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

book-cover

Editors: Tareq Ahram, Redha Taiar

Topics: Artificial Intelligence & Computing, Human Systems Interaction

Publication Date: 2022

ISBN: 978-1-958651-44-5

DOI: 10.54941/ahfe1002705

Articles

Development of a usability-optimised design concept in the context of an e-learning application for students in the field of data science

This paper is situated in the field of human-machine interaction and particularly deals with the user-centred development of a design concept for an e-learning solution in the domain of data science. The focus of the development lies on usability.Over the last few years there has been a shift from traditional teaching-learning scenarios to software-based e-learning solutions. This transformation has resulted in different challenges in a wide range of subject domains. One of the most difficult challenges is to keep students motivated in using these systems. Especially the area of human-machine interaction offers versatile approaches for improving student motivation.At the Institute for Computer Science and Media in Research and Transfer (CSMRT) at the University of Applied Sciences Mittweida, it is planned to implement an e-learning solution that will enable students to independently acquire knowledge in the field of data science. In order to ensure a high level of acceptance regarding the platform, the design should aim for the best possible usability.In recent years, a wide range of research has been conducted on increasing student motivation in e-learning applications. However, a generalised solution to the problem cannot be found, as students from different disciplines have varying requirements concerning this type of system. Therefore, teaching-learning scenarios need to be specified for the purpose of the research in order to be able to investigate specific requirements for the given designs. In this paper, the target group of the application is limited to students at University of Applied Sciences Mittweida from STEM-related fields of study. Specifically, the domain of data science will be considered. The aim is the student-oriented development of a design concept for the implementation of an e-learning tool aimed at imparting knowledge in the field of data science. In doing so, precise design requirements will be defined, which have not yet been investigated in the context of data science.The development of the design concept will be carried out in a user-centred way and on the basis of standardised specifications and norms in the field of human-machine interaction and usability. Consideration of the students' needs is of particular relevance here. Therefore, students should be involved in the entire development process and help to shape it. This student-oriented development is intended to contribute to the highest possible adaptation of the design to the later user group. The aim is to create a design that is as user-friendly as possible. This should increase the motivation towards using the application.As part of the paper, an evaluation concept will be developed to assess the usability of the resulting design. Just like the development process, the evaluation focuses on students. Since the project is currently in the conceptual phase, the evaluation will be carried out using a paper prototype. The results will serve as a base for an iterative process of implementing and evaluating the application.

Susan Labude, Dominik Breck, Max Schlosser, Alexander Marbach, Christian Roschke
Open Access
Article
Conference Proceedings

How easy is it to eXtend Reality? A Usability Study of Authoring Toolkits

Extended Reality (XR) can be a powerful educational tool as it enables students to experience a learning environment combining real-life physical and virtual objects. This combination not only augments what is possible with physical learning material alone but also makes use of the real world as a frame of reference for the digital content. Nonetheless, creating an XR lesson requires technical expertise that can be very challenging for many educators who have no or little relevant background. Hence, support systems like XR Lesson Authoring Toolkits (XRLATK) are needed to empower teachers to create XR lessons effectively and efficiently. XRLATK comprise three main components: authoring tools for teachers to create an XR lesson, viewer tools for students to view the XR lesson, and a platform for content creators (e.g., 3D designers and artists) to add 3D models and animation to be used in the XR lesson. While several surveys have suggested the importance of XRLATK (Radu, 2014, Jensen and Konradsen, 2018, Radianti et al., 2020), only a few XRLATK are available. Designing, developing, and evaluating XRLATK is a highly demanding task that requires careful considerations and inputs from three main groups of stakeholders - students, teachers, and content creators - with each having different priorities and preferences. According to the recent surveys (Heintz et al., 2021), students prefer XR lessons that are interactive, intuitive, and easy to follow whereas teachers prefer usable authoring tools that can help reduce their workload. Based on our observations (Nebeling et al., 2021), content creators prioritize a streamlined method to modify contents with the toolkits and gather requirements from teachers. To enhance their quality and impact, XRLATK must be evaluated from the technical (usability), social (presence), and educational (learning outcomes) perspective. Nonetheless, the related research has targeted students and considered learning outcomes as the primary performance indicator of XRLATK; teachers and content creators are largely neglected in the design and evaluation process.To address this shortcoming, we have been motivated to conduct a usability study for MirageXR, an interactive XRLATK software prototype developed under the auspices of the ARETE project (Augmented Reality Interactive Educational Systems). MirageXR allows teachers to enhance the physical teaching space by putting virtual learning elements like labels, models, and animations at different positions and structure the learning process by guiding students from one learning station to another. This way it gives teachers and students access to innovative XR contents to enhance learning and teaching. It also provides plugin support which enables content creators to extend the software beyond available materials to suit different classroom scenarios.In this paper, we present our research study on evaluating the usability of MirageXR with the mixed-method approach. Participants with heterogeneous higher education backgrounds were asked to assume the role of a secondary school teacher. First, they were introduced to MirageXR through a tutorial, then they were requested to create an XR lesson on the topic of their choice within a set amount of time during which their behaviour and performance were observed. Next, they were asked to provide feedback based on the interaction experience with MirageXR through questionnaires and interviews. Insights gained from the empirical findings could help us improve the design of MirageXR and contribute to building general guidelines for systematic evaluation of XRLATK.

Santawat Thanyadit, Matthias Heintz, Effie L Law, Eleni Mangina
Open Access
Article
Conference Proceedings

E-commerce product image design - An example of Shopee

Global e-commerce emergence renovates retail marketing regional limitation. It accelerated competition turning white-hot. Epidemic enhance e-commerce output value substantially. Strong developments of related needs such as sales courses and store visual design reveals. Regardless of the size of the brand, they have invested resources in the field of e-commerce. Now it’s a main generation of e-shopping. Shopee from Singapore settles into Taiwan market and occupies an important place. E-commerce develops rapidly and fiercely adapting the market. In the competition, Product price, visual design, quality and service are all important determining factors of brand loyalty from buyers. In the area of visual communication design, designer assemble and arrange texts and pictures according brand style from store owner requirement and then promote to different selling platform. Visual design refers to the design of the correct information to communicate with aesthetics. E-commerce product pages as a medium present product to consumers. It’s very important how to stand out from many similar product pages to attract more buyers. The era of e-commerce, the demand of aesthetics raises continuously. Designers take the contradicting responsibility between commercial functionality and aesthetics.Online shopping has become a trend. Consumers of all ages in Taiwan have experience shopping online. This article mainly discusses the product image design of Shopee shopping. The research subjects are consumers who have used online shopping through questionnaire. The research analyzed the newly designed product images with statistical data and observed whether to increase buyers' attention and arouse positive emotions. Since this study, there are 60 snowball-type collection recipients, of which 66.7% are female and 33.3% are male. It’s probably 18-20 years old, including 65% college students, 30% high school students. There are 91.7% of the subjects have used Shopee online shopping platform, and the rest are Pchome and Momo. The frequency of online shopping is about 1-3 times a month. The questionnaire processed as follows. First show buyers the store page that has been placed in the new design of this study. There are 10 products of the same brand on this page. The stimuli design strategy for this study is as follows. Because the product is skII, there is a lot of red on the image. Therefore, the design uses the complementary color green as the background color attempting to attract the attention of consumers. Green has the image of nature and youth.SK-ll lotion extracts are definitely natural products. It expresses pure and natural ingredients by green. It hopes users could keep youth and beauty forever.Research results shown, 27 out of 60 subjects were immediately attracted by the new design. Following are the results found in this study. Because the background color occupies most of the area of the image, the "outstanding background color" is chose as the design strategy, such as different as present products, contrast color or complementary colors. It can catch the buyer's attention at the first time.

Yu Chun Liu, Chiung Fen Wang
Open Access
Article
Conference Proceedings

Ludonarrative Dissonance in The Last of Us Part II: Attempting to Create Empathy with a Villain

In Story-based videogames, the Author has an intended story he wishes to communicate to the player and carefully constructs it to arouse specific sentiments, such as empathy towards characters, which support the development of the narrative as he had imagined it. However, the main obstacle of interactive narratives is reconciling intended storylines with the players’ always unique sense-making of the narrated events. In this paper, we investigate this matter by analyzing the post-apocalyptic videogame The Last of Us Part II (Naughty Dog, 2020). The plot unexpectedly sees Joel, the main character of the first installment and fatherly figure to co-protagonist young woman Ellie, killed by a woman named Abby under Ellie’s eyes. After the murder, players suddenly switch from controlling Ellie to playing as Abby for a long section of the game, with the authorial intent to show them her side of the story. After about 10 hours, the game reaches a climax in which the player is forced to attempt to kill Ellie while still controlling Abby.This videogame is particularly interesting in the attempt of creating empathy towards videogames characters, as the intended target of the sympathy (i.e., Abby) was initially introduced as a villain in the story. To study this matter in-depth, we have selected the three most viewed gameplay videos on YouTube commented by English-speaking players and the three most viewed commented by Italian speakers. Successively, performance and discourse analysis were performed on the gameplay sections immediately before and during the climax. We have independently analyzed the six videos and identified shared recurring themes.In the section before the climax, players are shown the bodies of Abby’s friends killed by Ellie: a dog, a man, and a pregnant woman. Remorse was often demonstrated by players at the sight of the dog’s body, yet some players justified the human killings. Interestingly, five out of six players manifested their dissent with the authorial choice of the climax, verbally and physically refusing to harm Ellie. Most players across the two languages engaged in verbal protests and self-sabotage, such as intentionally running out of ammunition, making noise to be discovered by Ellie, and ultimately and deliberately seeking death as Abby, leading to multiple intentional game overs. Besides, most players praised Ellie and her craftiness, skill, and speed. This indicates that these players’ empathy towards Abby, however present to some extent, was apparently not strong enough to justify killing Ellie.These results give relevant insights about storytelling in videogames and the creation of empathy, underlining the importance of discriminating between the creation of cognitive and emotional empathy. That is, even though players cognitively commiserated Abby because of the suffering she endured, they were apparently too emotionally attached to Ellie to let this feeling prevail. Finally, the climax section can act as a starting point for an interesting discourse related to breaking the contract between an author unintentionally disincentivizing the player to do well and a player who refuses to play according to the rules.

Ambra Ferrari, Paolo Soraci
Open Access
Article
Conference Proceedings

Interaction Design of a Smart Helmet for Micro-Mobility Riders

Existing smart helmets in the market provide only limited functionalities for convenience and lack safety considerations to proactively prevent accidents. We followed a user-centered design process from which we present three major steps in this paper: user research, prototyping, and testing. Our user research revealed core use cases of a new smart helmet. An important usability issue is the way micro-mobility riders make their input while riding. Three alternatives (head gesture, push button, kick button) were evaluated and both quantitative and qualitative feedback was gathered from participants. The results show that head gesture interaction is natural and satisfactory considering the specific riding posture and traffic situations of micro-mobility users. We also present detailed specifications of the rolling head gesture used in our final prototype, as well as the user feedback methods for other functionalities such as a rear approach warning light and rear light.

Yongjae Sohn, Haeun Lee, Yelim Lee, Taeyun Kim, Youkeun Oh, Dokshin Lim
Open Access
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Parametric Scaling of a Lower Limb Model According to Body Height in OpenSim

The standard preprocessing for simulations in OpenSim requires experimentally acquired motion data of an individual. This paper presents an approach for scaling musculoskeletal OpenSim models using an estimation of body measures according to the body height from the MMM Reference Model, instead of a recorded static pose of a subject. In this way, the data acquisition effort should be reduced using data from existing motion databases. For a first validation of the approach, 1) a pre-study is carried out to evaluate the estimations of the body segment lengths from the MMM Reference Model and 2) a gait study to compare the kinematics of a scaled model using experimental data with a scaled model using our scaling approach. The errors between real and estimated body dimensions are around 10 % resulting in up to 10° differences between the joint angles of the differently scaled models. In general, the scaling approach shows the potential of reducing effort in the simulation preprocess.

Sebastian Helmstetter, Susanne Sutschet, Carina Spengler, Felix Möhler, Michael Herzog, Thorsten Stein, Sven Matthiesen
Open Access
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Human Design, Comfort and Discomfort Evaluation

In this work the human design, the thermal comfort and the local thermal discomfort are evaluated. In the design the human geometry is developed for a standard seating occupant. In the thermal comfort the PMV and the PPD indexes are calculated. In the local thermal discomfort, the Draught Risk is evaluated. The study, that considers the Human Thermal Modelling, calculates the evolution of the temperature in the body, namely in the skin and cold and warm thermo-receptors. The thermal comfort is dependent of the heat exchange between the body and the environment and the draught risk is dependent of the air temperature, air velocity and air turbulence intensity. The Human Thermal Modelling, that works in steady state and transient conditions, is based not only on the energy balance integral equations for the human body tissue, arterial and venous blood, but also on mass balance integral equations for the blood and transpired water in the skin surface. The clothing thermal system is based not only on the energy balance integral equations for the clothing, but also on mass balance integral equations for the transpired water in the clothing. In the thermal comfort, a mean air velocity is considered in steady state conditions, while in the Draught Risk two different air velocities Root Mean Square are considered in transient conditions.

Eusébio Conceição, Maria Inês Conceição, Maria Manuela Lúcio, João Gomes, Hazim Awbi
Open Access
Article
Conference Proceedings

Usability Engineering for Medical Apps using the Example of an App for Epilepsy Self-Management with a Neurosensing System

Background: Recognizing and documenting epileptic seizures in everyday life is fundamentally important for the precise therapy of those affected. However, studies on seizure diaries have shown that up to 45% of seizures that can be recorded via EEG are not documented by the diarists (Hoppe et al., 2007). To address this gap, the MOND project (Mobile Smart Neurosensing System for the Detection and Documentation of Epileptic Seizures in Daily Life) is working on a wearable neurosensor system. As part of this project, an app that is connected to the sensor is being developed to assist users with epilepsy management. Objective: This research aims at developing and evaluating a digital epilepsy diary that simultaneously shows the data collected via the sensor system and can be used as a tool simplifying the physician-patient-communication. The main objective pursued in this paper is to describe the user centered design process with focus on long-term usage support. Therefore, we address the following questions: How can seizure documentation be supported by the app design? Do an avatar concept and dialogue-based interaction promote long-term usage? Methods: We follow a user-centered design approach. The work is based on an app developed in the previous EPItect project (Houta et al., 2020), which was already evaluated in its basic functions but not so much regarding usability issues. User perspectives were included iteratively throughout the whole process: At the beginning, a heuristic evaluation was carried out to identify which features need to be revised. For considering the integration of the app into everyday life of patients, storytelling was used to describe the care process. Added to the requirements already known from the Epitect project, these findings culminate in a developed design for the MOND-App including an avatar-based prototype. User feedback was conducted before, during and after the design process through user workshops and semistructured interviews with a small sample (four patients). Results: The results of the evaluation phase show acceptance of the avatar concept, in particular with dialogue-like interaction being seen as superior to long texts. At the same time, there was skepticism about whether an avatar can really lead to increased motivation in the long term. The collected user feedback also shows which concerns arise regarding data protection and could thus prevent use, the areas in which certain input methods (such as lists) are particularly desirable, and the areas of the app that require increased customizability. These latter areas primarily concern the nomenclature of symptoms and seizure types, which is often created independently by patients. Conclusions: The results of the interviews show a high willingness to use the app, as important functionalities supplemented by suitable input formats and dialogue-like interaction were positively evaluated. At the same time, customizability – mainly in the naming and description of symptoms and seizure types outside clinical classifications – is an important aspect in the development of an app for epilepsy management. The long-term impact and use of such an app need to be assessed in follow-up studies after full development. Hoppe, C., Poepel, A., & Elger, C. E. (2007). Epilepsy: accuracy of patient seizure counts. Archives of neurology, 64(11), 1595-1599. Houta, S., Meschede, C., Beeres, K., Surges, R., & Klötgen, M. (2020). USER-CENTERED DESIGN AND EVALUATION OF STANDARD-BASED HEALTH TECHNOLOGIES FOR EPILEPSY CARE.

Jana-Sophie Effert, Birgitta Esser, Michael Buschermoehle, Jasmin Henze, Maren Warnecke, Rainer Surges, Salima Houta
Open Access
Article
Conference Proceedings

Designing intelligence amplification: a design canvas for practitioners

Designing, developing, and implementing applications based on the concepts of Intelligence Amplification (IA) is a complex process. Although some design theories are present in literature, to our best knowledge, no comprehensive IA design approach exists for practitioners. Based on action design research, an IA design canvas is developed and guiding design principles are derived in two iterations. The main contribution of this research is a comprehensive IA design approach, consisting of an IA design canvas and four guiding design principles. Evaluation of the IA design canvas in three concurrent design workshops with 25 participants representing, 14 organizations, provides empirical support that the proposed IA design approach can ease the design processes, especially during the emphasize, ideate, and conceptualize stages of design thinking. Generalization is however not possible. Future research can explore the broader use of the IA canvas for explanation, analysis, prediction, and quantification, and formalize the IA design approach in a design theory.

Jean Paul Sebastian Piest, Maria Eugenia Iacob, Marcel Wouterse
Open Access
Article
Conference Proceedings

Partial plan for the environmental conservation and historical and tourist development of the Peñón del Río hill, Durán, 2022

In the north of the Durán canton, is located the hill called "Peñón del Rio", a natural elevation suitable for the development of agricultural and livestock activities, surrounded by rivers and streams that also harbor a dense amount of vegetative species. Archeological remains such as ceramics and burial pits from different cultures of the area were also found. The dry forest is one of the most threatened ecosystems and it is estimated that between 60% and 75% of it has disappeared. On the other hand, the sector is being seriously affected by the extraction of stone material, causing great damage to its ecosystem, to this is added the psychological and health damages caused by the noise, the trembling caused by the implosions executed, and the cloud of dust raised by the passage of heavy machinery; and finally, the high crime rate by which it is affected due to its abandonment. The purpose of this study is to develop a partial plan proposal, in which environmental and arqueological conservation areas of this natural elevation are determined to promote the preservation of the native flora avoiding the loss of identity of the vegetation, as well as the historical importance of the area, potentiating its tourist value, for which, through the observation technique and the handling of field cards, the identification of the plant species of the sector and the diagnosis of the affectation by the excavation of the stone material were carried out. In addition, georeferenced information on the trails and rest areas was collected with the help of Geographic Information Systems. To complement the study, qualitative research instruments were used to determine strategies for the conservation of green areas and the archaeological importance of the hill. As a result, a proposal was made for the location of walking trails, viewpoints and other rest areas, establishing their conservation and reforestation areas. In conclusion, the observed findings show historical roots of the Durán canton and even pre-Hispanic roots at the Latin American level, and the design of trails and rest areas, potentiate the tourist value of this natural elevation.

Lisse Llerena Sandoya, Gabriela Vega
Open Access
Article
Conference Proceedings

A case study of motivating care workers for cooperation with a long-term co-creation project

Human-computer interaction technologies play an important role in configuring a service to be delivered to end users. For a sustainable service, not only user-centered but also service-provider-centered design is important since an acceptance of the service provider is also essential to maintain a reasonable operation for the service. A co-creation project with busy employees of the service provider company has a difficulty in building a rapport due to their psychological burden to join it. In particular, health care companies suffer from labor shortage that causes a large burden on one worker at care site. It is not easy to intervene in such a busy work site to offer the opportunity of co-creation project.This paper introduces a case study of motivating busy care workers for building a rapport toward a cooperative co-creation project. A workshop was conducted to make them feel the successful experience at the beginning of the long-time project to improve their daily tasks or to create a novel health care service. The workshop was expected to provide them with a small successful experience under the following tough constraints. The workshop participants are all workers at the nursing facility and consideration for preventing their turnover is required. They do not have any extra space in their mind due to the busyness of daily tasks then every workshop must be finished only in 30 minutes.The workshop was held as a 3-time event to design a leaflet to introduce their nursing facility. The first objective of the workshop is that workshop participants contemplate their daily tasks, recognize the attractiveness of a care worker’s job, and feel proud of their own job. The second is that the participants discover the problems of their daily tasks and are aware of improvement of their operations by recognizing their facility. These objectives were set with a viewpoint of employee education towards the project cooperation. We evaluated the effectiveness of the workshop by a sense of accomplishment for the leaflet prototyping work and by three types of motivation; awareness of understanding and improving daily tasks, pride of job, and willingness to work.Questionnaire survey results revealed that the workshop was effective in making them aware of understanding and improving their daily tasks and in increasing their pride and willingness to work towards fostering awareness of cooperation for the project. The correlation and regression analyses for the results showed that pride of job leads to willingness to work and that the pride and willingness to work lead to the motivation to understand and improve their work.The contributions of this work are introduction of a case study under tough constraints and confirmation of the workshop effectiveness. Though most participatory design workshops are conducted by selected participants with relatively higher motivation outside their main job, our study was conducted under the tough and real constraints at the nursing facility. A current stage of our work is a hypothesis search for building a better service-provider-centered design methodology. Future work will be more practices of co-creation design processes.

