Intelligent Human Systems Integration (IHSI 2023): Integrating People and Intelligent Systems

book-cover

Editors: Tareq Ahram, Waldemar Karwowski, Pepetto Di Bucchianico, Redha Taiar, Luca Casarotto, Pietro Costa

Topics: Artificial Intelligence & Computing, Human Systems Interaction

Publication Date: 2023

ISBN: 978-1-958651-45-2

DOI: 10.54941/ahfe1002814

Articles

Non-visual effects of CCT on drivers, evidence from EEG

Currently, the mechanisms of non-visual effects of road lighting environments on drivers are unclear. In this paper, Electroencephalography (EEG) and other measures were used to record physiological and psychological indicators during driving at different correlated color temperature(CCT) levels (3500k vs. 4500k vs. 5500k vs. 6500k), with the aim of preliminarily verifying the existence of non-visual effects of the lighting environment on drivers on urban motor vehicle roads. The results suggest that 3500k and 4500k help to improve the subjects' mood, while 5500k and 6500k are more likely to induce negative emotions in the subjects.

Zelei Pan, Haiyan Wang, Jinchun Wu, Quan Chen
Open Access
Article
Conference Proceedings

Drowsiness Prevention System in Automatic Driving -- Effects of Light Position on Comfortable and Unconscious Wakefulness During Driving

With today's automated driving assistance, drivers must always remain awake and aware of road conditions. In an emergency or when having difficulty operating the automated driving system, the driver must immediately assume vehicle control. In particular, autonomous driving is currently used mainly on highways, where drivers are prone to drowsiness due to the monotonous driving environment. Faced with this problem, many researchers and companies have developed drowsiness-prevention driving systems to prevent drivers from falling asleep. However, most conventional methods force people to wake up to unpleasant loud sounds, neglecting the driver's sense of driving experience. This study aims to identify the effects of light position on comfortable and unconscious wakefulness during driving. Specifically, we investigated 20 participants' concentration, reaction time and stimulation experience evaluated by brainwave apparatus, the Mackworth Clock Vigilance Test (MCVT), Karolinska Sleepiness Scale (KSS) and the Subjective Evaluation Survey when three stimuli were used: voice only, voice and handle lighting, voice and ambient lighting. The results showed no significant differences between the three stimulation modalities in KSS (p = .082) and MCVT (p =.547). Conversely, the evaluation of audio-visual experience was significantly impacted by the position of lighting by Bonferroni pairwise comparisons: when the handwheel light was displayed, participants felt more surprised than with the other two stimuli (p =.03). The findings of this study compare the effects of different light positions on the audio-visual experience and provide reference suggestions for the visual placement of drowsiness prevention systems.

Han Zhang, Seunghee Lee
Open Access
Article
Conference Proceedings

When do People Expect Effortless In-Car Interactions?

Drivers have experienced various in-car interactions due to advanced infotainment systems and digital integration in cars. The scope of in-car interaction is likely to be further expanded in autonomous driving due to the increased free time in the car for focusing on non-driving activities. When designing in-car interactions, enhancing the in-car user experience by giving drivers new abilities and providing them with effortless and intuitive interactions is a worthy goal. Hence, understanding users’ perspectives in the early phases is the critical first step to informing the design process. Although prior studies have revealed users’ expectations and needs in an autonomous vehicle, there is a lack of understanding of when and in which context users might most desire effortless interaction. This investigation aims to examine users’ expectations and identify themes for effortless in-car interaction. One hundred fifty participants were recruited using a purposive sampling strategy. The study consists of an open-ended online questionnaire that enquired about the context in which people desire effortless interaction within a car the most. Questionnaire responses were clustered into themes using a thematic analysis method. The study proposes a taxonomy of in-car contexts composed of six major themes, with 17 sub-themes, which include the following contexts: 1) switching-required, 2) emotion-underlain, 3) idle-away, 4) less-controllable, 5) time-sensitive and 6) task-oriented. The findings provide guidance regarding the critical contexts of effortless interaction, which designers can use to better understand and improve automotive experiences.

Ecem Ince, Kyungjoo Cha, Junghyun Cho
Open Access
Article
Conference Proceedings

Involving users in Automotive HMI design: Design evaluation of an interactive simulation based on participatory design

User-centered design (UCD) methods for human-machine interfaces (HMI) have been a key to develop safe and user-friendly interaction for years. Especially in safety-critical domains like transportation, humans need to have clear instructions and feedback loops to safely interact with the vehicle. With the shift towards more automation on the streets, human-machine interaction needs to be predictable to ensure safe road interaction. Understanding human behavior and prior user needs in crucial situation can be significant in a multitude of complex interactions for in-vehicle passengers, pedestrians and other traffic participants.While research mostly focused on addressing user behavior and user needs, the inclusion of users has often been limited to study participants with behavioral inputs or interviewees prompted for opinions. Although users do not have the knowledge and experience as professional designers and experts to create a product for others alone, unbiased insights into the future target groups’ mental models are a valuable and necessary asset. Hence, with stronger user participation and appropriate tools for users to design prototypes, the design process may deeper involve all type of stakeholders helping to provide insights into their mental models to understand user need and expectation.To extend current UCD practices in the development of automotive HMIs, our work introduces a user-interactive approach, based on the principles of participatory design (PD), to enable users to actively create and work within design process. A within-subject study was conducted based on evaluating users’ trust within an interaction with an AV and subsequently configuring the corresponding HMI. The scenario focuses on the interaction between a pedestrian (user’s point of view) deciding to cross path with an automated vehicle (AV, SAE L4). The AV would show its intention via a 360° light band HMI on its roof. The interactive simulation offered users hands-on options to iteratively experience, evaluate and improve HMI elements within changeable environmental settings (i.e., weather, daytime) until they were satisfied with the result. The addition of participation was provided by an interface using common visual user interface elements, i.e. sliders and buttons, giving users a range of variety for real-time HMI configuring.A first prototype of this interactive simulation was tested for the safety-critical use-case in a usability study (N=29). Results from questionnaires and interviews show high usability acceptance of the interactive simulation among participants as assessed by the system usability scale. Overall usability was rated high (System Usability Scale) and frustration low (NASA-TLX raw). Moreover, the interactive simulation was rated to have above average user experience (User Experience Questionnaire). Appended feedback interviews gave valuable insights on improving the simulation user interface, offering different design opportunities within the simulation and a wider parameter space. The short design session time shows the limit of customizability options within this study but needs to be further investigated to determine optimal range for longer evaluation and design sessions. Based on the study results, further requirements for PD simulative environments to assess limits for parameter spaces in virtual environments are derived.

Duc Hai Le, Klas Ihme, Frank Köster
Open Access
Article
Conference Proceedings

Investigating Effects of Assistance Systems For Visually Impaired Drivers at Preventing Traffic Accidents

Visual field defects (VFD) are closely associated with driver hazard perception. Drivers with advanced VFD are more likely to be involved in traffic accidents than healthy-sighted drivers even though they apply extra movements to overcome the defects. Given difficulties in dealing with particular situations, such as finding traffic signals, machinery assistance is necessary for improving driving safety. However, it has been less explored that which assistance systems would be helpful for visually impaired drivers in which traffic situations. To have a better understanding of driving with VFD and provide a safer traffic environment for drivers with advanced VFD, this study aimed to investigate effects of three driver assistance systems on reducing traffic accidents regarding several traffic situations. Methods:A driving simulator experiment using 66 healthy-sighted drivers generated advanced VFD on a screen for all simulations. This study designed a Baseline condition and three assistance systems based on time-to-collision (TTC) in hazardous events: automatic braking (AB; TTC = 0.8s) and giving voice guidance about driver behavior to cope with encountering situations. Two guidance systems were presented in different alert timings (VGEarly; TTC = 4s, VGLate; mean TTC = 2.81s). We classified 29 hazardous events into four categories: traffic signals, oncoming right-turning cars, objects that appear from driver’s right and left sides, then counted the number of traffic accidents. Results:Data provided that all assistance systems showed the lower number of accidents than the Baseline. Whereas drivers in the Baseline were not able to find traffic signals due to the defect, no accident cases related to the situation were observed in the assistance system conditions. When an oncoming car turned to the right, drivers in the VGEarly showed the lowest accident rate among all conditions. The AB led the great number of accidents in the oncoming car situation but yielded no accidents with hazards approaching from the right. Results showed that both VG systems were more likely to reduce the accidents with hazards from the left than the AB. More specifically, the VGEarly decreased the accident rate by approximately 15% more than the VGLate.Discussions:This study attempted to figure out which system is effective for visually impaired drivers in which traffic situation. Interestingly, the effect depended on situations. For example, the AB led no accidents when encountering objects from the right side unlike the VG systems. The VGLate had a potential of reducing accidents, but the VGEarly more contributed to reducing accidents rather than the VGLate. Because VFD led failure in driver perception that is a very initial stage of information processing, in general, VGEarly is considered to produce appropriate performance. The current study is limited to investigating accident rates, thus next study should perform further analyses of driver response that can provide two-way feedback between the system and the driver. Despite the limitation, the present study found that assistance timings and traffic situations are critical factors influencing system design for visually impaired drivers. Empirical findings are expected to provide insights into practical assistance designs for driving with VFD.

