularly interesting whether this younger generation, familiar with conventional human-computer interfaces, will accept the voice control function. In this context, however, there is a lack of studies that address awareness, usage, and reservations of voice-controlled interfaces among young adults.This paper presents a quantitative study (n=246) that shows that while 96% of young adults are aware of VCDs, only 18% regularly use the voice control feature. However, 77% expressed concerns that their data would not be safe by using VCDs.

Dietmar Jakob, Sebastian Wilhelm
Open Access
Article
Conference Proceedings

Imparting Media Literacy to the Elderly Evaluating the Efficiency and Sustainability of a two-part Training Concept

Elderly people often feel overstrained by the increasingly fast progress of digitization. Due to the strongly informal learning behavior of the elderly, particular concepts for improving their media literacy are needed to reduce existing barriers. Numerous concepts for this have already been developed, but their success has not yet been comprehensively evaluated.This study examines the suitability of an existing, two-part training concept consisting of seminars and supportive consultation hours for the sustainable teaching of media literacy in dealing with smartphones, tablets, or PCs. For this purpose, a quantitative study is conducted among participants of a corresponding offer (N=100). This work confirms that seminars in small groups combined with supportive consultation hours are very well suited to impart the media literacy of elderly people in the long term. 82% of respondents stated that their media literacy had improved after taking part in a seminar (n=74), and 86% now claim to use at least one digital device more often (n=74).

Dietmar Jakob, Sebastian Wilhelm
Open Access
Article
Conference Proceedings

Measuring Quality of Mediated Social Communication

We recently developed the Holistic Social Presence Questionnaire (HSPQ) to measure the quality of mediated social communication experiences. Initial re-search confirmed the content and face validity of the HSPQ. This study investi-gates the convergent validity and sensitivity of the HSPQ. Participants completed a decision-making task in groups using either Microsoft Teams or Mibo to com-municate with each other. Upon completing the task, participants rated items from the HSPQ and the validated Networked Minds Questionnaire (NMQ). We ex-pected that Mibo would induce a stronger sense of social presence than MS Teams, since it involves self-movement, orientation, group-forming and spatial audio. The HSPQ showed convergent validity with the NMQ: the ratings on both questionnaires were significantly correlated. However, both the NMQ and HSPQ indicated that participants experienced no significant difference in social presence between both conditions. Hence, further research involving a more immersive communication tool that induces a stronger sense of social presence is needed to assess the sensitivity of the HSPQ.

Navya N. Sharan, Alexander Toet, Tina Mioch, Omar Niamut, Jan B.F. van Erp
Open Access
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Conference Proceedings

Youth Center Management: Training the Trainers for The "Effective Management of Youth Centers" Program

The most important factor in the development of youth policy in Ukraine is the implementation, organization and implementation of youth centers. As of 2017, the network of youth centers, the procedure for monitoring the activities of youth centers, financial support, organizers of youth spaces and youth work are clearly defined. During 2018-2021, the competencies of youth center managers will be improved through a number of training programs. In the study, we highlighted the purpose and objectives of each training program for leaders of youth centers and revealed the features of training future coaches to implement training in the program "Effective Management of Youth Centers".The purpose of the experimental work was to determine the features of the training of future coaches for the implementation of training in the program "Effective management of youth centers" on the basis of theory and practice. Methods: systematic, problem-targeted, normative-comparative analysis of sources; content analysis of documentation, training program of "Effective management of youth centers", and other training programs. The program covered 40 participants from different regions of Ukraine. The selection of participants took into account their motivation, desire to learn and teach others, to promote their positive experience. According to the participants of the program "Effective management of youth centers" is an effective innovative form of non-formal education, which promotes the development of a responsible leader to increase the level of civic activity in the decisions of their community. Conclusions. Each training program "Effective management of youth centers" and others are aimed at: improving, effective operation of youth centers; development and improvement of professional competencies of managers, specialists and volunteers of youth centers and spaces; acquisition of new knowledge and skills regarding the financial direction of the centers; providing quality services by specialists of youth centers.

Levchenko Nataliia, Nataliia Koliada, Yuliya Klymenko, Olha Matros, Inna Gonchar
Open Access
Article
Conference Proceedings

Lesson Learned of Tablet Course for Semi-literate Immigrants

This research seeks to identify how to design accessible training for semi-literate immigrants that promotes the learning of the Finnish language, culture and digital skills. Semi-structured interviews with 12 semi-literate learners, the teacher and two native language speakers were conducted. The dataset was collected from a private service provider, and it includes a digital footprint of training. The training was a 20 weeks pilot experiment, and it was implemented in early 2020. The design was based on the user's previous experience. The perceived major crucial success factors are empathic and equal interaction, encouragement, ease, trust, security, multilingual and technological support, and competencies of the parts of training. The empathy-based, carefully planned interactive digital design may be effective, attractive and easy for semi-literate learners. The case study of the tablet course encourages further investigation and the development of online training for low-literate learners.

Marja Ahola, Anita Hartikainen
Open Access
Article
Conference Proceedings

Machine learning agent to recommend the best modality for takeover during conditionally automated driving

>ContextConditionally autonomous vehicles are getting more and more visibility worldwide, but they bring many challenges. In particular, the transition of responsibility for the driving task from the car to the driver can be a dangerous situation, especially if the driver is absorbed in a non-driving-related task. In these cases, the car issues a takeover request (TOR), using different available modalities (such as auditory or visual). Research showed that the choice of modalities affects the takeover quality and should be adapted depending on the situation. >ContributionIn this study, we propose a smart agent recommending to the vehicle the best choice of modality for a TOR. This agent considers the driver physiological state based on the last 90 seconds prior a TOR, the external environment and three possible multimodal TOR. >Methodology>>ExperimentA 50 minutes driving session took place on a fixed-base driving simulator, where 15 drivers’ physiological signals (EDA, ECG and respiration) were recorded. There were 9 takeover situations during the driving session, caused by a fixed obstacle with a time-to-collision of around 7 seconds. The drivers had to perform three different non-driving-related tasks under two different weather conditions.The possible TOR modalities were combinations of haptic (vibrating seat), auditory (short beep sound) and visual (logo on the dashboard). Combinations tested were haptic-visual, auditory-visual, and haptic-auditory-visual. The takeover quality metrics were the reaction time between the TOR and the takeover, and the maximum steering wheel angle attained during the takeover process. >>Machine LearningTakeover quality metrics were aggregated to create a unique label to predict. Features were processed from raw physiological signals, the external environment and feature-selection techniques were applied to keep only the most relevant ones. After outlier suppression and data processing, 80 TOR were kept for the Machine Learning models training. Data Augmentation methods, such as SMOGN and Random Noise were implemented and tested to boost the training dataset.KNeighbors Regressor, Support Vector Regressor, Random Forest Regressor and Neural Networks were trained using a grid search approach and cross validation. >>AgentThe agent predicts the takeover quality using the ML model, with every possible set of modalities. It then chooses the modalities providing the best theoretical takeover quality. The agent was evaluated to avoid the following trivial situations: 1.The agent always chooses the same modalities, meaning that the training was biased toward one set of modalities.2.The agent chooses a random modality because the choice has no impact on predicted performance, meaning that the agent was not able to capture the modalities impact on takeover quality.A novel metric representing modality impact on takeover quality was defined and used to optimize agent behavior. >ResultsThe agent was able to predict takeover quality using a Support Vector Regressor with a MSE of 0.0685, beating the baseline (mean) by 39.65%. It was also able to suggest the 3 different set of modalities in the final phase, with a distribution of (0.625, 0.25 and 0.125). Modality impact on takeover quality had a mean score of 4.95% (std: 2.7%).

Emmanuel de Salis, Quentin Meteier, Marine Capallera, Colin Pelletier, Leonardo Angelini, Omar Abou Khaled, Elena Mugellini, Marino Widmer, Stefano Carrino
Open Access
Article
Conference Proceedings

An approach for steering advancement in motorcycle riding simulation

Motorcycle riding simulation for use in subject studies has been researched in different steering configurations. The main reported issue is the high effort to fulfill the riding task, which has an influence on the results of the investigation. Steering a motorcycle can be fulfilled in push, pull and as a combination of it – which results in the so-called counter steering. The main approaches contain the classical angle- or force-based steering, with poor results in realistic feedback. Often, the lack of riding dynamics relations is mentioned in this context. We describe this novel development which allows all three (dynamic) interactions for use in riding simulation. Therefore, we summarize the state-of-the-art real time motorcycle dynamics and show which criteria can be used to determine counter-steering behavior. Also, a summary of steering advancements is given and classified into their configurations. For this purpose, from a methodical point of view, the description of driver-vehicle interaction for steer-by-wire applications is referred.Described is the development of sensor technology for a one, two or both hands steering force measurement, which is the novelty value for riding simulation. Included is the determination of the 2-dimensional force level using strain gauges, a software connection and the final validation of the technical setup on a test bench. The results are divided in a technical part and an evaluation of the rideability using objective driving dynamic dimensions. In the technical part, we show the quality of the steering- and support forces measurements. The calibration results show a deviation of 2.0 % measured with calibrated weights. Also, the bending linearity over the angle is evaluated and considered in the model, which had a high impact on the rideability. Finally, signal filters are used to optimize the signal-to-noise ratio at a latency of 20 milliseconds. This meets the requirements for use on a riding simulator. For the evaluation of the rideability we use the criteria presented in the introduction. For this, we developed a course with a lane change maneuver according to ISO 3888-2. First, we show the rideability based on the trajectory sequence and second on the phase curves: roll angle, steering angle and steering force. Comparing the curves with dynamics literature shows that the behavior fulfills the criteria and indicates a valid rideability. In addition, all riders were able to change lanes without falling or touching the edge of the road.This approach allows the investigation of steering behavior on a motorcycle riding simulator and for real ride application for investigation and validation. As already called for in the literature, we describe an approach that makes it possible to investigate rider steering behavior. Finally, we discuss the results and point to further research gaps for future work.

Arthur Werle, Frank Diermeyer
Open Access
Article
Conference Proceedings

Design of Three-Dimensional Pine Tree Geometry and the Radiation Heat Exchanges in Fire Environments

This work presents a design of a three-dimensional pine tree geometry and the ra-diation heat exchanges in forest fire environments. Using Computer Aided De-sign software, the pine tree geometry design is developed in this study. The radia-tion heat exchanges are evaluated between the pine tree and the forest fire plan surface. The geometry, applying mesh generation, is used to evaluate the view factors, which in turn are used to calculate the heat exchanges by radiation. The virtual pine tree geometry has a height of 7.5 m and is constituted by 8863 cylin-drical elements. The pine tree is constituted by trunks, branches and leaves. The fire front has 10 m long and 1 m high, which is located at a distance of 5 m from the virtual pine tree. The numerical results of the geometry, mesh generation, the view factors and Mean Radiant Temperature (MRT) are obtained. In this study, a statistical function was used to randomly place the leaves determined to be includ-ed in the numerical model of the pine tree. The results show that the use of a per-centage of 20% of the total number of leaves makes it possible to guarantee that the distribution of MRT in the various elements of the pine tree remains practical-ly equal to the use of the total number of leaves.

Eusébio Conceição, João Gomes, Maria Manuela Lúcio, Rafael Raposo, Xavier Viegas, Maria Teresa Viegas
Open Access
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Design of a Ventilation System Using a Vertical Confluent Multi-jets System

The design of a ventilation system using a vertical confluent multi-jets system is analyzed in this study. In this work is made not only the design, but also the de-scendent airflow calculation. In the inlet system, the vertical confluents jets sys-tem is made with two horizontal ducts located above the head level. The outlet system is built with six vertical ducts located in the central area above the head level. The design was developed inside an experimental chamber with dimensions of 4.50×2.55×2.50 m3 and was built with an inlet and an outlet systems using ducts with 0.15 m diameter. The vertical ducts are made with consecutive nozzles in both sides of the horizontal main duct. The vertical, longitudinal and transversal airflow fields are evaluated. The results show that this ventilation system furthers the extraction of contaminating human bio-effluents and guarantees low levels of Draught Risk.

Eusébio Conceição, Vasco Correia, Maria Inês Conceição, Maria Manuela Lúcio, João Gomes, Hazim Awbi
Open Access
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Ways of Improving Management System for a Tourism Industry Development

The tourism industry plays an important role as a driving force of socio-economic development. It has been one of the largest and fastest-growing industries worldwide. The impact this industry can have is presented by a wide variety of public and business initiatives in Ukraine, which have to be successfully implemented. Efficient management has become one of the most critical success factors for any business in today's fast changing world. Therefore, it is impossible to progress without modification of the management system of the tourism industry. In such a business environment of high consumer expectations, distinct market segments that demand unique services and products, and stiff competition, the tourism organizations have been looking for ways to expand the service quality, competition and performance, and first of all to satisfy customers. The authors conclude that employees are one of the most, if not the most, important assets or resources for tourism organizations in their endeavor to provide excellent service, achieve exceptional organizational performance and competitive advantage, meet and exceed consumer expectations. The aim of the research is to define the strategic directions of the improvement of the management system of tourism in Ukraine and producing a strategy for the development of tourism in the regions of Ukraine as a typical document, which takes into account the cultural traditions of the local communities, spiritual and historical development. The sustainable tourism development in Ukraine has been examined comprehensively by the theoretical and applied dimensions of contemporary sustainable tourism from a global perspective. Sustainable economic growth can only be achieved by increasing productivity and introducing better services and products of the country’s tourism. The modern state and prospects of tourism development in Ukraine have been analyzed. Advertising of tourist capacity is a primary tool for the formation of tourist attractiveness of the territory. That is why it is difficult to overestimate the importance of marketing campaigns and promotional activities as the main priority of efficient management. This is confirmed by the expenditures of state budgets on promotion, which total about 500 billion dollars annually. A strategy for the development of tourism in the regions of Ukraine as a typical document has been proposed, taking into account the cultural traditions of the local communities, conserving biodiversity and ensuring the conservation of natural sites. Considering international trends, the program for the development of tourism on the example of the Rivne region for the 2020-2025 period has been developed by the authors. By systematizing the Rivne region realities, trends, and prospective challenges, it is possible to outline a set of public governance measures of the tourism industry for 2020–2025. To efficiently regulate the tourist environment, the international experience focuses on close stakeholder communication and support. This article demonstrates the innovations in responsible tourism occurring in developed countries and provides lessons from international research and practice for Ukraine.

Alina Yakymchuk, Oleksandr Halachenko, Inna Irtyshcheva, Mariana Popyk, Viktoriya Bondarenko, Liliya Kondratska, Kostiantyn Pavlov, Olena Pavlova, Tymur Ishcheikin, Yanina Barybina, Iryna Hryhoruk, Nazariy Popadynets
Open Access
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Investigating the impact of COVID-19 on Online Learning-based Web Behavior

COVID-19, a pandemic that the world has not seen in decades, has resulted in presenting a multitude of unprecedented challenges for student learning across the globe. The global surge in COVID-19 cases resulted in several schools, colleges, and universities closing in 2020 in almost all parts of the world and switching to online or remote learning, which has impacted student learning in different ways. This has resulted in both educators and students spending more time on the internet than ever before, which may be broadly summarized as both these groups investigating, learning, and familiarizing themselves with information, tools, applications, and frameworks to adapt to online learning. This paper takes an explorative approach to further investigate and analyze the impact of COVID-19 on such web behavior data related to online learning to interpret the associated interests, challenges, and needs. The study specifically focused on investigating Google Search-based web behavior data as Google is the most popular search engine globally. The impact of COVID-19 related to online learning-based web behavior on Google was studied for the top 20 worst affected countries in terms of the total number of COVID-19 cases, and the findings have been published as an open-access dataset. Furthermore, to interpret the trends in web behavior da-ta related to online learning, the paper discusses a case study in terms of the impact of COVID-19 on the education system of one of these countries.

Nirmalya Thakur, Saumick Pradhan, Chia Y Han
Open Access
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Conference Proceedings

Trends in Remote Learning-based Google Shopping in the United States due to COVID-19

The United States of America has been the worst affected country in terms of the number of cases and deaths on account of the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) or COVID-19, a highly transmissible and pathogenic coronavirus that started spreading globally in late 2019. On account of the surge of infections, accompanied by hospitalizations and deaths due to COVID-19, and lack of a definitive cure at that point, a national emergency was declared in the United States on March 13, 2020. To prevent the rapid spread of the virus, several states declared stay at home and remote work guidelines shortly after this declaration of an emergency. Such guidelines caused schools, colleges, and universities, both private and public, in all the 50-United States to switch to remote or online forms of teaching for a significant period of time. As a result, Google, the most widely used search engine in the United States, experienced a surge in online shopping of remote learning-based software, systems, applications, and gadgets by both educators and students from all the 50-United States, due to both these groups responding to the associated needs and demands related to switching to remote teaching and learning. This paper aims to investigate, analyze, and interpret these trends of Google Shopping related to remote learning that emerged since March 13, 2020, on account of COVID-19 and the subsequent remote learning adoption in almost all schools, colleges, and universities, from all the 50-United States. The study was performed using Google Trends, which helps to track and study Google Shopping-based online activity emerging from different geolocations. The results and discussions show that the highest interest related to Remote Learning-based Google Shopping was recorded from Oregon, which was followed by Illinois, Florida, Texas, California, and the other states.