Masayuki Ihara, Hiroki Murakami, Hiroko Tokunaga, Shinpei Saruwatari, Kazuki Takeshita, Akihiko Koga, Takashi Yukihira, Shinya Hisano
Open Access
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Conference Proceedings

Human Affairs Centered Design Framework for Managing User Experience within Smart Cockpit Systems

Technical innovation provides new ways to upgrade the future cockpit systems of smart cars. It caused that auto companies equipped more functions of SCS (smart cockpit systems) with wonderful visual and tactile effects aiming to enhance the humanization of their interactive systems and achieve better interaction effects. However, the increased functionality of the SCS did not show significant effect on enhancing the UX (User Experience), for the reason of the chaotic functional logic, the lack of perception of the system and friendly human-computer interaction. To resolve these problems, this paper aims to present a new method for the upgrade of new SCS design on UX research that can analyze problems systematically and evaluate the variability of perceptual degree. This research proposes a human affairs centered design framework and evaluation model for managing UX within SCS. The elements of the affair can be abstracted on seven levels: subjects, objects, time, space, message, interaction and meaning. Since the new SCS is more inclined to human-robot interaction (HRI), both users and systems can be treated as subjects and objects simultaneously, which indicates that the framework contains dual subject and dual object. Furthermore, the evaluation model on the elements on these levels is composed of a horizontal dimension: perceptual degree of design, and a vertical dimension: variability of perceptual degree. The horizontal dimension is used to evaluate the various elements in the affair based on the products in the design phase, while the vertical dimension is based on the result of UX research. The hypothesis is that the framework can help the design and valuation of UX focusing on humanization and perception within the smart cockpit systems’ design. Validation occurred through a field study performed in a smart car in the design phase, where the basic functions of the prototype has already been realized. Preliminary results validate the usability of the framework and efficiency of the method, thus laying the ground for further research and discussions.

Yuyan Qiu, Sirui Xiao, Ziyan Lin
Open Access
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How virtual reality can help address and prevent bullying and cyberbullying?

In the last decade, technologies have made it possible to address different fields of research. Virtual reality is being used as a tool to study different processes, including bullying and cyberbullying. Applied virtual reality research as a methodology to combat bullying and cyberbullying in the learning environment presents challenges when searching for and incorporating adequate pedagogical strategies. The development must include multidisciplinary teams that focus on their field of specialization, to achieve the stated objectives. This article aims to analyze the research related to the application of virtual reality as a strategy to combat bullying and cyberbullying. Published works addressing virtual reality and bullying were identified. The selection was made in the period 2015-2021 and 50 papers published in this field were obtained.

Hugo Arias-Flores, Alexandra Bermeo
Open Access
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Conference Proceedings

Optimization Strategy of Community Public Living Space Based on Emotional Interaction

As the most closely connected space in daily life, community public living space is the material carrier for residents to carry out various activities. The rapid development of community leads to the weakening of community public life, which leads to a series of problems. Community public living space has the characteristics of mixing, stage and transition. It is mainly manifested in the alienation and fission of social space such as community neighborhood space, psychological space, cultural space and public space. Grasp the perceptual characteristics of residents' life and the perceptual order of community space, guide residents' perceptual actions with vivid perceptual space, then release the elasticity, activity and viscosity of space, and establish a multi space governance community, so as to realize the integration and unity of community spatial structure and social structure production.Combining with the current community development trend and related research progress, this paper tries to build the concept of community public living space based on emotional interaction. Taking Guangzhou, Nanjing, Xi 'an and other urban communities as examples, the social users were investigated from different angles such as children's playground, epidemic prevention at home, and emotional interaction of community environment. Investigate the pain points and demands of community public living space at present, dig out the essential reasons behind them, and provide relevant data support for the later design optimization of community public living space. The gradual integration of public life and public space will meet the living needs of community residents, promote the integration of urban community space resources, stimulate the development vitality of existing communities and innovate new lifestyles.

Fuyong Liu, Xun Gao, Yong Li, Wanying Cheng
Open Access
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Evaluation of usability and accesibility of the interactive tool for psychopedagogical recovery "Titiapp"

The present study aims to establish an evaluation of the interactive tool for psychopedagogical recovery “Titiapp” based on usability and accessibility metrics, as well as to collect impressions from the user's point of view in order to establish their experience in the process of interaction with the tool. For this purpose, a methodology that consists of a series of techniques is applied; starting with the analysis of similarities to determine differentiating elements, accessibility and usability evaluations that present a first approach to the tool, and finally, the collection of the user's experience in their interaction with the application, triangulated with other techniques such as the interview and the evaluative focus group. This allows extracting valuable information to establish recommendations that promote the improvement of the tool from the perspectives of efficiency, effectiveness and satisfaction.

Andrés Caicedo, Jacqueline Gordón
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Cyberbullying in the educational context

Cyberbullying is the intentional and continuous abuse or aggression through the use of technological devices and the Internet. In cyberbullying there is a dynamic of violence between an aggressor and a victim. This type of practice is very common nowadays, since human activity on the Internet is very important, for example, through the use of social networks, learning on virtual platforms, interaction in videoconferences, online video games, etc. The great problem of cyberbullying lies in the high damage it generates in the mental health of the victim, which in many cases can lead to suicide.

Carlos Ramos Galarza, Mónica Bolaños Pasquel, Jorge Cruz Cárdenas, Priscila Cedillo
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Pedestrian corridor for the integration of the administrative, financial, and commercial center in the city Esmeraldas, Ecuador

The investigative work shows the spatial problems of the urban area of ​​the city of Esmeraldas, Ecuador; along 690 meters of Ave. Simón Bolívar. This site presents problems related to the deterioration of the urban image, vehicular congestion, and environmental noise due to human interaction in the sector. The research proposes the creation of a pedestrian corridor that integrates the administrative, financial, and commercial center of the urban center of the city of Esmeraldas as a strategy to improve pedestrian mobility. The proposed methodology is of a mixed type. Measurement and information-collection instruments such as observation, statistical analysis, interview, vehicle-capacity measurements, and environmental noise were used. The analysis of the results obtained corresponds to the dynamics of the urban historic center. This leads to the interpretation that noise, vehicular congestion, and the daily influx of citizens carrying out activities provoques chaos and environmental impact. The creation of a pedestrian corridor is proposed as a solution to the urban problems of the study approach, in order to offer citizens an inclusive public space in which the pedestrian is privileged, guaranteeing their mobility and contributing to the reduction of environmental pollution and vehicular traffic.Keywords: public space, pedestrian mobility, walkability, pedestrian corridor, vehicular congestion, environmental noise.

Darwin Nevárez, Blanca Indaburo
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Designing a Future City – Applying Design Fiction with High School Students

This work was conducted in the framework of Viable Cites, which is a national strategic innovation program in Sweden with a focus on the change towards climate-neutral and sustainable cities. Viable Cities is catalyst for new ways of collaboration between cities, industry, academia, research institutes and the civil society. The overall goal is to provide support to the cities to convert to a way in line with national and international climate goals. The work described in this paper was one project within this framework. The project consisted of the City of Enköping, RISE Research Institute of Sweden and Europan with is an Pan-European architect organization witch organise a biennial competition for young architects. As a part of this project, a collaboration was conducted together with Westerlundska gymnasiet, a high school in Enköping. The overall goal was to engage young people, and to get their ideas about how to achieve a sustainable environment and to develop sustainable products and services. It is this group that both will be forced to handle the decisions that are made today, and they are also the generation that knows best how the want to live their lives in the future. The aim with this work was both to get ideas and suggestions from high school students about how they wanted their future city to be designed, and to explore how high school students could apply and use the method “Design Fiction” when conducting work with designing future cities.According to Bleeker (2009), Design Fiction is a mix of science fact, design and science fiction. It combines the traditions of writing and story telling with the material crafting of objects. It is a creative process that encourages human imagination and give support in telling stories that provoke and raise questions (Bleeker, 2009). Design Fiction is a method to explore future possible scenarios or contexts. A concept could be described in several ways by using narratives and prototypes. The story can be told and the concept can be visualized in many different ways (Wakkary et al, 2013).In the project there were about 20 students from the school’s technology program. They had all chosen architecture as their special focus during their last year. The students both participated in a Design Fiction workshop and organsied Design Fiction workshops themselves with first-year students as participants. Results from the workshops and insights related to the design process are presented in this paper.ReferencesBleecker, J. (2009). Design Fiction: A short essay on design, science fact and fiction. Near Future LaboratoryWakkary, R., Desjardins, A., Hauser, S., & Maestri, L. (2013). A Sustainable Design Fiction: Green Practices . ACM Transactions on Computer-Human Interaction, Vol. 20, No. 4, Article 23, Publication date: September 2013.

Marie Sjölinder, Jonas Söderberg
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Conference Proceedings

PANDEMIC SIM – Impact analysis and improvement potentials for airport security processes

In the beginning of 2020, one of airports’ greatest concerns was how to provide sufficient capacity for traffic both on airside and on landside. However, since the COVID-19 pandemic affects worldwide the complete transport sector traffic numbers are significantly nosediving due to wide-ranging travel restrictions – especially as to passenger air transport (see IATA, 2020). In order to enable air transport to recover as soon as travel restrictions are lifted and to ensure that passengers as well as people working within the air transport sector will remain safe, the risk of spreading the COVID-19 virus via droplet, airborne or contact transmission during travel processes must obligatory be mitigated. A recent document, issued by the European Union Aviation Safety Agency (EASA) together with the European Centre for Disease Prevention and Control (ECDC), therefore provides “guidance for the management of air passengers and aviation personnel in relation to the COVID-19 pandemic” (EASA, ECDC, 2021). This document describes measures to minimize contamination risks along travel processes. The measures described are flanked by other documents and initiatives of the relevant actors in air transport, like the IATA, ICAO, ACI as well as governmental authorities. In our study we examine those measures that have an impact on airport-terminal’s passenger flow and capacity with emphasis on security checks (Airport Security Process – ASP) by dint of a new simulation model named Pandemic Simulation Model (Pandemic SiM), hereby namely Pandemic SiM ASP. For this purpose we advanced a recently developed baseline simulation model (SiM) reproducing the security check area of a medium sized European airport serving around 12 million passengers per year. SiM was originally developed during a former project under pre-COVID-19 conditions and validated together with experts of that airport. Pandemic SiM is now the enhanced version comprising pandemic guidelines for the purpose of process visualization, impact analysis and identification of improvement potentials and may even be adapted individually to any other airport environment.In order to examine the consequences resulting from changes in passenger management at airports we compare the results of simulation runs of the current baseline model SiM with those of our new model Pandemic SiM, updated according to the relevant measures prescribed by EASA and ECDC (EASA, ECDC, 2021). In a first step we examine the behaviour of Pandemic SiM by simulating the original baseline traffic scenario parallel in both models, SiM and Pandemic SiM. In a second step we compare the resulting figures of baseline SiM with those of Pandemic SiM COVID-19 model. This direct comparison of the simulation outputs with the same traffic scenario will show the consequences of the measures to stem the pandemia. In a third step, we will carve out an approximation of the operational capacity limits under pandemic conditions by varying traffic volume in further simulations.Based on the analysis of the simulation results we will not only be able to quantify the resulting capacity but also to develop suggestions to improve airport operations and capacity under COVID-19 conditions in the final section of our paper.

Martin Jung, Axel B. Classen
Open Access
Article
Conference Proceedings

The influence of character display size on personnel discrimination performance under long ship sailing background

Character size has a significant impact on the task completion performance of the touch operator, and the long voyage has an impact on the cognition of the operator. Based on the interface display design requirements, this study took characters in the interface as the object to explore the influence of different character display sizes (5, 8, 13, 20.5, 33 pounds) on the operation performance of operators under the background of long voyage. The results show that the click response time of different character sizes has a significant effect on the long voyage background, and the character display of information system needs a larger size in the middle of the long voyage

Chao Yang, Ziang Chen, Kaili Yin, Jin Liang, Xiaoyi Zhou, Hongyu Wang, Tiancheng Huang
Open Access
Article
Conference Proceedings

A Comparison of Three Different NeuroTag Visualization Media: Brain Visual Stimuli by Monitor, Augmented and Virtual Reality Devices

Brain Computer Interfaces (BCIs) proved to overcome some limitations of other input modes (e.g., gestures, voice, haptic, etc.). BCIs are able to detect the brain activity, thus identifying searched patterns. When a specific brain activity is detected, a well-defined action can be triggered, thus implementing a human-machine interaction paradigm. BCIs can be used in different domains ranging from industry to services for impaired people.Small and ergonomics devices, such as the NextMind (https://www.next-mind.com/) are the result of recent technological advances; these new devices allow to support users in everyday life, thus bringing the design of BCIs into a new dimension well beyond the scope of laboratory tests.In particular, The NextMind is a device able to detect and classify signals coming from the visual cortex. Visual stimuli are blinking/flickering textures that are associated with objects called NeuroTags (see Figure 1). An event is triggered when the user focuses on the same NeuroTag for a given amount of time. This paradigm can replace selection methods based on keyboard, mouse, gesture, touch, voice, and gaze.This paper compares and assesses three different interfaces that share the same input device (the NextMind) to detect the brain activity and differ in the medium to convey to the user the visual stimuli. A monitor, an Augmented Reality (AR) device (the Microsoft HoloLens), and a Virtual Reality (VR) device (the Oculus Rift) are considered. The aim of this work is to assess any difference in the three visualization media when displaying NeuroTags. User tests have been performed in order to evaluate the usability of the three different solutions. After each test, users were asked for filling out the System Usability Scale (SUS) questionnaire and the SUS scores have been used for statistical analysis.

Federico Manuri, Andrea Sanna, Matteo Bosco, Francesco De Pace
Open Access
Article
Conference Proceedings

Urban green network for the urban area of Milagro, Guayas, Ecuador

Currently, a large part of the urban population resides in cities where there is little or almost no relationship between nature and the urban environment, which is a fundamental parameter for achieving quality of life for people. On the other hand, the disorderly and accelerated growth of informal settlements in search of different economic activities in recent years in the canton of Milagro, and the unbridled development of the sugar and cocoa agroindustry, has led to the deforestation of the native forest areas of the canton. The objective of this study is to promote the conservation and creation of new green areas in the urban area of Milagro by identifying and incorporating native tree species of the sector, which should be compatible with the ecosystems. In order to determine the needs of each sector, we identify and analyze the available useful green area surfaces, through the use of precision spatial geographic software that allows us to establish the exact areas of the territory under study and to relate them to the current population to arrive at the analysis of the urban green area index (U.G.I.), with the aim of establishing the urban green area index (U.G.I.), in order to create new spaces of green areas, with the result of increasing the index of urban green area within the parameters established by the Ministry of Public Health of Ecuador (M.P.H.), and establish a strategic planning as a consolidated axis for the city based on green concepts linked to sustainable land use planning.

Diego Maruri, Gabriela Vega
Open Access
Article
Conference Proceedings

Mitigation strategies for the environmental impact of informal settlements over the papagayo protective forest in the northwest of Guayaquil city.

The city of Guayaquil presents a constant economic growth and therefore a high demand for human labor, which leads to national migration from areas with lower labor supply, to the city, this generates an accelerated urban development and a high capital gain in consolidated areas of the city, so that the new inhabitants especially poor people to be forced to look for a habitat, and not having access to housing in a consolidated area with all basic services, seek areas with informal settlements whose cost are affordable for such dwellers.The objective of this study will be to generate a strategic mitigation plan for the environmental impact, taking as a study base the informal settlements on the papagayo protective forest in the northwest of Guayaquil.In this work, i have made a diagnosis of the current state of the Papagayo protective forest was made, in which information on the flora and fauna of the area was compiled and classified according to the level of affectation to which it has been subjected, in addition to the impact generated by informal settlements that directly affect the study area. Based on the study of concepts and theories of human settlements, environmental impacts, quantification of activities developed by the population through land use and parceling of the territorial surface affected by human settlements on the Papagayo Protected Forest using the ARCGIS geographic information system, complemented with the Analytical Hierarchy Process (AHP), a tool that facilitates complex decision making, which allows establishing the impact levels of flora and fauna, obtaining mitigation strategies for the environmental impact, improving the quality of life of its inhabitants and increasing the green area index of the area.

Ricardo Zapata, Gabriela Vega
Open Access
Article
Conference Proceedings

Sustainable Transport Development Strategy in Developed and Developing Countries

This study aims to explore the idea of sustainable transportation in the United States, China, Canada, and South Korea. Sustainable transportation has an essential role in developing a sustainable city that pays attention to an effectiveness-oriented transportation system that impacts the economy, the environment, and the quality of social life. The selection of case studies in four countries motivated the top four countries from the keywords sustainable transportation. This study uses a bibliometric analysis method using data sources from 306 articles (Scopus). The data search was carried out using the keyword "sustainable transportation" from 2012-to 2022. The highest number of research trends in the United States is 166 articles; China has 102 pieces, Canada has 46 papers, and South Korea has 26 articles. The data analysis stage was carried out using the Vos Viewer and Nvivo 12 Plus software. The results show that each country has a different focus measured from three aspects: planning, information, and investment. Planning factors include types of transportation, routes, costs, carbon emissions, and applications. The information aspect consists of estimation, trip, and performance. The investment aspect includes current demands and issues to shape future policies. Development strategy Sustainable Transportation in the planning stage only focuses on the use of vehicle emissions. In contrast, in the information aspect, it focuses on travel modes, then in the investment aspect, there is no attention to future policies related to issues that occur today. In the planning part of Sustainable Transportation, China has a varied focus, such as the type of transportation used, emissions, and the route used for transportation. In contrast, the Chinese state has not paid attention to this focus on the information and investment aspects. Meanwhile, Canada and South Korea have not focused on planning, information, and investment aspects. From these findings, it is hoped that it can provide input for various countries to pay more attention to these aspects to achieve sustainable transportation in smart cities. The concept of sustainable transportation is also helpful for achieving SDG's 11th goal.

Nita Aribah Hanif, Achmad Nurmandi
Open Access
Article
Conference Proceedings

Factors Affecting Customer Stickiness and Interface Design of Online Bookstores

Online shopping platforms with high commodity homogeneity, such as online bookstores, rely on the assistance of user interface designs to differentiate themselves from other merchants. By comparing the user interface designs of different online bookstores, this study concluded that the operational process and interface design elements are required for a good shopping experience from the perspective of consumers. The research studied the similarities and differences of the user interfaces of the top five online bookstores in the Taiwan market through content analysis and investigated factors of user interface that influence customer stickiness and satisfaction from the consumers’ perspective through a questionnaire survey. The research results found that the design of the field and navigation bar in the interface design was the main factor affecting customer stickiness and satisfaction with the website. It is expected that the proposed specific user interface design suggestions can assist stores or platforms with high commodity homogeneity, such as online bookstores, to create successful market segmentation and improve customer stickiness to their platform.

Chiung Fen Wang, Pei En Yang, Yu Chun Liu
Open Access
Article
Conference Proceedings

Smart Transportation Development: Success Strategy in China, United States, United Kingdom, and India

This study aims to analyze the development of “Smart Transportation” countries, China, the United States, the United Kingdom, and India. The country was chosen considering the high number of “Smart Transportation” research and the success of good transportation management. This study uses a qualitative data software analysis (QDSA) approach. The data source of this research uses 277 Scopus database articles that focus on "Smart Transportation" research. The research data search phase uses the keyword "Smart Transportation" from 2011-2022. Analysis of the research data using software tools VosViewer and NvivoPlus12 to visualize data based on cluster co-citation, and co-occurrence network. The results show that four countries have a "Smart Transportation" development strategy that focuses on planning, management, and security aspects. The planning aspect focuses on transportation planning, urban planning, and smart urban planning. Then the management aspect focuses on the management of transportation data, big data, and data management. Lastly, the transportation security aspect focuses on developing network security, management security systems, and technical security. The development of “Smart Transportation” in four countries has a different approach strategy. China is focused on developing transportation data management, big data, transportation planning, and focusing on security. The United States focuses on management and security, not on transportation development. The UK has in common with the United States which does not have a focus on developing transportation management and security, but has a focus on making transportation planning. The focus of transportation development in India has similarities with China, namely data management and transportation planning. So India does not focus on developing transportation on security. The development of Smart Transportation in countries in the world pays attention to management factors and aspects of sustainability in its development. Transportation security is an important part in the development of transportation in every country.

Wiyono Wiyono, Achmad Nurmandi
Open Access
Article
Conference Proceedings

What is the strategy for creating “City Resilience” during the COVID-19 Pandemic?