Zhihang Liu, Jieun Lee, Junpei Kuwana, Huiping Zhou, Makoto Itoh
Open Access
Article
Conference Proceedings

Exploring remote operation of heavy vehicles – findings from a simulator study

Fully automated driving has posed more challenges than expected, and remote operation of heavy vehicles is increasingly getting attention. Therefore, human remote operators may have an essential role in compensating for the technological shortcomings in vehicle automation. This poses challenges in designing the work of human remote operators of automated heavy vehicles. This paper presents findings from a research project performed in collaboration between the RISE Research Institutes of Sweden and Scania. In the project, human-automation interaction requirements and challenges for remote operator work were explored through a simulator study. Before the study, three main operator tasks were defined: assessment, assistance, and remote driving. The simulation occurred in a transportation scenario where operators handled ten trucks driving on a public road and confined areas (transportation hub). Fifteen participants completed the study. The results provide examples and insights into classical automation-related challenges in a new context – the remote operation of heavy vehicles. Instances of challenges with situational awareness, out-of-the-loop, trust, and attention management were found and are discussed in relation to HMI design and requirements.

Jonas Andersson, Daban Rizgary, Mikael Söderman, Johanna Vännström
Open Access
Article
Conference Proceedings

Interaction between humans and autonomous systems: Human facing explanatory interface for an urban autonomous passenger ferry

Problem statement During a public trial, over 150 passengers were interviewed about their thoughts and experiences using an autonomous ferry, among over 1500 passengers taking a trip on the world's first autonomous urban passenger ferry in Trondheim. One of the main issues expressed by passengers was a lack of information about the state of the unmanned ferry service. A safety attendant was aboard for the three-week public testing to take over control in the unlikely case of a hazardous event. Observations of passengers revealed a desire for information regarding the functionality of the ferry, the current state of the boat, and the progress of the current journey. Passengers interviewed stated that, especially if no safety personnel are on board, the demand for information is higher because no one can be queried. The absence of information increased the sense of insecurity. Since the space aboard the autonomous passenger ferry is limited, the used option cannot be too spacious; nonetheless, the information must be easily available to users. Research Question What information do passengers require on a self-driving urban passenger ferry? Does the type of information displayed affect passengers' perceptions of safety? Method Two 10-inch high-luminance (1000 nits) screens have been installed on the mast of the autonomous passenger ferry, allowing the user to see information on both sides when embarking, disembarking, and traveling. Two distinct information screen concepts have been visualized for use in a semi-structured interview. First, the passengers were asked what they could see on each of the concepts and what information they thought would be most useful. They should also explain how the information they view influences their sense of safety and trust. In an AB-test, passengers were asked to select a preferred concept for the information screen and describe why they chose that concept in detail. One of the concepts (A) was straightforward and depicted the journey's progress as a linear bar. Furthermore, the traveler could observe the ferry's status with a large illustration, along with the status in one word and a brief description. The second concept (B) should attract those passengers who are interested in details and technical elements. Concept B contained an environment map with the ferry's intended path and present position and heading, details for each single thruster, the speed in kn, system health status, battery levels, compass, object detection, and the ferry's current operation status. All used and previously stated characteristics on both presented screens have been used in a semi-open card sort to determine which information is most valuable to the passengers. The passengers were instructed to prioritize the offered information and fill in blank cards with missing information. Each of the placed cards was awarded points based on their location in the assortation; the further left the things were placed, the more points were awarded; the further right, the fewer points were awarded. Results 15 of the 1500 passengers who participated in the public trial of the urban autonomous passenger ferry were specifically asked about their preference for data visualization and the demand for information on such a ferry. The majority of the passengers (n = 12) indicated that they would prefer the simpler version of the information concept (A), whereas the remainder of the interviewed passengers would prefer the more technical interface because they are more concerned with the ferry's functionality and the reliability of the components. All of the users stated that they would feel less safe if there was no safety attendant or information screens on board. The cart sort analysis reveals that the more technical components have been ranked as less relevant, with the ferry's state, system health, and continuous travel progress being more important than detected objects, thruster details, LiDAR, and radar visualization. Conclusion Both the interview data and the card sort revealed that passengers on autonomous passenger ferries have a higher demand for straightforward and immediately available information. If they cannot obtain it from a human safety attendant on board, they require additional information that is not overly technical in order to maintain a high degree of safety perception.

Felix-marcel Petermann, Ole Andreas Alsos, Eleftherios Papachristou
Open Access
Article
Conference Proceedings

Comparing Electrostatic and Vibrotactile Feedback for In-Car Touchscreen Interaction using common User Interface Controls

The automotive evolution in virtual controls for touchscreen interaction provides the opportunity to manage and manipulate In-vehicle Infotainment (IVI) system without the need for large physical control. However, as most of these virtual controls are designed for visual feedback in PCs and mobile devices, their implementation can have usability and accessibility constraints in a moving vehicle. In fact, for some controls the interaction primitives may be substantially different from the physical versions (i.e., multi-finger knobs, single finger dials etc.), therefore requiring drivers to remaster the mechanics of virtual interaction to properly utilize these controls on a touchscreen surface. Although, some IVI systems now include basic vibrotactile feedback which may only provide abstract confirmation of triggers or events, but this technique may not be ideal for calibrated tactile or textural output in a moving vehicle. Recently, electrostatic or electrovibration feedback has been proposed for touchscreen interaction which can augment the systems with clear and precise textures rendered on the touchscreen. As this technology is relatively new and may have certain limitations, it is important to understand how the usability of current graphical user interfaces (GUIs) controls augmented with electrostatic feedback may improve touchscreen interaction. This research study looks at 8 common GUI controls adapted for touchscreen surfaces primarily for visual interaction and augments them with vibrotactile and electrostatic feedback. The goal of the study is to understand which type of controls are suitable for visual only interaction, and which controls require basic tactile feedback (vibration confirmation), while identifying the GUI controls that may be most effectively utilized in the presence of electrostatic tactile feedback on the touchscreen using friction variation.

Ahmed Farooq, Roope Raisamo, Jani Lylykangas, Oleg Spakov, Veikko Surakka
Open Access
Article
Conference Proceedings

A design approach of proactive HMI based on smart interaction

As AI advances, intelligent systems are gaining the ability to collaborate with humans to accomplish everyday tasks proactively. In proactive HMI design, the accuracy of the user intention prediction model in the mechanism becomes the key to affecting the quality of the proactive HMI experience. However, there are three issues that caused the lack of effective ways to improve the prediction accuracy of user prediction models. In this paper, we analyze the Information for improving user prediction accuracy, the Intervention stage, and the required contents for smart interaction. Then, we develop an approach of the proactive HMI based on smart interaction, which is the method that robots learn from the users through interactions. We propose the elements, the framework, and the guidelines. This paper also provides how to use this approach in design case. With this approach, the accuracy of user intention prediction of proactive HMI can be improved and then can be achieved the goal of improving the design effect and the user experience of proactive HMI can be achieved.

Xiaohua Sun, Jinglu Li, Weiwei Guo
Open Access
Article
Conference Proceedings

Micro-refresh to Restore Intellectual Concentration Decline during Office Work: An Attempt at Quantitative Effect Evaluation

There have been many studies on improving intellectual concentration. Concentration on intellectual work tends to decrease over time, and this needs to be prevented to improve intellectual concentration. In conventional office work, for example, a 10-minute break was taken every hour, but in this case, concentration drops by the next break. Therefore, there is a possibility of suppressing the decline in intellectual concentration by interspersing short breaks of a few seconds to a few tens of seconds in a shorter cycle than this. In this study, we named this break "micro-refresh" and aimed to show its effect on improving intellectual concentration by experiments, and then to study the environmental control method to present it appropriately in the actual working environment. The "micro-refresh" in this study differs from the conventional "microbreak" in that it effectively encourages office workers to refresh themselves in a short period of time. In other words, this research aims to actively encourage office workers to refresh themselves through some kind of action, such as controlling the indoor environment.Therefore, as a basis for this study, it was firstly confirmed that the effect of micro-refresh can be measured quantitatively. Short breaks of a few seconds to tens of seconds were forcibly given to the office workers during the cognitive task, and the difference in intellectual concentration was confirmed using objective indicators. In addition, the difference in subjective perception of fatigue and workload was also confirmed by several questionnaires.In this experiment, a comparison problem developed by Ueda et al1). was used as a cognitive task. As a simulated micro-refresh, a system, in which the screen changes to gray when an arbitrary time elapses and the answer to the problem being solved at that time is completed, was implemented. The interval between the screen changing was set to 7 minutes and 30 seconds, and the time until the changed screen returned to normal was set to 20 seconds. Participants performed a 25-minute cognitive task with and without the simulated micro-refresh. Their intellectual concentration was measured as an index, “CTR (Concentration Time Ratio)”, which expresses concentration time ratio among total working time and was calculated from response time data of the cognitive task. In addition, this experiment measured participants’ fatigue and workload through several questionnaires; (1) Progress questionnaire asking about subjective level of concentration and fatigue (2) NASA-TLX asking about workload (3) Subjective symptom screening capturing changes in fatigue status over time.At this point, the experiment is not yet completed, but it will be completed by the time the full paper is submitted. From the data obtained, it will be shown that the response time data, CTR, and participants’ fatigue and workload are able to be measured and it will be discussed that whether simulated micro-break prevent CTR from decreasing or reduce participants’ fatigue and workload.1) Kimi Ueda, Hiroshi Shimoda, Hirotake Ishii, Fumiaki Obayashi, Kazuhiro Taniguchi: Development of a New Cognitive Task to Measure Intellectual Concentration Affected by Room Environment, The Fifth International Conference on Human-Environment System, 2016.