Isabella Hall, Nirmalya Thakur, Chia Y Han
Open Access
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Conference Proceedings

Investigating the Emergence of Online Learning in Different Countries using the 5 W’s and 1 H Approach

The rise of the Internet of Everything lifestyle in the last decade has had a significant impact on the increased emergence and adoption of online learning in almost all countries across the world. E-learning 3.0 is expected to become the norm of learning globally in almost all sectors in the next few years. The pervasiveness of the Semantic Web powered by the Internet of Everything lifestyle is expected to play a huge role towards seamless and faster adoption of the emerging paradigms of E-learning 3.0. Therefore, this paper presents an exploratory study to analyze multimodal components of Semantic Web behavior data to investigate the emergence of online learning in different countries across the world. The work specifically involved investigating relevant web behavior data to interpret the 5 W's and 1 H - Who, What, When Where, Why, and How related to online learning. Based on studying the E-learning Index of 2021, the study was performed for all the countries that are member states of the Organization for Economic Cooperation and Development. The results presented and discussed help to interpret the emergence of online learning in each of these countries in terms of the associated public perceptions, queries, opinions, behaviors, and perspectives. Furthermore, to support research and development in this field, we have published the web behavior-based Big Data related to online learning that was mined for all these 38 countries, in the form of a dataset, which is available at https://dx.doi.org/10.21227/xbvs-0198.

Nirmalya Thakur, Isabella Hall, Chia Y Han
Open Access
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Services performance with the process standardization for tire rotation, alignment and balancing

Fred E. Meyers in the book Study of Times and Movements for agile manufac-turing indicates that companies that implement standardization to services and production have a yield of 85% increasing productivity with the same resources. The objective of this investigation was the standardization of the service times of the tire rotation, Alignment and Balancing processes, carried out in a service company that sells tires and complementary products, they have three state-of-the-art workstations and two male technicians who meet the requirements to per-form the functions inherent to the position they occupy. We normalize the cycles of the operations through measurement techniques and data obtained through collective observation in the jobs to determine the current situation of each of their activities or tasks, time study sheets, the Westinghouse Method and Meth-od of returns to zero, in this way the standard times and supplementary percent-ages were established. With the established proposals to reduce the percentages of the variable supplements of use of muscular force / energy to lift, pull and push a weight of 25 kg from 13% to 1% by the implementation of a hydraulic lifting table bringing it to 5 kg and the reduction from 2% to 0% of the intermit-tent and loud noise of 95 dB using hearing protectors is reduced to 85 dB and a continuous sound is perceived, total supplements were reduced from thirty-one percent to fourteen percent which leads to have better delivery times with a de-crease of 0.722 minutes for the interlocking operation and 0.60 minutes for bal-ancing, having an effective working day of 408 minutes.

Ana Àlvarez Sànchez, Alexis Suàrez Del Villar Labastida, Jonathan Santiago Guevara Flores, Eric Martínez Tocoronte
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Guidelines for Social XR Implementation of Social Cues

In our digital age, human social communication is increasingly mediated. However, mediated social communication (MSC) systems will only become a viable alternative for in-person social interactions when they reliably and intuitively convey all relevant social and spatial cues needed by communication partners to establish effective communication, collaboration, mutual understanding, and trust. A lot of research has been done on mediated communication in general, and on the effect of social cues in particular. However, this research typically focuses on particular social cues, investigating effects of implementations in particular situations. In addition, the research often focuses on answering psychological or cognitive questions. The translation to design questions such as functional and technical requirements is often left to the developers of the technical systems. This leaves a gap between psychological research results and a translation towards practical guidelines for designers and developers. This paper aims to make a first step towards guidelines for the implementation of social cues for social XR implementations.

Alexander Toet, Maikel Ter Riet, Tina Mioch, Tom F Hueting, Jan B.F. van Erp, Omar Niamut
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Cognitive dissonance affecting information ergonomics in AI supported situational awareness context

Simple algorithms are a promising avenue to enhance the state of situational awareness in time-critical operation control context. In non-time critical setting the excellent situational awareness in built on complete information with sufficient time to process it is prerequisite. Making sound judgement with limited time the flight controllers suffer poor information ergonomics as demanding situations cause cognitive load as well as incoming information start to cumulate. This paper brings about the experimental setting of flight controllers operating with support of AI in filtering and highlighting information in their mission control system. This paper further develops the way to augment humans for better SA. Paper presents results of design, implementation and expert assessment of the method concentrating on acceptance of AI and trust in technology pertaining to its designated effect on SA. The acceptance is especially critical when considering the role of AI. Above, the role of AI was set as an assistant enhances human information processing capability and augments knowledge related processes. Despite the augmenting role of the AI, human technology interaction perspective should be considered when implementing it. Acceptance and trust are related to several factors such as motivation, user perception of the presence, and expectations on performance and utility. Expectations of human-like behaviour and delivery of process virtues as well as the securing of operations also relate to acceptance. If there is a lack of trust, there will be a high risk of cognitive dissonance and double checking, which leads to vicious cycle of increased cognitive load and poor information ergonomics. The issues of trust and acceptance should also be taken on the agenda and examined through different personality factors. The pilot user study will also provide important data on several knowledge-processing related factors. The increased accuracy of SA along better information ergonomics is the proposition for the test phase. Cognitive The possible conflict between detected experienced and projected is an highly relevant issue to investigate as source for cognitive dissonance, i.e. is it caused by technology or mental factors.

Jussi Okkonen, Matti Jalava, Heikki Masikka, Jaakko Hakulinen, Markku Turunen
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Integrating Big Data for measuring liver volume using algorithms by removing noise and MRI modality

Big data is massive amount of information that work wonderfully. Due to the great potential that it has for the last two decades this topic is taking a special interest. In any analysis scientists, the way in which it leverages, manage and analyse can change. The most promising field in which big data use for making the change is measuring soft organs in the human body such as a liver organ. For measuring organ and medical imaging informatics research it increasingly used the technologies of big data. For certain advanced big data analytics methods, predictive analytics, and user behaviour analytics the term big data used. At an unprecedented scale and speed huge amount of medical imaging and visual informatics data have been collected and generated. in big data in measuring liver volume, several sources incorporate medical examination results, hospital records, devices, and patient's medical records that are a piece of the internet of things. In medical imaging, it also finds its usages. In order to treat, diagnose or monitor medical conditions to view the human body the various technologies that are used referred to as medical imaging.

Khalda Ali, AMIR MOHAMED, Maram Alzaidi
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Learning Design of Intelligent TV Interactive Interface for Aging Population Based on Kano Model

With the deepening of population aging trend, the demand for population aging has also increased significantly.More and more elderly people are being popularized and occupied in their daily life by intelligent products and the Internet to a large extent. Intelligent TV is an indispensable entertainment electronic network environment and family entertainment center for the elderly, but the cognitive and learning ability of the elderly has been ignored.In this paper, with the aim of intelligent television aging design as the research object, investigate the use of television, learning and cognitive characteristics, physiological function based on the Kano model theory of interface design, at the heart of the smart TV 55-75 elderly users request has carried on the investigation and interview, through qualitative and quantitative research to determine the use of smart TV demands for the elderly,Translate into requirements items.Combined with the theoretical model of intelligent interface interaction design, cognitive psychology and interface design methods, the design process of elderly intelligent TV interface was explored and its feasibility was evaluated.In order to help the elderly improve their ability of self-learning intelligent products and intelligent information in the digital era, and improve the interactive experience of the elderly smart TV, it provides some reference value for the interactive interface design of intelligent products for the elderly.

Tong Wu, Lu Yao Wang
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Comparison of Activation Function for Offline Handwritten Kanji Document Detection Using Convolutional Neural Network

In an offline kanji handwriting detection and recognition system, the ability of the neural network to correctly recognise each handwritten character within a document tends to be a significant problem. However, the present state-of-the-art neural network adopted for the object detection task settle for the object location principle but cannot achieve complete detection and lacks the proper use of an activation function. Also, there appears to be a lack of research focusing on developing an activation function that can perfectly enhance the learning ability of an artificial neuron used in a deep neural network model. Therefore, this research paper presents a visual evaluation between monotonic and non-monotonic activation function performance effect on a neural network. The results obtained show that the non-monotonic activation functions outperformed the monotonic activation function by achieving a fast speed for detection and recognition of the kanji handwritten characters

Adole Anthony, Edirisinghe Eran, Baihua Li, Chris Bearchell
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Conference Proceedings

The Impact of Virtual Reality on Gaming Experience: A Perspective from Half-Life on Steam

The Covid-19 outbreak affected the operations of various businesses due to the temporary closure of several industries. Virtual Reality (VR) technology has experienced a surge in demand. As a new form of human-computer interaction, VR introduces new opportunities for game development. In 2020, the global market for VR games was estimated at $15.81 billion and expected to grow at a compound annual growth rate of 18.0% from 2021 to 2028. Compared with traditional computer games, the immersive nature of VR games and the use of VR headsets bring new experiences to players. A few studies of players' feedbacks and concerns for VR were carried out to enable game developers to better take of the growing VR market. Nevertheless, research conducted on the influence of VR on player reviews data uploaded in the community was limited. Thus, this paper analyzes the impact of VR on the player community by carrying out an analysis of the Half-Life series. The Half-Life series contains three generations: Half-Life (1998), Half-Life 2 (2004), and Half-Life Alyx (2020), which are available on Steam. Steam is a video game digital distribution platform maintained by Valve Corporation. In this study, we first collected the dataset of Half-Life series reviews available on Steam. Notably, we collected a new review dataset of the Half-Life series from Steam, including approximately 60,000 Half-Life 2 with its two downloaded contents (non-VR edition) reviews and 40,000 Half-Life: Alyx (VR edition) reviews up to June 2021. Next, we used the Latent Dirichlet Allocation (LDA) model, and three experts were involved in analyzing these topics to categorize reviews with 11 topics of Half-Life: Alyx. We also detected the pivotal insight that most game players are concerned with only five topics of fundamental game elements between two games. Furthermore, players' positive ratings were compared on these five topics between two games via hypothesis testing to explore the impact of VR technology on video games. Significantly, the p-value of our two-sample t-test reveals the fact that VR has no significant impact on these fundamental game elements.

Fangyu Yu, Ba Hung Nguyen, Duy Tai Dinh, Xueyou Wu, Yang Yu, Tsutomu Fujinami
Open Access
Article
Conference Proceedings

An Approach to Investigate Public Opinion, Views, and Perspectives Towards Exoskeleton Technology

Over the last decade, exoskeletons have had an extensive impact on different disciplines and application domains such as assisted living, military, healthcare, firefighting, and industries, on account of their diverse and dynamic functionalities to augment human abilities, stamina, potential, and performance in a multitude of ways. In view of this wide-scale applicability and use-cases of exoskeletons, it is crucial to investigate and analyze the public opinion, views, and perspectives towards exoskeletons which would help to interpret the effectiveness of the underlining human-robot, human-machine, and human-technology interactions. The Internet of Everything era of today's living, characterized by people spending more time on the internet than ever before, holds the potential for the investigation of the same by mining and analyzing relevant web behavior, specifically from social media, that can be interpreted to understand public opinion, views, and perspectives towards a topic or set of topics. Therefore, this paper aims to address this research challenge related to exoskeletons by utilizing the potential of web behavior-based Big Data mining in the modern-day Internet of Everything era. As Twitter is one of the most popular social media platforms on a global scale – characterized by both the number of users and the amount of time spent by its users on the platform – this work focused on investigating web behavior on Twitter to interpret the public opinion, views, and perspectives towards exoskeleton technology. A total of approximately 20,000 tweets related to exoskeletons were used to evaluate the effectiveness of the proposed approach. The results presented and discussed uphold the efficacy of the proposed approach to interpret and analyze the public opinion, views, and perspectives towards exoskeletons from the associated tweets.

Nirmalya Thakur, Cat Luong, Chia Y Han
Open Access
Article
Conference Proceedings

Design issues in setting up of a highly synchronous human-in-the-loop system

In Human-machine interaction, information is communicated between a human and the machine via user interfaces. Consequently, the measures and level of insights that can be derived from such studies will be dependent upon the context under which the experimental setup was designed for. This paper highlights a successful highly synchronous human-in-the-loop (HITL) experimental system that can be used to measure situational awareness in Air Traffic Monitoring. The system setup consists of a NARSIM radar interface that displays the relevant aircraft information, a secondary control computer for the recording processing, and storage of the captured neurophysiological inputs, a remote eye tracker, and an electroencephalogram (EEG), the latter two of which provide the input. In setting up such a system, discussion of key design consideration on system compatibility and information transferability, spatial and resolution accuracy, data input sources and synchronization, software selection, and the ease of results validation will be made.

Yufei Li, Sun Woh Lye, Terry Teo, Shi Yin Alden Tan
Open Access
Article
Conference Proceedings

What situations trigger intense emotions in automobiles?

Driving involves a variety of events and activities that stimulate emotional experiences. The aim of this investigation was to examine automobile experiences and to identify affective themes. 245 UK-based participants were recruited using a purposive sampling strategy. One study consisted of an online questionnaire which inquired about the automotive experiences which proved most emotionally intense. The second consisted of a simulator based immersive driving experience, followed afterwards by a questionnaire which inquired about the automotive experiences which proved most emotionally intense. Questionnaire responses were clustered into themes using a content analysis method. The study identified 13 major themes and 44 sub-themes. The findings provide guidance regarding the triggers of emotional responses which designers can use to better understand and to improve automotive experiences.

Kyungjoo Cha, Joseph Giacomin, Lee Skrypchuk, Youngok Choi, Bryce Dyer
Open Access
Article
Conference Proceedings

Digital Skills and Competences in Contemporary Society

Digitalization is an integral part of society. Every process, phenomenon, community and relationship is related to digitalization and information technology. The life of a modern person is a long series of active penetration of digital devices in our way of life, in our professional responsibilities and activities, in our free time and personal contacts. This strong digital saturation today is constantly recognized and modern man is clearly aware of his dependence on information technology, without which it would be difficult to do his job, to contact people and institutions that reflect different levels of social interaction, and to organize free your time and entertainment. From this point of view, it is necessary to show the different forms of symbiosis between society and digitalization, as well as to emphasize the possible manifestations of this symbiosis.The objectives of this paper are to show specific dimensions of the advent of digitization and the various technologies in the Bulgarian society and in particular:-What digital devices do individuals have and how do they use them;-How they get involved in the Internet and what is their participation in the various social networks;-What is the quality of online learning as one of the examples of digital activity in social terms;-What is the technological level of the online environment;-What are the challenges of online education?The main research questions are related to the performance of high-tech level of Bulgarian online environment and focus on the main features of online learning, which is a new educational activity for Bulgarian schools and universities and its basic actors who gradually become active users of its.The Methodology is based on results obtained from an online survey conducted in March 2021 with people of different ages, occupations and education. The survey questionnaire included topics that directly relate to the digitalization of society, the use of various digital devices and the Internet, participation in online education and attitudes towards it. The results obtained show that digitalization has undisputable a place in the Bulgarian educational system. It is assessed relatively positively, it is perceived as a good step and solution and gradually people perceive it as a main element of the educational space. One of the advantages of online learning is its flexibility. Instead of training taking place in a fixed place and time, with the help of high technology it can take place anywhere and at any time. An important conclusion of this article is that various improvements need to be made to make the online education activity more effective. The most important thing to think about is how to overcome the shortcomings of online learning and how to deal with them people of different ages and statuses.

Valentina Milenkova, Boris Manov
Open Access
Article
Conference Proceedings

Visual Image Authentication

Malware plays a critical role in breaching computer systems. Cybersecurity research has primarily focused on malware detection. Detection methods are currently up against fundamental limits in theoretical computer science. The purpose of visual image authentication is to create Artificial Intelligence (AI) problems that are easy for humans to understand, yet also hinder malware from understanding or capturing a human user’s credentials or keys. Human visual intelligence still surpasses AI visual recognition systems, particularly when a problem is undefined, or visual occlusions or distracting objects occur in the image. Our technology can exploit AI weaknesses because overlapping, outlining and distracting can help hinder AI recognition of visual images.