This study aims to identify urban resilience during the COVID-19 pandemic in the United States, England, and China. The COVID-19 pandemic has had a terrible impact on the lives of many citizens, especially in urban areas. Cities are the central point of economic growth and governance, cities must continue the function even in conditions of crisis or disaster. So that it becomes interesting to review the strategies of big cities in dealing with the COVID-19 pandemic. This study used a simple statistical method, and bibliometric analysis was performed using VOSviewer software. Scientific literature data was taken from the Scopus database which was searched with the keywords urban resilience and covid 19 with a range of 2019 to 2022. limitations on authors or affiliations of the 3 countries in literature publications, namely the united states, England and China. This analysis includes a number of publications, citation analysis, and visualization of co-occurrence patterns of the most frequently occurring keywords. Bibliometric analysis shows the United States leading the way in article publication with 25 articles, followed by England and China with 15 articles each. The results of data analysis show that the initial strategy of urban resilience during the COVID-19 pandemic in the three countries was carried out by limiting community activities in public spaces to prevent the transmission of the COVID-19 disease. In addition, the urban resilience strategy is carried out by building integrated health services and digital infrastructure and carrying out transportation management. Another strategy is to build public spaces that can provide social distancing and provide easier access to information and communication technology for the entire citizens. In future research, it is hoped that we can discuss how to transform the strategy by adjusting to the style of the city and the needs of the citizens.

Indragus Pangestu, Achmad Nurmandi
Open Access
Article
Conference Proceedings

Generalized model for driver activity recognition in automated vehicles using pressure sensor array

One of the key aspects for an efficient cooperation between human driver and automated vehicle lies in the accurate interpretation of the driver state by the automated system. Flawless driver monitoring and consequently successful driver-vehicle interaction can increase safety of the traffic in the future when automated agents are one of the involved road users. Driver activity recognition is an important component of driver monitoring, as drivers in automated vehicles drivers are allowed to engage in driving irrelevant activities. Detecting these activities during driver monitoring can improve assessment of automated system about driver’s readiness to react in critical driving situation. However, the confined space hinders the in-vehicle activity detection by sensors such as cameras, which require a complete overview of the driver’s body movements within the frames. On the other hand, utilizing other sensors such as accelerometers, placed on the driver’s body is obtrusive and undesirable in the driving context. In this contribution, two pressure sensor mats are used as sensors that are placed on the seat and the back of the driver seat. This type of sensor is non-intrusive and can be easily applied in vehicles. To gather the necessary data for training the models, an experiment is conducted using a static driving simulator whose cockpit layout is comparable to that of a real vehicle. The experiment is executed with eight sparsely selected participants based on the fractional factorial criteria. During the designed scenario, several activities are expected from the participants, either directly through the given instructions or indirectly through the arranged driving situation. A total of 20 activities are selected for the classification task based on the result of a previously carried out survey on the non-driving related activities that are most demanded by drivers in an automated vehicle. To model the driver activity, three neural networks from the RNN family are chosen, namely LSTM, stacked LSTM, and CNN-LSTM. Since the data obtained from the activities are time series, the criterion for selecting the networks is their capability to handle the temporal aspect of the data. Another emphasis in training the networks is to create a generalized model that can deal with the data from all drivers, rather than creating an individualized model for each driver.The results show that the pressure distribution from seat and back of drivers provides valuable information about the current activity of the driver. As expected, individual models achieve higher accuracy than generalized models built on data from all drivers. However, all generalized algorithms are able to recognize the selected activities with more than 70% accuracy. The generated models can be employed at lower automation levels to estimate the engagement of drivers in driving task, as well as at higher automation levels to predict readiness of drivers for potential takeover situations. In addition, accurate estimation of driver state helps the automated system to increase the comfort and improve driver state. Fusion of the seat pressure distribution and data from other unobtrusive in-vehicle sensors, in the next step, can further increase the accuracy of the models.

Khazar Dargahi Nobari, Torsten Bertram
Open Access
Article
Conference Proceedings

The analysis of the lobbying actors regarding the adoption and implementation of the AI Policy in Poland

The purpose of this article is to describe the participation of non-state actors who were involved in the process of creating and implementing the "Policy for the development of artificial intelligence in Poland from 2020" (further: AI Policy). The aim of the lobbying campaign of individual non-public entities related to the implementation of artificial intelligence (further AI) was to enable the most effective possibility of creating solutions based on this technology in the private and public sectors. The entire activity of non-state actors in the creation of these policies was based on overt expert lobbying, which was carried out within the framework of the Working Group on Artificial Intelligence (further: WGAI) established at the Ministry of Digitalization in Poland. This group was active in 2018 and then reactivated in 2021. It is worth separating these two periods, because in the first instance this group worked on the foundations of later policy documents together with representatives of ministries, and since 2021 it has already been working on the implementation of the AI Policy document adopted in 2020 in terms of design. The hiatus period between this group's work has changed the way it functions, the scope of its work, and the members involved. Therefore - although the group operates in the same place in the same form - practically it is a completely different entity with different adopted goals.

Sylwia Stefaniak
Open Access
Article
Conference Proceedings

Tutorial: Discourse Models for Interaction Design

This tutorial has the primary objective that participants will learn about an open and fully implemented approach to model interaction design with discourse models that we developed for specifying (classes of) dialogues, and to automated GUI generation from such models.The content includes Communicative Acts as the basic elements, as well as Adjacency Pair and RST relations for constructing the discourse models using these elements. It also includes an iterative-incremental process of user-interface generation using such models.The target audience can be students or educators primarily of software or systems engineering, or information systems. They can also be practitioners creating software, embedded systems or information systems with a user interface.

Hermann Kaindl
Open Access
Article
Conference Proceedings

Curve fitting optimization for French electricity exports using recurrent 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 many 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 purpose of this paper is to use recurrent neural networks to curve the fitting of France electricity exports annually. 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, Iman Amer Hameed Dahhan
Open Access
Article
Conference Proceedings

Determining distinctive features for IT and medical devices hardware interfaces based on compromising emissions

Generally, energy emitted by any source can depend on frequency (f), time (t) and direction ().Quantity ε can be found as operator describing conversion of energy released in source (which depends only on frequency and time) into space-time-frequency distribution of energy in medium surrounding source. If direction, frequency and time features of source are independent of each other, then its emissivity ε can be presented in the form of product of three functions representing separate characteristics describing frequency, direction and time selectivity of source. A co-location system is a system that is an internally compatible system. Such a system can be called a collection of sources of electromagnetic signals and relations between them and their attributes. The relationship between the sources represents their interaction with each other (internal impact) and the impact on the environment (external impact). By co-locating system, we can name an IT or medical device made up of many electronic components with specific distinctive features. In the case of a co-located system, IT or medical devices cooperate to create the entire system. An example of a co-location system is the central unit of a PC computer, which consists of many IT components, and hardware interfaces placed in one casing creating the entire IT system. Another example of a co-location system is a cardiac monitor with the ability to write data to a USB device using a hardware interface. The cardio monitor is a specialized medical device that is used to monitor the most important vital parameters of the examined person. It is a device containing many components, and hardware interfaces placed in one casing.The article presents the method of determining the distinctive features for modern IT and medical devices located on the European Union market based on compromising emission. The article describes the method of identifying hardware interfaces of IT or medical devices that uses radiated compromising emission. In addition, the article presents the results of measurements regarding the use of the developed method to identify the USB2.0 serial interface.The developed measurement method can be applied to all hardware interfaces located in the IT and medical devices. But the article focuses on one of the selected hardware interface - USB2.0.

Rafał Przesmycki, Marek Bugaj
Open Access
Article
Conference Proceedings

Determination of Power Harassment Expressions in Conversational Speech Using Natural Language Processing

In recent years, the number of power harassment consultations is increasing, and power harassment with ambiguous criteria such as mental aggression is rampant. The purpose of this study is to notify the perpetrator when the likelihood of power harassment is judged to be high based on conversational speech. We attempt to use natural language processing to determine whether the target text constitutes power harassment, based on textual data on past precedents that have led to power harassment. The proposed method determines whether the target text constitutes power harassment or not by calculating the similarity (cos-similarity) between the target text and the text of the precedents and comparing it with a threshold value set through the experiment. The resemblance is calculated from a 768-dimensional feature vector obtained from each text’s Bidirectional Encoder Representation from Transformers (BERT). The morphological analyzer is Juman++ and the BERT Japanese Pre-trained Model is used as a pre-trained model. We used two types of surveys to determine thresholds and assess accuracy. In the experiment, we determine the threshold according to the questionnaire results and obtain a high discrimination rate, which shows that our method is effective.

Sasaki Hinari, Yoshihisa Nakatoh, Hideaki Kawano
Open Access
Article
Conference Proceedings

Designing intelligence amplification: organizing a design canvas workshop

Based on the related paper about the design of intelligence amplification, in which a design canvas and design principles are introduced, this poster provides researchers, practitioners, and trainers practical guidance to organize a design canvas workshop using the intelligence amplification design canvas. Building on the experience and evaluations from design canvas workshops with practitioners, this poster presents a step-by-step approach with practical guidelines to prepare, deliver, and evaluate a design canvas workshop. The poster complements the paper with a blended workshop design and links to supplementary materials.

Jean Paul Sebastian Piest, Maria Eugenia Iacob, Marcel Wouterse
Open Access
Article
Conference Proceedings

The measurement of baseband frequency range for military satellite terminals

VSAT stations (Very Small Aperture Terminals) are small, cheap terrestrial satellite stations, which are equipped with small antennas (typically from 1 m to 2 m), low power RF transmitters (typically from 0.5 W to 2 W) and in modems and signal converters, forming a compact structure. Stations can be very easily installed on the roof, wall or car park in front of the user's office, where the end devices are placed. Stations can be used in a very convenient and economical way to connect end users devices to the main computer located in a remote data center. VSAT stations are usually used to transmit digital data.VSAT stations often work in a star network. VSAT stations communicate with a large ground station, called the central station. In this case, the type of modulation, transmission rate, coding and access methods for the outgoing channel (from the central station to the VSAT station) and for the incoming channel (from the VSAT station to the central station) are usually differentiated, in order to use the satellite channel effectively, using methods multiplied access. In this type of VSAT networks, user data is usually processed by VSAT stations and the central station, so as to effectively support various computer network protocols.The article concerns problems related to electromagnetic compatibility of military satellite terminal with small VSAT antennas (Very Small Aperture Terminals). The article focuses on the measurement of the frequency range of military satellite terminal work in the basic band for VSAT satellite terminals intended for data transmission. The article presents a laboratory stand and a method for measuring the operating frequency in the basic band for VSAT satellite terminals, which was developed on the basis of European civil standards and a military standard containing requirements on the operating frequency in the basic band for VSAT. In the case of measuring the operating frequency in the basic band for satellite terminals of the tested device, we must remember to estimate the uncertainty of the measurement. The extended value of the uncertainty of measurement for individual frequency ranges is determined from the f0± 2*10^-7 relationship.

Marek Bugaj, Rafał Przesmycki
Open Access
Article
Conference Proceedings

Gamification or Game Design? A case study in the field of sustainable commuting.

In the last few years, the debate among designers and sustainability experts has brought attention to many different behavioural change approaches and techniques and particularly on “gamification” processes able to better motivate and engage students or even nudge people (consumers) to more environmentally and socially responsible habits (Mousumi, 2021).But since 2011, most of the contradictions about “gamifying” boring or unpleasant experiences have been loudly shared by game designers and thinkers worldwide (Bogost, 2014). It seems that the goal of changing people’s unsustainable behaviours can be achieved by designing brand new sustainable experiences instead of gamifying the unsustainable ones (Yusoff and Kamsin, 2015).This change of perspective represents the foundation of applied games, and it has been deeply studied during the applied research MUV2020 (723521 – muv2020.eu), led by the PUSH design laboratory within the Horizon2020 framework in the field of sustainable urban mobility (Di Dio et al., 2020).From June 2017 to August 2018, the research consortium has run extensive user research across Europe and developed a mobile app game based on the main gain mechanic of recording personal urban travels and a game narrative of sport.From September 2018 to February 2020, the consortium had run several tests in more than 20 cities to study the value of different interactions in terms of engagement and sustainability impact.After the COVID-19 outbreak, further experiments have been carried out by the research project spin-off’s MUV Benefit Corporation (muvgame.com). Thanks to more than 16.000 downloads, 500.000 kilometres recorded, and the CO2 reduction algorithm (validated in April 2020 according to ISO 14064-2), this contribution shows how various game dynamics nudged, with a different rate of efficacy, MUV’s players commuting behaviours.This contribution will extensively deepen applied and persuasive games, MUV App user research and game design, actual field data analysis on engagement rate and sustainable impacts.

Domenico Schillaci, Salvatore Di Dio, Mauro Filippi, Francesco Massa
Open Access
Article
Conference Proceedings

Human Interface Guidelines for Interaction Zones in AR

In Augmented, Virtual and Mixed Reality, users interact with content in 3D space. Currently, surprisingly little is known about where these user interfaces should be placed in 3D space for optimal comfort and productivity. In this presentation, we will discuss factors that affect content placement and put forward a set of best practices for interaction zones in 3D. The output of the project is a set of Human Interface Guidelines (HIG) for Interaction Zones in AR. The Guidelines can be thought of as an AR version of the original Human Interface Guidelines put forward by Macintosh in 1995. The purpose of the Guidelines is to help application designers and developers in AR to design user-centric content in AR. Given the limited research that exists on the range of factors affecting interaction zones in AR, this document will contribute towards growing shared knowledge on this topic. This project combined knowledge of human physiological capabilities and limitations, Anthropometric ranges of the American target population, and current ergonomics guidelines and principles, as well as functional capabilities of Magic Leap 2 mixed reality device in the establishment of the HIG. Specific focus areas of the Human Interface Guidelines (HIG) for Interaction Zones in AR include: Ergonomics and Visual Comfort, Direct vs Indirect Interactions (gesture, gaze, controller), Field of View, and UI Behavior. In Ergonomics and Visual Comfort, we provide recommendations on content placement based on natural human line of sight, ergonomically comfortable head movement, and natural range of eye rotation. In Direct vs Indirect Interactions, we describe that where content is presented relative to the user depends on the way in which the user is expected to interact with the content. For example, content placement for direct (i.e. touch) interactions may be dictated by arm length anthropometry, as well as the field of view of the gesture-perceiving cameras. In Field of View, we review the relationship between field of view and viewing distance, and provide some techniques that designers can use to mitigate the noticeability of cut-off content due to limited FOV. In UI Behavior, we put forward best practices for how the UI moves with the user to prevent discomfort. The methodology to create the Human Interface Guidelines for Interaction Zones in AR is a literature review of existing research and guidelines on ergonomics as well as primary research in AR. The Guidelines will provide functional instructions for Developers and Designers of Augmented, Virtual and Mixed Reality applications, informing the design of content that is comfortable, convenient and optimally placed for the user.

Joelle Zimmermann, Karen Bredenkamp, John Hwong, Ketki Jadhav
Open Access
Article
Conference Proceedings

Immersive virtual spacewalking in stakeholder workshops:the effect of immersive, BIM-driven design and interaction tools on human sense of presence

IntroductionOver the last decade, the use of Building Information Modelling (BIM) has become increasingly wide-spread to manage the growing complexity of construction projects. As a result, project managers are facing new challenges in managing stakeholders in BIM projects, as the BIM concept is still relatively new to many of the stakeholders (Leśniak, Górka & Skrzypczak, 2021). The introduction of BIM has brought new and complex activities into the already complex process of project management, resulting in a radical change in the working practices of project managers and in the working practices of the project stakeholders (Li et al., 2021). Besides the purely technical advantages of better(?) planning and manipulating data, plans, etc. used to get the best possible visualization of the future, human factors are at least as, if not more, important when looking into the future. Immersive virtual reality (VR) can transform virtual plans into a walkable world, so that different stakeholders (architect, builder, tenant, etc.) can walk through the same flat without the need for specialist expertise in understanding building plans (Schiavi et al. 2022). This same mental picture of the e. g. apartment can now have an impact on decision-making processes and shorten the time to final judgement. At the same time, different aspects of interior design can be explored (size effect, furnishing, etc.). In our mixed methods study, we wanted to know which interaction mechanisms play an important role in the immersive virtual world and whether the sense of presence (illusion of place) is changed by the virtual design of rooms. MethodsIn three workshops, planned BIM data of two different types of apartments were put into a virtual environment (UNITY3D). We optimized the virtual apartments for an immersive virtual reality walkthrough and developed interactive tools for exploring the virtual apartments. In the first workshop (W1) we aimed to assess and demonstrate the sense of space of the planned apartment. In the second workshop (W2) we focussed on the texturing and in the third workshop we demonstrate the kitchen & wet room variants. Form W1 to W3 the visual details and naturalistic implementation of the virtual apartment were gradually enhanced. The participants were tenants, building owners, architects, and employees from the local building office. Their experience in virtual reality varied from none to a lot of experience. There were different tasks and goals for each workshop. Beside discussions, there was at least one VR-experience session per workshop, where participants would experience the virtual room in groups of two, with tasks specific to the session. This was done with three HTC VIVE pro headsets (one per group) with one per-son experiencing in the virtual world and the other spectating the first-person view from on a 75” screen. After some time, they swapped medium and the person who was in the virtual world now watched from outside. We recorded the following data during the workshop: technical affinity with TA-EG (Karrer, Glaser, Clemens & Bruder, 2009), usability with UEQ-S (Schrepp, Hinderks, Thomaschewski, 2017) and sense of presence with PLBMR (Frank & Kluge, 2014). Additionally, the participants were interviewed several weeks after the workshops with half structured interviews: Over all workshops a dataset of N=13 participants could be archived and evaluated. Descriptive and non-parametric statistics were calculated with SPSS 21. The coding of the interviews was done with MAXQDA.ResultsWe found a heterogeneous group in the scales for technical affinity. Regarding the importance of the tools we found that not all tools were remembered in the interviews. The overall usability rating was good and the most important finding was a significant less sense of presence (PLBMR) in workshop 2 (p > .05, cohens d`=.21).DiscussionThe introduction of BIM resulted in a radical change in the working practices of project managers and in the working practices of the project stakeholders (Li et al., 2021). This change should be carried out in a way that most stakeholders should feel comfortable with. As we saw in the data, the usability ratings were good, but some interviews showed that a reduction in complexity may be a further improvement, since not every feature was remembered or needed in the virtual room (Schiavi et al. 2022). The decrease in sense of presence in the second workshop show a possible connection with the uncanny valley phenomenon. Also, the limitation of the study is discussed and an outlook of possible further research is suggested.

Oliver Christ, Andreas Papageorgiou, Pascal Meier, Andreas Urech, Andreas Boroch, Melissa Huang, Christian Eichhorn
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Effectiveness of self-competitive gamification designs in VR exergames. Pilot study results from a 6-week training intervention with senior users.