Kakeru Kitayama, Orchida Dianita, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda, Fumiaki Obayashi
Open Access
Article
Conference Proceedings

An Improved Body Operations Mitigating VR Sickness through Stepping Gaming Mat

Devices related to VR technology and applications using them are quite popular recently. The VR technology allows the users to perform various moving operations in the virtual space. Usually, the users use some controller devices to move in the virtual space. Since the field of vision is not linked to the physical movements of the user, only the scenes around the user changes without body movements. This mental gap between sights and bodies in the real world is said to lead VR sickness. In the previous study, we have implemented a user interface using to mitigate the VR sickness. The interface consists of a fitness device, which slides both feet to the left and right, provides moving feeling of up and down in the virtual space according to the user’s movements. In order to move forward, the users swing their arms back and forth with VR controller in both hands as if they were walking. To change direction, they swing only one arm. We have observed that this method reduces VR sickness while enhancing their immersive feeling. On the other hand, since the users’ operations are limited to gestures by legs and arms, the users cannot perform their moving operations as quick as operations using the buttons and sticks of controllers. In addition, it is hard to perform complex operations due to the nature of the fitness equipment and the acceleration of the controller held in their hands as input data. We have designed and implemented a new system that solves those problems while keeping a certain degree of immersive feeling by using a music game mat instead of fitness equipment. We have tried to extract more information from the foot movements. On the music game mat, arrows and symbols are drawn, and when the users perform stamping and apply certain pressure patterns, they can convey their wills to the system. For example, when the users want to move forward in the virtual space, they just perform stamping their right and left foot alternately on the forward-arrow symbols. The users can adjust their moving speed in the virtual space through changing the stamping frequency. If the users stamp right or left turn marks, they can change the moving directions. If the users stamp right and left initial position marks simultaneously by their feet and then release their feet after a few seconds, they can jump a certain height proportional to the stamped period. Thus, by inputting certain stamping patterns on the gaming mat, the users can perform various moving operations according to the patterns. To demonstrate the feasibility of our method, we have conducted numerical experiments on both our method and conventional methods in the same conditions. As preliminary experimental results, our method gives users more immersive feeling than conventional methods and equally excellent immersive feeling of our previous method, and to improves the response time greatly and to contribute the reduction of VR sickness as well.

Kazuki Komoriya, Munehiro Takimoto, Yasushi Kambayashi
Open Access
Article
Conference Proceedings

Effects of listening to sutra chanting during breaks in on-demand lecture attendance

On-demand lectures are characterized by the fact that students themselves can freely arrange the lecture format, such as whether or not to take breaks during the lecture. This study aims to construct an effective lecture/training method suitable for on-demand lectures. Considering the time and location constraints of on-demand lectures, this study examines ways to provide adequate relaxation and a change of pace. Therefore, we propose listening to sutra chanting as an effective method during breaks in on-demand lectures. The effects of sutra chanting are considered to be a calm mind, moderate stimulation and a change of mood. An experiment was conducted to confirm the effect of sutra chanting during breaks in on-demand lectures. The participants were 20 university students. As a result, when attending on-demand lectures, we sought changes in subjective evaluation of listening to the sutra chanting during breaks.

Kyoko Ito, Hiroki Yoshikawa
Open Access
Article
Conference Proceedings

A rehabilitation-through-photographing support system for muscular dystrophy patients

We propose a system that helps patients of the Duchenne muscular dystrophy to take photos as a part of rehabilitations. Duchenne muscular dystrophy is a progressive disease. The disease makes it difficult for patients to walk as their muscles contract and their muscles progressively lose strength.Since the condition of the progresses of the disease and the experience of daily life is different from each other for variety of patients, it is important for caregiver to pay attention not only to physical functions but also to psychological aspects of the patients. Rehabilitation should be based on a holistic perspective. However, functional training tends to focus too much on physical function recovery. Thus, rehabilitation has paid little consideration to the psychological aspect. To alleviate this problem and foster a sense of self-affirmation, we designed and implemented a rehabilitation system that addresses the psychological aspects of Duchenne muscular dystrophy patients by having them act autonomic in rehabilitation. Research scientists of nursing have found that the two factors of "self-initiated subject search" and "photography based on internal evaluation criteria" are important for the quality of life of patients as well as their rehabilitations. The two factors, "subject search" and "acting based on internal evaluation criteria" bring positive psychological effects to the patients through the autonomy of the photographing. In order to elucidate the neural basis of the positive psychological effects mediated by autonomy, we used functional magnetic resonance imaging to investigate the effects of photography on the psychological mal-adjustment patients brought about by the autonomic actions. In other words, the neural basis behind the positive psychological effect of the act of photography was demonstrated. It is conceivable that the process of taking photographs, i.e., the actions of searching for a subject and pressing the shutter, can improve the psychological stability of patients with muscular dystrophy. The two actions have a combined psychological effect due to the autonomy of the action-takers. On the psychological side, patients with Duchenne muscular dystrophy can expand their range of activities for photography and develop curiosity and ambition by taking photos by his own will and force, in contrast to doing monotonic functional training. Taking photos by their own muscle help their psychological well-being as well as rehabilitate their arm and hand muscles. In addition, our system provides semi-automatic management of photos to reduce the burden on caregivers. The system consists of a device that is attached on the user’s wheelchairs to assist taking photos and an application software to send the photos to caregivers. In order to adapt to the muscular dystrophy patients that have weak muscle, we employed a home video game console controller to manipulate the camera in order to press the shutter button. We designed this device easy to use for muscular dystrophy patients to change the directions and angles of the camera and to capture the subject with their weak muscle forces. In order to demonstrate the effectiveness of our system, we have conduct experiences of the system and succeeded to obtain favorable outcome.

Yuta Sato, Yasushi Kambayashi
Open Access
Article
Conference Proceedings

Investigating the relationship between EEG features and N-back task difficulty levels with NASA-TLX scores among undergraduate students

For safe and efficient human-machine interactions, the amount of mental resources required by the task should not exceed available capacity of the person. Therefore, determination of mental workload has critical importance in the fields of human factors and ergonomics. Because of its temporal dependability, EEG data has become widely used in assessing and measuring mental workload in recent years. Accordingly, motivation of the study was to examine the role of brain-related data in discriminating mental workload levels. The current paper presented a statistically analysis of whether pre-determined task difficulty levels led to the intended mental workload manipulation. It was aimed to investigate the relationship between EEG features, task difficulty levels, subjective self-assessment (NASA-TLX) scores and performance measures (accuracy rate and latency). N-back tasks have been commonly used in the literature. In this study, n-back memory tests were performed at four different difficulty levels. As the number of n increases, so does the difficulty of the task. Tests were conducted on 25 (13 male, 12 female) healthy undergraduate students. The statistical analysis was performed for two sets of data. The first dataset, which included 300 session-based samples, was conducted in order to examine the possible relationship between task difficulty levels, performance criteria, and subjective assessments of mental workload. The second dataset, on the other hand, was analyzed on the basis of stimulus and consisted of seventy EEG features (5 frequency band power for 14 channels) corresponding to recording samples. The categorical variable reflecting the difficulty level of n-back memory was selected as dependent variable. It was demonstrated how the band power varies in various regions of the brain depending on the degree of task difficulty. Significant differences between the genders were noted in terms of all variables considered. As the task difficulty level increased, both the workload perceived by the participants (rho > 0.7, p < 0.01) and the latency in response time (rho > 0.6, p < 0.01) significantly increased. Otherwise, the correct answer rate decreased as the task became more difficult (rho > 0.6, p < 0.01). The number of hits (correct answers by detecting the match) was found to be more correlated with the task difficulty level compared to number of correct rejects (correct answers by detecting the non-match). The workload and its sub-dimensions perceived by the participants and performance variables are also related to each other. In tests with longer response times, participants reported that they felt more workload (rho > 0.6, p < 0.01). Conversely, the number of correct answers decreased (rho > 0.6, p < 0.01). It was also found that there was a significant difference between all difficulty levels compared in pairs, in terms of almost all variables (p < 0.001). There was no significant difference between men and women in terms of performance measures. However, men were found to report higher NASA-TLX scores than women, especially on difficult tasks. As a result, significant relationships between data obtained through different methods encourage the use of these methods together for reliable analysis in future studies.