Michael Fiske
Open Access
Article
Conference Proceedings

Human-Centred Principles for the Design of Shape-Changing Tangible User Interfaces

Shape changing interfaces (SCI) are interactive Tangible User Interfaces (TUI) that change materiality or shape as input and/or output (Alexander et al., 2018). While these represent novel technologies, there remain problems in understanding how to design, use or evaluate these. One reason behind such problems might be the lack of guidelines or frameworks that are developed specifically for SCI. Another reason can be the lack of theory of human performance to inform design decisions. In this paper, we review frameworks that have been proposed for SCI and relate these to a theory of affordance. While HCI has used the concept of affordance for many years (Norman, 1988), there is a tendency to assume that it relates solely to the physical properties of an object. To this end, it has been assumed that form (physical appearance of the object) permits function (a particular action with that object). However, the concept of affordance is much richer than this implies and takes into account the capabilities of the person performing the action, the goal that the person is seeking to achieve, the environment in which the interaction between person and object occurs, as well as the properties of the object. Further, as the object could be designed to have sensing and acting capabilities of its own, then there is a progression of interactions in which the object responds to person as much as the person responds to the object. To explore the concept of affordance, Baber (2018) developed Forms of Engagement (including environmental, morphological, motor, perceptual, cognitive, cultural). This reflects the ways in which people engage with artefacts and how different Forms of Engagement can serve to support and constrain each other. SCI design frameworks have focused on the type of shape change (Rasmussen et al., 2012; Roudaut et al., 2013; Kim et al., 2018) or purpose of different shapes (Alexander et al., 2018; Rasmussen et al., 2012). In this paper, the aim is to relate the type of shape change with the purpose of SCI. Such a framework will combine Forms of Engagement with properties and behaviours of SCI. This can simplify the application of affordance in SCI design, as it details different levels of affordance for each affording situation. Relating the shape change type with the function in a framework together with the affordance evaluation methodology would serve as a useful tool that will improve the usability of upcoming SCI. Moreover, this research will serve as a base for future studies that facilitate applying affordance concept to tangible user interfaces. The evaluation methodology can help SCI designers to assess their interfaces’ affordance or even provide the designer the ability to consider the criteria in the early stage of design to assist them create affording situations. ReferencesAlexander, J., Roudaut, A., Steimle, J., Hornbæk, K., Alonso, M. B., Follmer, S., & Merritt, T. (2018). Grand Challenges in Shape-Changing Interface Research Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Montreal QC, Canada. https://doi.org/10.1145/3173574.3173873Baber, C. (2018). Designing Smart Objects to Support Affording Situations: Exploiting Affordance Through an Understanding of Forms of Engagement. Frontiers in Psychology, 9, 292. https://doi.org/10.3389/fpsyg.2018.00292 Kim, H., Coutrix, C., & Roudaut, A. (2018). Morphees+: Studying Everyday Reconfigurable Objects for the Design and Taxonomy of Reconfigurable UIs Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Montreal QC, Canada. https://doi.org/10.1145/3173574.3174193Norman, D. A. (1988). The psychology of everyday things. Basic Books. Rasmussen, M. K., Pedersen, E. W., Petersen, M. G., & Hornbæk, K. (2012). Shape-changing interfaces: a review of the design space and open research questions Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Austin, Texas, USA. https://doi.org/10.1145/2207676.2207781Roudaut, A., Karnik, A., Löchtefeld, M., & Subramanian, S. (2013). Morphees: toward high "shape resolution" in self-actuated flexible mobile devices Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Paris, France. https://doi.org/10.1145/2470654.2470738

Khawla Aljammaz, Chris Baber
Open Access
Article
Conference Proceedings

Developing a Virtual User’s Autonomous Social Behaviors for Advanced Human Behavior Simulation in Atypical Architectural Design

The importance of user simulation has been highlighted by the recent advent of atypical buildings. In these situations, it is easy to overlook the importance of a given building’s users because atypical architecture is the result of focusing on the shape of the building. Human behavior simulations using intelligent human-shaped agents are emerging as a potential method for solving this problem. However, extant human behavior simulation technology is mostly used in limited situations that do not involve social interaction. This study therefore aims to develop simulation technology that considers social situations within the given architectural space. This study is related to the intelligence of human-shaped agents; the agent developed here can not only respond to a physical space but also perform social interaction with other agents. This paper introduces the developed technology and examines the results of testing this technology with architecture students.

Yun Gil Lee
Open Access
Article
Conference Proceedings

Corpus-Based English Education and Translation of Ancient Chinese Terminology

This paper discusses the corpus-based English education and translation of ancient Chinese terminology. An English education is an very important tool for academic translation. Only the researchers who are good at a particular academic subject and at conveying a variety of meaning in English can influence their international readers mostly.China has a long history of language and culture. The recorded history of Chinese ancient characters dates back to Banpo Times about 6000 years ago[ Guo, Mo’ruo(郭沫若). The Dialectical Development of Chinese Ancient Characters(古代文字之辩证的发展)[J],Archeology(考古),1972(03):3-14.(http://blog.sina.com.cn/s/blog_5e5e1e1a0102z3nt.html)]. The experiment of isotope carbon 14 confirms the age of the remains of Banpo Village ruins by Institute of Archaeology, Chinese Academy of Social Sciences in 1972[ Zuo, Min’an(左民安). A Detailed Study of Chinese Ancient Characters(细说汉字)[M],CITIC Press Group(中信出版社),2015. ]. With the development of characters, China began its language studies. A special academic subject, XIAOXUE, comes into being[ Li, Cheng’Yan(李成燕). The Evolution of the Meaning of "Xiao Xue" in Ancient China(中国古代"小学"含义的演变)[J].Journal of Guangxi Normal University( 广西师范大学学报), 2011,47(1):5.]. This subject focuses on studies of the characters’ YIN (phonological system), XING (morphological system), YI (lexical semantic system). The language systems of Chinese are very different from those of English. The researchers who try to convey Chinese traditional messages into English expressively have to identify the difference between Chinese systems and English ones. Based on statistical data for the largest academic corpus in China (CNKI), we analyze the English translation of eight typical ancient Chinese terminologies in academic articles. The corpus-based results show that, except for the rough English translation of these traditional terminologies by researchers, there is no further mention of the potential meaning for these special words to avoid confusion. This undoubtedly prevents the greater spread of education of Chinese ancient terminologies. The present paper tries to answer the following questions: (1) What are the real obstacle to overcome when ancient Chinese terminologies are translated into English? (2)How are ancient Chinese terminologies translated into English when they function as keywords in academic articles? (3) What should be to done for English education to standardize the translation of ancient Chinese terminologies? The conclusion suggests that the ancient Chinese character has independent phonological, morphological, lexical semantic systems; a substantial corpus is effective to overcome the language barriers of translation; and it is necessary for researchers to receive English education for translation of ancient Chinese terminologies.

JIALI DU, Christina Alexandris, PINGFANG YU
Open Access
Article
Conference Proceedings

Mixed Initiative Sensemaking With Automation

It is possible that either the automation is not 100% correct or that the human knows information that the automation does not; in either case, the human will need to choose whether to follow the recommendation of the automation or not. This research focuses on human sensemaking, specifically how people organise information and how closely it matches what a system does using the data/frame model. Varied levels of automation were simulated in the investigation, as well as different levels of certainty. Answering questions to solve a case involving a group attacking an institution in a given location at a specific time was the scenario that has been used in this study. The sensemaking process was applied using the card sorting technique, and the automation confidence degree was determined using the intelligent analysis approach. The results showed that even though the provided frames are perhaps more practical, people appear to be more consistent when using self-generated frames rather than the provided frames. The way people grouped information was not necessarily the same as how computers did it. Furthermore, people appear to believe information presented by a computer with confidence levels represented by scores or colours. They will accept the computer's confidence predictions and make their own decisions based on them, even if they are not rational.

Ahad Alotaibi, Chris Baber
Open Access
Article
Conference Proceedings

Optimizing User-Specific Gait Cycle Metrics with LAAF Smart Insoles to Manage Chronic Pain

Ongoing lower body pain is a pervasive problem around the world. If untreated, these issues may develop into more serious injuries and chronic pain. Furthermore, physical inactivity due to chronic pain is associated with a cluster of metabolic diseases. Current affordable solutions only address symptoms of pain without tackling the underlying root causes. By connecting users to caregivers, literature, and exercises, the LAAF - Live Active and Agony Free - platform aims to enhance the connected strategy in each user’s healthcare journey by emphasizing a holistic and complete approach to chronic pain management and prevention. The updated version of LAAF insoles brings a dynamic design, which supports multiple shoe sizes on a single flexible PCB. With the new multi-row flexible PCB design, the same circuitry is utilized to create shoe sizes ranging between US Men’s sizes 7 to 10 (Women’s 8.5 to 11.5). This eliminates the need for separate circuit designing for each shoe size, making the overall product cost-effective. Working with industrial design and engineering teams, LAAF aims to optimally place sensors to collect the most relevant data to manage chronic pain. In the updated version of the LAAF mobile app on iOS and Android, new parameters, such as double support, symmetry, weight distribution, walking duration, load, foot clearance, and fall risk have been added. These added parameters assist caregivers in diagnosing and prescribing personalized corrective measures. Detailed insights in the gait cycle encourage physical activity. Data collected from the LAAF insoles is compared to normative gait cycle data using algorithms to generate user-specific reports. Compared to current methods, the updated LAAF insoles provide the most relevant data for a new, effective, and affordable way to encourage physical activity while managing and preventing chronic pain across the world.

Meher Khan, Rumshaa Yunus, Ali Shafiq Malik, Zain Hussain, Faasel Khan
Open Access
Article
Conference Proceedings

AI Decision Making to Allocate Government Funds

This paper discusses the use of Artificial Intelligence in government decision making with a case study on the use of AI to distribute government grant funds.An important element in government administration is decision making. Currently, only a minority of government decision makers use a formal approach; but politics, intuition and coincidence are increasingly being replaced by formal, structured decision making. It has been found that a structured, formal decision-making process results in better outcomes. Further, the continued development of e-Government is leading to the use of autonomous decision making based on Artificial Intelligence (AI). The continued development of information and communications technologies (ICT) and e-Government solutions is expected to lead to the use of autonomous decision making, based on Artificial Intelligence (AI). In many areas, AI is superior to humans in decision making. Computer reasoning based on logic and deduction, optimization and decision making enables autonomous systems and decision support aids. Although ICT offers substantial benefits for government operations, there is a high failure rate when governments attempt to adopt ICT for government purposes. Structured participatory processes are available, but government entities seldom use them in decision making. Thus, this aspect needs to be considered when developing autonomous decision making systems. A formal process is even more important when designing a system to make decisions autonomously.Case Study: DOJ OJPThe Office of Justice Programs (OJP) is an agency of the U.S. Department of Justice. OJP does not carry out law enforcement or justice activities itself. Rather, the office offers state-of-the-art knowledge and practices to federal, state, local, and tribal justice systems. OJP focuses on crime prevention through research and development assistance to state, local, and tribal criminal justice agencies. Its activities cover law enforcement, corrections, and juvenile justice through grants and assistance to crime victims. OJP works in partnership with the justice community to identify the most pressing crime-related challenges confronting the justice system, and providing information, training, coordination, and innovative strategies and approaches to address these challenges. It focuses on a science-based, “smart-on-crime” approach. An example is seen in public safety grants at the OJP. For many years, during the summer grant “season,” about $2 billion would be distributed to some 2,000 grantees. In the past, there was no standard approach for determining who received grants. The individual grant managers used their own judgment, basing their decisions to a great extent on their knowledge of the applicants.OJP’s goal is to administer a grant awards process in a fair, accessible, and transparent fashion and to manage the grants system in a manner that avoids waste, fraud, and abuse.Then, about 2011, OJP began introducing objective measures into the grant review process and automated the process. The new system resulted in increased accuracy and consistency of decisions, as well as a more efficient review process. The time for a grant manager to capture grantee data in the database was reduced from 30 minutes to almost zero, and grant applications could be reviewed quarterly instead of annually. OJP now allocates its resources based on hard data rather than subjective opinion.

Linda Bower
Open Access
Article
Conference Proceedings

Weaponized Artificial Intelligence (AI) and the Laws of Armed Conflict (LOAC) - the RAILE Project

Today much has already been written about Artificial Intelligence (AI), robotics and autonomous systems. In particular the more and more prevalent autonomous vehicles, i.e. cars, trucks, trains and to a lesser extent aeroplanes.This article looks at an emerging technology that has a fundamental impact on our society, namely the use of artificial intelligence (AI) in lethal autonomous weapon systems (LAWS) – weaponized AI - as used by the armed forces. It specifically approaches the questions around how laws and policy for this specific form of emerging technology - the military application of autonomous weapon systems (AWS) could be developed. The article focuses on how potential solution(s) may be found rather than on the well-established issues. Currently, there are three main streams in the debate around how to deal with LAWS; the ‘total ban’, the ‘wait and see’ and ‘the ‘pre-emptive legislation’ path. The recent increase in the development of LAWS has led to the Human Rights Watch (HRW) taking a strong stance against ‘killer robots’ promoting a total ban. This causes its own legal issues already in the first stage, the definition of autonomous weapons, which is inconsistent but often refers to the Human Rights Watch (HRW) 3-step listing – human-in/on/out-of the loop. However, the fact remains that the LAWS are already in existence and continues to be developed. This raises the question of how to deal with them. From a civilian perspective, the initial legal issue has been focusing on liability in relation to accidents. On the military side, international legislation has been and still is, through a series of treaties between states, striving to regulate the behaviour of troops on the fields of armed conflict. These treaties, at times referred to as Laws of Armed Conflict (LOAC) and at times as International Humanitarian Law (IHL) share four (4) fundamental core principles – distinction, proportionality, humanity and military necessity. With LAWS being an unavoidable fact in today’s field of armed conflict and rules governing troop behaviour existing in the form of international treaties, what is the next step? This article will look to present a short description of each debate stream utilizing relevant literature for the subject matter including a selection of arguments raised by prominent authors in the field of AWS and international law. The question for this article is: How do we achieve AWS/AI programming which adheres to the LOAC/IHL’s intentions of the ‘core principles of distinction, proportionality, humanity and military necessity?

Morgan Broman, Pamela Finckenberg Broman
Open Access
Article
Conference Proceedings

Deconstructing informational pathway(s) for design of haptic communicative garments

Interacting in the perceptual process by artificial means (augmented perception) involves a) capturing and conveying environmental cues, and b) designing rele-vant interfaces toward the human receiver. Expanding communication beyond vision and hearing in the visocentric paradigm is valuable for a user living with deafblindness but in the long run also for the many opening up for new informa-tional pathways. Augmented perception, regarded as a process, is highly complex spanning incommensurable domains, mental and material, natural and man-made, active agency and passive. We deconstruct augmented perception with special emphasis on getting a common model in spite of these disparate domains. We show that translation is a proper metaphor for the sequence that is necessary for achieving a). We use this deconstruction for designing an interface for haptic communication to the receiving human including b). We hope this work will be supportive for future development of new means of communication.

Nils Persson
Open Access
Article
Conference Proceedings

The emotional responses obtained from the interaction of a person with a mass-distributed virtual product derive from simple human behaviors.

It has been observed the need to understand the effects that are being derived from the mass-distribution virtual products. It is clear that these products affect in various dimensions to the users from the activation of the sensory mechanisms, anatomical responses until various cognitive processes. Through the observation of the interaction processes made by a group of normal vision users in a Website with the assignment of a task was detected: 1. A hierarchy on the process 2) Minimal activation of two sensory mechanisms 3) The type of experience that is obtained from the interaction with the mass-distributed virtual products is basically integrated of kinetic components and cognitive models 4) Virtual products generate aesthetic experiences. Networks were used to display and represent the information. The intention of these studies is to describe the type of emotional responses generated with virtual products and to reflect on how complex responses are obtained from simple human behaviors.

Jorge Gil Tejeda, Lorena Olmos Pineda
Open Access
Article
Conference Proceedings

Packaging Design Strategy of Female Medical Injector Under Emotional Demand

The first visual perception of pharmaceutical packaging can directly affect the psychological emotion of the people who use medicine. From the user's needs, through the investigation of the cognition, will and emotion of gynecological patients in the use of disposable drug pushers, analyze the importance of pharmaceutical packaging design to pharmaceutical users, discuss the role and significance of emotional needs in the use of their packaging design process, and explore the development of the emotional design of female medical disposable drug pushers packaging; take the design practice of Kangfute gynecological pushers as an example, and integrate the emotional needs with In the case of Kangfute gynecological push dispenser design practice, the emotional needs are integrated into the packaging design to complete the push dispenser packaging design to meet the needs of the psychological level.

Xun Gao, Liu fuyong, Yong Li, Wanying Cheng
Open Access
Article
Conference Proceedings

Literador: a comprehensive tutoring system for Spanish writing

In a professional setting and in adult education, a well-written text needs to convey meaning by presenting ideas in a coherent and cohesive form that facilitates readability. This involves factors such as the balance in the use of coreferences, the abstraction of the language used, and the lexical diversity of the text. In this work, we proposed Literador, an Intelligent Tutoring System for Spanish writing. By incorporating different Natural Language Processing (NLP) tools, Literador can analyze and provide feedback on the different aspects of a text, beyond just content. The three main NLP tools that have been incorporated into Literador are BETO, TRUNAJOD, and regular expressions. BETO is a Spanish-trained model of the state-of-the-art BERT language model. Because BETO can capture a highly accurate representation of the Spanish language, it can be used to analyze the meaning of a text, such as determine the accuracy of its main ideas. On the other hand, we use the text complexity analyzer TRUNAJOD to analyze the readability of a text. By integrating over 50 different indicators that measure lexical and syntactical elements, TRUNAJOD can provide insight into key writing factors that can affect the text’s internal connectivity, narrativity, coherence, concretion, and lexical diversity. Finally, we use regular expressions to identify the use of key lexical elements in a text. Regular expressions are used to identify structural sequences that indicate logical entailment, dependency, or adequate closing words for a specific type of text. By combining all of these sources of information, Literador can provide fine-grained feedback on what aspects of a text need improvement. This information is integrated following a feedback strategy that prompts different types of messages depending on the student’s level and tries, which also intends to avoid information overflow.