VR exergames, as a form of serious games for physical exercising, have been used to increase motivation to exercise, support long-term adherence and improve health-related outcomes in different populations including senior users [1]. Typically, gamification designs in exergames have incorporated such elements as points, badges, leader boards, levels of difficulty and time limits to benefit users [2]. Gamification designs in exergames have also used the mechanics of both social competition and self-competition to enhance training outcomes. While competition in exergames may be experienced as excitement and thrill by users with a heightened competitive drive to win, it may at the same time negatively affect intrinsic motivation and outcomes of less fit and/or less competitive users [3]. Therefore, it has been argued that self-competition in exergames is a more fair approach as it gives less fit users a better chance to improve one's previous performance and resist quitting. This paper presents the result from a pilot study, in which two prototypes of the VR exergame “ballgame” were tested with 23 users aged 75.8 years (SD: 4.7) during a 6-week training intervention. The ballgame was designed for single-players and incorporated self-competition mechanisms. The VR training system with exergames was designed in the R&D project “bewARe” dedicated to a sensor-supported movement training for senior users and founded by the German Ministry of Research and Education. The 6-week training intervention included a set of VR exergames ranging from strength endurance to endurance exercises like dancing or ballgames. The study investigated the effectiveness of the two designs of the ballgame, using the hit rate as a metric. In ballgame 1 (B1), users had to throw a virtual ball precisely into a ring held by the virtual trainer “Anna”. The users were asked to throw the ball alternately with the right and left hand in a time of 2.5 minutes. The virtual trainer was holding the ring in her hands and changed its position from time to time. In ballgame 2 (B2), the task was to throw the balls against a wall with the right or left hand as fast as possible within 1.0 minute. During B2 the virtual trainer was not interacting with the user through synchronised movement as opposed to B1. All hits to the ring in B1 and against the wall in B2 were counted and displayed for the user in the VR hit counter. The two ball games (B1 and B2) were repeated in 2 to 3 rounds during a training session. The primary goal of our research was to evaluate to what extent the different self-competition designs enhance the improvement of one’s own performance over time. The study was part of the 6-week exergame training for senior patients with hypertension and took place in the laboratory of the Geriatrics Research Group at Charité Universitätsmedizin Berlin. During the period of six weeks, participants had two training sessions each week. Each session lasted approx. 30 minutes and had moderate intensity (40-60% of heart rate reserve). Users were immersed in VR exergames by wearing an HTC Vive Pro headset and interacted using HTC controllers. The study was approved by the Ethics Committee of the Charité (No. EA1/019/20).Mean values were calculated for each training session. Mean hits were 26.46 (SD: 7.02) in B1 and 22.71 (SD: 6.11) in B2. A repeated-measures ANOVA with Greenhouse-Geisser correction showed that over the entire course of training, the average number of hits differed significantly for both ball game variants (B1: F(2.58, 43.90) = 67.09, p<0.001, partial Eta squared = 0.80; B2: F(1.46, 23.32) = 35.90, p<0.001, partial Eta squared = 0.69). From training session 1 to training session 6, the number of hits increased by 20.66 (SDF: 1.59) for B1 and by 15.55 (SDF: 2.19) for B2. Out of 23 study participants, 14 (60.9%) liked the ballgames most compared to all other exergames. The results indicate that self-competitive gamification designs in VR exergames are effective for less fit users such as senior patients with hypertension. In both versions of the ballgame users improved their performance over time as the hit rate increased and the users did not quit the exergame. The paper presents the differences in the gamification designs of both prototypes and discusses possible interdependencies with the different forms of interaction with the virtual trainer and the effects of repeated practice over time. We conclude with recommendations for further research.References[1] Larsen, L.H. et al. (2013). The Physical Effect of Exergames in Healthy Elderly. A Systematic Review. Games for Health, 2(4), 205-12[2] Nor, N.N. et al. (2020). A Review of Gamification in Virtual Reality (VR) Sport. EAI Endorsed Trans. Creative Technol., 6.[3] Michael, A., & Lutteroth, C. (2020). Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR Exergame. 2020 CHI Conference on Human Factors in Com. Sys.

Ilona Buchem, Susan Vorwerg, Oskar Stamm
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Addressing new cyber risks in immersive reality

The purpose of this paper is to assess the cyber risks associated with the development of Augmented Reality (AR) and Virtual Reality (VR) technologies also in relation to their use in the Metaverse. AR and VR represent one of the most recent and relevant technological advances that have been able to take advantage of the changes brought about by the ongoing digital transformation driven by Industry 4.0, and the pandemic crisis. Moreover, these technologies are also becoming relevant for their potential in war scenarios and military exploitation.A common goal for both technologies is to improve knowledge and operational processes, overcoming the amount of information that is received by normal observation mechanisms, reducing the interactive distance between different variables. Consequently, the fields of application are various and regard all sectors, stemming from the national defense to the health, industrial and educational sectors. The culmination of these technologies, and their applications, is reached by the recent project announced by the founder of Facebook called "Metaverse". Some of the cybersecurity challenges will be similar to and will certainly enhanced others, such as the security and privacy risks related to social media, conference and streaming platforms and even internet browsing. The future of VR and AR spaces will involve a huge increase in new devices connecting to each other, through the creation of new apps and connection bridges, requiring the elaboration and the storage of huge quantities of data. Moreover, laws rarely reflect the rapidly evolving ways in which people interact with each other online. In this context, virtual assets can become as critical as physical ones, creating a worth to be protected. As the opportunities are all encompassing, so are the risks and vulnerabilities, such as identity theft, spying and social engineering. Security of confidential and market data, privacy and security of virtual assets are the most critical issues, linked to the volatility and reliability of providers with respect to assets.Unfortunately, new technologies are often developed and brought to market long before cybersecurity issues are addressed. An early identification of the main cyber risks inherent in the application of AR and VR technologies and the provision of framework for possible solutions to the various issues identified could address the Metaverse new challenge.

Alessandro Calabrese, Luisa Franchina, Tommaso Ruocco, Giulia Inzerilli
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Gaze Behavior as an Objective Measure to Assess Social Presence During Immersive Mediated Communication

Immersive communication systems provide increasingly realistic virtual environments, which may afford immersive social interactions that approach the quality of face-to-face (F2F) meetings by eliciting a sense of social presence; the feeling of being physically together with another person and having an affective and intellectual connection. To optimize a system’s ability to convey social presence, there is a need for tools that efficiently and reliably measure the degree to which users experience social presence. Currently, the most widely used tools to measure (social) presence are questionnaires. As their ecological validity is questionable, there is a need for objective and non-intrusive measures to measure social presence during naturalistic social interactions. In our study, we aimed to identify a set of determinants of social presence that enable the assessment of a system’s ability to convey social presence, preferably using easy to use, off-the-shelf tools. Considering eye gaze behavior is modulated by social presence and can be measured with relative ease for both F2F and mediated communication, we propose to use three eye gaze measures as an accessible means to assess the level of social presence a system can elicit.

Ivo Stuldreher, Linsey Roijendijk, Maarten Michel, Alexander Toet
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Prediction accuracy comparison between deep learning and classification algorithms in the context of human activity recognition

In this paper, we compare the prediction accuracy of a deep learning model and three classification algorithms on very similar motions in the field of dementia diagnostics.The basic aim is to gain insights into the retrieval, provision and classification of interaction and health data in the course of the disease of dementia patients. This work shows how the smartwatch "Apple Watch Series 7" can be used to record interaction data from dementia patients and recognise corresponding movement sequences.A data transfer platform was developed that enables communication with a watchOS application on the smartwatch via a Node.js WebSocket. This data transfer platform can be used to control smartwatches and retrieve data from sensors in different frequencies (1 to 100 Hz) in real time. The sensor technology used includes accelerometers, position sensors, gyroscopes, magnetometers and heart rate monitors.In this work, the main focus is on the recognition of motion sequences. For this purpose, two different approaches of supervised learning are compared: recurrent neural network versus classification algorithms. The recurrent neural network is a special form of neural network in which neurons of the same layer or different layers are fed back. Through these feedbacks, temporally coded information can be extracted from data. Typical areas of application are handwriting recognition, translations or speech recognition. A recurrent neural network processes data with a memory called Long Short-Term Memory (LSTM). LSTMs represent the state of the art in human activity recognition and are ideal for analysing sequential streams of sensor data. An LSTM is a memory-based, powerful model that can dynamically capture and analyse contextual information whose timing is relevant.This approach of recognising motion sequences is contrasted with the classification algorithms Logistic Regression, Support Vector Machine and Decision Tree. The classification takes place under consideration of features of the respective class. An algorithm tries to work out a dividing line between combinations of features of data and to group them.Records of the activities of dementia patients by the nursing staff from two dementia care communities are available. Consultation with various care teams who work with dementia patients on a daily basis revealed that many patients wear smartwatches. Such watches keep the adjustment effort for sensor positioning low.The records of the activities of dementia patients serve as a template in this work; the movement patterns of the activities eating, drinking and writing are classified. These activities are very similar in their movement patterns, which makes classification challenging.The contribution of this work is the comparison of two possibilities for the recognition of similar movements of patients by means of smartwatches with regard to their correctness. We evaluate our prototype in a test series with five test subjects. In doing so, we demonstrate the accuracy of the memory-based classification network and classification in interaction with the latest wearable sensor technologies and discuss future directions and possibilities in the wearable IoT field of dementia

Sergio Staab, Ludger Martin, Johannes Luderschmidt, Simon Krissel
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Meaningful Smart Health Data: A Design Guide for Transparent Data to Enhance Self-Reflection

Since the characteristic of the Internet of Medical Things (IoMT) is featured with connectivity, distribution, and context-awareness (Rowland et al., 2015; Chin et al., 2019), it has become a common understanding of constant monitoring from surrounding “Ubiquitous” Environment. Concerning such sensing and monitoring situation for humans, devices, and the context, this study tackles a raising concern of tracking personal health data without an awareness (Sun et al., 2019). The challenge has two folds. On one hand, the amount of health data being collected and transferred continually through the network between different devices in any place and anywhere. Ideally, high convenience should be achieved for supporting reviewing and reflective thinking of end-users’ daily activities and vital health signals through data. However, quantified self-reflection hasn’t been achieved to facilitate human behavioural change to reach various healthy living goals. On the other hand, due to the vital role of visualized data that could effectively sufficient human requirements, the challenges of health data transparency (including data privacy, data security, and data visualization for various stakeholders etc.) are not only demonstrated by scholars but also lead to the negative user experience of connected devices. This study proposes a human-centred approach that aims at ensuring make sense of data transparency to enhance the IoMT experience. For instance, “trust and privacy” are critical issues for IoMT (Haghi Kashani et al., 2021), “access and storage” of health data are obscured and untraceable, “access control of data” (Calvillo-Arbizu et al., 2021), and the opacity of data process and abstraction (Hepworth, 2019) are reasons for losing trust, which users cannot know and modify the decision-making result of their data. The gulf between user expectations and understanding of this emerging technology leads to negative experiences. Despite the market has witnessed a breakthrough in the adoption of IoMT, evidence has shown a large percentage of abandonment (Clawson et al., 2015). User experience (UX) is the significant factor that influences long-term use (Hermsen et al., 2017). Zou et al. (2020) demonstrate the gap between the user’s perception and data interaction. Furthermore, how users make sense of their data is identified as one of the reasons for abandonment and treated as the key design challenge for IoMT stakeholders (Lazar et al., 2015; Ravichandran et al., 2017; Attig & Franke, 2020). As such, a review of existing data transparency and visualization related works for health data is conducted and summarized in this paper, which incorporates the following three aspects:1)The user perception of quantified health data.2)The interconnection of self-reflection and meaningful data representation through data visualization and physicalization.3)The design approach for tracking, accessing, and controlling data.Besides such a review, a ‘data transparency’ based guiding framework is also proposed to contribute and explore the relationship between UX design and health data, which has limited evidence been provided (Hepworth, 2019). Finally, the proposed framework intends to be validated from the user perception identification of existing products and design practice for utilizing the framework to address the data challenges of the IoMT system.

Yujie Zhu, Kun Pyo Lee, Lie Zhang, Stephen Jia Wang
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A shared service model for the elderly based on the concept of distributed economies (DE)

Population ageing and urbanisation are two major global trends. With ongoing rapid urbanisation and the global population's shift toward an older age structure, older people need to be given significant consideration in community building. Community home-based care has become the choice of most elderly people. The elderly can be regarded as a valuable community resource. According to the current problems faced by the elderly and community residents, this paper proposes a new shared service model based on the theory of service design and distributed economy. In this model, elderly people can open up free space in their homes as a club, mini library, etc., where community residents can share resources, experiences or interests with others. The aim is to help the elderly participate in community activities and create value for the community. This model helps improve the well-being of older people and the sense of belonging of community residents.

Shuang Liang, Min Zhou, Stefano Follesa, Peian Yao
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User Emotional Experience Assessment Method of Product's Intentional Sound

Product sound plays an important role in the multi-sensory user experience of home appliances. The sound effects that are given meaning by designers (intentional sounds) in home appliances have three contributions to the user experience: semantic conformity to make a satisfactory contribution to the overall product experience; brand impression; and bringing pleasantness and emotional experience. Based on the three aspects of the impact of intentional sounds on product experience, combined with the Semantic Differential method in the field of Kansei engineering and the Hevner adjective table commonly used in music sentiment analysis, this research will design a set of intentional sound evaluation methods from the perspective of user experience.

Yuzhun Huang, Miaodi Hu, Jun Zhang
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AVATAR: Realistic customized virtual agents as emotional tutors for children with ASD

This work describes the generation process of a Human-Computer Interaction interface, intended to provide support in therapeutic interventions for children with Autism Spectrum Disorder (ASD). For the interface, realistic avatars were generated based on photogrammetry techniques, based on real human models. Resulting interface employs the "Wizard of Oz" method, whereby avatars become virtual puppets controlled by a remote operator. Using facial recognition, the avatars mimic the gestures and facial movements of human models while the voice is transmitted without any modification. In this way, interaction is completely promoted by the human model, avoiding the loss of attention that could be generated by delays produced by an automatic interaction system based on Artificial Intelligence. For the experimental process, we developed a mobile application that uses generated avatars as emotional trainers based on 6 basic emotions. App works like a serious game that allows users to identify emotions expressed by avatars by interpreting their gestures. Results showed a great acceptance by children with ASD to interact with the application and an excellent perception by therapists who considered this tool as a very useful support during therapeutic processes.

Luis Guerrero, Darwin Duchi, Juan Delgado, Pablo Campoverde, Maryury Ojeda
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Contributing to Chronemics - Multievents for Haptic Communication

Haptic communication offers many interesting opportunities such as an unparalleled feel of presence, opening up to emotions and assuring oneself in reality - except for adding to perception of sizes, distances, weight, hardness, softness, warmth, and coldness – all fundamental aspects of the world. Haptic senses (cutaneous, kinaesthesis etc.) are found all over the body which also means that any technological means, such as wearables have/should have the same potential of full body coverage. For haptics, proximal stimulus could be located at two (or more) spatial separated anatomical locations simultaneously. As any proximal stimulus is an event and events have a duration i.e. existing in temporal space, it is of interest to see how events relate to each other. We do this first for two events, where we get an exact number, and then try to generalize this to three and more events. We observe that natural languages typically lack the fine distinctions in their vocabulary, relaying on vague (as we show) expressions like “before” and “after”.

Nils-Krister Persson
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Evaluation of a Mobile and Seamless Travel Companionship in Smart Public Transport

Introduction:In the SmartMMI (https://smartmmi.de/project/) project we combine a smart public transport data platform, a mobile application and a SmartWindow implemented in a public transport enabling the use of contextaware passenger information. Prior we evaluated the prototypes of our mobile application based on the method of paper prototypes using a multi-device evaluation approach introduced in [1]. In the current work, we go one step further and evaluate the high fidelity and fully developed SmartMMI mobile application through an online survey and interview in which 24 persons participated. We conducted two different questionnaires that were used to evaluate user interface satisfaction (QUIS) and user experience (UEQ) and personal interviews.Through the development process, several evaluation phases resulted in gradually improved prototype. The iterative evaluation procedure is shown in [2]. However, how would be the user interaction with such companion technology in case of access to both the SmartWindow and mobile app interface? Would they be satisfied with this ability? This matter would be the focus of this research to evaluate the travel companion during their journey.Conducted Analysis: UEQ Analysis, QUIS and Our Questions Analysis: From quality aspects point of view, hedonic quality items (simulation and originality) assess the lowest mean, among others. Benchmark analysis show that SmartMMI app scores high compared to the products in the benchmark which this can indicate that users generally found the product’s user experience (UX) satisfactory except the Novelty and Simulation, which are indicated again as the weakness of the app by participants.Results:Many positive comments were made on the prototype in general. It was simply structured, minimalistic designed and quickly to learn. In addition, they acknowledged the door-to-door routing, the icon-based choice of transportation mode, the integrated map, and the systematic support during the journey. Some liked the simplification, and many stated it was better to be sufficient and useful for maintaining orientation during the trip. Marking icons was intuitively usable. However, some participants felt confused with the 4-digit number and green numerical sign in the left side of each transition which the latter means the delay in fact. Finally, suggestions for more recognizable map icon received. Participants also liked the idea of having mobility restriction filter in the setting and bookmark option of the routes. Overall, it is interesting to note that SmartMMI app was one of the simplest and easiest applications among other tracking apps which its main role is assisting the passenger through the journey. This was the main result of our evaluation.Outlook:In the full paper, we will describe our analysis and evaluation approaches that we used conducting the studies in more detail. We report on our experiences, the results and the designs of studies implemented, as well as give insights into lessons learned while developing and evaluating Seamless Travel Companionship in Smart Public Transport.References:[1] Titov, W., Tran, H., Keller, C., & Schlegel, T. (2020, July). A Multi-device EvaluationApproach of Passenger Information Systems in Smart Public Transport. InInternational Conference on Human-Computer Interaction (pp. 340-358). Springer,Cham.[2] Keller, C., Titov, W., Sawilla, S., & Schlegel, T. (2019). Evaluation of a smart publicdisplay in public transport. Mensch und Computer 2019-Workshopband.

Waldemar Titov, Seyedehfatemeh Ayoubi, Carl Friedrich Gerlach, Thomas Schlegel
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A Model-based Environment for building and running Situation-aware Interactive Applications

Situation-aware software systems open unique perspectives for improved goal achievement characteristics for both users and software suppliers. Such interactive systems give users individualized user experience, provide runtime-adaptive user in-terfaces, allow for situation-dependent task planning capabilities and can trigger ser-vice activations when the situational context changes.Situation-awareness is an evolution of the concept of context-aware computing that was first proposed for distributed mobile computing in [7]. In addition to software responsiveness when dynamically migrating applications to other devices and loca-tions, the notion of context then also included aspects related to the interacting people and the environment.The term situation-awareness was first established in psychology and the cognitive sciences. It was used for describing support systems for human operators in complex situations. By defining situation-dependent requirements correct and smooth interac-tive task accomplishment could be facilitated [3], [4]. For such systems, considering the changes of the interactive context over time plays an important role. The complete cognitive process of perception of the users is dependent on contextual information encountered during the interactive processing of tasks. To capture the individual requirements of a situation, Chang in [1] has suggested that a situation specification must cover the user’s operational environment E, the user’s social behavior B, by interpreting his or her actions, and a hidden context M that includes the user’s mental states and emotions. A situation Sit at a given time t can thus be defined as Sit = <M, B, E>t. A user’s intention for using a specific soft-ware service for reaching a goal can then be formulated as a temporal sequence <Sit1, Sit2, …, Sitn>, where Sit1 is the situation that triggers the usage of a service or a task execution and Sitn is the goal-satisfying situation.This model provides a good starting point for the construction of situation-aware applications. However, for recognizing and evaluating situations, the hidden context M, i.e., the user’s emotions, intentions and cognitive load must be made visible and exploitable. Adaptive situation-aware software systems need cognitive and analytic capabilities to interpret the multitude of available emotional and bio-physical signals as well as application and contextual meta-data to being able to infer a goal-reaching set of adaptations.Rather than providing situation-awareness separately for each developed applica-tion, we present an integrated model-based environment for building and running dynamically adaptive situation-aware applications. Therefore, we follow a combined approach by linking the PaMGIS (Pattern-Based Modeling and Generation of Inter-active Systems) MBUID-framework [2] and its domain and user interface models with SitAdapt, a high-resolution observation platform with an integrated user-centric adap-tation component [5]. SitAdapt offers functionality for visual emotion recognition, eye- and gaze-tracking, pulse-rate-tracking, EEG-signal recording, as well as various other bio-physical signal monitoring capabilities. For integrating the necessary rea-soning capabilities, we have introduced situation rules that have access to both, the observed raw-situations, and the modeling resources of the MBUID.We have tested the SitAdapt system with different e-commerce web-applications, e.g., an existing beauty products shopping portal that was enhanced with situation-awareness capabilities and runtime adaptivity [6]. In this environment we also con-ducted two user studies for evaluating the monitoring features and adaptive power of the system with respect to functionality and user experience.In this paper we will discuss the exemplary construction process and runtime-operation of an adaptive situation-aware web-application for travel-booking. We will demonstrate the different steps of the building process that derive application structure and functionality from the task and domain models of the application and apply vari-ous HCI-patterns as well as design and layout models for generating the interactive parts of the source code. We then will describe the observation process that records individual situation profiles during interactive sessions. We will finally discuss the adaptation process that creates a priori adaptations based on the parsing of user and environment models and dynamic runtime-adaptations that are triggered by situation rules fired when a user-specific situation profile encounters conditions that were speci-fied in the situation-rule model of the application. We will conclude the paper with a discussion of ethical and privacy issues arising when confronting users with such powerful monitoring systems. We will also give a short outlook on assessing situation-rule performance and optimizing the rules by implementing a reinforcement learning-component in the future.