Şeniz Harputlu Aksu, Erman Çakıt, Metin Dağdeviren
Open Access
Article
Conference Proceedings

Visual effects based on blank fractions in the case of multi-paragraph text overlay images

Multi-segment text overlay images are commonly used in web design, poster layout and other design-related activities. In this paper, we use a character-based blank score calculation model and a text box-based blank score calculation model to investigate which model is more effective in reflecting visual aesthetics in the case of multi-part text overlay images. The text-frame-based blank-score model was found to be more effective in reflecting the visual perception of the subjects by using the fitting tool in MATLAB to fit the subjective scores and the calculated blank scores. The text box in the text box-based blank score model was then optimized by eliminating the part of the last line of each paragraph that was not filled with text, so that the text box was not a regular rectangle, but still a relatively regular linear text box. In the case of multi-paragraph text overlay image, when the line spacing and paragraph spacing are the same, subjects cannot distinguish the beginning and end of several paragraphs of text by line spacing. In this paper, an optimized text box-based margin score calculation model is used to design an experiment to investigate the effect of the margin score of the text box of the last line of the preceding paragraph on the visual effect of subjects' visual division of paragraphs in the case of multiple-paragraph text-covered images. The results show that when the blank area of the last line of the previous paragraph is about half of the area of the previous line, the visual aesthetic satisfaction is the highest, i.e., people can quickly and accurately divide the paragraph without reading the text content, while when the last line of the previous paragraph is filled with text, the visual aesthetic satisfaction is the lowest, and people cannot intuitively divide the paragraph without reading the text content.

Zhang Yiran
Open Access
Article
Conference Proceedings

Orchestrating Humans and Teammates to counter security threats: Human-autonomy teaming in high and low environmental complexity and dynamism

The changes in the security environment run parallel to changes in Humans and Artificial Cognitive Systems to meet these challenges. In military setting novel technologies in terms of high-speed missiles and the threat of anti-access areal denial capabilities, run parallel to more sophisticated fighter jets and air defense systems to counter such threats. Adverse conditions could involve loss of communication among some of the entities taking part in the mission and the sudden increased threat. Such changes require increased information processing (e.g. to understand the threat and properly sequence actions of each team) and sometimes a change of who coordinate the mission (e.g. because a formal leader is no longer available due to communication loss). While novel Humans and Artificial Cognitive Systems may be important to handle such situations, it is important to enable the use of the technologies so that they will actually have the effect of reducing threats. In this paper, we discuss some theoretical models for how Humans and Artificial Cognitive Systems can be orchestrated to enable the reduction of threats. We focus on the way the use of technologies are integrated. In this way, we keep the focus on the organizing dimension of Humans and Artificial Cognitive Systems use. Drawing on theoretical perspectives of organizational environment, we discuss some models of integration the use of Humans and Artificial Cognitive Systems. The organizational environment may vary along the following characteristics: uncertainty and ambiguity (Scott & Davis, 2007), where uncertainty can be divided into complexity (number of elements and number of relations among elements in an environment) or dynamics (the rate of change in elements in the environment; for a summary see Valaker et al., 2020; Grote, Kolbe & Waller, 2018; Luciano, Nahrgang & Shropshire, 2020). We discuss both human-to-human and human-machine-teaming as ways of handling such environmental contingencies. The following hypothesis are suggested: Clearly defining what situation is to be tackled could ensure using the available structures. E.g. not using a decentralized structure in high stakes situations. This criteria need however to be weighed against the practicality of using a centralized structure (Hollenbeck et al., 2018; Johansson et al., 2018).Utilizing Human-Machine teammates and developing organizational structures that incorporates their use in adverse environments (e.g. allocating Drones to Dull, Dirty and/or Dangerous tasks). This could also include increasing numbers and diverse Tech use i.e. from tool to team mate. This will impact: the conduct of operations; and the supervisors, coordinators and operators, who collaborate with these smart unmanned systems at individual level (e.g. adaptable working agreements), team level (peer to peer collaboration) and organization level (hierarchical collaboration).

Rune Stensrud, Sigmund Valaker, Bjorn Mikkelsen
Open Access
Article
Conference Proceedings

An augmented-reality-assisted immersive system for robotic arms teleoperation

In recent years Virtual Reality (VR) and Augmented Reality (AR) Head-Mounted Displays (HMDs) have been used to provide an immersive, first-person view in real-time in robotic teleoperation applications.However, there are two main critical issues in robotic teleoperation for remote manipulation and real-world interaction: firstly, it is challenging to correctly perceive the distance and the dimensions during fine manipulation tasks; secondly, latency in video streaming can affect the immersive experience of the operator. To address these issues, in this paper we propose a novel system that allows the operator to immersively teleoperate robotic arms using his/her hand motion and gesture.More in detail, the operator wears a HMD equipped with hand tracking and head orientation estimation technologies. The hand tracking and gesture recognition are used by the operator to generate control commands for remote robotic arms, whereas the head orientation angles are used to control the orientation of a remote robotic base on which is installed a RGB-Depth (RGB-D) camera. The latter allows the operator an improved immersive experience since he/she can freely rotate his/her head resulting in a corresponding movement of the camera on the remote side. Furthermore, the video/depth streaming of the RGB-D camera is used for three main objectives: i) appropriately filtering the RGB image through spatial depth information for reducing the number of significant pixels to be sent to the HMD thus reducing the latency; ii) providing spatial cues overlaid on the 2D image to facilitate remote interaction (basic AR); iii) generating additional augmented information with the real-world environment for specific tasks (advanced AR). On the remote side of the system, the robotic base of the RGB-D camera is integral with the base system of two robotic arms, each of them equipped with a robotic hand for object manipulation and interaction.The proposed system can be used for several tasks in several scenarios including social applications and high-risk situations. In the former scenario, an operator can remotely interact with a person by providing assistance or by playing board games. In the latter scenario, our system, suitably integrated with a robotic base allowing its mobility, makes possible some teleoperated activities such as door opening, valve turning and switch operating without local human intervention.

Claudio Loconsole, Daniele Leonardis, Antonio Frisoli
Open Access
Article
Conference Proceedings

Facial acne recognition system based on machine learning

Facial acne plagues many people, causing appearance anxiety and even psychological problems. However, the skin detector or software using traditional image processing technology on the market cannot give consideration to both low cost and high precision. This research aims to develop a low-cost and efficient method to detect facial acne through machine learning. We use hundreds of facial acne patients' pictures collected on the network, use Photoshop to split into thousands of pictures of appropriate size and manually label them as data sets and verification sets, and train them in YOLOX model to finally identify and label skin problems such as facial pustules, acne marks, etc. through one person's facial photos. At present, we have run the system on the desktop (AMD R7 4800H+GTX1650) normally, using the latest YOLOX framework of the open-source YOLO series. In order to improve the learning quality under limited training data, image preprocessing including sharpening and flipping is introduced. The experimental results show that the recognition rate of this method for some skin problems can reach 80%. By further expanding the data set, it can achieve low-cost facial problem recognition. At the same time, this research is also a good case of applying deep learning technology to product design.

Ding Haopeng, Yunfei Chen
Open Access
Article
Conference Proceedings

Cardiovascular Reactivity (CVR) During Repetitive Work in the Presence of Fatigue

Fatigue during repetitive tasks in the workplace has been intrinsically connected with occupational risk and a reduction in productivity. Currently, the measures taken are based on subjective interpretations of fatigue by the workers or on direct muscular activity, which then make up for a cumulative evaluation of fatigue. The concept of “Industry 4.0” wearable devices would allow a continuous monitoring and thus, a more realistic representation of their fatigue levels.Aim: To quantify heart rate variability, measuring cardiovascular responsiveness, during repetitive work when fatigue is present. Tasks: A protocol was developed to simulate a real-life workplace scenario with a set of low-intensity repetitive tasks that are commonly practiced. The signals obtained were then processed, and heart rate variability was calculated using fractal analysis and time domain variables. Hypothesis: It was hypothesized that 1) the amount of variability and 2) the structure of variability will change during repetitive work in the presence of fatigue.Methodology: Participants were asked to perform three 10-minute trials of a repetitive task. Between each trial, a muscular fatigue protocol was carried out, targeting the main agonist muscle. An ECG was collected during the trials (Baseline, Fatigue 1, and Fatigue 2) through a wearable band placed on the level of the xiphoid appendix. Results: The nonlinearity of the heart rate variability showed no statistically significant changes, unlike the time domain measures that significantly differentiated the baseline trial from the fatigue trials, namely the Standard Deviation of NN intervals, the Root Mean Square of successive RR interval differences, Coefficient of Variation, and Heart Rate itself. Conclusions: These results are enthusiastic for applying algorithms that use heart rate variability to quantify cardiovascular responsiveness to fatigue during repetitive work. They show that with information in the time domain, it is possible to verify physiological changes that the worker is undergoing. Additionally, these changes are also related to the amount of variability and not to the fractal structure of heart rate variability.