Fernando Gutierrez, Christian Soto, Bernardo Riffo, Maria Fernanda Rodriguez, Ana Vine, Daniel Mora, Carolina Calbullanca, Paola Teppa, Isabel Cisternas, Cristian De La Fuente, Diego Palma, Antonio Gutiérrez
Open Access
Article
Conference Proceedings

Frequency indicators of heart rate variability in assessing the effectiveness of antihypertensive therapy in patients with metabolic disoders

Introduction. Modern computer technologies that allow analyzing the dispersion of signals from biological objects significantly expand the diagnostic capabilities of medicine. Heart rate variability analysis (HRV) is a very promising technology that allows us to evaluate not only the function of the cardiovascular system, but also the state of the mechanisms of autonomic regulation (AR) in general. Purpose: to identify the relationship between the initial autonomous status and the effectiveness of the use of antihypertensive drugs (AHT) in patients with metabolic disorders by comparative analysis of HRV. Materials and methodsThe study included 87 patients with diabetes (DM) and arterial hypertension (HTN). Clinical examination included metabolic status, hemoglobin A1c. 49 people (observation group - 1) had unsatisfactory glycemic control (HbA1c=11±3.1%), including 19 patients (32±6.7y.) with type 1 diabetes-DT1 (1а) and 30 patients (52±7.1y) with type 2 – DT2 (1b). The comparison group (2) included 38 patients with compensated diabetes (HbA1c=6.2±4.3%), 22 people had DT1– 2a (29.5±4.9y.), 16 - DT2 – 2b (55±4.4y.). As AHT, patients took moxonidine (0.2-0.4 mg/day). Holter ECG monitoring complex "Valenta"MN-08 (Russia) with a set of computer programs. The HRV spectral analysis: total power of the frequency spectrum – TC (ms2); LF (%) - the low-frequency component - waves of 0.04-0.15 Hz (reflects activity of the sympathetic system); HF (%) - high-frequency waves from 0.15 to 0.40 Hz (activity of the parasympathetic nervous system at the segmental level); ULF (%) - ultra-low frequency - waves up to 0.0033 Hz, (activity of the higher centers of HR regulation); VLF (%) – very low frequency - 0.0033-0.04 Hz (functional state of suprasegmental structures). Index of Centre (IC) - ratio of the activity of the central regulation loop to the autonomous = (LF+VLF)/HF; Index vagosympathetic balance (IVB) – ratio LF/HF.Results.There were significant changes in HRV, but the direction and severity of disorders in different types of DM was not the same. IC in patients with DT2 was low - 1.19 ± 0.08, which is possible only with a pronounced disturbance of central and autonomic links of HR regulation. The power of the low-frequency (LF-24.2±2.1%, VLF-23.4±3.7%, ULF-30.8±8.4%) prevailed over of HF-21.6±2.9%, which is characteristic of disruption of AR. Group 1a didn’t affect IC (1.32 ± 0.17), but was accompanied by decrease of TC, the predominance of ULF-36.5 ± 11%, VLF-33.9±4.7%, LF-17.4 ± 6.9% over the high-frequency (HF-11.7 ± 1.5%). LF/HF was higher than the average, confirming hypersympathicoton. Autonomous imbalance was observed in 1b, but against the background of increased activity of the parasympathetic nervous system (LF/HF=0.86±0.07). Pronounced clinical efficacy of moxonidine was observed in 92.7% of patients 2a regardless of compensation and 87.5% - 2b. After the appointment to group 1a, TC increased, which indicated the restoration of autonomous balance. The HF increased (18.4±1.9%) and LF/HF normalized - 1.23±0.14. VLF decreased, LF and ULF didn’t significantly change. The clinical efficacy of moxonidine in monovariant didn’t exceed 46.7% and combination therapy with other pharmacological groups was required. Conclusion. Insufficient effectiveness of therapy in patients of this group was associated with pronounced changes in autonomic regulation.

Irina Kurnikova, Shirin Gulova, Tatiana Nikishova, Nikolay Kislyy, Sofia Buturlina, Oksana Demina
Open Access
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Conference Proceedings

Evolution of Chatbots for public services: how to get to the next level?

Chatbots have been increasingly used in the context of public administration in recent years and months. Using the example of the German state of Schleswig-Holstein, it can be shown that chatbots are part of the current overall IT and digitalisation plan as well as the state's AI strategy. At the same time, the use scenarios and the functional scope of the first application examples are still quite limited (i.e. Corona information or information on the Integration Office). We would like to contribute to how the next step can be approached, from a “talking FAQ” to value-adding service systems.The aim of this paper is to present a conceptual framework for the design (and further evolution) of public services supported by chabots. Our conceptual framework draws from three knowledge areas: namely (1) actor engagement and multilevel service systems design, (2) conversational design (for chatbots), and (3) human-centered design.The design and operation of value-adding service systems (configuration of resources, people, etc.) is rooted in the framework of service-dominant logic and thus focus is laid on the aspect of value creation. Generally, Service platforms offer value propositions and maintain as well as operate various public service offerings. Following this consideration, the value proposition (learning about actor needs and requirements) must be placed in the foreground when planning and developing chatbots. We argue service systems design requires a multi-level design approach and framework.Hence, we start with the value proposition and existing institutional settings (i.e. legal basis and organisational constraints, data protection issues etc.) and configurations the actor is used to and guides actor behaviour. Central use case consists of a chatbot to support personalized dialogue and to support the customer along the service process. We will combine two important knowledge areas: systems design knowledge (technical requirements, usability and user requirements) and service systems design (institutional set-up and actor engagement design). Design and implementation comprises the value proposition itself and the technical realization (e.g. service system, engagement platform, service platform). A Use case based design is a valuable approach to design value propositions. In real practice, approaches such as Domain Driven Design (in order to clarify requirements). Digital services are thus identified and designed. Human centred design for interactive systems (cf. ISO 9241-210) then starts with a system vision and runs through the phases “understand & specify context of use”, “specify user requirements”, (iteratively) “produce design solutions to meet user requirements” and “evaluate design against requirements”. In the last step of the process, two evaluation methods are often used: heuristic evaluation and testing. In the paper we want to look in particular at heuristics for chatbot design (in analogy to Nielsens “Heuristics for Interface Design”).Hence, we see two particular design areas for service systems, namely institutional design (macro level) and engagement design (micro level). Design of the engagement platform represents an important next step (meso level), as it addresses mobilization of actors and resources required and resource integration pattern (e.g. business process, or customer process, supporting workflow of a chatbot). We will conclude our contribution with an evaluation as well as an outlook to what extent new research areas arise in the field of chatbots (i.e. chatbots can support identifying actor's intent and resource mobilization and allocation within administrative bodies).

Stephan Raimer, Peter Weiss
Open Access
Article
Conference Proceedings

I don’t understand you – error-handling as a key aspect of conversational design for chatbots

Misunderstandings can occur in any dialogue. This applies to communication between people just as it does to communication between humans and chatbots. Resolving these misunderstandings and continuing the dialogue effectively is called error handling. Good error handling makes conversations with chatbots more helpful, convincing and successful and has great impact on user experience. The aim of this paper is to contribute to successful chatbot implementation projects. To this end, the paper will focus on the process of planning and implementing chatbot projects, with a particular emphasis on human-centred design (i.e. ISO 9241). A special role is played by the conversational design aspects with special consideration of how error handling should look like.Generalised, it can be said that an analysis for the start of a chatbot project should run (at least) through the following phases: Stakeholders and Value Proposition, Current solutions and channels, Context and conversational tasks, Personality of the chatbot, Background tasks, Error handling and fallbacks.In the field of public services, chatbot systems are becoming more and more common in public administration contexts. Compared to business use cases, where conversion rates are the ultimate KPI, here the benefits are more towards 24/7 support services, availability and scalability. For the conversational design, users should be able to enjoy talking to the virtual assistant. Hence the dialogue design must be adapted to a (defined) target group depending on the context and area of application. The chatbot is a (virtual) representative of a company or administrative body, and it therefore represents it in conversations with user or customers. Consequently, the language of the chatbot should be adapted to the Coroporate Identity, values and language.Challenges and opportunities of chatbot design, especially looking at the user experience, give you on the one hand a great potential for engaging with users at scale. On the other hand there are (potential) usability problems, i.e. users need to read a lot, can’t just easily scan and skip to their relevant content and probably a limited ability of chatbot systems to understand natural language.So what is the cause of possible misunderstandings between humans and chatbots? There can be various reasons, apart from a lack of the aforementioned understanding. The natural language processing in terms of AI comprises of two important aspects: detection of (a users’) intent as well as entities. In that context the error or misunderstanding occurs when a chatbot does not understand a request or assigns the wrong concern to the request. Other reasons might be that the chatbot knows the user's concern but has not understood the wording correctly, or the chatbot has not (yet) learned a concern that is actually relevant. Otherwise the concern might not belong to the chatbot's area of expertise.So what are the options for dealing with unknown questions and misunderstandings? A often used approach is that the chatbot describes the misunderstanding and asks the user to formulate their question differently. This is called a fallback answer. It often looks like: "I'm sorry, I didn't understand you. Can you describe your request again in other words?". Recommended alternatives to this standard behaviour might be, that the chatbot says that it may not yet have learned anything about this issue and offers the user a selection of topics that it has already mastered. Or that the chatbot refers to additional information (i.e. websites) where information on a recognised keyword can be found. Even more convenient is an intelligent search as a background function that provides relevant entries to the question directly in the chat. Last exit can be an offer to forward to a human employee (e.g. callback service).

Stephan Raimer, Marleen Vanhauer
Open Access
Article
Conference Proceedings

Intellectual Capital and Measurement Methods: Some Specific Contributions from the Literature

In the topic of intellectual capital, one of the most important elements is the ways to measure it, along with its definition and the calculation of its value. These 3 elements, together, constitute a triad, sequential, which serves as a starting point for further developments and, thus, to broaden scientific knowledge in the area.This same triad has not gathered, in the scientific community, convergences regarding it. Therefore, it appears that relevant research exhibits divergent directions.Most of the relevant literature follows directions in which the intellectual capital appears associated with other topics, such as innovation, business performance, competitive advantages, the effects on activity sectors such as healthcare, banking, in particular.It is about knowing something about what is eminently intangible and hence, it is, simultaneously, of greater difficulty and greater importance for other subsequent knowledge, such as the value of assets (intangible and also tangible), their variation (whether it increases or decreases) and, possible transaction, as if it were any other product and/or service.The relevant literature on the topic, per se or associated, has denoted some research directions, conceptions, and approaches carried out (quantitative or qualitative) that do not prove to be the most scientifically adequate.In fact, it is visible, mainly, at the level of the sample and the method chosen to carry out the research that is carried out, limited in its dimension.With regard to the method used, the instruments, methods and techniques often turn out to be complex and multidisciplinary, making it difficult to understand the procedures and the discussion, outcomes and conclusions.But what is most remarkable is that the intellectual capital appears as if it were a concept that is situated in the static domain and not the dynamic, that is, it is seen as a state rather than as a process.Any and all knowledge is, construction, deconstruction and reconstruction. In Information Science, this is not the case. Therefore, this constitutes a research problem that must be addressed through approaches that respond to the aforementioned triad and adopt a dynamic view of intellectual capital.In this context, the expansion of scientific knowledge occurs in a more perceptible and objective way, allowing to know its value. The knowledge of intellectual capital becomes a more developed and deepened topic with contributions that reveal what is intended to be achieved: knowing its value.Besides knowing what it consists of, what methods are there to measure it? And this in the context of a dynamic perspective, prospective, as a process and not as a state (little or nothing evolutionary in time). As a state, the intellectual capital is nothing more than something timeless and always the same, regardless of the time in which we find ourselves.If future research directions on the intellectual capital are to respond to the triad, as a (dynamic) process and not as a (static) state, this will be on the right path. Otherwise, almost everything about it remains unknown and the scientific knowledge in the referred topic is not clear.

Oscar Ramada
Open Access
Article
Conference Proceedings

Stability of artificial intelligence controlled systems

The impact of artificial intelligence in novel design of system of systems is substantially increasing, having influenced overall behavioral pattern of full setup. Major impact could be seen in large systems equipped even with minimum artificial intelligence elements up to specifically designed systems e.g. for evaluation of contribution on social network. The basic characteristic of any artificial intelligence program is that creator cannot predict next steps in the behavior of the whole system controlled by artificial intelligence. It can be done only based on statistical estimation, because real artificial intelligence program cannot behave deterministically. Moreover, the artificial intelligence programs today are not capable to demonstrate such a quality as intuition or deep abstraction etc., which are specific to human. The concentration of the cyber systems as are sensor and actuators network in IoT environment or autonomous car groups under control of artificial intelligence of the similar design can be source of instability of the system itself.When we talk about a system stability, we usually consider the system with some observable feedback and short control loops. In the large system of systems, the control loops are multiple, hidden and mutually affected. In our contribution we are going to show the possible way of analysis of such a case of dynamic system behavior based of semidefinite programming approach for both linear and non-linear system with and without feedback loop. Naturally, where the feedback loop will be missing, the stability of the system will be very sensible to border conditions while in the case of very tight loop the system will be kept to one specific state. Both of these marginal solutions are not acceptable for large systems equipped with artificial intelligence.The goal of system of systems equipped with artificial intelligence would consist in ability to cover very large number of possible states, often vaguely defined, based on probability of the border conditions. The system of systems remains in the state achieved, analyzing its state itself and implementing change into another state under reasonable change in the environment. So it means system of systems will remain in the probabilistically optimal state until the self-analysis will show necessity to change this state to another, more optimal, state. But change in the state can lead to instability of the system of systems when probabilistic estimation will fail or environmental condition are not in the form known from the past. Based on this analysis we expect to show, that system of systems, where the internal systems are using artificial intelligence, could be statistically stable only. Hereto such a system could create a threat, when the coupling among the individual systems will be weak leading to disbalance of all system or vice versa when the system is strongly coupled lead by one predominant artificial intelligence and in such a case showing the groupthinking effect.

Vaclav Jirovsky, Vaclav Jirovsky Jn
Open Access
Article
Conference Proceedings

Medical Diagnosis Classification Using WEKA

The use of data mining techniques is not new—commonly it is used in various other industries, such as financial services, marketing and manufacturing. The main goal of data mining is to find patterns in a large dataset that yield insight and expertise. Thus, in terms of healthcare, data mining methods have a wide range of uses, including diagnosing cancers, pattern recognition and prognosti-cating patient health outcomes. Each patient's diagnosis at the University of Porto Hospital (Centro Hospitalar Universitário Universitário do Porto) has an ICD-10-CM code. This data can be used to build a predictive model to classify diag-nosis using secondary diagnosis. Three datasets were then created to be tested using data mining techniques. As a result, the algorithm that had the best perfor-mance was the Random Tree (99.8% corrected classified instances) using the third dataset with the five main diagnoses of each patient as parameters

José Machado, Nicolas Lori, Ana Coimbra, Filipe Miranda, António Abelha
Open Access
Article
Conference Proceedings

A harmonized, user-centered, multi-lingual referential for ICT devices and services

Information and Communications Technology (ICT) has become central to the life of all citizens in the European Union. A vast range of powerful devices (e.g., mobile phones, smart phones) and services (e.g., media services, societal services) are proposed in order to foster exchanges, provide access to a wealth of information and improve the quality of life. However, the expected benefits – in particular those of societal relevance - materialize only when the features proposed by the devices and services may be easily understood and used by all users, including those with learning and cognitive disabilities. When users are not familiar with a new functionality and its technical background, they may be confused by an obscure and not harmonized terminology. As a result, they may be reluctant to use ICT devices and services and miss their potential benefits.The Design-for-All approach presented is addressing the provision of a harmonized terminology suggesting terms to denote more than 500 basic and commonly used ICT features in 19 European languages with a dual objective. Firstly, it is intended as a referential for the end users, taking into account elderly users as well as those with cognitive, physical, or sensory variations. Secondly, it is offered as a guideline to support the users (in particular, the industrial stakeholders) in the provision of harmonized documentation. The work has been undertaken by the “Human Factors” Technical Committee (TC HF) of the European Telecommunication Standards Institute (ETSI). An ETSI Guide (EG 203 499) has been developed with a two steps approach: a first version has been published in 2019 covering English, French, German, Italian and Spanish; a second version including 14 more languages (Bulgarian, Croatian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Norwegian, Polish, Portuguese, Romanian, Slovak, and Swedish) is to be published in the first half of 2022. EG 203 499 will address all the languages spoken in the EU by more than 5 million citizens and will be freely available.The proposed poster will outline the benefits of the proposed ETSI Guide and provide examples of the resulting terminologies together with the methodology used for developing them in the ETSI EG.This work is co-funded by the European Commission (EC) of the European Union (EU) and the European Free Trade Association (EFTA) and conducted within ETSI.