Christian Märtin, Jürgen Engel, Christian Herdin
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Neural decision-making application of Internet product interaction design based on EEG

The rapid development of information technology and the rapid growth of "Internet +" have brought many new challenges to human factors science. At present, in the practice of information product design that emphasizes user experience, new human factors measurement methods and tools are urgently needed to evaluate the effect of product interaction design more accurately and objectively, and to provide theoretical support and basis for product design and decision-making. Different from traditional human factors research methods, neural measurement overcomes the subjective bias of questionnaires, scales and other methods, and can dynamically grasp the user's cognitive process of products with millisecond precision in the process of users' cognition of products. Design practice provides the basis and guidance for neurological decision-making. On the basis of the comprehensive evaluation of the neural mechanism, neural decision-making and emotional experience in the product interaction design, an interaction design scheme in line with neurocognitive science is proposed. The established indicator threshold ranges are compared to determine the range of user experience; longitudinal comparison refers to comparing with the plan before design intervention to test whether the optimization effect is significant. With the help of neural evaluation indicators, the design scheme is finally determined.Misoperations during the use of Internet products are usually caused by factors such as inattention and identification errors. Therefore, it is very important to study the influence of various design elements on the components of the attentional neural response, including latency, amplitude, and response position. Focus on two cognitive neural components N2 and LPP, N2 is a cognitive neural response component of early attention, LPP is a neural component related to attention after full cognition, and reflects the user's emotional changes, which is an important part of emotional experience. Cognitive Neural Indicators. Existing studies have shown that product decision-making is related to the P300 component in cognitive nerves. In interaction design, the P300 amplitude corresponding to easily recognizable icons is greater than the P300 amplitude corresponding to difficult-to-recognize icons.This paper firstly summarizes and sorts out the research progress and related achievements of domestic and foreign scholars in the past five years from the aspects of cognitive ability research of product interaction design and neural decision-making technology of product interaction design scheme. Secondly, it puts forward a detailed review of the research objectives and technical routes of neural decision-making in interaction design, and summarizes the current application fields of neural decision-making in Internet product interaction design based on EEG. The source of electrical data and other issues, and the prospect of EEG neural decision-making in the field of Internet product interaction design research.

Jianping Yang, Lixia Hua
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Enhancing the Learning of Special Educational Needs children with Dynamic Content Annotations

Communication is difficult for students who have little or no clear speech. Consequently, a range of communication systems, including symbols, pictures, or gestures, is used as an alternative to speech. Semantic web technology has had an impact in the educational field and offers the potential for greater engagement with a rich web of content. Students’ behaviour and learning engagement are among the significant problems in managing any group with special needs. Pupils with learning difficulties tend to be more off-task in class, are required to receive more teacher attention, off-task behaviour, ask fewer educational questions with shorter response times, and give less feedback than other pupils. Communication systems have been used since the 1970s to support face-to-face communication with children who have little or no speech ability. From the literature, teaching using communication symbols requires an adequate number of trained staff and an understanding of the complexity of young peoples’ disabilities and behaviour. Teachers often feel overwhelmed in preparing class resources, where more than one resource may be needed to explain each thought (O’Brien, 2019). A new evolution of the web is called the “Semantic Web.” The Semantic Web is an extension of the current traditional World Wide Web - adding semantic descriptions and ontologies. One benefit is that such characterization and modelling help provide additional meaning to the web content; making content machine-understandable (Berners-Lee et al, 2001). Although the Semantic web is applied in different fields including education, there is limited research in the field of mainstream education, particularly for those with special needs. This research was conducted to show the impact of applying semantic annotation techniques in improving the engagement, concentration, and behaviour of children with special needs. This study follows a Design Science Research Methodology (DSRM), a research process to discover practical solutions by evaluating the results in a set of iterations to design a SENTP model. The findings present a novel approach to teaching children with various needs by introducing educational prototypes using different semantic annotation content in an educational website. We investigated the impact of the annotation content using the symbol communication systems (Makaton, Widgit, and PECS), pictures, or audios, which are part of the current methods for teaching in UK schools. We selected an appropriate annotation editor to test the SENTP prototype for testing in the study after exploring different techniques. We collected the data from seven schools in the UK: two nursery schools; two special need high schools; one primary state school; and one preschool for children with language and communication difficulties. A total of 23 educators approved to participate in this study. The data are recorded, transcribed, and thematically analysed using NVivo 11. The findings from the in-school experiment indicated that annotated content using semantic annotations could have a significant impact on making the learning process more effective with better class management for students with special needs, including pupils with autistic spectrum disorders.

Zainb Dawod, David Bell
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The effect of topic-shift characteristics in daily conversation on identification of recognition errors

To support senior and reclusive citizens’ smooth conversations, we have developed a conversation support system named “associative board”. it recognizes their conversation and provides several suitable topics for speakers when their conversation progress not so smooth. However. If there are too many recognition errors the system will not be able to present suitable words. The misrecognized words identification function is necessary for our associative board system. In this study, we clarify the problems with conventional misrecognized words identification methods for recognizing daily casual conversation. As results of evaluation, the conventional misrecognized words identification is effective for the conversations with predefined topics, however for casual conversations without predefined topic, the identification is difficult. The distribution of semantic similarity values among words for casual conversation are broader than that with predefined topics. When the semantic similarity values are under 0.3, despite the correct recognition utterances, that semantic similarity values of the recognition results are often lower than that of the misrecognition results. The 21.7% to all topics are that case. That means when the casual conversations in which the topic-shifting occurs frequently, the misrecognized words identification is difficult. The semantic similarity among recognized words should be calculated constantly, and when the semantic similarity values are high continuously or are low rarely, the identification method could be used. When the semantic similarity values are low continuously, the error words extraction and correction process should be stopped.

Yotaro Iida, Hikaru Nishida, Yumi Wakita
Open Access
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The Emotional and Behavioral Impact of Parental Phubbing

The term “phubbing” is a portmanteau word of “phone” and “snubbing” used to describe the phenomenon, in which an individual focuses on their smartphone during face-to-face communication instead of paying attention to others (Chotpitayasunondh & Douglas, 2016; Karadag et al., 2016). The term “phubber” refers to the person who snubs their conversational partner, while the term “phubbee” describes the person who is phubbed during social interaction. A growing body of research investigated the role of parental phone distraction on their child’s development and parent-child interactions. The term “parental phubbing” is defined as a parent’s undesired mobile phone usage during a parent-child interaction (Xie et al, 2019). Converging evidence demonstrates that parental phubbing hampers the quality of parent-child relational interaction (Xie & Xie, 2020) and adversely associates with children’s mental health (Chotpitayasunondh & Douglas, 2016; Xie et al., 2020) and behavior (Fu et al., 2020; McDaniel& Radesky, 2018; Xie & Xie, 2020). Although these previous studies verified the adverse effects of parental phubbing on a child’s emotional and behavioral outcomes, some limitations exist in these studies. For example, the definition of parental phubbing is problematic, certain geographical areas are overrepresented (e.g., Chinese adolescents), and there are a general lack of causal conclusions, etc. These limitations require further clarification: Whether those effects are strong enough to evoke changes in their child? How much of the adolescent negative behavioral and emotional outcome can be ascribed to parental phubbing? How consistent are the effects across studies and different populations? In which conditions do these observed effects change? To address these questions, this paper will: 1) provide a narrative review of the extant research on parental phubbing, including a look into adolescent child’s associated behavioral and emotional outcomes; 2) examine how parental phubbing is measured and critique the approaches of previous researchers;3) assess the major findings and note areas where findings conflict and gaps remain, thereby allowing us to provide future researchers with directions where additional attention is needed; The central purpose in this paper is to critically review how strong these empirically verified findings are. My paper will consist three sections. Section (1) will provide brief introduction of parental phubbing and the scope of this review. Section (2) will critically review parental phubbing and child’s outcome, including current definition, parental phubbing instruments, applied research method and theory. I will suggest important questions or issues for investigators to consider.

Xiangyun Tang, Gaofei Li, Xiaochun Xie
Open Access
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Conference Proceedings

The neuroscience behind perception and risk management in complex sociotechnical workplaces

From the first Neanderthals and Sapiens civilizations to the current world powers, human evolution was driven by its own will to develop, grow, discover, innovate and consolidate. Walking through the history of Humanity is witnessing an entire social, cultural and political evolution, understanding how the Society can shape the individual, and how the individual constitutes the Society. At the centre of this evolution is the brain, as the architect, engineer and executor of all this evolution. The cortical macrostructures of this organ – reptilian, limbic and neocortex systems are responsible for the instinct of preservation and reproduction of the species, but they also imagine and conceive solutions for the most varied daily demands, from simple problems to critical complexities. Its internal structures, such as amygdala, frontal lobes and corpus callosum, in addition to processing all the inputs of the senses – smell, hearing, touch, etc – form neurochemical social bonds, which guarantees preservation, but also manage an almost infinite range of emotions and interactions. The perception, the result of this whole process, in addition to forming a mental projection of the environment, recognizes opportunities and risks, generating an individual and social memory regarding the dangers of everyday life. When this perception is faced with the First Industrial Revolution, the safety at work will be associated with industrial equipment, organizational culture, workplaces, as well as the natural and evolved perception of risk of each individual – a software present in the hardware of the brain’s structures since the first civilizations. Following this evolution, work systems also evolved from simple linear production lines to complex sociotechnical workplaces, involving people, equipment, processes and organizational culture. The methodologies and tools designed to understand these risks, however, do not evolve at the same speed, persisting a misconception that current workplaces can be analysed, in relation to risk, like a linear production line. In this aspect, integrating the concepts of neurosciences, sociology, engineering and ergonomics, but not limited to these, the Human Factors approach, which is integrative and multidisciplinary, brings a systemic understanding of work environments, understanding and demonstrating the real complexity present.

Josue Franca, Erik Hollnagel
Open Access
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Conference Proceedings

Towards Reliable Tactile Mid-Air Interfaces: Analysis of Influencing Factors of the Perception of Tactile Mid-Air Feedback

Human-machine interfaces require an efficient and reliable interaction under various con-ditions. Especially under conditions with high cognitive workload which require rapid situa-tion assessment, interfaces should reliably support the human perception. Here, research addresses gesture-based interfaces as a possible interface to enable intuitive interactions based on ingrained daily routines. Using spatial commands executed by the bare hand, one can recreate real world interactions like pushing a knob, turning a controller, or using a ges-ture as an input command. In comparison to real input devices gesture-based interfaces lack haptic feedback for the user. Tactile feedback is important as it indicates for example interaction borders (e. g. edge of the mouse pad) or provides feedback of a successful in-teraction (e. g. sensation of the pushed button). This helps to increase the usability of mid-air gestural systems. For the realisation of mid-air tactile feedback two technologies can be considered. Vortex-generators and ultrasound-based feedback utilise the bare hand and need no device attached to the hand. However, they provide weak feedback which can be influenced by airflow, hand posture, clothing, workload or other factors. To achieve the aforementioned benefits, users have to reliably perceive the tactile feedback – and to do so, perception of tactile mid-air feedback needs to be researched in more detail.We present a method for the analysis of influencing factors on the perception. A driving simulator was the basis for a standardised apparatus in which tactile feedback was pre-sented via a vortex-generator. For each influencing factor, participants were asked to do a driving task (Lane Change Task - LCT) and detect tactile stimuli in parallel. By the help of the method of constant stimuli, a psychometric function for each influencing factor was derived. On this function detection, thresholds of 50%, 90%, 95% and 99% were chosen to represent the most important values in terms of human-machine interaction. In compari-son to widely used methods like staircase procedures, this approach promises to give a better insight into the effects of the influencing factors as the whole psychometric func-tion can be analysed instead of one distinct value.Two experiments (N= 80; 31) were conducted to apply the approach and analyse the influ-ence of workload by a variation of speed and secondary task type. Also, one experiment (N= 16) investigated the influence of hand temperature on the perception of the feedback. Results show that increased speed and the addition of a secondary tasks significantly in-crease the perceived workload. Regarding the perception of tactile stimuli, slight differ-ences for different workload conditions and a cut-off for high workload conditions were found. Furthermore, the effect of temperature on the perception on tactile feedback could be shown. Based on the studies, advantages and disadvantages of the proposed approach are dis-cussed. Also, the impact of workload and temperature in terms of design recommenda-tions for human-machine interaction are examined. The presented approach suggests a promising method to investigate the impact of influencing factors on specific design ele-ments for human-computer interaction. Further studies should investigate the eligibility for other modalities and applications.

Max Bernhagen, Angelika C Bullinger
Open Access
Article
Conference Proceedings

The Function of Social Media in Creating Participatory Based Government Policies in Indonesia

Public participation is not only limited to direct movements such as demonstrations, the use of social media in the community has proven to be effective in escorting changes in government policies. This study aims to analyze the relationship between the "digital movement of opinion" on twitter social media through the hashtag "Percuma Lapor Polisi" in improving Indonesian Police services. This study uses a descriptive qualitative approach with the data source of social media twitter on #percumalaporpolisi. The #Percumalaporpolisi movement is a form of public disillusionment through social media twitter, towards the services of the Indonesian Police for the period 1 February – 1 March 2022. The data analysis phase of this research uses the “Social Network Analysis” method, to identify the social structure and explain the position of the main or affected stakeholders. can be called a vital player. In analyzing the data, the author is assisted by using tools based on the Netray.id website. The results of data analysis and visualization show that there are social networks of several key actors in the spread of #Percumalaporpolisi. The main actor plays a role in driving public opinion through conflicting information on social and economic cases that are not in favor of the community. Stimulating opinion is considered very effective in creating public support through the #Percumalaporpolisi movement on social media. Indonesians people are quicker to support movements that are oriented towards violence and blasphemy. The #Percumalaporpolisi movement focuses on the issue of agrarian conflicts between Wadas Village Residents and the government involving the military and police officers and the issue of alleged blasphemy. The incident created a tremendous digital opinion movement on the social media platform twitter. Social media can play an important role in overseeing the policy process at the national level, through leading opinion on social media.

Latif Nur Indra, Filosa Gita Sukmono, Danang Kurniawan
Open Access
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Conference Proceedings

A comparison between usability evaluation methods: A case study in the E-Commerce domain

Usability is a quality attribute that nowadays cannot be ignored by software development teams. Designing a software product that is difficult to use and understand, where the user is lost, and the achievement of the user's objectives is prevented, can cause users to choose to use similar alternatives. For this reason, Human-Computer Interaction specialists have developed a set of usability evaluation methods that allow problems to be identified to guarantee an appropriate level of user-friendliness of the application. However, there is a large disagreement between the authors as to which is the best method to use. In this study, the results of two of the most used methods to carry out usability evaluations of software products have been compared: the questionnaire and the heuristic evaluation. On the one hand, the questionnaire has turned out to be the method most used by the scientific community because it is easy to use and does not require much material preparation. However, the majority of questionnaires have been aimed at being answered by end-users. In a previous work, we developed a questionnaire for UX practitioners that in this case has been used for the evaluation of an electronic commerce application. On the other hand, heuristic evaluation is a method where specialists verify compliance with certain principles in the design of the graphical interfaces of a software product. It is also widely used like questionnaires but requires more planning and execution time. In this research, it is possible to evidence the differences in the type of problems that can be identified by each of the methods. In conclusion, it is possible to mention that although a percentage of problems are identified that can only be identified with one or the other method, the recommendation is to use both methods as the results complement each other.

Freddy Paz, Freddy Asrael Paz
Open Access
Article
Conference Proceedings

From literary narrative to video game narrative

Videogames have become a technological application that goes beyond entertainment; their participation in sociocultural processes is much more interesting and profitable than we might think. They have evolved from their original mission of entertainment to other fields such as social, cultural, medical, and other categories that fall into serious games.In the beginning they were developed by programmers and companies that began to emerge to meet the demand of new players. Now we know that consumers of this type of media have many requirements that have made their production involves a multidisciplinary team, among these requirements we can highlight the need to live the story at every moment.Videogames are present in our society, playing them is only one of the shores of this great sea, on the other side, there is an emerging-producing world that directs its work to various areas of human development. In the career of Graphic Design at Indoamerica University, students generate videogames based on the contents they receive, however, there has not been a deep emphasis on the narrative during the design process of these. For this reason, it is intended to identify a model that allows relating literary, graphic and videogame narratives, to involve narrative design within the creative process. Based on classroom experiences of the last five years, the academic work and the result of the products delivered by the students, an analysis was made that determined that the story is present but is not immersed in each of the elements that can be seen from the gameplay. Based on this, bibliographic research was made about literary narrative and its relationship with the narrative design for the video game, considering the significant contributions of Clara Fernández, Adrián Suárez, Jesse Schell, Alckmar dos Santos, Scott Rogers, Oliver Pérez, among others. This work presents a model of the relationship between literary, graphic, and video game narratives aimed at building the narrative design in new video games, on the other hand, to analyze these narratives in a current video game and tune it.We intend to automate this model in a video game prototype, in which the students participate, and then make use of it in the narrative design of new projects.

Miguel Cobos, Patricia Salvador
Open Access
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Conference Proceedings

How system failures and ransomwares affect drivers' trust and attitudes in an automated car? A simulator study

Conditionally automated driving systems (SAE level 3) are able to process the lateral and longitudinal control of a vehicle and warn the driver of the status of the system and ongoing operations. The driver must monitor the system and resume control if prompted to. Previous research in the realm of automated driving explored how in-vehicle information should be presented to optimise drivers’ trust in the system (Wintersberger et al, 2020). For instance, conveying the status and actions of the system contributes to transparency and support adequate trust in the system (Carsten & Martens, 2019). Yet, little is known on the consequences of failing to provide reliable information on the vehicle status and operations on trust. This is particularly salient in the case of silent failures, whereby the system fails to notify the driver of its limit and incapacity to operate reliably (Louw et al., 2019). This lack of empirical evidence is surprising as automation failures are likely to affect drivers’ trust in the system (Payre et al., 2015; 2017), therefore leading to disuse (e.g. no use), misuse (e.g. unsafe operation as reported by the National Transportation Safety Board Tesla crash report, 2017) or abuse (e.g. take advantage of the limits) of such system (Parasuraman, 1997). Past work has stressed that the subjective level of trust of users should be aligned with the capabilities of the automation to mitigate the undesirable effect of overtrust (i.e. using the automated system despite its unreliability) and distrust (i.e. not using the system although it is reliable; Khastgir et al., 2018). This process has been identified as trust calibration (Lee & See, 2004). Even though a wealth of studies has shown what and how information should be presented to support trust calibration, little research attention has been devoted to understand if, how and when failures affect individuals’ trust in the automated system and subsequent impact on driving performance. Addressing this research gap, the present study combines a cyber security and human factors approach to investigate the effect of the type of failure (silent vs. explicit) and its timing (early vs. late during the journey) on individuals’ trust, attitudes and safety. From the cyber security perspective, a threat analysis of in-vehicle digital displays was conducted. This led to a series of use cases being developed when possible malfunction or intrusion (e.g. hacking) would occur. These use cases were developed in a driver-in-the-loop simulator where participants’ responses (N = 37) with respect to trust in the automation, driving performance, and safety were collected. Results from this experiment are discussed in the context of road safety, attitudes and driver behaviour (e.g. manual handover, acceptance and trust).

William Payre, Jaume Perelló-March, Giedre Sabaliauskaite, Hesamaldin Jadidbonab, Siraj Shaikh, Stewart Birrell
Open Access
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Conference Proceedings

The effects of tactile stimulation and its imagery on sensorimotor EEG rhythms: incorporating somatic sensations in brain-computer interfaces

Brain Computer Interface (BCIs) strive to provide a communication channel between the human brain and the environment without using overt actions. To achieve this goal, BCIs convert recordings of neural activity into commands to an external device. One of the most common BCI methods is based on matching of spectral characteristics of EEG sensorimotor rhythms (SMR) to motor imagery attempts. While such motor-imagery BCI have been extensively studied, little is known about the possibility of using tactile imagery as a BCI component. Here we studied EEG modulations associated with tactile imagery and obtained results suggesting that this approach could improve BCI operations.METHODS. 12 healthy naïve volunteers participated in the study. After vibrotactile stimulation was applied several times to the right hand, participants imagined the same sensations in the absence of actual vibration. During this tactile imagery task, 30 channels of EEG were recorded. The effects of tactile imagery were assessed as changes of the SMR in mu and beta bands, which were quantified using EEG desynchronization/synchronization (ERD/S) ratios. An offline classification was conducted for three states: resting, tactile imagery of the right hand, and tactile imagery of the left hand. The classification was based on common spatial pattern (CSP) filtering and linear discriminant analysis.RESULTS. The participants exhibited consistent contralateral ERD patterns over sensorimotor areas during tactile imagery of each hand. Statistically significant differences (p<0.05) in SMR spectral characteristics were found for the comparison of imagery condition to the control state. Offline classification exceeded chance level, as well. CONCLUSION. We found that when human subjects imagine their hands receiving tactile stimulation their SMR spectral characteristics exhibit consistent changes, which could be reliably decoded with a discrete classifier. Based on these observations, we suggest that motor-imagery BCIs could be enriched by adding a tactile-imagery component. Tactile imagery-based BCIs could be especially useful for neuroprosthetic approaches intended for people suffering from somatosensory disabilities and phantom-limb pain.ANCKLOWLEGEMENTS. The study was supported by the Russian Science Foundation grant 21-75-30024.

Lev Yakovlev, Artemiy Berkmush Antipova, Nikolay Syrov, Maksimov Iaroslav, Daria Petrova, Matvey Bulat, Mikhail Lebedev, Alexander Kaplan
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Intelligent interactive accompaniment ecosystem using parameterizable tools to raise awareness among people who interact in the field of inclusion.