Diogo Carvalho, Luis Silva, Miguel Carvalho, Mariana Dias, Nélson Costa, Duarte Folgado, Maria Lua Nunes, Hugo Gamboa, Kristine Andza, Elazer Edelman
Open Access
Article
Conference Proceedings

The Influence of Worker’s Motivation on Intellectual Concentration by ACT-R Cognitive Models

IntroductionThe purpose of this study is to examine the worker’s motivation effect on intellectual concentration by an experiment and a cognitive process simulation. By utilizing the Adaptive Control of Thought-Rational (ACT-R) concept, it helps to understand the cognitive models of the different motivational condition. ACT-R is one of the prevalent cognitive architectures that mainly differ the cognitive process into production modules and declarative modules.Several studies have been investigating the human cognitive performance in respect of others factors such as working environments. Inspirited by previous studies, this study has explored the human motivational factors that might influence intellectual concentration. Additionally, exploring the differences in workers’ individual problem-solving strategy is one of the alluring factors in this study given the differences in motivational conditions.MethodsFive participants were recruited for the experiment the range of their ages between 18-22 years old as a pilot study. The simple summation mathematical task was given during the experiments and shows two numbers on the left side and right side of the monitor screen. They were asked to answer the problem by pressing the numerical keyboard and the answering time was automatically recorded on the experiment program. The eye gaze movements were recorded and analyzed during the experiments. In this study, the participants performed the task under two different motivational conditions. The first condition was set to create the urge to finish the task immediately which generates high motivation to finish the task as fast as they can. The other condition was set in a neutral condition which the participants could perform at their own pace without a rush. From this experiment, approximately 3000 answering time data and 900.000 frames of the eye gaze movement were gathered and analyzed.ResultsThe different motivational conditions influenced the user’s task performance, showing a statistical difference in the user’s answering time in a high motivational and neutral conditions (p < 0.01). The distribution of the answering time follows the log-normal distribution shapes shown by both conditions.The participants performed different strategies in the cognitive task. Following the ACT-R modules, in general, the identified eye gaze patterns are divided into 2 patterns. The first pattern follows the production rules: (1)find-left-number, (2)attend-left-number, (3)encode-left-number, (4)retrieve-left-number, (5)find-right-number, (6)attend-right-number, (7)encode-right-number, (8)waiting-for-start-back, (9)attend-start-back, summation, and (10)keyboard-click. On the other hand, the second pattern follows the production rules: (1)find-left-number, (2)attend-left-number, (3)encode-left-number, (4)retrieve-left-number, (5)find-right-number, (6)encode-right-number, (7)summation, keyboard-click, (8)waiting-for-start-back, and (9)attend-start-back.In the different motivational conditions, the pattern’s appearance is altered. For participants 1, 3, and 5 the second patterns were dominant during the high motivational condition. Some irregular patterns arouse in the last 5 minutes of the task. This condition might due to the degradation of the user’s cognitive performance when the user feels tired and it might be the time duration that affected their cognitive performance. The results of this study might enlighten future research on cognitive performance by proposing a new method of eye gaze pattern identification on ACT-R cognitive models.

Orchida Dianita, Keisuke Takeuchi, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda, Fumiaki Obayashi
Open Access
Article
Conference Proceedings

A System Approach for Creating Employee-Oriented Quality Control Loops in Production for Smart Failure Management System in SMEs

The basis of effective processes for failure elimination and prevention is formed by quality control loops, which aim to detect and analyse deviations/failures from quality specifications and to take appropriate measures to correct them in time. Quality methods can either be used as controllers (e.g. statistical process control, failure mode and effects analysis) in quality control loops or as a special form of these (e.g. Plan-Do-Check-Act cycle, 8D Report, Six Sigma methodology). For the successful introduction of quality control loops, relevant data should be systematically collected, evaluated and interpreted in order to derive targeted measures as a consequence. Small and Medium Enterprises (SME) rarely have a systematic quality management system for the comprehensive collection and analysis of quality data and their embedding in quality control loops. On the other hand, the increasing complexity of production systems requires the digitalisation and expansion of quality control loops already in use, although they have delivered good results so far. At this point, Artificial Intelligence (AI) is a future key technology that holds significant potential for future value creation. AI-driven data science methods (e.g. machine learning) enable the explanation of complex, correlationally directed relationships in large amounts of data and accordingly contribute to process improvement as well as failure management. In this context, the expansion of quality control loops through digitalised elements and AI methods can help to achieve a smart failure management system.In terms of content, failure management also includes the term "failure prevention" and is not a one-time process, but a continuous process that requires the motivation and understanding of all employees. Furthermore, the concept of "Total Productive Management" also aims at defect-free products and effective production processes and involves all employees in improvement activities to maximise plant efficiency and minimise losses. At this point, SMEs need intelligent, digital and employee-oriented error management systems. The core objective of the paper is to present the conceptual development of a smart failure management system that is in a continuous learning process through interaction with the employee and in this way learns human cognitive problem-solving skills. This approach is intended to detect failures on the shop floor at an early stage in order to identify possible causes of problems and derive measures. If the defect type, cause or measure are not known, the system suggests suitable methods/tools of quality and data science to support employees in problem solving process. In order for the assistance system to have human cognitive problem-solving capabilities, the system must be trained in advance by qualified employees who have extensive technical and methodological knowledge and can apply it confidently. With this in mind, the failure management system is expanded to include two additional subsystems. Firstly, the less competent employees must be taught missing methodological knowledge on the basis of digital learning methods. Then, the learning phase is followed by the employee training, in which the employee is supported digitally and dialogue-based in the selection and implementation of methods as well as the interpretation of results.

Turgut Refik Caglar, Roland Jochem
Open Access
Article
Conference Proceedings

Social perception of Embodied Digital Technologies interacting with humans

Social perception of Embodied Digital Technologies (EDTs) governs their successful adoption. However, prior findings on processes governing the social perception of EDTs and corresponding attributions are inconclusive. With the present study, we investigate social perception and trustworthiness of robots and Telepresence Systems (TPS). 293 Participants rated five different EDTs after watching a short video sequence of a space sharing conflict between the EDT and a human in terms of anthropomorphism, sociability/morality, activity/cooperation, competence, and trustworthiness. We found differences between the robots for all four social dimensions. TPS were perceived differently only in terms of anthropomorphism. Trustworthiness was not attributed differently to the EDTs. We found associations between social perception of EDTs and personality traits. With our findings, we add to the growing body of research on social perception of EDTs and show that EDTs are indeed perceived differently in dependence of their design.

Sarah Mandl, Jennifer Brade, Maximilian Bretschneider, Anabel Skripcak, Frank Asbrock, Bertolt Meyer, Georg Jahn, Philipp Klimant, Anja Strobel
Open Access
Article
Conference Proceedings

Ergonomics and worker well-being: contributions to sustainability in the apparel manufacturing industry

The main research studies, involving the apparel manufacturing industry, are more focused on the study and development of new fabrics (technological and intelligent); new fibers and their combinations; updated anthropometric tables; functional textile finishing; among others; not being valued the productivity nor the welfare of the worker. The new demands for the clothing manufacturing industry, in the context of Industry 4.0, reinforce the need for new studies, involving the planning, organization, and control of production, focusing on the worker, analyzing his well-being and the quality of work. The main objective of this paper is to expand the discussion about the contributions of ergonomics and well-being to the sustainability of the worker, in the clothing manufacturing industry, via a bibliographic and descriptive review of the literature. The PRISMA method was used, with the research divided in four phases: identification, screening, eligibility, and inclusion. National and international papers were screened in Scopus, Web of Science, Google Scholar, and databases of Portuguese and Brazilian universities, published between 2015 and 2022. Among the 78 articles found, all were reviewed according to the scope of the research, in which 7 were included for detailed analysis. The keywords that were used for this research were: sustainability, apparel industry, industry 4.0, well-being, ergonomics, productivity, and mental health. From the conducted research, it was possible to identify two key ideas within industry 4.0: mental health and well-being of the worker.

Juliana Bezerra Gomes De Pinho Pessoa, Nélson Costa, Miguel Carvalho
Open Access
Article
Conference Proceedings

Artificial Cognitive Systems and Aviation training

The research objectives are to (1) provide a complete assessment of extended reality technologies and (2) discuss the viability of these technologies for use in US college aviation training programs.The field of educational services is one of the many that can benefit from utilizing extended reality technology due to its versatility. Learning and general performance of student pilots and flight trainees can benefit from applying extended reality technologies in flight training, which can be advantageous when using these technologies. We examine the utilization of XR technologies by looking at them from an educational theoretical framework and analyzing their applicability across several industries and simulations in Purdue Artificial Intelligence Laboratory. A comprehensive literature review resulted in four subtopics, which are as follows: educational theoretical foundation, XR technologies across industries; XR technologies in education; and XR technologies in aviation.Results show that the use of XR technologies has the potential for enhancing learning and performance in safe flight instruction environments, a possible reduction in student pilot turnover mainly due to the elimination of the fear factor involved during initial training when compared to flying in the actual airplane, and an overall low cost for both flight training organizations and trainees due to the high levels of portability. These findings led us to propose using XR technologies as having the potential to enhance learning and performance in safe flight instruction environments.A comprehensive understanding of the possibilities offered by XR technology is necessary for the continuation of aeronautical psychology research offered in Purdue AI laboratory.