Emmanuel Darmois, Martin Böcker, Omar Qawasmeh
Open Access
Article
Conference Proceedings

Sensory-perceptual attributes in the creation of the store's image: how they act on user behavior and improve physical retail experience

In the last decade, the world has seen the transformation of shopping habits. According to a report prepared in 2017 by Global Data, only 5.8% of customers in 2011 preferred virtual stores. In 2016, the number increased to 9.2% and in 2021 the estimate was 13.3%. However, the estimate did not take into account an important aggravating factor: Covid-19. With the Coronavirus pandemic and the necessary social isolation, purchases made through digital channels gained even more strength over physical retail. Numerous articles have been showing the impact of the event on consumer behavior, needs and preferences. Therefore, the old estimate of 13.3% is expected to increase considerably, as the online channel became for a period of time, for the first time in history, the only possible channel to buy. For security and convenience, users who habitually shopped at physical points of sale seem to have migrated to digital.In this precisely digital moment, user power demands a new level of concern. Being at the center of the development of products and services, the user is the one who defines any design decision. Even though digital interfaces such as e-commerce and internet banking have broken paradigms and changed the way in which everyday tasks are consumed and performed quickly and conveniently, the user is still looking for personalized and sensory experiences that only physical environments are capable of to offer. Currently, the point of sale that does not rethink the experience it offers and revises its engagement strategies ends up becoming obsolete. In an immediate and digitalized reality, the physical store only becomes relevant if it offers a differential and this is the structuring of the experience behind a multi-sensory shopping journey that keeps the user and his interests at the center of everything.The structuring of the experience is based on the construction of the store's image and the attributes that best represent the brand in its physical spaces should be highlighted in it, whether they are concept or pop-up stores. Attributes, by themselves, are acts performed in language and reflect the perceptual, emotional and experiential coordination of a given community and therefore are fundamental to the creation of a cohesive store image that is faithful to the interests of its consumers. Attributes, like adjectives, have as main function to accompany the noun, giving it characteristics or presenting something that particularizes it, just as attributes do with products, services and experiences. When analyzing the concept of Brand Equity, it is clear that it is through the attributes that the identity is created and transformed. It is responsible for bringing awareness to brands and differentiating them from others. Based on this finding, the study intends to answer the question: How do sensory-perceptual attributes, when used in the creation of store's image, influence users' cognitive processes and responses and improve their experience in physical retail?Sensory experience originates in the visual, auditory, tactile and olfactory systems. These systems constantly influence human cognitive responses. Designers commonly consider visual stimulation but end up forgetting the great power of the other four senses and consequently the results that could be achieved if they were used in conjunction with vision. Marketing or sensory branding at the point of sale consists in the use of sensory-perceptual attributes in order to act on the consumer's senses and generate affective, cognitive and behavioral reactions that favor the creation of the store's image, the experience offered in the commercial environment and, consequently, stimulate satisfaction and purchase. The importance of using different activities and actions directed to each on of the senses will depend on the category of products or services offered, the positioning sought by the brand, its target audience and main objectives. Through an exploratory research on the state of the art involving the main topics on the subject, such as cognitive and semiotic ergonomics, this study works with the hypothesis that, when used with clarity and consistency to brand identity, its target audience and products offered, sensory-perceptual language attributes are extremely important in the construction of the store's image and can influence cognitive processes of memory and decision-making, as well as improve experience in physical retail environments.

Paulo Eduardo Tonin, Celio Teodorico Dos Santos, Gabriela Mager, Elton Moura Nickel
Open Access
Article
Conference Proceedings

Design of smart products for the elderly based on affordance

In today's Chinese society, the aging of the population is accelerating, and the elderly have become an important group of social concern. Research on products for the elderly is also increasing. On the other hand, with the continuous advancement of technology, smart products also occupy an increasingly important position. However, there is a huge mismatch between the use of the elderly and smart products. Understanding the perception, cognition and behavioral habits of the elderly is of great significance for designing research and improving elderly products. The affordance theory and its research methods define the function of the product from the perspective of the system level and scope of the conceptual design of the product, which can be directly mapped to the user's intentional behavior. Product matching information, thereby helping designers better grasp the relationship between products and the elderly. From the perspective of affordance, the article analyzes the perception, cognition and behavioral habits of the elderly, identifies the perception characteristics, cognitive ability attributes, and behavioral characteristics of the elderly, and summarizes and organizes the elderly's own. At the same time, it analyzes the characteristics of elderly smart products, and uses the research method of affordance to establish a research framework for smart product aging-appropriate design under the guidance of affordance, which provides a basis for the development and optimization of subsequent products.

Mi Tian, Jie Zhang, Yuchao Cai, Xiaori Dong
Open Access
Article
Conference Proceedings

Arduino-based system to identify sedentary behavior working in home office

COVID-19 created the need for students to take classes from home. This situation led to a decrease in students’ dynamic activities and therefore by staying in the same posture for long periods of time, students can develop physical fatigue. According to ergonomic studies, short breaks during activities can benefit people’s health. The aim of this study is to investigate the impact of implementing a break during a test within two student groups. For this study, a control group worked on a ninety-minute test without breaks. A second group included a five-minute break in between the test. To track the time a student remained sat, an Arduino-based device was used in the test group to notify the student when a break was needed. The study sample consisted of forty-two students working from home on an exam in May 2021 from which half the group was the control sample. During the break, students were allowed to perform physical exercises and stretching. After the test, students answered a qualitative questionnaire about their physical and emotional condition after the test. The results showed better physical and mental for students with a break during exams. Based on this information, the tracking device, and a defined set of breaks during several hours at a desk showed a benefit in people’s well-being. Further studies can continue to investigate appropriate resting times to improve working performance and health.

Gabriela G. Reyes-Zárate, Jan Pablo Castillo Sánchez, Pablo Iván Solares Romero, Ricardo González Cerón, Narvick Nieto Gutiérrez
Open Access
Article
Conference Proceedings

The application of machine learning and deep learning to Ophthalmology: A bibliometric study (2000-2021)

Machine learning (ML) and deep learning (DL) are an advanced technology for the latest 20 years, which has been applied for multiple fields. This study utilizes methods of text mining and bibliometric analysis to explore applications of ML and DL to Ophthalmology. 50-ML-related and 60-DL-related papers from Web of Science (WOS), 15-ML-related and 38-DL-related articles from China National Knowledge Infrastructure (CNKI) are explored from 2000 to 2021. A descriptive analysis of major article, developing trends, journal releasing, topic mapping and quotation relationships is implemented in this paper. Leading authors, institutions, and journals in the related research are identified. Findings show that there is a significant difference between DL and ML studies pertaining to the application of Artificial Intelligence (AI) for Ophthalmology, especially for the hot-topic mapping and institutions.

Han Wang, Zefeng Li
Open Access
Article
Conference Proceedings

Teaching Programming during COVID lockdowns – a positive lesson

Teaching Programming during COVID lockdowns – a positive lesson. As an immediate response to the economic impact of COVID, in 2020 regional UK governments promoted short-term funded university courses to enable individuals that were redundant or furloughed to reskill in the area of software development. One of the courses developed was a novel Post Graduate Certificate in Software Development (Cert), based on a well-established MSc in Software Development (conversion) course (MSc SD) delivered at a local University. The course attracted over 700 applications, enabling the application of higher entry criteria than the MSc SD. Differences in the entry criteria and delivery format (entirely online for Cert) presented a unique Action Based research opportunity. This paper initially reports on course performance of the Cert in comparison to the MSc SD. It then provides an analysis of impact and differences within the enhanced entry criteria for the Cert. Providing discussion and recommendations for entry criteria and delivery mechanisms for similar courses.

Aidan McGowan, Paul Sage, Janak Adhikari, Darryl Stewart, Philip Hanna
Open Access
Article
Conference Proceedings

An Abstract Model for Compassionate Game AI: Designing a Companion for a Compassionate Game

The application of using digital technologies for diagnosis, treatment, and health care has increased as a strategy to provide effective and reachable services for a growing elderly population with increasing number of chronic diseases. Similarly, the interest in using game technology and game experience for these purposes is rising. This paper presents a conceptual model for a compassionate game AI that aids the player-patients throughout their gameplay experience. The model outlines how compassion can be injected in the nature of the companion to fulfill its role within a compassionate game. Compassionate game design aims to offer a comforting experience within the challenging nature of games. Complementing this, compassionate AI is up-lifting and supportive while also receptive to the dynamics of the game.

Aslihan Tece Bayrak
Open Access
Article
Conference Proceedings

Software requirements for inclusive employment: accessibility, usability and user experience contributions

There is one billion people with disabilities in the world. Of these, 785 million are of working age; but only 26.9% have a job, according to Research on Disability in 2014. One of the biggest reason for this phenomenon can be the lack of qualification of these people, according to the Brazilian Association of Human Resources in 2016 and the most common strategies used to find vacancies in companies are direct referral or referral through support entities. Digital media have an important role in creating new opportunities in this field; it is in this scenario that this study is being developed aiming to follow a user with disabilities-centered approach. This research aims to identify the characteristics of a digital application to promote the employability of people with disabilities. The concept of the application is based on a matching engine that will enable a mutual recognition of the candidates’ skills and of the characteristics of the opportunities available in the labour market.In order to understand the current scenario of using digital solutions to support the employability of people with disabilities, a brief benchmarking analysis was made; several tools were found that serve as a search engine for professional and talent opportunities. Some of them allow people to register their resume for free, including professionals of all profiles. Few of these tools use an assessment from the perspective of participatory culture, effective functionalities, usability, accessibility and experience of users with disabilities. It was also found that there are some inaccessible features in these tools that, consequently, hinder the integration of people with disabilities in the labour market. The evaluation was made from the user's perspective and the combination of usability heuristics and international accessibility guidelines. The relationship of these two areas is presented by means of a taxonomy, in order to facilitate the identification of problems that occur in the context of presentation and access to information. The number of users, market maturity and areas available for testing defined the tool selection criteria. Experts and users on personal computers and Android mobile applications performed automatic and manual evaluations.The results point to the existence of several critical errors that can prevent the use by many users (especially those with blindness, deafness and reduced mobility). It is therefore, mandatory to : (i) Increase the accessibility and usability of the existing tools, as the majority of them make it very difficult or even prevent the use of people with disabilities; (ii) improve the behavioural analysis component, considering the lack of information systems that simply survey and characterize profiles and the importance given to the technical characteristics of some companies evaluated; (iii) integrate features related to learning paths recommendation, because people with disabilities do not always know those paths, nor are they included in the qualification processes, a problem often inherited since basic education; follow a participatory approach, in an attempt to support and verify the approximation of people with companies and their sense of belonging, reception and integration by the existing recruitment and selection processes. From the applied tests and inspired by methodological strategies such as Co-Design, Design Thinking and Design Based Research, a set of requirements was identified involving the user in this design process. This requirements gathering process proved to be the basis for the proposal and allowed the specification of the digital solution. This list of requirements is expected to efficiently support the inclusive employment of people with disabilities, considering accessibility, usability and user experience dimensions. Hopefully the final solution will allow the connection between these users and companies, in a simple and intuitive way, and considering not only a set of technical dimensions, but especially behavioral ones, through an accessible interface, and promoting greater equity in inclusion people with disabilities in the labor market, like any other professional.

VIrgínia Chalegre, Ana Margarida Almeida
Open Access
Article
Conference Proceedings

A Novel Method of Subjective Sound and Audio Playback User Experience Evaluation in Multitasking Context: Two Case Studies

Today's telecommunication devices are rarely used by comfortably seated users who are not performing any other task in parallel. Typical communication scenarios include walking, driving a car, watching TV, working on a PC, etc., during a conversation. However, audio User Experience has traditionally been evaluated in ideal laboratory conditions. The authors of this contribution have prepared a new set of methods for subjective audio and sound quality testing with a parallel task which have been approved as ETSI TR 103 503. The contribution summarizes the most widely-used speech and audio quality of experience testing methods, discusses some of their disadvantages, and introduces a new testing methodology with a parallel task. One possible way to bring subjective tests closer to reality while keeping them in a controlled laboratory environment is to introduce a parallel task. The tests can be then based on standard recommendations but the test subjects are asked to perform a secondary physically and/or mentally challenging task when listening to and evaluating the samples. The parallel task technique is designed to distract subjects from their primary task in a similar way that various activities are distracting in real-life situations.Physically oriented parallel tasks are based on various physical activities (e.g., cycling, running, etc.). A disadvantage of this type of parallel task is that not all subjects are in the same physical condition. Mentally oriented parallel task is based on mental activities (math, memorizing tasks, etc.). Similarly, as in the previous case, subjects with better mathematical skills can deal with the secondary task much more easily than less skilled subjects. Hybrid parallel tasks are designed to include both physical parts and mental parts so that the subjects experience a similar workload irrespective of their individual abilities during the testing process. Therefore, with the exception of specific (professionally oriented) situations, hybrid tasks can be considered more appropriate for general-purpose testing than for physically-only or mentally-only oriented tasks. This contribution also presents two experiments performed in the context of parallel task scenarios and highlight sthe identified differences in human perception in these scenarios. The first presented experiment shows the results of subjective quality testing performed on audio data using the car audio system. The quality of the stimuli was subjectively assessed while driving a (simulated) car as the parallel task. The results show decreased sensitivity of subjects for samples with significantly compromised quality while keeping excellent sensitivity for higher quality samples. The second presented experiment was based on ITU-T P.835. The principle of this standard is to make subjects listen to the same sample 3 times: first to assess the speech quality, then to assess the noise annoyance, and finally to assess the overall sample quality. During the parallel task testing, an additional psycho-motor paralle task (aimed shooting towards randomly moving target on a professional laser shooting simulator) has been introduced. Also in this experiment, a non-linear subjective results change after the introduction of a parallel task has been identified.

Jan Holub, Magnus Schäfer, Jan Reimes, Yann Kowalczuk
Open Access
Article
Conference Proceedings

The framing problem for visual representation modules in neuro-symbolism for artificial intelligence

In latest paper “Commonsense visual sensemaking for autonomous driving: on generalized neuro-symbolic online abduction integrating vision and semantics”, which appeared in journal “Artificial intelligence’’(Vol.299,2021), the authors claimed that It incorporates the latest technologies in visual computing and has been developed as a modular framework that can be generally used in hybrid architectures for real-time perception and control. It has been developed as a modular framework that can be generally used in hybrid architectures for real-time perception and control. This advancement represents a useful side of symbolism.Research on the visual computation has received a great deal of attention The demands on human-based cognitive computing are very high. for example, the implementation of autonomous driving functions depends on the effective cooperation of three components: perception, decision making and execution. The perception layer identifies people, objects, and signs on the road by simulating the human eye through multi-dimensional sensors; the decision layer evaluates and makes decisions through pre-processing such as algorithm fusion and feature extraction; the data is fused and output to each control unit in the execution layer; and finally, the hardware mechanism in the execution layer makes feedback actions to realize the full set of autonomous driving operations.In this work, we try to show that this kind of symbolism framework will encounter the so-called “the framing problem” as earlier attempts to formalize the changes of knowledge in event flows. The framing problem is the problem of finding a sufficient set of axioms for a feasible description for environments of the robot or automatic driving. The framing problem is naturally not a problem for connectionism, because the mathematical basis behind it is not formal logic. But among old-school AI, formal logic is still dominant, and implicit in the framing problem is also the flaw in old-school AI's use of symbolic computation as a model of the mind and perception. While end-to-end vision and control based on deep learning has (arguably) been successful for self-driving cars, integrating hybrid vision and semantic solutions at each step, there are clear needs in fulfilling the fundamental legal and ethical responsibilities involving interpretable, human-centered AI and industrialization. However, other paradigms may be worth adopting, for example, the abstract neuro-symbolic approach to online visual perception using answer set programming (ASP) is systematically formalized and fully implemented.In fact, the framing problem describes the problem of expressing facts about the world using first-order logic (FOL). Representing the state of a robot or an automatic driving in traditional FOL requires the use of several axioms that simply imply that things in the environment do not change arbitrarily. For example, we describe a 'block world' in terms of rules about stacking blocks on top of each other. In the FOL system, other axioms need to be used to infer the environment (for example, blocks cannot change position unless they are moved).

Dingzhou fei
Open Access
Article
Conference Proceedings

Human-computer Interaction in Connection with Conducting Online Classes: The Case of a Technological University in Russia during the COVID-19 Pandemic

Human-computer interaction necessarily takes place in education using information technology. In the situation of the COVID-19 pandemic, with classes to be conducted partly or totally online, the use of computers by both teachers and students is inevitable. The sudden shift from offline to online learning has made both opportunities and challenges of dealing with computer technology more evident. The opportunities of online education are numerous, including remote access and increased flexibility available for the learning process. However, there are certain challenges of human-computer interaction that make the use of these opportunities less efficient, if not impossible. In fact, the real situation of conducting online classes in a given time and place can be rather different from the suggested ideal one – and is to certain extent unpredictable (thus being the situation of uncertainty), dealing with technical, bureaucratic, behavioural and other obstacles. The particular case under analysis is that of Kuban State Technological University in the Russian city of Krasnodar. Based on the observations conducted at the university, including those provided by means of pedagogical experiment, the description of the behaviour demonstrated by the human participants of the online learning process (including students and teachers, as well as administrative and technical staff) towards computer technology is presented in its development since the introduction of the changes caused by the COVID-19 pandemic. Relevant suggestions are proposed in this connection.