The proposed ecosystem will make it possible to sensitize people who are involved in the field of inclusion, it is intended to generate parameterizable tools to measure behavioral variables in the environment of visual, motor and hearing disability and be able to present the same procedure to generate scenarios awareness. We have considered that from the introspection of abilities and skills presented in specific case studies of hearing, visual and motor disability we can study the behavior of the group of people involved with the child and through the proposed ecosystem obtain guidelines that allow to improve and build a path to the meaningful realization of the children in the case study; The sensitization environment will also be presented in the institutions that work with children with these disabilities in order to generate procedures around the capacities present in the case studies.

Luis Serpa-Andrade, Roberto Garcia'Velez
Open Access
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The use of multi-sensory technological tools as a motivation contribution for children with intellectual disabilities

The use of a multisensory tool through an adapted technological App is a proposal to work with a group of students who have unique personal characteristics but all with intellectual disabilities and who study in a Specialized Education Center; whose purpose is to improve motivation, by carrying out certain activities related to their learning, combating adverse effects that sometimes lead to a monotonous or traditional job. This research is quantitative. We started from a diagnosis for which we used observation logs, interviews with Teachers, and a survey of Legal Representatives, to determine the types of activities or games that motivate students; as well as the use and implementation of technology means that promote learning; which allowed the design of the respective App with its subsequent validation of the same by expert professionals and based on the results obtained by the intervention achieved in our sample population, denote that the use of this technological tool has positively influenced in achieving motivation in our students about the proposed activities. And that the use of this proposal can become very significant in its use in People with Intellectual Disabilities, since technology is global, our students can also benefit from it

Richard Paccha - Lapo, Luis Serpa-Andrade, Andres Viscaino - Quito, Roberto Garcia'Velez
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Understanding human decision-making when controlling UAVs in a search and rescue application

The introduction of Unmanned Aerial Vehicles (UAVs) within search and rescue missions provides human operators with ‘eyes in the sky’. However, little attention has previously been paid to the implications of this type of technology on the decision-making procedures of search and rescue teams; in particular, the human operator responsible for extracting and analysing UAV sensor data in order to achieve the mission objective, typically to locate missing people.Within the field of Human Factors, theoretical decision models have been used to identify user requirements for interfaces, training protocols, workstation layouts, and decision aids. We propose that decision models can be applied to the study of Human-Robot Interaction. Thus, the current paper presents a literature review of decision models used within Human Factors. The provision of a UAV within a Search and Rescue operation is used to case study the utility of these decision models for capturing the aspects of decision-making exercised by the sensor operator.

Sophie Hart, Vicky Banks, Seth Bullock, Jan Noyes
Open Access
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Promotional Strategies of Local Governments in Improving Tourists’ Post Pandemic Experience: Case Study in Yogyakarta, Indonesia

This study aims to find out how to manage the official Twitter social media account of the Indonesian local government after the pandemic. Twitter has become an important part of the government’s social media, one of which is an effective tourism industry promotion medium. This condition is supported by Indonesian social media users reaching 170 million of the total population. Therefore, the authors to look at how social media work for the Yogyakarta City Government, creating tourism industry promotion after the COVID-19 pandemic. This study used a Qualitative Data Analysis Software approach, with NvivoPlus 12 as the data analysis tool. The source of this research data came from @humas_jogja, the official Twitter account of the Yogyakarta City Government. The findings of this study indicated that, first, social media worked well as a tourism industry promotion medium for Yogyakarta after the pandemic. Second, as a communication medium, the Yogyakarta City Government encourages people to be vaccinated before traveling to Yogyakarta. Third, as a medium for mitigation tourism industry, new adaptations are promoted through the health protocol campaign while traveling to Yogyakarta. Fourth, as an educational medium, @humas_jogja encourages history-based tourism industry for students. These findings are based the intensity of information submitted by the @humas_jogja account using the tagline of special areas as a characteristic of Yogyakarta.

Wafie Anisah, Filosa Gita Sukmono
Open Access
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Conference Proceedings

Rapid Interactive Software-Architecture Design with Split-n-Join Actions

The architecture design process is an essential and critical part of the overall software development lifecycle. During the early design phases it is imperative to ensure that an optimal architecture is outlined, reflecting the requirements of the target software product. Then, continuous refinement, syncing and maintenance is needed, in order to guarantee that the software architecture precisely reflects the particular state of the source code base and vice versa. Both processes involve elements and activities at an abstract level and require support for easy and quick experimentation, exploration and prototyping. In existing tools, commonly relying on UML diagrams, the architecture design process is very detailed and thus time consuming, asking designers to elaborate early on aspects that are usually finalized latter in the process. Effectively, such tools are not interactive prototyping laboratories, but are primarily architecture documentation environments. However, because they require so fine-grained detail, which is transient, volatile and non-final in the early design phases, they are less preferred for initial experimentation and analysis. Effectively, it is impractical for architects to spend the required effort in supplying data for components, specifications and relationships when those frequently change in the early design process.Based on these remarks, our work focuses on supporting the very early phases of the architecture design process, putting primary emphasis on rapid interactive construction, ease-of-use, continuous experimentation, minimal information, and adoption of common architectural abstractions. While our tool focuses on components, it reflects the exploratory nature of the design process by offering two key actions, namely splitting and joining components, besides typical creation and removal. Our work is inspired by the quick class design method known as CRC Cards (Classes, Responsibilities and Collaborators), part of agile development, by adapting the original notions to fit with the scale and abstractions of the software architecture domain as Components, Roles, Operations and Synergies (CROS).In our tool, the primary requirement has been the facilitation of rapid exploratory interactive design, with small effort on behalf of the user, making it a laboratory for testing where related ideas may be easily instantiated via the tool. Considering that the architecture structure changes frequently in this process, we identified most common actions architects perform when revisiting component roles, besides component insertion and removal: •Splitting: when a particular component is identified that blends many different disciplines together that deserve representation (i.e. decomposition) into distinct and separate components;•Joining: when a few components are considered as weak or arbitrary to stand on the own, while in terms of their functional role they look as pieces of the same concept, likely requiring merging together under the same umbrella.•Mapping: when the high-level functions that are typically identified following the requirement analysis process should be mapped to components in a way better matching its functional role – such mapping may change as well, while new operations may be introduced in the process.We discuss how such simple activities are fundamental and capture the essential aspects the early architecture design tasks, and the way we supported interactively such key tasks, while keeping their delivery simple, quick and yet sufficient. For instance, component associations or synergies may change by simply rearranging links with the mouse, while operations are managed easily by typical drag-n-drop. Additionally, further component decomposition is supported, enabling craft quickly the sub-architecture of any selected component. Notes may be freely added to components, while their view may be toggled with just a click.

Anthony Savidis, Anthony Peris
Open Access
Article
Conference Proceedings

Quantum Reality perspectives in Dyadic Interactions

A Virtual Reality (VR) system is introduced in a modified Observe, Orient, Decide and Act (OODA) model for supporting information sharing and situational awareness in a complex environment. At the same time the cooperation and interaction with technical systems provided organizational process support, guidance, and monitoring of system critical functions.The OODA-VR combination enabled bringing together theoretical discussion and practicality responses in dyadic interactions. With the integration of simulation and reality metaphors the reasoning process takes advantage of environmental and cognitive knowledge constructed from complexity tasks. From an interaction viewpoint a more holistic view has been performed in relation to the problem space to articulate the thinking and decision-making process.The provision of the VR interaction capability has been extended to reshape quantum formalism and reality and complement the measurement collapse theory. This baseline has been explored through the Theory of Decoherence and Everettian quantum mechanics representing different measurements outcomes on a system.

Angelo Compierchio, Phillip Tretten
Open Access
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Technical Requirements to Design a Personal Medical History Visualization Tool for Doctors

A doctor needs to know the patients’ medical history to investigate the root cause of symptoms. Traditionally it is done by a questionnaire at the clinic’s reception desk, or the doctor asks a series of questions to obtain a relevant medical history. An incomplete or wrong medical history affects the doctor’s decision. The challenge for a busy doctor is to obtain all the relevant medical history in a short period of time accurately and without missing any important history. Affordable clinics employ an assistant or junior doctor to sort out all the paper-based medical history and mark the important points. It increases doctors’ work performance by saving doctors time and making room for consulting more patients. But not all the small clinics can afford such assistants. This paper lists the technical requirements to develop a personal medical history visualization tool to increase doctors’ productivity.

Forhad Hossain, Rafiqul Islam, Mostafa Taufiq Ahmed, Ashir Ahmed
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Understanding Challenges of Integrating Automation Solutions for Underground Mining in a Sociotechnical System: A Qualitative Interview Study

In recent years there has been more development of automation solutions for underground mining operations. Various vendors usually provide their proprietary machines and remote operation stations (ROS) to their customers, which makes information for remote supervisory control increasingly distributed and scattered for the operators. Integrating existing automation solutions such as introducing unified ROS could be considered potentially beneficial to ameliorate the problem of information fragmentation, enhance user experience and improve productivity, but it is critical to understand the effect of such future technological solutions in the sociotechnical system where elements of human, technologies and organization interact with each other. Integrating automation solutions is essentially bringing changes to the work system which would potentially pose new demands on the human operators and existing rules. This paper aims to uncover the challenges that may emerge in the sociotechnical system of remote underground mining as well as their design implications. A field study to a modern underground mining site in Sweden was conducted to explore the user perspectives of a diverse range of the workers who are designated different tasks per current organizational structure and goals. During the field study, eight participants including six remote control operators and two management personnel were invited for in-depth individual interviews. Additionally, two of them and another five operators were invited for a focus group interview. The participants were asked about their experiences of remote control operations and their interaction with the existing systems, together with their perceptions and views on how a unified remote operation station can affect their daily practice. The qualitative data were analyzed using thematic analysis. The findings have revealed a range of inter-connected challenges for the realization of the unified ROS, covering cognitive, organizational, physical, technical and interface design aspects. They suggest that whether the operators can continue succeeding in remote supervisory control does not only rely on the capabilities of the futuristic notion of unified ROS, but also on how the human-technology interaction relationship unfolds in the new working context. These insights inform the value of a holistic systems approach when it comes to feasibility studies on new technologies and their impact on human users. To address the concerns of the operators and ensure improved user experience and safety, it is important that the design of the systems is aligned with reorganization endeavors. Besides, collaborative efforts among industrial vendors are considered necessary to ultimately benefit the users.

Yemao Man, Joakim Åström, Dawid Ziobro
Open Access
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Conference Proceedings

Comparative Analysis of Public Transportation Development in Developing and Developed Countries

This study to analyze the development of Public Transportation in the application of smart cities in the United States, China, Italy, and Brazil. The result of public transportation services dramatically contributes to increase mobility, and safety, as well as having a positive impact in urban areas. This research method uses a qualitative approach to bibliometric analysis. The data source is taken from the Scopus and articles searched for the last ten years (2012-2021) using keywords smart city and public transportation. The data found, 293 articles, with the top four countries having the highest number of articles. United States by 41, China by 32, Italy by 23, and Brazil by 20. The data analysis technique in this study used the Nvivo12plus and Vosviwer. The study results there are three concept findings in the development of public transportation; mobility, policy, and connectivity. The four countries have different focuses on implementing public transportation. United States focuses on mobility, policy, and connectivity with indicators such as urban mobility, intelligent transportation management, and governance. China focuses on mobility and connectivity, smart urban mobility, criteria, infrastructure, economy, and the environment, China is not the policy concept. Italy and Brazil also focus on the idea of mobility and policy with indicators that focus on the progress of urban mobility analysis and efforts to improve the convenience of public transportation to increase demand. The concept of connectivity has not been a concern for Italy and Brazil. Within these four countries, the United States dominates the development of public transportation, because it has fulfilled the three concepts of public transportation, namely mobility, policy, and connectivity. It is hoped that from the analysis of the development of this research, the four countries can further improve technological advances based on the Intelligent Transport System (ITS) to make public transportation smarter.

Irham Maulida, Achmad Nurmandi
Open Access
Article
Conference Proceedings

Heat Transfer in a Pine Tree Trunk

This article presents a numerical study on the heat and mass transfer in a pine trunk under the effect of a forest fire. The numerical model of the pine trunk is based on energy balance integral and differential equations. The virtual trunk geometry was developed using grid generation. The radiation heat exchanges are evaluated between the pine trunk and the plan surface of the front fire. These radiative exchanges are evaluated using view factors considering the grid generation in the tree and front fire. A fire front propagation at a constant fire spread rate of 0.01 m/s and a flame temperature of 500ºC were considered in this study. The field temperature evolution in the external surface and inside the pine trunk was obtained considering wind speed fluctuations with three different frequencies. In general, pine trunk temperatures increase with decreasing frequency of wind speed fluctuations.

Eusébio Conceição, João Gomes, Maria Manuela Lúcio, Domingos Viegas, Teresa Viegas
Open Access
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Conference Proceedings

Design of an Integrated Aero-Thermal Building

In this work a design of an integrated aero-thermal auditorium, with complex topology, is made for winter conditions. The three-dimensional geometry of the auditorium is obtained using cylindrical coordinates. Auditorium thermal response is obtained using the Building Thermal Response (BTR), an own research software. The numerical model is based on mass and energy balance equations, considering phenomena such as radiation, convection, conduction, evaporation and diffusion. The BTR, whether in a transient or permanent regime, allows the assessment, among others, of the level of thermal comfort and the indoor air quality (IAQ) in the auditorium. Here, the thermal comfort is assessed by the Predicted Mean Vote index and the IAQ is assessed by the concentration of dioxide carbon. The auditorium has windows on the east and west facades that allow the entry of solar radiation during the early morning and late afternoon, respectively. The maximum occupancy of 420 people was considered. The ventilation system airflow rate was adjusted to obtain the best compromise between the occupants' thermal comfort level and the IAQ level.

Eusébio Conceição, João Gomes, Maria Inês Conceição, Maria Manuela Lúcio, Hazim Awbi
Open Access
Article
Conference Proceedings

Understanding the supervision activity to design a non-existent control system for automated driving through prospective ergonomics

Just like the progressive evolution of industrial processes towards highly automated systems, today we see a similar evolution in the mobility sector with the development of autonomous vehicles. These evolutions have and will change the work activity of human from "realization" to "supervision". Due to the progressive increase in autonomy, the SAE (Society Of Automotive Engineers) has created a categorization in 6 levels (from 0 to 5, where 5 corresponding to a fully autonomous vehicle). As long as automated vehicles are not able to manage all driving situations (SAE levels 2, 3 and 4), the human operator remains in the control loop and cooperates with the autonomous system. In this context of progressive deployment and as it has been the case in other transportation modes such as aviation and railways, we anticipate the design of a centralized supervision center for fleet of autonomous vehicles. Although the literature highlights many bias in the relationship between humans and automation, the role of the supervision would be to secure the operation (by man's ability to recover a complex situation) of the vehicle by anticipating incidents (e.g.: support the driver-system relationship, like a traffic controller would do for pilots), while guaranteeing reliability (management of system failures) as well as the regularity of the network.To propose a specification of the high-level functions of a no-existing system, we deploy the approach of prospective ergonomics. This approach "consists in anticipating future needs, uses and behaviors or in building future needs in order to create processes, products or services that are well adapted to them" (Brangier & Robert, 2014). This recent modality of ergonomics intervention is based on the prospective foundation, [naturally] on the ergonomic foundation as well as on the creative foundation. We have set up a methodology divided into two phases.The first phase brings together the prospective and ergonomic foundations. We take up the work of Daniellou (1992) who proposes to be interested in situations which present strong similarities with the system to be designed, which he calls "reference situations". We have identified 8 sectors of activity in the spectrum of supervision such as aviation, bus, railway or nuclear. So far, we have been able to integrate four reference situations that have allowed us to identify seven components around supervision (safety, infrastructure, hardware, degree of automation, software, system organization, human factor). These elements are essential to the understanding of the supervision panorama.From the different situations observed we prepare the second phase of our methodology which corresponds to the creative foundation. Through expert staff we aim to bring elements of identification of the best method to help in the projection of the future. We will therefore compare the production of ideas between a group that will be able to base itself on the syntheses of the observed reference situations and a control group.The ambition of this work is to ameliorate the anthropocentric approach of long-term design.

Jordan Scoliege
Open Access
Article
Conference Proceedings

Generative Adversarial Network Algorithms in Art: Machine Vision in Generation of Collage Art

The paper proposes artistic and computational approaches to investigate the ability of matching learning to synthesise and manipulate the image dataset into artwork creation. By using the Generative Adversarial Network (GAN), it is observed how the machine algorithms are able to learn artistic styles and manipulate relevant pictures to generate digital artifacts, in particular, the images generated through latent space interpolation. Referring to an artwork of Pablo Picasso, the paper also aims at observing the collages being generated by GAN in order to understand and compare the machine vision with human vision in collage and artwork creation. And finally, to explore the process of seeing through the phenomenology of embodiment, trying to understand how the objects could be visible to us through the machine and artificial intelligence without being "bodily involvement in the world".

Lai Man Tin
Open Access
Article
Conference Proceedings

Algorithmic Government Framework to Support Government Data Disclosure

This study aims to analyze the working concept of government algorithms in supporting government data openness. The focus of this research was on the United States, United Kingdom, the Netherlands, and Spain. In the digital era, the government is guided to be active in providing information to the public. This study focuses on implementing data disclosure in the United States, England, the Netherlands, and Spain. This study uses qualitative methods, and the tools used for statistical and bibliometric analysis are VOSviewer and NVivo Plus 12. The data sources for this research are 363 articles on Open Government. Data has increased in the last ten years in the Scopus database. The data analysis phase of this research uses VOSviewer with simple statistical and bibliometric analysis. The results of data analysis show that the most popular keywords are information, ogd itself, and citizens. The trend found that many studies focused more on transparency, information, citizens, and OGD. However, the keywords used also change every year. Each country has a different algorithm for open government. The United States finds more transparency in compiling data. Meanwhile, the UK talks more about the availability of data to make digital government implemented efficiently. It also strengthens the policy that the Netherlands enforces open government data to investigate criminal cases that refer to citizen/community involvement in the Netherlands. Lastly, Spain pays attention to the transparency used to inform some policies in Spain. In the four countries mentioned transparency and information. Also, it is stated that citizen engagement is also a significant finding in each article. However, there are failures to have open government data mainly due to the site and its licenses. They examined the open data that the government uses today as part of an algorithm that has worked previously with experts in computers and information technology.

Adibah Dhivani Gusmi, Achmad Nurmandi
Open Access
Article
Conference Proceedings

Team Formation and Operations Using Instinct

Let us take soccer to describe this paper. Soccer games did not change much yesterday. So the formation stayed the same during the game and each player was expected to play his best at his own position. And managers were off the pitch and gave instructions verbally. In short, it was a tree structure. But today, games change from moment to moment, so tree does not work any more. We need to shift to network. But not only games come to change every minute, but the enemy is experiencing the same situation. We often complain about how the real world come to change frequently, extensively and in an unpredictable manner. But the real world does not chare what we will do. It changes as it likes. But the enemy in soccer does their best to betray us. They are trying to foresee what comes next in our operation. Thus, soccer teams are competitors. They are far more difficult to deal with. So, today, managers cannot be off the pitch anymore. They need to understand how the game is changing every minute. No delays are allowed. So, they become playing manager and they play on the pitch now. But it is a competition. So, we need to sense what move the enemy would take. It is very difficult even in one to one game such as boxing, etc. But when it is a competition between teams. the problem becomes more difficult. What becomes crucially important is proactiveness. This is important in one to one, but it becomes more important and difficult in team games. The players need not only to sense what the playing manager has on his mind and prepare for that, but they also need to sense what other players have on their mind. And they also must take into account what play the other player excels or prefers. And they need to consider the same issue about their enemy team. Such holistic perception is needed for being truly proactive. And soccer players today need to be truly pragmatic. Games do not necessarily change as they expect. So, in short, they are experiencing the world of no experience. Changes were smooth yesterday. So we could differentiate them and could predict the future.So, knowledge worked very well. But today, changes become sharp, so we cannot differentiate them. We cannot predict the future anymore. Thus, we have no other way than to go ahead by trial and error. We need to be pragmatic. But we must remember if the number of dimension becomes very large,we cannot solve the problem mathematically, as the curse of dimensions teaches us. Therefore, instinct emerges as a very effective tool. Instinct processes the world of never-experienced-before and it does not care how dimensions may be large. And its greatest advantage is it deals with the real world in real time. Such delays as seen in knowledge-based approaches can be avoided. Come to think, this is the world of business. Soccer is nothing but business.