Abner Del Cid Flores, Dimitrios Ziakkas, Brian G Dillman
Open Access
Article
Conference Proceedings

Ergonomics Experiment Research on Visual Characteristics of Head-Up-Display Failure Warning

With the gradual adaptation of HUD (Head-Up-Display) in civil transportation, it was normal for civil pilots or even drivers to use it. Howev-er, any failure warning of airplane HUD was so fatal that required pilot to search for it immediately and make correct response to recover. As the pri-mary indicator of HUD warning, failure flag was well-designed especially in visual coding, which directly affected pilot’s recognition and acquisition of warning information. This research developed ergonomics experiment of HUD simulation interface and designed character size of failure flag as ex-periment variable. The participants were required to perform signal detection task and response to signal (warning occurred) or noise (no warning) accord-ingly. Therefore, both sensitivity and response bias were measured to analyze visual characteristics of failure flag and its influence on HUD warning.The mechanical failures of airplane were mainly caused by unreasonable mecha-nism structures or improper system operations, which was excluded from conse-quence of any manually operation or other outside factors . And the failure flag was shown on HUD when the sensor status was unavailable and the same parameter from different sources did not match . The representative mechanical failure flags were included with indicated airspeed warning, barometrical altitude warning, head-ing warning and ground proximity warning. Moreover, HUD failure warning could be displayed in various channels of visual, auditory and tactile manners, and the first two were most widely used channels . The visual channel of HUD failure warning was normally designed in visual coding technology, which was involved with size, position, salient of blink or textbox frame. And the auditory channel focused on volume and tone of warning voice. Specifically, the minimum character size of failure flag was 1/200 of the visual field distance, i.e., at least 0.18-inch character was required to be shown on HUD at distance of 36-inch away. In addition, the aspect ratio for English letter was required as 3:5 , and its typeface was selected as Arial . To analyze the effect of visual coding on failure flag on HUD, this research firstly developed HUD interface simu-lation, and then carried out ergonomics experiment to validate the influence of char-acter size.3.2Experiment InterfaceAs shown in Fig.3, the experiment interface was displayed on 17-inch computer screen with visual distance of 60cm. The screen resolution was 1440×900 and aver-age luminance was 120cd/m2. The participants were required to interact with exper-iment computer through normal mouse and keyboard. The HUD interface was simu-lated on GL Studio platform, and the experiment was realized using C++ and net communication technology on Visual Studio 2012. Each interaction with experiment computer was recorded and output when the experiment task was completed.3.4Experimental TaskThe participants were required to perform signal detection task during the experi-ment block, followed by the order of Latin Square fashion. And each block lasted for ten minutes with interval of five minutes. Moreover, the failure flag was designed to occur at possibility of 75%, with noise-signal ratio as 1:3. To response each failure flag, they need to press corresponding button of W/A/S/D/E on keyboard according to the specific warning. And SPACE button was expected to be pressed when no warning was shown.ResultsBoth statistics analysis and signal detection method were used to process the exper-iment results. First, descriptive statistics was used to illustrate central tendency and dispersion degree of detection performance. Then, repeated measured ANOVA was used to examine the effect of character size. In addition, sensitivity d’ and response bias were processed to evaluate the influence of failure warning based on signal detection theory.

Sun guoqiang, Xu wu
Open Access
Article
Conference Proceedings

Color processing and human perception

Color processing is a complex phenomenon, which involves distinct variables, not being a relatively simple human capacity, as was long thought. Neurosciences have been helping to achieve new discoveries, recontextualizing existing knowledge and raising new questions.The brain is the organ responsible for decoding electrical signals into experiences that make sense for humans to perceive the world. Color vision is closely associated with visual processing and human perception. Cones, visual receptors in the human eye specialized for color vision, transform electromagnetic waves into electrical stimuli, which in turn are conducted to the human cortex through the geniculostriate pathway. The visual cortex is divided into at least five areas, present in the occipital lobe and designated according to their structure and function (V1, V2, V3, V4, and V5), each of these areas playing a specific role when it comes to visual processing. In previous studies, we have shown that areas V1 and V2 are mainly responsible for initial visual processing. However, more recent investigations have led to the conclusion that color processing is largely associated with the V4 area, since this area becomes significantly more active when performing tasks in which color processing is necessary, in addition to lesions in this region causing achromatopsia, dysfunction linked to chromatic identification and perception. We have been developing a quasi-experience with humans, in order to help the understanding of brain reactions to different color dimensions, especially color processing and human perception and cognition, comparing the results obtained with those of other projects previously developed. The study has also focused on color constancy, that is, the human tendency to perceive a given object as having the same color regardless of changes in lighting, angle or distance. This paper presents the work developed so far with the participation of various groups of individuals, with different ages and genders, as well as the results obtained by the application of the chosen methodology. Although at first glance it seems like a relatively simple human ability, color processing is a very complex phenomenon, involving distinct variables, many of which are still a mystery to researchers. It is hoped that this investigation may add knowledge, especially at the level of color processing and human perception, with a view to its future use and application in projects focused on the use of color.

Fernando Moreira da Silva
Open Access
Article
Conference Proceedings

Sensor based ergonomic cushion for posture detection and correction

Awkward postures are associated with a number of musculoskeletal disorders in almost all work sectors. Various studies have indicated the prevalence of awkward postures in different work setups and have provided ways to assess postural deviations and their unfavourable effects on general well being of the workers. The need of the hour is to have an aid that provides a means not only to assess the awkwardness of a posture, but also to correct it as soon as it is identified. The study, here, is designed to develop a solution for assessment and correction of the awkward posture as soon as it is attained. An ergonomic cushion is presented which is fitted with printed flex sensors to detect the awkward postures, considering lumbar curve, thoracic curve and cervical curve. A mobile application is used to configure the sensing range of the sensors. The application collects the data for the flex pressure sensors positioned at different points and warn the user to correct the posture. If not corrected within the stipulated time, the cushion automatically corrects the posture with the help of a microcontroller that expands or deflates the cushion as per postural requirement.

Anshuman Shastri, Namrata Arora, Kavita Sagar
Open Access
Article
Conference Proceedings

A Data Driven Approach for Language Acquisition

Automatic Language Acquisition focuses on teaching an agent to acquire knowledge to understand the surrounding environment and be adaptive to a new environment. The traditional language understanding models fall into three main categories, supervised, semi-supervised, and unsupervised. A supervised approach is usually accurate but requires a large training dataset, which building process is expensive and time consuming. In addition, the trained model is difficult to shift to other domains. On the other hand, building an unsupervised model is cheap and flexible, but its performance is usually significantly lower than the performance of the supervised one. With a relatively small set of guidance at the beginning, a semi-supervised approach can teach itself through the unlabeled dataset to achieve a comparable performance as a supervised modal. However, building the guidance is not a trivial task since the learning process won’t be effective if the relationship between labeled data and unlabeled data. Different from the traditional modals, when children learn, they do not require large amounts of training data. Instead, they can accurately generalize their knowledge from one object to other objects. In addition, the communication between them and their parents/teachers/peers helps to fix the wrong claims from the generalization. In this paper, we present a multimodal system that simulates the children’s learning process to acquire the knowledge of the entities by studying three types of attributes, descriptive (the outlook of an entity), defining (the components of an entity), and affordance (how an entity can be used). We first utilize an unsupervised Emergent Language (EL) approach to generate symbolic language (EL codes) to interpret the given images of the entities (10 images per entity). The K-Mean clustering methods to group entity images that share the similar EL code. Then we employ a data driven approach to teach the agent the attributes of the entities in the clusters. We first calculate the tf-idf scores of the words from the text pieces (extracted from Corpus of Contemporary American English, a balanced corpus for American English) containing an entity. From the top ranked words with a few sample text pieces, the human expert tells which words are attributes and the attribute type. The human expert also marked the text pieces having the attributes. For example, red is the descriptive attribute of cup in “the red cup’ but not in “a cup of red wine”. The learned knowledge is sent to a bootstrapping modal to find not only new attributes but also new entities. Our system results show that the data driven approach spent much less time but learned more attributes compared with the baseline of our system, teaching the agent the defining attributes of the entities using a carefully designed curriculum.