Alexander Gerashchenko, Tatiana Shaposhnikova
Open Access
Article
Conference Proceedings

Enthusiast versus Antagonist: Exploring the perceptions of data experts on the visualisation of uncertainty

Despite the copious number of reasons to visualise uncertainty in visualisations, there is still a reluctance to actively represent uncertainties. This paper explores the perceptions of data experts considering uncertainty visualisation and their reasoning behind lacking engagement. By documenting a series of interviews with data experts, the authors uncover the perceptions and constraints faced when contemplating uncertainty visualisation. Through several industries, the authors reveal numerous perceived benefits of uncertainty visualisation but also the strong influence end-users have on the decision to incorporate the additional information. Finally, the paper reflects on a lack of experience but also the commitment from the data experts to the use of aesthetics in developing intuitive uncertainty visualisations. Whilst also highlighting their perceived benefits around what the aesthetic could bring to both visualisation development and uncertainty visualisation design. The study documented in this paper feeds into a larger body of research on aesthetic uncertainty visualisation.

Joel Pinney, Fiona Carroll, Esyin Chew
Open Access
Article
Conference Proceedings

Mood Dynamic Playlist: Interpolating a musical path between emotions using a KNN algorithm

We often to listen to music for its power to change our emotions. Whether selecting music for concentration, tunes for dancing, or lullabies for falling asleep, people often select music based on their desired mood or activity. We propose a method for automatically generating musical playlists that takes the listener on an emotional journey. We represent a playlist as a path of songs through the arousal-valence circumplex space, using existing datasets of songs annotated with affect values. Given a starting and desired affective state, we employ a K-nearest neighbor approach to choose songs that gradually and smoothly step through the affective space. We compare several different distance metrics and we evaluate the smoothness of the resulting playlists using mean squared error. We discuss an example playlist and link to a demonstration of our approach.

Patrick Donnelly, Shaurya Gaur
Open Access
Article
Conference Proceedings

sustAGE 1.0 – First Prototype, Use Cases, and Usability Evaluation

Worldwide demographics are changing; we are living longer and, in developed countries, the birth-rate is dropping. In this context and motivated by the challenge of sustainable ageing, this paper presents sustAGE, a multi-modal person-centred IoT platform, which integrates with the daily activities of ageing employees both at work and outside. The sensed information allows the system to assess the state of the users and context-related aspects with the aim to provide timely recommendations to support wellbeing, wellness, and productivity. Herein, we describe the use cases, outline the overall system architecture, and introduce the first prototype of the platform implemented up-to-date. Furthermore, the results from the usability evaluation conducted with real users who used the prototype for one month are presented.

Adria Mallol, Iraklis Varlamis, Maria Pateraki, Manolis Lourakis, Georgios Athanassiou, Michail Maniadakis, Konstantinos Papoutsakis, Thodoris Papadopoulos, Anastasia Semertzidou, Nicholas Cummins, Bj Schuller, Ion Karolos, Christos Pikridas, Petros Patias, Spyros Vantolas, Leonidas Kallipolitis, Frank Werner, Antonio Ascolese, Vito Nitti
Open Access
Article
Conference Proceedings

Experimental geodesic dome with a sandwich panels structure

The popularization of geodesic domes as a living space was one of R. B. Fuller's challenges for modern mankind. The search for a technology that can optimally satisfy this desire in a society living in a temperate climate has become the goal of the structural studies described in this study. The technological solution of the layer of sandwich panels depends on the adopted discrete division of the polyhe-dron surface. Due to the relatively simple shape of the element, the dodecahedron was adopted as the basic body. The designated triangular elements constitute the initial shape of the basic element. Analysis of the edges of connections of triangu-lar panels forms the resulting shape of the spatial solid of the component element. The use of thin GRC concrete slabs in the load-bearing layers allows it to work with metal edges around the perimeter of the panel. The solution of the geometry of the structure nodes is of decisive importance for the technology of assembling the panels into a compact arrangement of the spherical shell. In order to assess the technical value of the created model, an original measurement system was de-signed based on statically operating measurement poles. The system of mechani-cally adjustable measuring poles serves at the same time adjustable load, forced deformation and protects the model in case of loss of stability during strength tests. The research experience obtained on the initial model will be used in further detailed testing of the sandwich panel roofing system described in the paper.

Waldemar Bober, Przemyslaw Stobiecki
Open Access
Article
Conference Proceedings

Healthcare Data Management Using Blockchain: MyHealthMyData (MHMD) and PharmaLedger

Healthcare data is important in the development of new medicines as well as in disease prevention and health promotion. At the same time, there are significant barriers to sharing health data mainly due to privacy issues. Blockchain as a tech-nology characterized by immutability, traceability, decentralization, and crypto-graphic security might provide feasible solutions to tackling challenges such as security concerns, data format inconsistency between health data providers, and data breaches caused by unauthorized access. International projects such as MyHealthMyData and PharmaLedger provide blockchain-based solutions ad-dressing the privacy preserving issues associated with health data management. This paper provides an overview of the proposed innovative solutions of the two projects.

Galia Kondova, Amala Arockia
Open Access
Article
Conference Proceedings

The regulation of artificial intelligence in the context of the European Commission's priorities

Based on the concept of artificial intelligence (AI) and its understanding of European Union law, documentary and institutional reference points are presented to raise some reflections on the subject as a regulatory focus and its links with the values of the Union and fundamental rights.Organizations in recent years, due to Digital Transformation, have undergone a massive r(evolution) at the social, economic, and technological levels. This wave of transformed enterprises is achieved by technology enablers, often referred as digital transformation (DT) enablers which include (1) cloud, (2) mobile, (3) social, and (4) big data – analytics. Innovation accelerators like IoT, Robotics, Augmented and Virtual Reality, Cognitive Systems and Next-Generation Security and Artifical Intelligence are often also playing a part in this process of digital transformation. AI can be defined as "the theory and development of computer systems capable of performing tasks that normally require human intelligence". So, Artificial intelligence refers to systems or machines that mimic human intelligence to perform tasks. Tasks that they can iteratively improve based on the information they collect. in this frame, soon, AI technologies will have a significant impact in many areas of the working world, namely medicine, law, or accounting.In this context, the reflection/question to be asked is whether the use of artificial intelligence is correct. This requires a deeper understanding of law in an algorithmic world to provide individuals with effective rights against unfair and socially detrimental artificial intelligence applications and simultaneously inform organizations with the point of view of justice in the use of AI. The discussion on the need for regulation of artificial intelligence arises in European Union law at least since 2018 for the creation of institutional documents from the outset in search of a legal definition for AI. Some path was followed until the proposed regulation of 2021, for a European Parliament and Council Regulation establishing harmonized rules on artificial intelligence (document COM/2021/206 final of 21.04.2021). And it has been developed because it was assumed as a priority by the European Commission in its 2019-2024 composition, as well as in the rotating presidencies of the Council of the Union, as was the case of the recent Portuguese presidency on 1st semester of 2021.After a doctrinal framework and resorting to European Union documentation through a methodology of document analysis, we seek to frame this matter in the Commission's priorities, either in legislative acts or in soft law documents.Various electronic addresses are also used, for access and as a source, since the use of computer platforms is, after all, the basis of the focused subject. Thus, despite the debatable academic value, the institutional addresses are made available here, which will be an effective form of access and represent the execution and exercise of some of the ideas put forward by the authors.

Maria Manuela Silva, Maria Ferreira, Dora Alves
Open Access
Article
Conference Proceedings

Interactive graphics for multidimensional pain assessment – a human-centered design and evaluation study with patients suffering from chronic pain

In clinical contexts, pain is normally assessed by self-report using numeric rating scales and questionnaires. This practice reduces the possibility of expressing individual pain experience to a few numeric options. Developed by the research groups of Mühlenberend and Willmann at Bauhaus-Universität Weimar and the Team of the Clinic for Interdisciplinary Multimodal Pain Therapy at the University Hospital in Jena, the approach presented here, fosters an alternative form of qualitative pain documentation using interactive and parametric graphics. These allow to express the pain individually through fluidly adjustable visualizations. In this study, a set of prototypical graphics was used to characterize and validate input combinations, input forms, number of parameters and, ultimately, general visualization strategies. The results indicate that the approach is promising and beneficial in the context of pain therapy, and it could be potentially transferred to mobile and other “smart” applications.

Johannes Breuer, Jan Willmann, Andreas Mühlenberend, Winfried Meissner, Christin Arnold, Philipp Baumbach
Open Access
Article
Conference Proceedings

Implementation of the online eSocial platform for human resources tasks: A case study in small company for wholesale metal products

Nowadays, the registration and the control of the human resources of an economically active population is a complex task. Each company is obliged to keep the individual registration file updated. Requires filling multiple tabs and delivering them on different channels to comply with the law and keep the contract legal. To rationalize the large amount of paperwork requires, the government created an online platform that unified the delivery of 15 labor area obligations for enterprises, other legal entities, and individuals. From now on, always need to be with the documentation of the employee up to date. The system is the initiative of the joint efforts of the four leading agencies designed to modernize several processes involving fiscal obligations reducing the bureaucracy that limits the Brazilian companies. The use of the online platform eSocial will be compulsory for companies, including SMEs and the self-employees that hire collaborators. This paper aims to report the implementation of eSocial in a small company of wholesale metal products. The company, located in the region of the metal manufacturing industries, was founded in 1980, with 50 employees of all levels of business responsibilities. The elected company was due to the accessibility of the surveyors to study the files of the current practice to implement an online platform. The methodology used was the applied technology with the hand-on technique on-site execution constituting the review of existing paperwork for training to use the online electronic platform. It found difficulties implementing a new approach for the people dealing with hard copies shifting to electronic software. After experiencing several setbacks of delay over the planned schedule, it started running smoothly with the appropriate adjustment to the system. Apart from freeing the space used to keep large amounts of complex copy files, adopting an online platform estimates the saving up to 60% regarding the human resources allocated for the task.

Tania Paes, Norma de Melo Pinto, Kazuo Hatakeyama
Open Access
Article
Conference Proceedings

Interface design to address the constraints of situational visual impairments: the context of a nautical application

As technology evolves, it also reaches maritime navigation through the use of mobile devices in outside environments. Nonetheless, the use of mobile devices in this domain leads to issues concerning data visualization, since maritime navigation takes place in environmental-conditioned contexts, namely the direct incidence of sunlight, which constrains the interface data visualization on the smartphone screens. The study presented in this paper was made in the scope of the SisMAR project, which aims to support safe navigation in uncharted inland waters influenced by the tides. To achieve this a dedicated mobile application was designed to enable the simulation of the navigability conditions using routes shared by other navigators.The focus of this study was to design and evaluate the mobile application interface, aimed to be adapted to external environments assuring and adequate user experience.Preliminary evaluations highlight the favorable response of a contrasting color palette to mitigate situational visual impairments.

Diogo Carvalho, Jorge Ferraz, João Miguel Dias
Open Access
Article
Conference Proceedings

Artificial intelligence as a supplement in the teaching process

The paper emphasizes the importance of artificial intelligence as a supplement to its use in education. What influence and impact does artificial intelligence have on education? Is the use in teaching focused on teaching goals? Artificial intelligence can use methods of experiential learning, simulation learning, principles of connectivity and constructivism. The Czech Technical University (CTU), Masaryk Institute of Advanced Studies (MIAS), Department of Pedagogical and Psychological Studies prepares students for the profession of teachers of technical subjects in the study program Specialization in Pedagogy. The current state of knowledge of pedagogical sciences and the dynamically developing field of digital technologies are applied to specialized areas of technical fields. The structure and content of teacher training is being systematically modernized as a result of the development of the humanities and technical sciences. Today, the demands of students' psychological resilience in the environment of the cybernetic and robotic world are changing. The paper attempts to define goals and visions for the future, the integration of artificial intelligence into the teaching process and its main advantages and disadvantages. The paper responds to new trends and needs of society, whose competitiveness requires readiness for the requirements of education 4.0 (5.0). The possibilities of artificial intelligence applied in the educational process can be designed for use in teaching with the implementation of the educational program as an MOOC course. Research is needed to identify potential successes and risks. We will focus on the synthesis and interpretation of knowledge gained through research. In our research, it was a structured interview with an expert group. Respondents were acquainted with the possibility of creating a MOOC course - an educational program for further education of teachers. Through interviews, the opinions of experts on the educational program were examined. The effort is also to analyse the current situation in education with emphasis on research results and literature. Artificial intelligence and digital technologies are intended to support and complement the teaching process. The main obstacles to the spread of artificial intelligence in education can be the difficulty of preparing a teacher for teaching. The positive and negative aspects of artificial intelligence can be named. It is especially important to compare the views of teachers and experts. The study is the basis for continuing research into the digital competencies of social science teachers. Continuation of the research is now carried out at the Czech Technical University, Masaryk Institute of Advanced Studies in Prague within the research grant (Development of digital competencies of teachers of social sciences). The development of the topic of artificial intelligence in education is very important. There is much research, but insufficient attention has been paid to examining the effectiveness of teaching using digital technologies supported by artificial intelligence. Artificial intelligence in education has a future and can be used meaningfully. New technologies and acquired knowledge about artificial intelligence can be reflected in the international curriculum in the reforms of school education systems. Innovative methods and forms of education are important aspects of the current educational reality and constant innovation of didactic tools in teaching is a necessary condition for building a modern educational institution. The effective use of artificial intelligence through digital technologies in the educational process corresponds to the need to improve the quality of education.

Petr Svoboda
Open Access
Article
Conference Proceedings

Machine Learning Detects Pairwise Associations between SOI and BIS/BAS Subscales, making Correlation Analyses Obsolete

We use AI techniques to statistically rigorously analyze combinations of query responses of two personality-related questionnaires. One probes aspects of a participant’s tendency for uncommitted sexual behavior (SOI-R) and the other avoidance of aversive outcomes together with approaches to goal orientated outcomes (BIS/BAS). We use one-hot encoding, dimension reduction with a neural network (a seven-layer auto-encoder) and two clustering algorithms to detect associations between the twelve combinations of SOI and BIS/BAS groups. We discover that for most combinations more than one association exists. Traditional, fallacious statistical methods cannot find these outcomes.

Hermann Prossinger, Jakub Binter, Kamila Machova, Daniel Riha, Silvia Boschetti
Open Access
Article
Conference Proceedings

Evaluation of Indicative Symbol Coding for Fighter Cockpit HUD Based on Different Environmental Background

Head-up display (HUD) is an important medium for fighter pilots to obtain the flight status and flight parameters of aircraft. In this paper, the cognitive human-computer interaction process of pilots when using HUD to search information is analyzed, two groups of reaction time measurement experiments are carried out, and the statistical analysis method is used to study the pilot's cognitive speed of HUD interface. The results show that the application of box arrow is better for the application of HUD interface under different environmental conditions, and the accuracy is high, but the integrity is slightly lower than that of open arrow and closed arrow. This paper provides theoretical support for the improvement of fighter HUD display interface.

Xiangyang Zhang, Wenyu Wu, Ziwei He, Yingjing Li
Open Access
Article
Conference Proceedings

Psychophysical Analysis of Studying in Isolation: Learning in Pandemic Era

Working on visual display units (VDUs) for prolonged periods of time leads to peculiar effects on physical and cognitive functioning of the users. COVID-19 pandemic brought the world to a point where all the work activities and interactions became dependent on various types of VDUs. The teaching-learning process switched to virtual classrooms bringing about a shift in the knowledge exchange scenario across the globe. An optimisation of conditions for VDU usage needs to be done in order to minimise the long term effects and reduce discomforts while using any such technology based media. The study focuses on a real time comprehensive analysis of VDU usage related musculoskeletal disorders, particularly computer vision syndrome and postural problems. The exposure assessment in both physical and cognitive domains provides the basis for optimisation of conditions for VDU usage.

Namrata Arora Charpe, Anshuman Shastri
Open Access
Article
Conference Proceedings

COMM-G: A Communication Glove for Smart Communication

This paper proposes a smart communication process using google assistant for sign language identification with the help of the components majorly comprising of flex sensors, MPU6050 sensors, and microcontrollers. The basic idea evolved overtime to make the process simpler and more efficient. The conversion from gesture to speech is carried in two sub-processes, firstly gesture is converted into text with the help of flex sensors and the text is converted into speech with the help of default functionality of google assistant. The test results are prudently evaluated with the respective output of the sensors. This proposed idea can assist people with impaired learning and people working in industries.