Shuichi Fukuda
Open Access
Article
Conference Proceedings

Trajectory forecast for cyclists in cooperative interactions with automated vehicles

In shared traffic spaces like intersections cooperative behavior can be crucial for safe and comfortable interactions of traffic participants. In mixed urban traffic, VRUs like cyclists need special attention in interactions with autonomous vehicles. The goal of this work is to provide the automated vehicle with trajectory information of the cyclist, to be able to take the behavioral intention of the cyclist into account and make a cooperative reaction possible. This is achieved through a trajectory forecast of the cyclist, which allows for the possibility to estimate his course of movement within a limited time frame. Multiple algorithms for a trajectory forecast have been implemented, compared and evaluated. The results of this research work showed that a CNN can be used to integrate data of various types in order to accomplish a trajectory forecast for cyclists.

Dominik Raeck, Timo Pech, Klaus Mößner
Open Access
Article
Conference Proceedings

3D virtual learning environments to reinforce stock market competences

One of the major interests of higher education institutions is the creation of transformative methods that favor the instructional process, where students participate in their academic training through the generation of dynamic and open areas of interaction. This study describes the development of a strategy to understand the stock market with the application of technological tools based on 3D virtual environments. These environments known as Metaverses are immersive platforms that create experiences in an extended reality. The strategy consisted of designing and building a virtual learning environment on the Second Life platform to strengthen students' stock market skills. The instructional design was developed with the ADDIE (Analysis, Design, Development, Implementation and Evaluation) methodology focused on five themes: The world financial system, capital markets, products traded on the stock exchange, stock market indexes and famous cases in stock markets. The proposal was evaluated with 73 students of business administration career of a private university in Ecuador. According to the statistical information, 56% of the students have not used a metaverse before, 56% have not even practiced in real environments or simulators to learn the dynamics of the stock markets, 85% have not interacted with an avatar in cyberspace before, 78% consider the use of interactive spaces interesting, 79% were motivated to participate in 3D virtual environment strategies, 95% of students were engagement with active methodologies, 97% support the continuation of classes in the Second Life platform and 100% mention that it is necessary to create metaverses that allow them to interact and learn in a better way. The implementation of virtual worlds in e-learning platforms reinforces knowledge and management skills in the stock market

Voroshilov Hernández, Janio Jadán-Guerrero
Open Access
Article
Conference Proceedings

Designing trustworthy IoT systems: Critical challenges and approaches for generating value

At the end of the 20th century, the Internet of Things term was first introduced. Since then, the phenomenon behind this technological development is still fast-growing with estimates of more than 75 billion IoT devices readily connected to the Internet by 2025. During use, each of these devices generates valuable data for the end-user whilst negotiating the cybersecurity challenges low secured IoT devices employ. Whilst these security challenges have presented businesses with extensive opportunities for value creation, there are only a handful of studies exploring the challenges and opportunities related to security, privacy, and trust in IoT platforms and systems from a business perspective. Through a series of semi-structured interviews with top-level managers of different organisations across various industries in the UK, a methodological approach was developed to capture and address IoT value creation from the business’ perspective in which trust factors are at the core of the value creation process. This research identifies four critical challenges and approaches to value creation namely: continuous scaling-up, co-creation, data-driven value creation, and user-centric design. These approaches provide comprehensive understanding on how value creation activities are critically related to cyber security and how they affect trust factors. This study is timely for an academic audience since it contributes to initiating the body of literature regards cybersecurity and business application whilst from a managerial perspective it enables industry practitioners to generate value from IoT whilst better understanding the relations between the value creation activities and cybersecurity concerns.

Boyeun Lee, Adrian Gradinar, Rachel Cooper, Paul Coulton
Open Access
Article
Conference Proceedings

Controlar-Freeze: New Approach in Visual Screen Security

Shoulder surfing continues to be a serious privacy threat. Despite this, practical and efficient countermeasures against such attacks are still scarce. We are proposing a Controlar-Freeze as an original yet effective precaution against various types of shoulder surfing attacks in ATMs in Financial Technology (FinTech). We limit our review to: (1) Electronic screen protecting, and (2) Gaze tracking approaches. Our proposal consists of a face detection algorithm, which (a) detects if two or more people are in the scope of the camera; (b) shows an alert; (c) freezes the controls of the screen until the threat source is gone; and (d) captures the threat to be referred to as evidence. We implemented this approach on MatLab and Simulink Software. We then conducted preliminary evaluations to validate its performance and effectiveness. Controlar-Freeze is proven success for the proposed theory that included the studied cases of the common features. We reported few concerns about this this approach as well as suggestions for improvements.

Noura Altamimi
Open Access
Article
Conference Proceedings

Personal Authentication Method Using Geometrical Features of External Auditory Canal

Gloves and masks make fingerprint and face recognition difficult in hospitals and factories. In this research, as a precondition for developing an authentication system based on geometrical features inside the ear canal using a camera, we will verify whether it is possible to identify individuals from images inside the ear canal using machine learning. The method is to acquire image data of the ear canal using a camera and identify individuals using the image data and a model that has been learned in advance. As a preliminary step to machine learning, we conducted a questionnaire to investigate whether it is possible to identify the inside of the ear canal using human recognition ability. The questionnaire results showed that the correct response rate was approximately 64%. We also found that the correct response rate decreased for questions such as "select the image of the left ear from the image of the right ear," even for the same person. In this study, the VGG16 model was re-trained by transfer learning because of the small amount of training data we had prepared. The number of classes was 26 since the data we prepared was for 13 people and the number of left and right ears, and we used approximately 400 pieces of data per class. The experimental results showed that discrimination was possible with high accuracy. Accuracy, Recall, Precision, and F-measure were used as evaluation indices, and both Accuracy and F-measure were highly evaluated at 0.989. These results also indicate that the left and right ears can be discriminated against even if they are different during registration and evaluation. In the future, we are planning to study the imaging method for implementation and conduct experiments with third-party data.

Yuki Muramoto, Yoshihisa Nakatoh, Hideaki Kawano
Open Access
Article
Conference Proceedings

An Affordable and Standard Digital Healthcare management as a Service (HaaS) for Small Clinics in Developing Countries

Millions of clinics in developing countries are using paper-based health records in their daily operations. Health information is archived in papers, patients use these paper records which are hard to manage. These clinics do not have the technical expertise to deploy electronic health record systems neither can they maintain these systems on their own. Some health data management systems are freely available, but they are not used by these small clinics. Standards such as Health Level Seven (HL7), openEHR, Systematized Nomenclature of Medicine (SNOMED) Clinical Terms, International Classification of Diseases (ICD-11) etc. are becoming more reliable and usable yet they do not reach these clinics.In this study, we propose, design, and implement a Healthcare management as a Service (HaaS) to support such small clinics. HaaS consists of a standards compliant electronic health record system that follows FHIR (Fast Healthcare Interoperability Resources) and openEHR open standards. It provides lightweight, simple, and low-cost front-end applications for small clinics that make the service usable by authorized users without needing technical expertise to store and manage health data. The applications also allow individual patients to store and view their own health data independently. Aside from clinical usage, the platform also supports secondary use of stored health data for medical research purpose. To maintain privacy protection, patients can give different level of health data sharing consent, and only anonymized and consented data are shared to researchers through the platform. To add another layer of privacy protection, clinical data is stored and managed separately by an openEHR compliant server in the platform. Personal and demographic data are stored in a FHIR compliant server.For the implementation, we used open-source software for all components of the platform and deployed the platform using Docker on a local computer. We prepared three applications that can register new patients, record health data, and store them respectively. An application that transforms and stores non-standard compliant health data is also prepared. We prepared an application that displays consented health data. We tested three functions, whether (a) obtained personal and clinical data are separately stored at FHIR and openEHR servers, (b) non-standard compliant data can be fetched and stored to HaaS, and (c) patients’ data privacy are maintained. We manually checked that all data are stored as designed, confirmed the data transfer was made successfully and the privacy was maintained. We transformed and stored 43,835 patient records from Portable Health Clinic system to the platform using the data transformer application. Three dummy patients with a healthcare service provider and 1 independent patient records are also stored to the platform using the three applications. All patient records include personal, demographic, and clinical data. We made a query using the prepared application and checked the result. The result showed that the platform works as designed and is configurable to fit different local needs while maintaining privacy. Future tasks include testing the platform with different small clinics and collect their views to evaluate the effectiveness of the system.

Ashir Ahmed, Muhammad Asyraf Danial Bin Karim, Rafiqul Islam, Mostafa Taufiq Ahmed, Naoki Nakashima
Open Access
Article
Conference Proceedings

Design and study of two applications controlled by a Brain-Computer Interface exploiting Steady-State Somatosensory-Evoked Potentials

Brain-Computer Interfaces (BCI) allow users to interact with machines without involving muscles. Patients with heavy motor impairment can benefit from these systems. Different states of mind of a user are discriminated to translate them into basic commands (left, right, etc.). But traditional BCI are mainly based on visual attention, and users can be quickly tired (eye fatigue, repetitive tasks, etc.). In some cases, the sight is not available for a relevant BCI, while the sense of touch can remain usable.We have implemented an electroencephalography-based BCI using the user's sense of touch. This paper describes the design and study of two BCI applications controlled by an Steady-State Somatosensory-Evoked Potentials (SSSEP), over a control group of 10 healthy subjects.We use two mechanical vibrators (C2 tactors) taped to each wrist. When they vibrate at a specific frequency, SSSEP are measurable on the electroencephalography. A somatosensory gating is the capacity of the brain to filter out stimuli perceived as redundant or irrelevant during a goal-oriented activity. This phenomenon is exploited in our BCI by asking users to imagine themselves moving their arms (motor imagery) while they are perceiving vibrations on them. These intentions are detectable in 4 possible classes (idle, left arm, right arm, and both arms simultaneous).The first application is a 2-level puzzle called SokoBCI, in which the user controls the motion of a 3D avatar and have to reach different locations to plant trees. The second application consists of driving a go-kart around a figure-of-eight track. For both applications, the main instruction given to the users is to perform the task as fast as possible. The major difference between these applications is inertia, present in the kart model, and not in SokoBCI. SokoBCI levels design and the road circuit are designed to balance the use of turns and forward commands. The "idle" command is used as a default state of mind command, therefore, it should be avoided during active control of the application. The rhythm of the command during a block, and therefore the presence of mechanical stimulations, as well as the feedback and breaks, are cued using a three-colour light.Each participant performed 4 blocks of recordings, for each application. Each block lasts around 7 minutes, except in SokoBCI if the levels are finished before, and have a fixed Sham feedback accuracy. Sham feedback is used to artificially fix the performance of the system. The accuracy is fixed during a block and could take the values: 45%, 60%, 75% and 90%. The four possible accuracies are tested once for each application during the session. Applications and tested accuracies order are pseudo-random. The applications (design and goal), as well as the given instructions are designed so that one or two (max) commands are "good" at each step, depending on the current state of the applications.We measure two kinds of data:- Quantitative: at the beginning and end of each series of 4 blocks, i.e. beginning and end of one application, a questionnaire about the awakeness, fatigue, mood orientation or experienced pain level from the stimulation of the vibration is given to the participant.In addition, at the end of every block, a NASA Task Load Index and System Usability Scale questionnaire are filled up by the users.- Qualitative: at the end of the session, a short interview is also conducted.We collect the user's perception of the experiment and Sham feedback.Using the SUS scores (0-100), we build a model of the relationship between the accuracy of the system and the perceived usability of each application. Therefore, we can predict a range of accuracies to reach, in order to achieve a specific degree of perceived usability. For example, thanks to our model, an accuracy of 80% is matched to a SUS Score of 70, which itself could be qualified as "Good", according to the well-known mapping between SUS Score and adjectives.

Jimmy Petit, Jose Rouillard, Francois Cabestaing
Open Access
Article
Conference Proceedings

A Pedagogy of COVID-19: Facts from 30 Pandemic Months

While the scientific community, health authorities, international media and the public are still arguing about several characteristics of this virus and the patterns of its spread, after 30 months of pandemics there are now some facts, along with their dynamics, over which a scientific consensus has been finally reached. In science, it is well known that facts and observations should be explained by a hypothesis, which should be tested until it is refuted. This is not, unfortunately, still the case for many of the aforementioned agreed facts. Nonetheless, the time has come for a rapid review of those facts and relative data, which is the specific goal of this short article, while avoiding all the myriads of logical fallacies that have pervaded the universe of discussions about COVID in these months. The undisputed facts we will cite and comment include the following: mechanisms through which the virus spreads (including what is meant with a COVID wave), transmissibility and virulence (i.e. the degree to which this virus sickens and kills), role of meteorological and environmental factors in the transmission, role of control measures and vaccination, role of variants and their evolution, preparedness for pandemics and epidemics, societal impact of COVID (including factors that could explain the variation in infections and mortality across different countries). At the end, it will be evident that, even if many of these facts represent unchallenged and accepted truths, they are not still meaningfully associated with precise causes and clear underlying phenomena on any possible level, including biological, biochemical, bio-statistical, economic and social. And the conclusion is that this just means we need to do more of what we have already done so far.

Marco Roccetti
Open Access
Article
Conference Proceedings

Ergonomic risk reduction in the balance unloading area in a poultry microenterprise

An ergonomic study was carried out to evaluate the manual handling of loads and identify possible musculoskeletal conditions to establish preventive measures to reduce the risk in the worker in the balancing unloading area. To identify risk factors, information was collected through direct observation and photographs. To establish the ergonomic risk in the manual handling of loads, the OWAS (Ovako Working Analysis System) evaluation method was applied with respect to the postures to which it is exposed. By conducting the evaluation, sixteen postures were analyzed using the encodings of the back, arms, legs and load postures. Positions 9, 10 and 11 are the ones with the highest risk for the worker, obtaining a risk category 4, this means that it is necessary to adopt corrective actions as soon as possible. In addition, the Snook and Ciriello method was applied for the evaluation of load handling, for this method the ERGOSoft PRO software for Windows used in Ergonomics is used to facilitate the work of the prevention specialist with data collection from mobile technology. The results for the initial force gave a risk level between 1.5 - 2.0 with a value of 1.82 having a high risk due to being exposed to a significantly high force, for the sustained force the risk level is> 2.0 with a value of 3.33 having a very high risk due to being exposed to high force and overexertion, it is recommended that you include in your budget the performance of complementary examinations every six months for the control and prevention of musculoskeletal injuries due to activities that they involve efforts in the postures of the back, arms and legs.

Ana Alvarez Sanchez, Alex Geovanny Farinango Tupiza, Alexis Suarez Del Villar Labastida, Eric Martínez
Open Access
Article
Conference Proceedings

Clinical and social well-being for older adults: a personalised product-service assignment based on user’s needs

The numerousness of over-65 people in the EU-27 population will significantly increase by about 43% by 2050. The main issue is to help aging people stay healthy, active, and integrated into society. In this context, this work aims to develop a novel assistance model, for the elderly’ social and health care, based on a patient-oriented approach. The assistance model is provided through a software platform that integrates three different modules: i) frailty diagnosis and user-product/service matching, ii) users’ monitoring, data acquisition, and telemedicine, iii) organization and management of logistics. This paper focuses on the first module, showing the variables, the logics, and the necessary rules to realise the personalised product-service assignment, within the user-centred method.

Agnese Brunzini, Manila Caragiuli, Alessandra Papetti, Michele Germani
Open Access
Article
Conference Proceedings

Multidimensional assessment of elderly people’s health for the development of a fall risk index

As life expectancy increases, the likelihood of more falls and fall-related hospitalizations increases with a significant impact on the health system. Given the high incidence of falls in healthy elderly people, in order to prevent them, it is necessary to identify predisposing risk factors, analyze the specific needs of the subjects and use a targeted preventive strategy. This paper investigates the influence of multidimensional health parameters on the fall risk of community-dwelling older people, living in inner areas of Marche Region (Italy). Multidimensional data on the global health of each individual has been collected among several health domains (i.e., mobility, psychological, nutritional, cardiological, social). Statistical analysis has been applied for the assessment of the relationship among the defined health variables and the influence on the fall risk. The binary logistical regression analysis has produced a statistical model with good characteristics of fit and good predictability. The following features have been proven to be strong predictors of fall: female (OR for Gender, 5.526; 95% CI, 1.49–20.53), limited range of movement (OR 3.278; 95% CI, 1.01-10.68), diabetes (OR 4.487; 95% CI, 1.02-19.80), previous syncope (OR 7.686; 95% CI, 1.01-58.55), and body mass index (OR 1.176; 95% CI, 1.03-1.35). Future work will allow the development of a fall prediction index to have a framework of the elder’s global health status and to define a personalized intervention strategy for any adverse event prevention.

Manila Caragiuli, Agnese Brunzini, Alessandra Papetti, Michele Germani, Pietro Scendoni, Chiara Mazzoni
Open Access
Article
Conference Proceedings

Classification of Thoracic Pathologies by Using Convolutional Neural Networks

The COVID-19 pandemic has made a huge impact on various aspects of life around the globe. An important step in tackling issues caused by COVID-19 and other thoracic pathologies is to find approaches that will automate the detection of such diseases from medical images. Medical images such as chest x-rays are widely available around the globe. Traditional medical image classification techniques required extensive work for finding distinctive features in medical images and using them for building accurate models for classification. The modern approaches are highly focused on using models based on machine learning for similar tasks. Convolutional Neural Networks (CNNs) are a type of artificial neural network based upon the mathematical linear operation called convolution. CNNs have a few different layers and are widely used for computer vision tasks. A major advantage of CNNs is that they could extract spatial features from images automatically. In this work, various convolutional neural networks are implemented and tested for the classification of chest x-ray images from four classes of normal, viral pneumonia, lung opacity, and Covid-19. The most efficient model achieves an accuracy of 90.69% and a recall and precision of 91.25% and 92.03% across all four classes.

Pooyan Vajar, Alagan Anpalagan
Open Access
Article
Conference Proceedings

Hydro-mechanical Dampers for Testing high Cyclic Shock Loads in Preventive Health Protection

Construction workers are exposed to harmful vibration emissions in the usage of power tools. For preventive health protection, the vibration emission is therefore regulated in the EN ISO 28927, as well as tested and optimized in the development of new power tools. The vibration emission of hammer drills and other impact driven power tools can be tested by using a steel ball energy absorber as a substitute workpiece, which reduces statistical variance and expenses in laboratory tests. The steel ball energy absorber, as the current used damper in EN ISO 28927, is not adjustable in its properties and has no variable influence to the power tools vibration emission. It is unknown, whether an adjustable damper could affect the power tools vibration emission. Therefore, a new adjustable hydro-mechanical damper for testing high cyclic shock loads was designed and tested in this study. The tests revealed that hammer drills vibration emissions can be influenced by an adjustable hydro-mechanical damper. In field tests, the used tool, tool wear or the machined workpiece influences the hammer drills vibration emissions. The new adjustable damper can improve the preventive health protection of workers, as these factors now can be taken into account in laboratory vibration testing.

Sebastian Zimprich, Benjamin Anstotz, Sven Matthiesen
Open Access
Article
Conference Proceedings

Home-At-Work and Occupational Risk Intervention During The Covid-19 Pandemic

The pandemic caused by COVID-19 significantly affected small and medium-sized entrepreneurs and their workers in Colombia, who, in order to give continuity to their organizations and comply with legal requirements during the health emergency, turned their homes into workspaces, giving rise to the modality of "home-at-work”, which differs from the usual teleworking model.This new context required that organizations implemented strategies for managing occupational risks which arose in households whose workers adopted the home-working mode and had to share family, personal, and/or school spaces at the same time.The research aimed to identify the management of occupational risks for 400 workers linked to Mypymes companies in Bogotá city that adopted the modality of homeworking during 2021, because of the pandemic conditions. The current work was framed in mixed descriptive approach research (Hernández et. al, 2010) through the application of a virtual survey to the sample, interviews with employers, and RAEs.The results of the survey applied show that 41.6% of the workers did not receive a visit to inspect and adapt the workspace at home, and 25% received some virtual guidance. On the other hand, 67% mentioned that the chair and work surfaces did not fulfill ergonomic conditions and they were not improved by the employer. Only 50% received training on occupational hazards of working at home and 36.1% received guidance on active breaks. Finally, 50% stated that the workload increased significantly, generating anxiety and stress, and 46.4% were never informed how to report an accident at work while working at home.Thus, the intervention of occupational risks in the work-at-home modality was low, especially in the adaptation of workstations. However, the employers affirmed that, although there was not strong intervention in that aspect, they gave self-care guidelines to workers, and efforts were focused on preserving productive activities to keep companies afloat.