Ting Liu, Sharon Small, James Kubricht, Peter Tu, Harry Shen, Lydia Cartwright, Samuil Orlioglu
Open Access
Article
Conference Proceedings

The feasibility of fatigue state monitoring based on eye parameters in virtual reality environment

In human‒machine environments, real-time fatigue monitoring of operators is particularly important. Excessive fatigue will threaten the operation efficiency and even the safety of operators. At present, experimental research methods include simulation experiments, half-physical simulations and real environment tests. The simulation environment experiment has the advantages of low cost, high security, high repeatability and anti-interference from external factors. The virtual reality (VR) environment is a virtual scene based on a 3D virtual model, which is an important development trend of simulation experiment. However, the reliability of various measurement methods in VR simulation environment needs to be verified. In this study, the Varjo XR3 VR device with the best display effect currently on the market is used together with headphones to construct a closed simulation experiment scene and at the same time collect subjective evaluation of monotonous fatigue and eye parameters. Then, the mapping relationship between the two is explored through confirmatory experiments. A total of 10 subjects were recruited in this experiment to induce fatigue by cruising tasks with low load in flight missions. Subjects needed to independently complete the route cruise task for approximately 50 minutes and report their own fatigue subjective evaluation parameters using the Borg scale at the flight turning points every 3 minutes. The data of percentage of eyelid closure over the pupil over time (PERCLOS) and blink rate were obtained by using head display internal camera image and projection vectors algorithm, and the validity of eye data was evaluated by correlation validation with monotonic fatigue subjective evaluation parameters. The results show that the quality of eye parameters collected by VR meets the monitoring requirements, and parameters such as PERCLOS and blink rate have a high correlation with subjective monotonic fatigue evaluation. Eye monitoring has high availability to evaluate operator monotonic fatigue in virtual simulation environment.

Jichen Han, Xiaozhou Zhou, Chenglong Zong, Fei Teng
Open Access
Article
Conference Proceedings

Multiphase pointing motion model based on hand-eye bimodal cooperative behavior

Pointing, as the most common interaction behavior in 3D interactions, has become the basis and hotspot of natural human-computer interaction research. In this paper, hand and eye movement data of multiple participants in a typical pointing task were collected with a virtual reality experiment, and we further clarified the movements of the hand and eye in spatial and temporal properties and their cooperation during the whole task process. Our results showed that the movements of both the hand and eye in a pointing task can be divided into three stages according to their speed properties, namely, the preparation stage, ballistic stage and correction stage. Based on the verification of the phase division of hand and eye movements in the pointing task, we further clarified the phase division standards and the relationship between the duration of every pair of phases of hand and eye. Our research has great significance for further mining human natural pointing behavior and realizing more reliable and accurate human-computer interaction intention recognition.

Chenglong Zong, Xiaozhou Zhou, Jichen Han, Haiyan Wang
Open Access
Article
Conference Proceedings

Protection and Transfer of Financial Digital Data Through Open Source Software

Modern society is increasingly using ICT technologies to transfer information quickly. In addition to the purely technological advantages of IT tools, they enable the recipients of information data to be ultimately facilitated in their operational activities. On the other hand, data transfer, when it comes to transferring files with specific information, is a serious issue that concerns both available technological resources and security. This report aims to explore the current technological capabilities for the transfer of digital information containing banking, financial and other data, to be maximum protected from unauthorized or malicious users. Also into question are conventional methods of transmitting digital data via email or cloud. Open source software provides the possibility of reliable encryption and protection: Money Manager Ex, Tor Browser and OnionShare. In the present study, specific advantages of realizing the transfer of digital data from the point of transmission to the final recipient are presented.

Rusko Filchev, Tihomir Dovramadjiev, Rozalina Dimova, Plamen Parushev
Open Access
Article
Conference Proceedings

Fire Risk Assessment in Universities Based on Fault Tree Analysis and Bayesian Network

In order to scientifically and accurately analyze the fire hazards existing in colleges and universities, and put forward feasible suggestions for eliminating hidden dangers, a fire risk assessment method based on Fault tree analysis and Bayesian network is proposed.Firstly, the Fault tree of the large loss caused by the fire in the university premises is constructed, and then the Fault tree is transformed into a Bayesian network model. In this method, the failure risk of the fire protection system can be obtained by forward reasoning according to the probability of the basic events in the fire, and finally, the reliability of the fire protection system of the whole university is analyzed.At the same time, combined with the reverse diagnosis and reasoning technology of Bayesian network, according to the known or assumed state of leaf nodes, the posterior probability and probability importance degree of each root node can be reversed to check the weak links in the fire protection system. In the conclusion, suggestions and rectification strategies are put forward for the fire protection system in colleges and universities.This paper proposes a method that combines fault tree analysis with Bayesian network and applies it to fire risk assessment in colleges and universities. Based on the fire protection big data, the software Genie3.0 is used to construct a Bayesian network model of fire risk in universities, and an example analysis of fire risk assessment is carried out by taking a university in Nanjing as an example, which not only analyzes the reliability of the entire system, but also It also uses the bidirectional reasoning ability of Bayesian network to analyze the weak link performance of the system, which improves the model's description ability and inference computing ability. It is proved that the FTA-BN method has application potential in the field of fire risk assessment.

Ang Yang, Beibei Sun
Open Access
Article
Conference Proceedings

Construction of Cooking Heat transfer Model and Prediction of Temperature based on Machine Learning

In order to simulate the cooking process heated by gas, considering the characteristics of water and edible oil and combining with the existing heat transfer research, a cooking heat transfer model with mass dissipation of heating medium was constructed in this paper. The numerical simulation of the heat-transfer model under different heating conditions was carried out with MATLAB. The container and the medium temperature simulation results fit well with the experimental data under the same conditions. Based on the physical model, two deep learning models, MDTN (Multiple Time Difference Network) and LSTM(Long Short-Term Memory), were used to learn the variation law of the container temperature during heating. When using the MDTN model to predict the temperature value over a long time horizon, the actual temperature of the container was required to be added to the DataSet intermittently to prevent temperature error from diverging gradually. However, when using the LSTM model for prediction, since the temperature change was relatively stable, this model could predict the temperature of a longer time series using only the initial temperature sequence, and the prediction result was close to the actual temperature. The prediction results of both models conformed to the laws of physics.

Huaizhi Shi, Yan Zhang, Zhu Zheng
Open Access
Article
Conference Proceedings

Quality forecasts in manufacturing using autoregressive models

Companies in the manufacturing industry are facing a variety of challenges such as increasing product complexity and variety and the accompanying complexity of production processes. The developments for more sustainability and optimized use of resources are additional societal requirements. Consequently, the demands of efficient solutions in quality management are also increasing. Innovative processes are needed to meet industrial challenges. Therefore, enhanced availability of data in production offers an opportunity. Hence, the combination of associated process and manufacturing knowledge and data availability creates the possibility to improve product- and process-related quality as well as the use of resources. As a consequence, machine learning methods are used to utilize and evaluate the collected data volumes. Their application in quality control enables the operation of smart solutions like the detection of anomalies in both product and process quality. However, there is no standardized algorithm to implement in any desired production environment. Conclusively, the application of specific algorithms is highly dependent on the desired project output, human factors and the underlying infrastructure. As main manufacturing branch, mass production combines the potential benefits of machine learning applications and their occurring challenges for product and process and monitoring. Existing reporting tools like the statistical process control (SPC) enhance process owners to continuously monitor manufactured products and processes. Nonetheless, the execution of the SPC is naturally reactive, once the monitored products have been already produced. Thus, process owners require a proactive, user friendly and interactive forecast application regarding their product and process quality.Predictive quality control is one way of improving product- and process-related quality while taking advantage of greater data availability. It represents an implementation of quality control in conjunction with data-driven quality forecasting. This application enables companies to conduct data-driven forecasts of product- and process-related quality. The aim is to use machine predictions as a basis for decision-making for action measures to be derived by the user. On the basis of the large amounts of data and algorithmic evaluation, measures can be derived by process and utilization investigations. Among other things, future events with influence on the quality can be controlled in an improved way. In quality management, decision-making processes are based on extensive data collection and analysis. Predictive quality should be seen as a supplement to conventional methods, e.g. SPC.Convenient implementation methods are key to achieve effective quality monitoring in terms of product and process control. For this reason, automated machine learning can be used to ease the realization of forecasting methods. Specifically, autoregressive models are robust and optimized statistical methods which fit to both forecasts of product and process quality. An observed evaluation metric like the mean absolute error for the next ten forecast items has been decreased by more than 50% from 0.141 to 0.66 with an underlying data range from 0.38 to 1.998. Since this calculation was processed including a univariate feature vector, improvements can be achieved by adding connected features, i.e. sensor data, for a higher accuracy in the forecasting results.