Vaishali Vaswani, Akriti Kumar Singh, Anshuman Shastri, Namrata Arora Charpe
Open Access
Article
Conference Proceedings

Іnclusive tourism as an innovative social service for people with disabilities: recommendations for implementation

The actualization of the development of inclusive tourism is enhanced by the fact that for people with disabilities tourism is not only a means of recreation and rehabilitation, promotes the activation of motor functions and support of physical fitness, but also a source, creating an environment for full interaction and elimination of feelings of inferiority, that in turn mobilizes mental health resources and restores the psycho-emotional mood of a person, and therefore, increases the level of his/her self-esteem and self-significance. The article examines possible ways of developing inclusive tourism as a social service for people with disabilities. The state of the provision of rehabilitation services for people with disabilities to improve the level of full-quality life has been determined, and the feasibility of providing rehabilitation services through inclusive tourism among social field professionals. Recommendations for the development and implementation of inclusive tourism as a social service for people with disabilities are offered.

Oksana Kravchenko, Inna Zherebko, Hennadii Rzhevskyi, Viktoriya Stanishevskaya, Olha Kozak
Open Access
Article
Conference Proceedings

Learning Sustainability through Digital/Social Media (DSM) and its Impact on Students in Qatar

Nowadays, the utilization of Digital and Social Media (DSM) is becoming more and more ubiquitous in different fields, especially amongst the youth. A cornerstone in the technological and information revolution as well as a powerful medium in spreading knowledge in the twenty-first century, DSM is becoming omnipresent in the education arena where teachers and students alike use them for their respective education. Given the need to cater to different learning styles, to diversify instructing methods to ensure better learning outcomes for different students, and to help students become tech-savvy, DSM offers an array of opportunities to boost collaboration, communication, inquiry, and to engage students in the learning process. From blogging to using several platforms such as Twitter and Instagram, it has been proven from the literature that DSM can play a vital role in empowering students to be global citizens and to advance Sustainable Development Goals (SDGs). Amid the outbreak of the COVID-19 pandemic, schools and institutions worldwide were compelled to embrace remote classrooms and to shift to distance learning, relying more heavily on DSM as an attempt to bridge the knowledge gap and to use them as effective tools to deliver lessons. In light of this event, schools that were not previously prepared to incorporate digital media as part of their students’ learning faced numerous hurdles and issues trying to reach their students and maintain their learning standing. In a response to this emerging need, this paper suggests a website as a digital and innovative solution, which was designed by the authors and used by the English department in one preparatory school in Qatar during remote learning. The purposes of this website are threefold: i) prompting students to enhance their written communication skills through journaling on different topics via an online platform, ii) encouraging students and teachers to interact in a safe environment by reading each other’s posts and commenting on them, and iii) leveraging the use of DSM by helping students reflect on and disseminate their sustainability habits in a country that is seeking incessantly to shift to a knowledge-based economy and to meet the SDGs as part of its own national agenda. As the K-12 curriculum framework in Qatar delineates the importance to incorporate sustainability values within various subjects, this website serves to address the application void that is left to be filled in and decided by teachers in delivering these subjects. Using qualitative approaches, mainly data coding and text analysis to evaluate findings from semi-structured interviews conducted with the website users (both students and teachers), and from essays posted on the website, the results show that students were increasingly motivated and interested in topics related to sustainability and environmental issues pertinent to the local case of Qatar after posting on the website. Furthermore, findings from teachers’ perspectives reveal that the ease of sharing, commenting on and documenting students’ reflections and writings made them more prone to use the website more regularly. The study concludes with a set of recommendations to improve DSM learning in Qatar.

Mariem Fekih Zguir, Maryam Alhail, Muammer Koc
Open Access
Article
Conference Proceedings

The Influence of Globalization on a Country’s Cultural Values: Has Globalization Influenced Power Distance among Countries?

AbstractThe scope of this research is to examine the impact of globalization on people socially and culturally in many countries regarding power distance. Hence, this research study empirically investigates the relationship between globalization and Hofstede’s cultural value of power distance in fifty countries and regions worldwide. The authors borrowed secondary data from two different sources, the Manikov and Hofstede’s Research in 2012 study and the KOF Globalization Index in 2019, to test the relationship between globalization and power distance using single regression analysis. The study results show a negative and significant relationship between globalization and power distance among countries and nations (β= -1.174; P-value=0.000). The study results could benefit policymakers to consider accommodating globalization, top-level managers in multi-global corporations as power distance impacts consumer buying behavior. The authors also discuss the theoretical implications and future studies in the discussion section.Keywords: Globalization, National Culture, Rates of Innovation

Yousif Abdelrahim, Marim Alenezi
Open Access
Article
Conference Proceedings

Novel motion detection algorithm of 3D medical data for diagnosis purposes

The encoding and streaming of medical video imaging for diagnosis purposes is an example of high computational capacity applications. Motion detection presents one of the pillars in encoding such videos and a basis for compression where just motion vectors are encoding instead of the complete frame. We propose a new algorithm for motion detection of 3D medical videos where the novel approach is based on the fact that medical videos don’t have sudden and large motions. We defined an adaptive medical search algorithm that starts with presumptions that the motion is coherent for acquired medical 3D MRI or CT data.Currently in the H265/HEVC encoding standard (the most recent standard for video compression), in sense of accuracy, only the Full search algorithm for motion estimation of medical data analysis is applicable, so there is a need for implementation of other, more efficient algorithms. While motion estimation algorithms for general-purpose algorithms (where input video can have any possible motion features) are well known (triangle, pentagon, and square pattern), those for medical applications without sudden and large motions are not yet optimized which is very relevant in sense of speed needed for calculations, when we consider typical 500MB MRI datasets.Our algorithm is presenting an entry point of a bigger framework for the compression of multidimensional medical data. In these terms, a list of potential customers includes any users of medical data visualization systems that seek high accuracy and fast computation for multidimensional medical data visualization, for example, in applications in OR during surgeries, preoperative planning, and diagnostics, that might be used by a wide variety of medical specialists currently using regular DICOM viewers with inefficient rendering. We plan to offer our algorithm to producers of the DICOM viewers to optimize their calculations for visualizations, to speed them up.Compared to the Full search algorithm, in our algorithm, the initial search pattern is checking just 23 points, one center point, 14 checking points that surround the center (at points with absolute Manhattan distance equals 2), and additional 8 points with spatial vectors |i|=|j|=|k|=1, in order to obtain maximum accuracy for initial motion vector whereas there is a tradeoff for the further calculations. Framework next predicts motion vector for all other consecutive frames based on minimum block distortion for two possible blocks – the one which is predicted by the previous motion vector and the new one re-calculated with our algorithm.We see an opportunity in the context of updating image viewers for diagnosis purposes that are currently present on the market (like DICOM viewers), so the computations of motion detections will be much faster and equally accurate as when using the Full search algorithm. The main advantage would be time reduction when running such applications that would raise the user experience (which might be important for medical specialists in OR) and reduce the cost of the equipment needed to run such applications (because of less computational complexity it will need less computer power).In this paper, we will present our research outcomes, main benefits, and possible risks in implementation, and also describe how our novel algorithm for motion detection of 3D medical videos is highly efficient while the same accuracy as currently used full search algorithm for motion detection in 3D medical data videos.

Martin Žagar, Alan Mutka, Hung Tai
Open Access
Article
Conference Proceedings

Internationalisation of Finnish Firms and Use of Digital Solutions

Firms in Finland are experiencing an immense shortage of skilled workers, and one of the many ways to cope with this shortage is the internationalisation of firms. The starting point of internationalisation of the firm is the smooth induction process of foreign background employees in the firm and utilising digital solutions. This paper explores different ways firms use to enhance the employees’ induction process and promote internationalisation. The data has been collected from 36 firms from Finland in the interview form between 2020-2021. The collected data were analysed qualitatively and provided widespread information. This paper focuses on the induction and internationalisation side of data. The study explains digital solutions, orientation-training programs, promoting an inclusive work culture and background evaluations to enhance the induction process. The practical implication of this study is to provide guidelines and bases to develop further digital solutions for the induction process in Finnish firms.

Afnan Zafar, Marja Ahola
Open Access
Article
Conference Proceedings

Multimodal visual, auditory, thermal, and tactile feedback during Brain-Machine Interface use by a spinal cord injury patient

Background: Brain-machine interfaces (BMIs) have the potential to replace and expand body functions, but also to induce neuroplasticity. In BMIs that include virtual reality and tactile feedback, it is thought that the underlying mechanism may be partially dependent on immersiveness (i.e., how “realistic” the environment is). It is not known however, if continuously increasing the number of simulation modalities with the goal of creating a more immersive environment may eventually lead to an overload of information and prevent BMI performance. Objective: The aim of this study was to investigate the performance of an spinal cord injury (SCI) patient in a BMI setup based on lower limb motor imagery (i.e., requiring the participant to modulate neural activity to control an avatar in complex virtual reality scenarios, while receiving coherent visual, auditory, tactile, and thermal feedback. Setting: Experiments took place in Physical Medicine and Rehabilitation Department at the Hospital Senhora da Oliveira in Guimarães, Portugal.Methods: The participant was a 52-year-old male with an ASIA complete T4 SCI stabilized. The embodiment experiences were generated through a set up where the subject was required to generate lower limb motor imagery commands, while receiving multimodal feedback, delivered through a virtual reality headset (including goggles and headphones) combined with thermo-tactile feedback sleeves. Sessions were characterized by three different phases: habituation (hand control of avatar movement), acquisition (neural data acquired to train the neural network), and real-time decoding (neural signals decoded in real-time to control the avatar movements). Visual stimuli indicated whether the patient should think about “Walking” or “Not walking”. Results: In the sessions presented here, the participant consistently presented performances above chance levels. In a small number of sessions, where performances were closer to chance levels, the patient reported increased levels of stress due to variables not directly related to the experimental setup or design (work stress, personal problems, etc.). Unexpectedly, in a small number of sessions where the virtual scenario included water, the patient reported feeling his “legs cold”. Conclusions: This study demonstrates that a spinal cord injury patient can control a brain-machine interface combining virtual reality (visual and auditory), tactile, and thermal feedback; supporting the notion that the increased number of feedback modalities did not generate an overload of information.

Carla Paisv, Pedro Gaspar, Tânia Poleri, Demétrio Matos, Maria Azevedo, Miguel Gago, André Perrotta, Miguel Vieira
Open Access
Article
Conference Proceedings

Monetary reward effects in tactile discrimination and neurophysiological activity during use of a tactile stimulation sleeve

The development of devices capable of delivering tactile and thermal feed-back have the potential to improve brain-machine interfaces for neuroreha-bilitation protocols. Monetary rewards are known to improve some types of passive tactile processing. The aim of this study was to describe the perfor-mance and neural activity of subjects receiving tactile stimuli through a tac-tile stimulation sleeve in the presence or absence of monetary rewards. Healthy subjects were required to discriminate between different tactile stim-ulation patterns delivered through a stimulation sleeve while their neural ac-tivity was recorded with Electroencephalography (EEG). Behaviorally, no significant differences were observed in the performances of subjects wear-ing the sleeve. Meanwhile, analysis of neural activity revealed that the intro-duction of monetary rewards consistently generated significant differences in theta frequency band for occipital electrodes. These results support the no-tion that monetary rewards can significantly influence tactile information processing.

Carla Paisv, Demétrio Matos, André Perrotta, Miguel Vieira
Open Access
Article
Conference Proceedings

Strategies for improving packaging experience design of children's vitamin D3 drops

Based on the usage patterns and scenarios of vitamin D3 drops for children in the existing market, this paper designs the packaging and experience of the products according to the needs of users. Emotional needs should be integrated into the packaging design of medical and health care products, fully considering the use scenarios, use processes, pain points and demand points of target groups, user psychology and other factors, reflecting the characteristics of ease-of-use, fun and convenience of health care products, and fulfilling the needs of users' psychological level. Solve the problems of inconvenient carrying, difficult capsule opening and children's resistance, and better embody the humanized design. Finally, through the design practice of floor-to-floor products, a set of optimized design schemes suitable for the packaging design of children's health care products are explored, so as to truly meet the use needs of consumption.

Liu fuyong, Xun Gao, Yong Li, Wanying Cheng
Open Access
Article
Conference Proceedings

The Design and Evaluation of an Eyes-Free Touchscreen Interface

The eyes-free touchscreen interface is a category of interfaces for controlling devices with minimal visual attention. We apply a design framework for the generation of imaginary interface layouts and propose a series of eyes-free input interfaces for menu selection, arrow control, and data entry. These are oriented around U-shaped and diagonal layouts for optimized one-handed thumb interaction. The experiment tests the participants’ cognitive performance toward the specified layouts. In addition to examining the input accuracy of eyes-free interfaces for discrete and serial tasks, interviews are conducted for more qualitative feedback on user perception. The results demonstrate that the new formats are viable for eyes-free interaction and are in line with the previous design practices of the eyes-free interface. Spatial layouts in the straight alignment (1D) placed closely to object reference frames within the functional thumb area and unified frame, enhance eyes-free performance accuracy.

Munyaporn Pooripanyakun, Andrew Wodehouse, Jorn Mehnen
Open Access
Article
Conference Proceedings

Framework for AI based UX: rethinking design process

Artificial intelligence (AI) posits an important question in the 21st century “How do we ensure that when there is a human in the loop — such as in complex or life-changing decision-making — they remain critical and meaningful, while creating and maintaining an enjoyable user experience?” We are still looking for answers as the world is changing at a faster pace beyond human cognitive limits, encouraging human-centered design to be upcoming social challenges in context to HCI’s engagement with AI systems. The present study addresses several challenges faced by designers while creating AI-based products that provide meaningful and relevant experiences to users. We review characteristics of unique experiences and propose a preliminary framework to design AI-driven experiences through a case study.

Greeshma Sharma, Jyoti Kumar
Open Access
Article
Conference Proceedings

Developing an AI-based Coaching Chatbot: A Study on Disclosure as Effectiveness Factor in Human-Machine-Coaching

Coaching via chatbots can be classified as digital self-coaching. At TH Köln, an AI-based StudiCoachBot is currently being developed and implemented. The research focus is on investigating effectiveness factors in human-machine-coaching, especially in the working alliance. An interaction script for the coachbot was developed. The concept of self-disclosure was selected as an effectiveness factor, operationalized and its effectiveness compared to the self-developed concept of information disclosure. The use case is student coaching on the topic of exam anxiety. The Conversational AI Rasa was selected as a suitable system architecture. The effectiveness of the chatbot coaching was investigated in a study with ten students using a questionnaire. The results show that chatbot coaching is already well accepted in its current form. Information disclosure of a coachbot shows higher effectiveness in establishing a working alliance than self-disclosure of a chatbot. The study contributes to the effectiveness of digital self-coaching tools.

Vanessa Mai, Caterina Neef, Anja Richert
Open Access
Article
Conference Proceedings

Digital Fusion Points for shared technological knowledge: Maintenance as a Balancing Action

Analysis, research and comparison on the technological impact had a social level in the past, current and future generations. Project development for a digital maintenance laboratory dedicated to assisted autonomous repair by the citizen.Society is continually facing radical changes and mutations. In the last year, mainly due to the disorder created by the arrival of the global pandemic, the population has come closer to digital tools and moved away from direct, real and more alive human contact. The new condition has led to reconsidering the relationship with digital technology, and has brought out the weaknesses and criticalities that society still has today with regard to technologies and the digitization of services. Technological innovation and the ever-increasing speed with which change occurs have led to a radical transformation of the known world until now.Advanced robotics, artificial intelligence, big data, blockchain are just some of the factors that, combined and integrated with each other, are affecting the sphere of work, society as a whole, and everyone's daily life. Not everyone is ready to face this revolution, which is why the topic addressed concerns the difficulties encountered in relation to the use of new technologies by citizens. Technology and technostress are phenomena that affect not only mature generations but also young people and these factors affect their well-being. According to the numerous studies analyzed on the subject (starting from the thought of Rosen and Weil in the 1980s, up to Thorpe and Brosnan in their studies on phobic disorders) one of the most appropriate actions to improve the approach is those that can be defined hybrid psycho-digital spaces is a targeted action towards a technological education accessible to all that directly implements the education of technologies in a greater way, without barriers and obstacles, above all cognitive and psychic towards those who still feel and believe outside this technological sphere.The proposal is to create a hybrid space alternating between physical and virtual, shared and common, usable by every citizen where they can feel safe, understood and motivated in the use of digital tools and technologies. One of the points of the project will be in the deepening of "digital maintenance" and everything that entails, starting from the programmed obsolescence of electronic devices up to the assisted repair or self-repair directly by the citizen to abandon the economy of use and throws. The project development space will offer specific virtual and non-virtual services. It will be a support to the citizen in the context of neighborhood life by creating a connection between the inhabitants and the power of sharing knowledge in the technological field. The objectives will aim to make citizens aware of autonomous and possible maintenance for their digital devices, and therefore to reduce electronic waste to encourage a planned reuse of what they already own.