Liliana Vargas Puentes, Camilo José Peña Lapeira
Open Access
Article
Conference Proceedings

Determination of Footstep Sounds for Elderly Fall Prevention

With the aging of the population, the number of people aged 65 and over living alone is increasing every year. Accompanying this trend, the number of deaths due to falls is also on the rise. One of the characteristics of the walking style of people who fall down is that they walk with a frosted gait. The ultimate goal of this research is to construct a system that can issue a warning when it is determined from footsteps that a person is walking with a slipshod gait. The proposed method uses three types of audio data: normal footsteps, footsteps caused by a mildly slip walking, and footsteps caused by a slip walking. Two-step silence intervals and 1-12 dimensional MFCC were used as features, and P-values between footsteps were obtained for the silence intervals and MFCC of the three types of footsteps by Wilcoxon's signed-rank test. The results showed significant differences. Although significant differences were obtained when the silent interval was used as a feature, there is a possibility that footsteps are misrecognized as normal sounds because the silent interval varies depending on the speech data, even for the same walking style. On the other hand, with MFCC, significant differences were obtained, especially for the 6th, 7th, and 8th order coefficients, and the variation was small. Therefore, we decided to use MFCC in our identification experiments. As a discrimination model, we used Random Forest (RF), a type of machine learning, for three classifications and obtained a 91% correct response rate after evaluation by 10-fold cross-validation. The reason for the high correct response rate can be attributed to the fact that the footsteps were recorded at a stable volume in a quiet environment. It could also be attributed to the large differences among the three types of walking styles.

Keiho Nagano, Yoshihisa Nakatoh, Hideaki Kawano
Open Access
Article
Conference Proceedings

Human Resource Risk Management Concepts

The German Supervisory Board as intended by the German stock corporation act should not only supervise the Executive Board, but also be able to advise and steer it (not in day-to-day business, but strategically). As part of this task, the Supervisory Board needs adequate information on the risks the corporation faces, in all areas of business, e.g. finance, marketing or human resource. As strategic management is a core responsibility of the executive board and supervisory board and personnel risks are an essential part of strategy development and execution, information on the prevalence and severity of personnel risks are essential for a sound debate on strategic issues in the Supervisory Board. Like all risks, the management of personnel risks must be an integral part of a cyclical and company-specific strategy process. Currently, however, the area of human resource risk management plays only a minor role, which may be due to the supposedly comparatively more complex quantifiability of personnel risks or the complexity of human factor interactions. But risks in the domain of human resources are not only an important part of risk management because of current regulatory developments e.g. in the area of corporate social responsibility (CSR), but also because of the important role human resources play at companies in general. Personnel risks cannot be seen independently of a corporate strategy as humans execute them: Every strategy risk is linked with human resources.We therefore have analyzed existing human resource risk concepts with the aim of how such concepts could be used in Supervisory Boards especially for members of the employee representation to be able to advise and steer the Executive Board. We found a number of existing studies dealing with personnel risks from different angles and a few concepts for managing personnel risks. We also found that evidence is scant for personnel risks as a whole category, not only focusing on one area like motivation or health in general, but more broad categories like management risks or adaption risks. The aim of this paper therefore is to first provide a rationale for human resource risk management, second to provide an overview on existing studies and concepts in this field and third to summarize the various concepts into one for the potential usage in the Supervisory Board. This paves the way for more empirical studies on personnel risks and their relation to strategic management or enterprise risk management.

Thomas Berger
Open Access
Article
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Towards a Work-Related Turnover Risk Management in Manufacturing SMEs

The shortage of skilled workers in Germany caused by demographic change steadily increases. In the manufacturing sector, this situation leads to difficulties filling vacant positions and thus to extended vacancy periods of jobs in companies. Therefore, the turnover of skilled workers becomes a problem, especially in small and medium-sized manufacturing enterprises, as individual positions are not filled redundantly. High costs due to temporary workers or the rejection of orders can be the consequences. Turnover research has been conducted for a long time, but there is a lack of a standardized method to capture the turnover risk of skilled workers. This paper presents an approach for the systematic assessment of turnover risk in manufacturing work. The method is based on an employee survey. The results are transferred into a risk matrix in order to derive the level of risk for work-related turnover of individual employees. To ensure a cost-, personnel- and time-efficient implementation in the operations of SMEs, the method will be transferred into a software application. In this way, the turnover risk can be made transparent. The user can select specific measures evaluated according to manufacturing-specific performance indicators. These measures should help SMEs prevent the turnover of critical specialists and avoid high costs caused by long vacancy periods of jobs.

Svenja Korder, Dominik Breuherr, Gunther Reinhart
Open Access
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Sustainability of Craft Communities in the Cosmopolitan Localism

As human society transitions from an agricultural to an industrial and knowledge-based economy, the functions of craftsmanship and artisans is changing. This paper believes that craftsmanship is a narrative process in which each age leaves its imprint. It is critical to embrace external changes and respond to these challenges in order to form new craftsmanship. The research believes that the craft community either grows, declines, or even disappears due to its interaction with the external environment. We emphasize enhancing the resilience of the craft community to survive in the external changes by changing internal structure functions and connecting external resources to establish new economic activities.

Min Zhou, Shuang Liang, Giuseppe Lotti, Jiangang Zhu
Open Access
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Projection of the Future of the Green Savings Account Product in a Financial Institution

The new financial product that enters the Ecuadorian market, this product is called Green Savings Account belonging to a bank. Due to the fact that at present there is no history of projections for the following years due to the short life of this product, it is essential to know what its behavior will be in the future using scientific and statistical methods, which is why the forecast of the green account until 2024 will help in the annual planning of the financial institution, by providing relevant information that allows improving the profitability of the company, not only in the short term but also in the long term. The proposal began with an analysis of short-term forecasts using time series models, and it was found that the method of weighted moving averages using the Microsoft Excel SOLVER tool is ideal for this work, with a mean absolute deviation of 173 counts. . This previous study allowed the real demand data to be statistically modeled and easy to handle to determine long-term projections, this will be done using the Minitab and SPSS software, simulating here different linear and non-linear regression models. Finally, it was found that the exponential regression model is the ideal one to carry out the forecast of the product, since it has the highest level of confidence of all the analyzed models of 73.8%, thus projecting a growth of 470.79% for the month of January of year 2024 comparing with the real demand of the month of January of the year 2021.

Omar Paul Páez Almeida, Ana Alvarez Sanchez, Alexis Suarez Del Villar Labastida
Open Access
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How does the participatory design in the brand construction helps?

The brand is not just a logo, goes further, it is like the consumer internalizes the product or service. It is to look from coherence, consistency, perseverance, trust, content and reach the customer, these elements are the way for the construction of a brand. The corporate image is created from a cultural internalization of the company and becomes the identity that will be reflected towards the whole world, this design is born of the participation of the designer and the senior executives, who transform the ideas through the use of tools Innovative administration. The objective of this investigation is to generate the corporate identity manual through the use of Canvas, identifying the value proposition of the company. Through the use of a heuristic matrix, the value proposition and differentiators that the company have, added the iconic elements that represent them, together with the colors and typographies that together build the brand with its components: (1) , (2) Color and (3) typography. The participatory design of the actors at each stage, accelerates the brand construction and the results are integrated into the best corporate identity and resistance is avoided in their adoption.

Carlos Marcelo Borja-Galeas, Hugo Arias-Flores
Open Access
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Improving the level of service through an inventory management model for a spare parts marketing company

This research study deals with the administration of spare parts, for machinery used by the mining and construction sector, in a trading company where there is a shortage of the stock of its high turnover items as a result of poor inventory management. The indicator of the average service level of the two most critical spare parts families marketed by the company is 73%, which is mainly caused by not applying the right forecasting method for demand and not based on a purchasing procurement model. To address this problem, the article shows an innovative proposal where the integration of a procurement module (Q,r), ABC Multicriteria analysis and demand forecasting methods for inventory management are considered. The main contribution of the model is to give the importance of inventory management and how it influences the profits of the company.

Jhordan Salazar, Erick Salinas, Alberto Flores, Jose C Alvarez, Narat Hasachoo
Open Access
Article
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The impact of digital transformation on corporate identity management

Digital transformation concept has emerged as an essential concept within management sciences in recent considering the influence of pandemics on the way how companies provide service, arrange manufacturing, and perform business operations in general. This paper analyzes digital transformation in the context of management of corporate identity by highlighting possibilities of managing individual corporate identity dimensions considering the role and impact of digital transformation and competitive strategy formation. The newly developed framework is based on the synthesis of corporate identity and digital transformation conceptual frameworks. Literature review identifies gaps in how to accelerate and support small and medium enterprises (SME) in their path of digitalization and maximizing their value delivery to customers - while maintaining competitiveness and keeping the active, specific and valuable scorecard of strategic goals. Further exploration and research will indicate potential roadmap solutions and will enable to answer the question of – how to optimize resources, competence, and ability to execute digital transformation in parallel of building strong corporate identity and business strategy.

Didzis Rutitis, Eduards Aksjonenko
Open Access
Article
Conference Proceedings

Methodology Based On Avatars for Therapeutic Interventions in Children With Autism Spectrum Disorder And Auditory Hypersensitivity

The proposal calls a methodology based on avatars for therapeutic interventions in children with autism spectrum disorder and auditory hypersensitivity. Its objective is to know how the use of technology through avatars promotes social skills and allows intervention of behavioral needs in children with ASD to propose a methodology using AVATAR based on the traditional methodology. On the other hand, it will also allow knowing if the auditory hypersensitivity of people with ASD can be intervened through the use of this strategy. Noise hypersensitivity is a common symptom of autism spectrum disorder (ASD). ASD is characterized as one of the neurodevelopmental disorders with social deficiency, restricted and repetitive behaviors during early and progressive development. The methodology of this proposal is based on an experimental observational study of cases and controls where cases of auditory hypersensitivity were detected in children diagnosed with autism spectrum disorder and in neurotypical children.

Luis Serpa-Andrade, Luis Guerrero, Silvana Maldonado Merchan
Open Access
Article
Conference Proceedings

Playful strategies to enhance teaching-learning and the inclusion of children with Down syndrome

Down Syndrome is a genetic disorder characterized by the appearance of an extra chromosome in the human genome, discovered in 1866. This is one of the few genetic disorders where there are other chromosomes that are compatible with life. In Ecuador, Down syndrome occurs in 1 in 550 live births, an average much higher than the world rate of 1 in 700. The phenotypic characteristics that can occur in DS, there are 12 to 14 characteristics, but in each individual, it is presented between 6 to 8 the common ones are epicanthus, rounded head, short stature, coated and protruding tongue, wide and shorthands, psychomotor and mental-physical development is delayed, people with DS have a shorter average life than normal approximately 50 years, a large part of mortality is due to respiratory diseases, and cardiac malformation, the incidence of leukemia 20 times higher than the normal population. A systematic review is generated in the main repositories that cover the subject, using the PRISMA methodology to answer questions such as: What are the playful strategies used by children with Down Syndrome, What changes are generated by the use of technologies in people with DS, What aspects are should be considered for the correct motor stimulation of children with DS to contribute to motor development in an effective way.

Steven Guerrero Granda, Luis Serpa-Andrade, Luis Guerrero
Open Access
Article
Conference Proceedings

Utilizing Social Media in Tourism Industry Sustainability Strategy in Indonesia Post COVID-19 Pandemic

This study aims to analyze the Indonesian government’s social media as a follow-up to promote the tourism industry after the COVID-19 pandemic. This study used a Qualitative Data Analysis Software (QDAS) approach. The source of this research data was @Kemenparekraf, the Ministry of Tourism and Creative Economy’s official Twitter account. The research data analysis phase used the NvivoPlus12 software tools to present descriptive quantitative data. The results of data analysis showed that @Kemenparekraf social media had high activity in November with 181 tweets and at least 126 tweets in August. Each information on the Ministry of Tourism’s Twitter account was different, thus confirming that the Ministry of Tourism and Creative Economy’s account was active in providing information about tourism and the cultural wealth of Indonesia. Social media utilization was carried out through various promotions through hashtags. The results showed that the Ministry of Tourism and Creative Economy had three different hashtags with the highest percentage of hashtags #sobatparekraf with 249 tweets, #wonderfulindonesia with 149 tweets, and #bangkitbersamakemenparekraf with 80 tweets. The hashtag continues to be massively carried out to provide information related to the policies during the COVID-19 pandemic. Of the three hashtags, the highest one showed that the Ministry of Tourism and Creative Economic accounts’ content provided information about tourism and Indonesian culture, which is expected to provide more knowledge to the audience.

Tasya Nurian Afifah, Erwan Sudiwijaya, Aly Aulia
Open Access
Article
Conference Proceedings

The success of E-Participation in Supporting the development of Smart Cities in Spain, Italy, United States and Germany

This study aims to analyze the role of E-participation in supporting the success of smart city development. This research method uses qualitative research with a bibliometric analysis approach. Sources of research data obtained 218 documents from the Scopus database using the keywords "smart city" and "e-participation" with a span of 7 years from 2015 to 2022. The data analysis phase of this research used VOSviewer and NVivo12 Plus software to visualize the data. This study indicates that e-participation is essential in creating the successful implementation of smart cities. The implementation of e-participation in four countries has different participation strategies. Spain is increasing participation forms online communities and public participation platforms. Italy utilizes digital technology and involves volunteers in public participation. Germany, in increasing participation, develops digital participation platforms and implements practical participation projects. The United States applies a political approach and involves interest groups supported by digitization. Furthermore, increasing participation is supported by information and communication technology, services, and agile management are the main focus. Spain, management focuses on location data management, and service aspect focuses on service platforms, and technology focuses on blockchain technology. Italy, the service aspect focuses on open service, and the technology aspect focuses on open source technology. In the United States, the management aspect pays attention to location data management. Then, the technological aspect focuses on civil technology practices. Germany, management and service are not yet a top priority in this aspect. While the technology aspect only pays attention to the web technology sector. Based on these findings, Spain is a country that dominates various aspects. This means being a country that can be an example of e-participation development in realizing a smart city.

Nur Hidayatullah, Achmad Nurmandi
Open Access
Article
Conference Proceedings

Analysis of the Objectivity of Mass Media during the COVID-19 Pandemic in Indonesia

During COVID-19, this study examines the accuracy of online news reporting by Beritasatu.com on reports of corruption in Indonesian social security funds. The substance of news items provided by Beritasatu.com was analyzed using a quantitative technique. The Westerstahl theory is used in the research data analysis phase. According to the objectivity matrix evaluation results, the element of actuality in the Beritasatu.com media in presenting facts and completeness of information, including 5W + 1H, is reasonably high. Furthermore, the news portal has the relevancy of the sources and the title determination based on the news issue. Beritasatu.com's balanced results in presenting two perspectives are relatively poor in impartiality, which is determined using markers of balance and neutrality. In contrast, news that quotes from one source dominates all news. As a result, Beritasatu.com lacks news verification discipline. Overall, the findings of the data study suggest that Beritasatu.com maintains its impartiality in reporting.

Roro Cahya Antika Putri, Fajar Junaedi
Open Access
Article
Conference Proceedings

Analysis of the use of houses on the T-plan to shape the plans of community housing complexes with low development intensity

The article presents the idea of low-intensity residential development with the use of single-story T-plan apartments with a built-up area of 70 - 80 m2, combined into multi-family layouts, containing up to several dozen apartments individually accessible from the ground level. Housing estates can be formed both regularly and freely, because the various and unusual layouts possible to arrange result from the idea of the house plan itself, which can be connected with each other on four sides. The idea is presented against the background of the standards that apply in the planning of social housing and refugee settlements using the method of comparative analysis. Due to the production technology of repetitive dwelling units that can be combined into elaborate individual arrangements, T-plan housing estates are a solution in which, in addition to economic parameters, important issues of aesthetics, ergonomics, sustainability, individualization and psychological aspects of living are taken into account while meeting the demands of sustainable development. These solutions may also become an alternative to monotonous regular terraced housing, commonly used nowadays.

Alicja Maciejko
Open Access
Article
Conference Proceedings

Asymmetry in Professionals’ Perception of Sustainable Construction

Sustainable construction is the response of the construction industry to the environmental, social, and economic challenges arising from construction activities. Although the negative impact of construction activities is a global problem, it has local effects that require the inputs of indigenous stakeholders for mitigation. Hence, the study assessed the perceptions of professionals about sustainable construction with a view to boosting understanding of how individual awareness and commitments influence the implementation of sustainable construction. The study adopted a quantitative research approach to obtain information from professionals working in different sectors of the construction industry in Lagos, Nigeria. Descriptive and inferential statistics were used to analyze data from the survey. Findings revealed statistically significant differences in the perceptions of professionals about sustainable constriction. The findings have implications for: the design of sustainable construction policies, the business case for sustainable construction, and the diffusion of sustainable construction.

Patience Tunji-olayeni, Clinton Aigbavboa, Ayodeji Oke
Open Access
Article
Conference Proceedings

Critical Success Factors for the diffusion of Artificial Intelligence in the Nigerian Construction Industry

Adopting Artificial Intelligence (AI) in the construction industry can improve construction processes, enhance competitiveness and boost the overall performance of the industry. However, the use of AI in the construction industry particularly in developing countries such as Nigeria is limited. This study examined the critical success factors for the diffusion of AI in the Nigerian construction industry. The study adopted a quantitative research design with the use of a questionnaire to elicit information from construction professionals in Lagos Island, Lagos, Nigeria. Data from the survey were analyzed with appropriate descriptive and inferential statistical tools. The study shows that institutional factors, behavioral factors, and cost factors were the most critical success factors for the diffusion of AI in Nigerian construction. Other factors included knowledge factors, infrastructure factors, technical factors, and trust factors. The study offers some insights into the critical success factors for the diffusion of AI in a developing country such as Nigeria.

Patience Tunji-olayeni, Clinton Aigbavboa, Ayodeji Oke
Open Access
Article
Conference Proceedings

Trends and Challenges in Healthcare in Context of Industry 4.0 and New Emerging Technologies

Industry 4.0, also known as the Fourth Industrial Revolution, is currently represen- ting one of the main driving forces in environment. Industry 4.0 and new emerging technologies already affect many business areas, stimulate innovations and increase innovation activities. In many sectors, organizations are actively preparing for the chal- lenges and changes associated with this revolution and its dynamicity. It is also the case of healthcare sector. This technological revolution is expected to bring a num- ber of trends that will fundamentally change the way healthcare works, such as the use of communication tools for patients and medical teams to intensify the transfer of treatment from hospital to home without interrupting outpatient services. Many studies show that developments in healthcare are mainly influenced by the digital transformation. Innovations are primarily focusing on prevention, early diagnosis and on improvement of quality of life and health. Technologies, such as the use of artifi- cial intelligence, telemedicine, smart devices, and robotics, will simplify and speed up processes and services in healthcare. The aim of the paper is to examine the trends and innovations in healthcare in the context of Industry 4.0 and new emerging tech- nologies and to measure their level of application and satisfaction within healthcare providers. To collect the data, we used a questionnaire survey, that was performed on 100 healthcare providers from Slovak Republic.

Zuzana Papulová, Dávid Smolka, Silvester Krcméry
Open Access
Article
Conference Proceedings

Implementation of Automation and Industry 4.0 Technologies in Automotive Manufacturing Companies

Industry 4.0 technologies have been disrupting the automotive industry for the past few years. The changes bring shift in the established paradigm and automotive sector has taken a leading role in implementing various elements of this revolution. Mar- gins from selling new vehicles are considered very low, so companies understand the importance of innovation and efficiency improvements. In our research, we explore the most relevant technologies connected to automation and Industry 4.0 in automotive industry with purpose to find deeper connections in obtained information. The aim of our research was also together with production managers and/or process managers to evaluate the level of components and technologies within the concept of Industry 4.0 and automation implemented in automotive manufacturing companies’ operations in Slovakia. Results point to high level of application of automation technologies within the automotive industry and to positive correlation between the level of implemen- tation of elements of advanced automation and the number of implemented base technologies within the key supporting technologies of Industry 4.0.

Dávid Smolka, Zuzana Papulová
Open Access
Article
Conference Proceedings

Ergonomic and Design Research of the Auxiliary Furnishings in High School of Education in the City of Varna

Ergonomic workplace factors and furniture design have a significant impact on labor productivity during the active learning process of students at high school stage of education. In the most general sense, design is taken as concept of aestheticizing of man-made products. But it can also be seen as a means of improving the qua- lity of life of a person and reducing his psychophysiological and emotional burden as a result of his activities. Ergonomics, as a science, is closely related to design and it supports the formation of a harmonious subject environment that meets the men’s material and spiritual needs. In this sense, the emphasis is mainly on the structural connection between the objects, which lead to functional and compositional unity in the human-object-work environment system. In the present report, an ergonomic and design study of auxiliary furniture in the junior high school of education in the territory of Varna, Bulgaria has been made.

Darina Dobreva, Tihomir Dovramadjiev, Tsena Murzova, Momchil Tachev, Iliya Iliev, Kremena Cankova, Ginka Jecheva, Mariana Murzova, Galina Staneva
Open Access
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