Martina Biagi, Eleonora Trivellin
Open Access
Article
Conference Proceedings

Communication and Digitization for Sustainable Events

The project was born in the joint University-Businnes Communication design for Sustainability CDSlab laboratory.The trade fair and temporary events sector was one of the hardest hit by the pandemic. Many demonstrations were canceled in the presence with significant economic losses.Furthermore, in the last ten years the organization of fairs and events has transformed its nature and impact, becoming a field open to transformations and innovations.The first results of the implementation of a systemic project are presented which led to the creation of an app capable of interfacing with augmented reality and with beacons allowing to expand the physical, real world, with contents in digital format accessible on mobile devices and which wants to develop with the elaboration of a model and guidelines for the sustainable event.The project has the following aims: a) Digitization of contents (visitors): inside the app there are editorial contents useful for the visitor such as list of exhibitors, calendar of events, news, map, service information, contacts, etc. A geo-referenced push notification system allows you to communicate directly with the user based on your preferences. The proximity marketing activities are defined and developed on the basis of the specific analysis of the needs of the event. Creation of a heterogeneous database with data relating to the production of any type of waste, recyclable or not, and its own traceability.b) Control and security (exhibitor operators): The combination of profiling, electronic ticketing and proximity technologies makes it possible to monitor in a relatively precise manner the flows of inbound and outbound visitors, to trace the movements of users and measure residence times within specific areas (POI). In this way it is possible to manage flows and reorganize paths and spaces in order to guarantee social distancing and avoid the formation of crowds.c) Goods and data management (operators): reduce the length of mechanized routes of goods in and out of the event area, track the consumption of goods and waste production, dematerialization of media, analysis of incoming and outgoing data output for the creation of a model and guidelines applicable in different contexts.

Eleonora Trivellin
Open Access
Article
Conference Proceedings

Urban Spatial Narration Research Based on Hybrid Space

When smart city data and technology are now primarily used to manage public safety, energy, health, and education, the city's identity is becoming increasingly important. Cultural innovation and diversity as sustainable resources appear to be an urgency for smart cities. The advancement of virtual/digital technologies has fundamentally altered the narrative scenario of the city, and the design discipline can contribute to the development of new narrative forms through the mediation of physic systems and virtual systems. This paper analyzes which are the new ways of people interact with space in contemporary urban environments through case studies. The aim is to solve the question of how cyberspace specifically interferes with physical space in today's urban space, and what new spatial perception people have when they are moving in urban space. These cases include flash mob, hybrid games, IoTs projects. The authors attempt to understand new characteristics and trends associated with human interaction in urban spaces through the examination of these cases.

Peian Yao, Stefano Follesa
Open Access
Article
Conference Proceedings

Machine Learning in FMCG - How Social Listening, Big Data, and AI Apply in the Business Decision Process

Without a machine, human beings cannot process the massive data volume produced by us nowadays for business analysis purposes. Being part of the critical decision-making process in the commercial sector, the usage and role of Big Data, especially those collected from social listening are getting important: how a company listen to the true voices from a group of genuine customers and avoid those misleading, fake comments generated by the robot, to enhance the efficiency on measuring competitor's performance towards their marketing return compared to the investment (MROI), is critical and more challenging.In this paper, we will discuss various analytical methodologies from the angles of business and technological viewpoint: what decision-makers want from social media, what kind of information are they looking into, how visualisation provides instant insights and what kind of system design provides enough interaction to the decision-maker. We will investigate the real-world challenges and difficulties: how the data inconsistency affects the computational analysis, what kind of obstacles was facing in the existing product design in the market. Finally, we will conclude the used machine learning techniques that can address the mentioned business problems, including the successful rate, accuracy and various efficiency level in the studied samples.

Peter Chunyu Yau
Open Access
Article
Conference Proceedings

Factors Influencing Citizens’ Adoption of Smart Government Services: The Case of Saudi Arabia

This paper aims to investigate the main factors impacting the adoption of smart government services in developing countries, particularly Saudi Arabia. The research model of this study was developed grounded on the Diffusion of Innovation (DOI) theory and validated empirically using data obtained from an online questionnaire-based survey of 408 Saudi citizens. The results of this study revealed that the DOI constructs: relative advantage, trialability, observability and trialability significantly and positively influence citizens’ behavioral intentions to adopt smart government services. On the other hand, the results of the current study indicate that both complexity and privacy concerns negatively impact the behavioral intentions. This research contributes to the literature as one of the first studies in the Arab world to investigate the adoption smart government services. The paper brings the attention of researchers and practitioners to such a new area of research.

Maram Alzaidi, Maraim Alnfia, Khalda Ali
Open Access
Article
Conference Proceedings

On the Product Service System Design of Diabetes Management for Patients

The increasing number of chronic patients is still a problem for the Italian medical system. In the age of digitalization, digital technology offers many opportunities for helping these patients solve problems, through advanced technologies such as the Internet of Things, big data, and cloud computing, smart devices can be used to collect and analyze the health information of diabetic patients, and transmit it to medical institutions in a form of visual models for obtaining reasonable treatment recommendations timely. This smart product can analyze the patient's health data in real time, meet the needs of the patient, and facilitate the connection between the patient and various medical institutions. This paper studies the product service system centered on diabetic patients, designs a smart device with blood sugar testing, and provides an Italian localized solution.

Zhiwei Mo
Open Access
Article
Conference Proceedings

A Landmark Detection and Iris Prediction Dataset for Gaze Tracking Research

Gaze tracking has become an established technology that enables detecting the position of the eyes and using it for estimating where the user is looking. In the last decades, gaze tracking has been realized primarily with dedicated devices utilizing infrared (IR) sensors, though the requirement of adopting specific hardware has limited gaze tracking and its use in potential large-scale applications. In the last decade, several research groups have pursued the development of gaze tracking solutions based on computer vision and traditional RGB cameras such as webcams embedded in portable computers and mobile devices. Unfortunately, previous studies have shown that gaze tracking systems based on RGB cameras have significantly lower accuracy, are not suitable for tasks that require precise user control, and require further research and development. Recently, TensorFlow released a landmark detection library that predicts the location of key points of the human face, including the position of the eyes. The algorithm outputs approximately 500 features in which each point is represented as a series of coordinates on a three-dimensional space. Although TensorFlow’s landmark detection algorithm could potentially be utilized for gaze tracking tasks, the number and complexity of its features make it unpractical to use it for real-time gaze prediction without further feature extraction and dimensionality reduction. In this paper, we introduce and discuss a dataset designed for stimulating screen-based gaze tracking research aimed at replacing traditional IR devices with standard RGB cameras. Our objective was to label the features estimated by TensorFlow’s landmark detection and iris prediction model with the actual location of the user’s gaze on a screen. To this end, we collected data from 30 users who were involved in gaze tracking tasks. Each sample in our dataset includes all the features of TensorFlow’s landmark detection and iris prediction model and two different labels representing (1) the actual gaze location acquired with a dedicated IR sensor, and (2) a reference point. In this paper, we detail the data collection software and procedure, we describe the dataset, and we discuss its potential use in advancing gaze tracking research.

Brett Thaman, Nicholas Caporusso, Trung Cao
Open Access
Article
Conference Proceedings

Information Management for The Projection of Productive Capacities Articulated to Export Scenarios

Information in various markets constitutes the primary basis for making the right decisions in a modern and globalized world. Therefore, opportunities grow based on the availability of data and how the data is structured to obtain information that supports decision-making processes, Ogrean (2018) and Neubert (2018), and even more so when business dynamics revolve around satisfying the demand for the products or services offered, Jacobs and Chase (2009). This article proposes the analysis of Colombian green coffee, as an alternative for strategic nodes that lack information on export scenarios, through operational research techniques, addressing the behavior of export sales for medium and long-term projections for management. business. The analysis is developed through Markov Chains, time series analysis techniques and mathematical functions, so a complementary approach is used to obtain predictions in future scenarios such as analysis of sales levels related to market shares.Choi et al (2018), indicate that one of the important applications of information management is in the field of demand forecasts, becoming one of the common alternatives in prediction for data series over time. The data is taken from Statistics of the National Federation of Coffee Growers (FNC), from 2016 to 2019 for export of Colombian green coffee, FNC (2021). Merkuryeba (2019) proposes procedures between techniques that allow a comprehensive approach to forecasts and where the methods complement each other, it is through the use of the methodology in Markov chain models (Kiral and Uzun 2017), plus the methodology of the time series analysis and mathematical functions (Stevenson et al 2015), which with a complementary approach, can reach a more detailed and comprehensive level of analysis for the statement about the future of the variable of interest: exportation market sales for Colombian green coffee.The results showed that Markov chains were very useful in long-term analysis for exports forecasting and their analysis by market segmentation, for this the demands level is classified according to the technique of Pareto. Another important contribution to the Markov chain in information management corresponds to the analysis disaggregated by export sales in demand levels associated to productions levels for aggregate plans.Complementarily, for the alternative of times series analysis; we start from the analysis of the demand, where a seasonal behavior of coffee green demand is detected. Rockwell and Davis (2016) and Stevenson et al (2015), establish a procedure for estimating and eliminating seasonal components by using the seasonal index. Additionally, Weller and Crone (2012) and Lau et al (2018), recommend two common alternatives to measure forecast error and make decisions to select the technique more adequate for information management: mean absolute deviation (MAD) and mean absolute percentage error (MAPE), finally, the result of the three techniques developed: moving average, exponential smoothing, and weighted moving average, the simple exponential smoothing, optimized through MAPE minimization is the selected technique, with which short and medium-term forecasts are defined.This study contributes directly to information management in the context of the exports of Colombian green coffee, as well as in academic settings in relation to research processes in data series under the configuration of big data. In this sense, it was demonstrated that the behavior of sales, segmented by demand levels, can be transformed into estimates of future behavior that establishes an orienting mapping of information management with respect to the possible level of production to energize the supply chain. Finally, the methodological scheme under an epistemological perspective supported by technical decisions, represent an academic contribution of great relevance for information management, where is recommended to use the time series techniques for short and medium-term forecasts, while Markov chains for the prediction and analysis of the sales structure in medium to long term forecasts, supported by median predictions through the use of mathematical functions.

Lloyd Herbert Lloyd Herbert, Juan Luis Arias, Alonso Toro, Andrés Martínez, Homero Murzi
Open Access
Article
Conference Proceedings

Hand Gesture Recognition For Sign Language

We have come to know a very genuine issue of sign language recognition, that problem being the issue of two-way communication i.e. between a normal person and deaf/dumb. Current sign language recognition applications lack basic characteristics which are very necessary for the interaction with the environment. Our project is focused on providing a portable and customizable solution for understanding sign language through an android app. The report summarizes the basic concepts and methods in creating this android application that uses gestures recognition to understand American sign language words. The project uses different image processing tools to separate the hand from the rest and then uses pattern recognition techniques for gesture recognition. A complete summary of the results obtained from the various tests performed is also provided to demonstrate the validity of the application.

Syeda Miral Kazmi
Open Access
Article
Conference Proceedings

Advancing Spatial Ability in the Design of Discrete and Aggregated 3D Green Roof Modules

This research paper examines how spatial relations and 3D visualization align to spatial ability in design practice. It highlights an integrated model supporting the development of spatial ability encompassing discrete, and continuous assemblage design processes, and scientific and interpretive realms seen in a project by junior female design students tasked to conceptually develop and test a 3D spatial module with capability to generate solar shading. Evidence of spatial relations and design principles and the spatial forms’ performance in conditions of orientation and aggregation are identified in design solution (3D visualizations) seen to reflect spatial relations.

Deborah Middleton
Open Access
Article
Conference Proceedings

Development of a non-contact method for the examination of emotional stability

Recently, the issue of extracting information about the emotions of people, including people who are under stress, with the help of video analytics, has become relevant. It is known that the change in GSR can reliably judge the presence of depression or a stress state [1], in which a person can pose a threat to himself or society. Since with an increase in skin conductivity as a result of stress, the sympathetic nervous system is involved, one of the signs indicating changes in the emotional state is mydriasis. The purpose of our work: the development of a non-contact method for the examination of emotional stability. To study the emotional stability of a person under the influence of external stress factors, a pupillographic module for registering changes in pupil size without infrared illumination was used; hardware-software complex “Ats-6”. During the experiment, the stimulus material was shown from the monitor screen. The stimulus material contained graphic information - images of the main stress factor of office workers - tedious routine paper work. Images that evoke pity were used as an additional stress factor. The experiments involved 60 volunteers (including the control group). Of these, 28 are female (46.7%), 32 are male (53.3%). The GSR and pupillograms of two groups of people were compared - students during the session and active office employees of the Ministry of Emergency Situations. An algorithm for processing and analyzing the received video files is presented. The SNR(dB) value for different types of eyes before and after processing the received video files changed as follows: for light eyes, the value increased from 5.4 dB to 13.9 dB; for brown eyes - from 3.4 dB to 9.4 dB; for "transparent" eyes - from 1.9 dB to 2.5 dB. Despite the small SNR, ImageJ allows for high-precision pupil contouring. Clustering of the pupillary response data of the participants made it possible to determine the most probable values ​​of µ, µ2 centroids. Checking the equality of the means µ, µ2 by the Friedman ANOVA method showed that at the level of 0.05 these two distributions differ significantly. Through correlation analysis, it was found that there is a strong relationship between GSR and the duration of pupil size increase in the control group (p=0.87). At the same time, for the group of students in which the pupillary reaction is stronger, the relationship with GSR is less (p=0.72). This can be explained by the prolonged stressful state of the participants in the control group (office workers). The results suggest that the participants in the control group have cognitive processes that allow them to control their emotional state. The results obtained can be useful for non-contact detection of a person's stress state through video analytics.

Oksana Isaeva, Yuri Boronenko, Marina Boronenko, Vladimir Zelensky
Open Access
Article
Conference Proceedings

Forecasting Europe nuclear electric power using artificial neural networks

The recent upsurge in research activities into artificial neural networks (ANNs) has proven that neural networks have powerful pattern classification and prediction capabilities. ANNs have been successfully used for a variety of tasks in many fields of business, industry, and science. researchers and practitioners. Interest in neural networks is evident from the growth in the number of papers published in journals of diverse scientific disciplines. A search of several major databases can easily result in hundreds or even thousands of “neural networks” articles published in one year.One of the major application areas of ANNs is forecasting. There is an increasing interest in forecasting using ANNs in recent years. Forecasting has a long history and the importance of this old subject is reflected by the diversity of its applications in different disciplines ranging from business to engineering.The ability to accurately predict the future is fundamental to many decision processes in planning, scheduling, purchasing, strategy formulation, policymaking, and supply chain operations. As such, forecasting is an area where a lot of effort has been invested in the past. Yet, it is still an important and active field of human activity at present and will continue to be in the future.Forecasting has been dominated by linear methods for many decades. Linear methods are easy to develop and implement and they are also relatively simple to understand and interpret. However, linear models have serious limitations in that they are not able to capture any nonlinear relationships in the data. The approximation of linear models to complicated nonlinear relationships is not always satisfactory. In the early 1980s, Makridakis (1982) organized a large-scale forecasting competition (often called M-competition) where a majority of commonly used linear methods were tested with more than 1,000 real-time series. The mixed results show that no single linear model is globally the best, which may be interpreted as the failure of linear modeling in accounting for a varying degree of nonlinearity that is common in real-world problems.ANNs provide a promising alternative tool for forecasters. The inherently nonlinear structure of neural networks is particularly useful for capturing the complex underlying relationship in many real-world problems. Neural networks are perhaps more versatile methods for forecasting applications in that not only can they find nonlinear structures in a problem, they can also model linear processes. For example, the capability of neural networks in modeling linear time series has been studied and confirmed by several researchers.Research efforts on neural networks as forecasting models are considerable and applications of ANNs for forecasting have been reported in a large number of studies. Although some theoretical and empirical issues remain unsolved, the field of neural network forecasting has surely made significant progress during the last decade. It will not be surprising to see even greater advancement and success in the next decade.The goal of this paper is to predict electrical energy consumption using nonlinear autoregressive (NAR) models. The practical section contains historical data on Europe's nuclear electric power by year from 1980 to 2006. It is recommended that further research be undertaken in the following areas Intelligent forecasting methods are being used as an alternative to traditional forecasting methods.

Marwan Ashour, Zainab Hadi
Open Access
Article
Conference Proceedings

Ultrasound Feedback for Mid-air Gesture Interaction in Vibrating Environment

Mid-air ultrasound skin stimulation is a known technology used to provide haptic feedback for touchless communication. Even though some in-car interaction already takes place with mid-air gestures, the utilization of this type of feedback is still uncommon. In this study we evaluated how environmental vibration affects the recognition of ultrasound haptic feedback exposed to the driver’s hand. Four skin stimulation shapes of two durations were projected onto the driver’s palm while driving a simulator within a laboratory setting and in a test vehicle on a closed track. Results show that road vibration had a very little effect on driver’s ability to recognize the shape of the stimulation, but, some shapes may require additional training to be recognized consistently. Our findings also suggest that ultrasound haptic output can remain an efficient feedback source even in noisy vibration environments, (i.e., on the road) as compared to conventional vibrotactile feedback, thus drivers can focus their attention more towards the primary task and yet still interact with the onboard IVIS.

Oleg Spakov, Ahmed Farooq, Hanna Venesvirta, Arto Hippula, Veikko Surakka, Roope Raisamo
Open Access
Article
Conference Proceedings