Jan Mayer, Roland Jochem
Open Access
Article
Conference Proceedings

An Intelligent Retrieval Method of Building Fire Safety Knowledge Based on Knowledge Graph

Aiming at the difficulty of searching standards and specifications due to the huge and fragmented data in the field of fire safety in China, an intelligent retrieval method of building fire safety knowledge based on knowledge graph is proposed. First, ontology is used to construct conceptual schemas from top down, and knowledge is extracted using rule templates and stored in the Neo4j graph database to complete the construction of knowledge graph. Then, on the basis of the knowledge graph, BERT-BiLSTM-CRF model and BERT classifier are used to process complex questions with multiple constraints, so as to extract key entities in the question and identify query intention. Finally, according to the key entities and query intention, an algorithm is used to generate a Cypher query statement, which is used to obtain the answer in Neo4j. The intelligent retrieval method based on knowledge graph standardizes the building fire safety knowledge, solves the problem of scattered distribution and greatly improves the efficiency of knowledge retrieval.

Fengyang Sun, Beibei Sun
Open Access
Article
Conference Proceedings

A Framework for Hybrid Risk Analysis

Changes within the worldwide security environment proceed to challenge our ability to comprehend and react to the constantly changing hybrid threats that are becoming more diverse, emanating from a wide range of actors who are enabled by technology. Actors can wield an array of means and ways to further their security interests at the expense of a target and are able to do so without being identified.Developing proper situational awareness is a first and crucial step on the road to achieving better protection against hybrid threats. Here we propose a novel framework for hybrid risk analysis that enables the better understanding of operations of the adversary before their taking place.The idea of the framework is based on the model of hybrid operations, which combine the elements of space, time, objects at risk, goals, and actors into a single structure - a hyper-forest of multi-trees.Taking into account that hybrid operations are carried out according to certain scenarios characterized by repeatability of tools in relation to certain goals, we propose using case-based reasoning approach based on calculating the dynamic similarity of the information structure of ongoing attack to retrospective sequences of hybrid attacks for which the goals, tools, and methods are known. Retrospective data is stored in the case base.The proposed framework combines several models and methods, the main of which are the multi-tree model of hybrid attack representation, spatially distributed model of hybrid attack distribution, and the method for hybrid risk analysis. The method for hybrid risk analysis is based on two additional models such as vulnerability model and consequences assessment model that are developed for each type of object at risk.The suggested framework for hybrid risk analysis offers a better comprehension of adversary operations prior to them occurring and aids in formulating an appropriate reaction to the changing scenario.

Maryna Zharikova, Stefan Pickl
Open Access
Article
Conference Proceedings

Induction method influence on emotion recognition based on psychophysiological parameters

Recognizing emotions is an essential ability in our daily social interactions. However, there are individuals who have difficulties interpreting emotions, such as patients with autism spectrum disorders (ASD). In order to cope better with everyday life, emotion training can be a supporting factor for them. However, studies show that emotion training is not only helpful for patients with ASD, but also in the working environment, for example in trainings for managers or teams. In recent research, there are already approaches to use new technologies such as virtual reality to train emotional and social skills. For the evaluation of these new concepts, it is important to make the emotional state of a person measurable. Therefore, a measurement environment has already been developed at Furtwangen University. This is based on a multidimensional approach combining subjective and objective psychophysiological measures. Moreover, the development of facial emotion recognition (FER) systems based on machine learning techniques are also increasing for measuring a person's emotional state. Often, they focus on the recognition of Ekman’s basic emotions. To train and evaluate such FER systems, these basic emotions have to be induced in an individual. Therefore, a number of methods for emotion induction can be found in research, e.g. visual stimuli or mental methods. However, in most studies, only a few selected emotions, such as anger and happiness, were induced. Thus, there is a lack of studies that examined the induction of all six basic emotions.For that reason, the aim of the presented experimental study was to investigate two different methods of emotion induction for the six basic emotions anger, disgust, fear, happiness, sadness, surprise, and a neutral category. Overall, 14 women and 10 men (N = 24) aged between 19 and 59 years (M = 29.25, SD = 11.46) participated in the study. For the first induction method, affective visual stimuli from common emotional picture databases (EmoPicS, OASIS and IAPS) were used. For the second induction method, emotions were induced by a so-called autobiographical recall. Therefore, the participants had to imagine autobiographical situations that evoked the required emotion in them in the past. After each different induction of one of the six emotions or the neutral category, the participants’ emotional state was assessed using the two dimensions valence and arousal of the Self-Assessment Manikin (SAM). Furthermore, cardiovascular (ECG) and electrodermal (EDA) activity were recorded. The results show a significant interaction induction method x emotional category for both subjective assessments valence and arousal. Furthermore, based on the results of the psychophysiological responses of the participants (ECG and EDA), it is shown that the second method to induce emotions (autobiographical recall) was significantly more arousing than the first induction method using visual stimuli. To sum it up, the results of the experimental study show an influence of the induction method that is evident in both the subjective and the psychophysiological parameters.

Ramona Schmid, Sophia Maria Saat, Knut Möller, Verena Wagner-Hartl
Open Access
Article
Conference Proceedings

Spotlighting distraction in artificial intelligence driver assistance systems

As artificial intelligence driver monitoring systems gain momentum in intelligent mobility, it is critical to analyse how distraction is defined and induced. This systematic review was specifically focused on studies conducted in driving simulators. A Boolean query was iteratively developed to retrieve articles from Scopus that fulfil the following criteria: (1) being an empirical study, (2) addressing driver distraction, (3) using a driving simulator, (4) aiming at developing an artificial intelligence monitoring system. After screening, 34 articles remained and were analysed according to four general themes: definition of distraction, characteristics of the scenarios used in the driving simulator, sampling of participants, and procedures. Results showed that the most common definitions of distraction consider it as a shift in the driver’s attention towards a secondary task, which implicates in a degradation of the execution of the primary task (i.e., driving the vehicle), and, consequently, a reduction in driving safety. Most articles described the scenarios used in the simulator in greater detail and, in some cases, variations in traffic density, visibility, and environmental conditions were observed. Furthermore, scripted critical events in the scenario (e.g., car in front of the participant breaking) were also used. Recruitment and samples varied greatly between studies, with the smallest population consisting of two and the largest of 97 participants. Despite the sample size, participants still needed to meet eligibility criteria such as having a driver’s license, possessing minimum driving experience, health prerequisites, being part of a specific group, age, and gender. Procedures and tasks were not always described in detail. However, several studies described an initial moment where participants could familiarize themselves with the simulator without taking measurements, while fewer reported that participants were allowed to familiarize themselves with the tasks. Session length varied from eight to 90 minutes. Regarding the operationalization of distraction in experiments, some studies required drivers to perform a single type of distraction-inducing task (mental calculations, use of In-Vehicle Information System (IVIS), cell phone operation, and manual tasks) with varying difficulty levels. Still, most studies relied on a combination of different tasks, such as cell phone use, physical tasks (e.g., drinking, moving objects, and applying makeup), and IVIS use. Results showed studies favour the description of the digital systems over the experiment design and procedures and a preference for locating the studies at the individual level of analysis, precluding a broader understanding of human behaviour as socially constructed and signified. We argue that articulation with higher levels of analysis would bring relevant explanations for actual road behaviour and personal and social factors should be considered when developing driver monitoring systems aimed at reducing distraction. Our results may assist future studies within the same scope, guiding the definition of effective experimental designs to test artificial intelligence driving monitoring systems, while contributing to a more holistic understanding of driver’s behaviour.

Bruno Cardoso, Luciano Moreira, António Lobo, Sara Ferreira
Open Access
Article
Conference Proceedings

Privacy Preserving Stress Detection System Using Physiological Data from Wearable Device

Stress is considered to be an emotional state deserving of special attention, as it brings about harmful effects on human health when exposed to in the long term. Stress may also induce general health risks, including headaches, sleep disorders, and cardiovascular diseases. Continuous monitoring of emotion can help patients suffering from psychiatric disorders better understand themselves and promote the emotional well-being of the public in general. Recent advancements in wearable technologies and biosensors enable a decent level of emotion and stress detection through multimodal machine learning analysis and measurement outside of lab conditions. As machine learning solutions demand a large amount of training data, collecting and combining personal data is a prerequisite for accurate analysis. However, due to the highly sensitive nature of medical data, the additional implementation of measures for the preservation of user privacy is a non-trivial task when developing an AI-based stress detection solution. We propose a novel machine learning stress detection system that facilitates privacy-preserving data exploitation based on FedAvg, a renowned federated learning algorithm. We evaluated our system design on a standard multimodal dataset for the detection of stress. Experiment results demonstrate that our system may achieve a detection accuracy of 75% without jeopardizing the privacy of user data.

Yongho Lee, Nahyun Lee, Vinh Pham, Jiwoo Lee, Tai-myoung Chung
Open Access
Article
Conference Proceedings

Different approaches of conducting ergonomic assessment utilizing digital human models and motion capture in industrial site assembly

The further development of Industry 4.0 to 5.0 focuses even more on human-centred and sustainable production. The ergonomic factor plays a major role, as it is crucial for the well-being and productivity of workers and should already be considered in production planning. One of the most common ergonomic analysis methods is the “Ergonomic As-sessment Worksheet (EAWS)”, which is based on a paper & paper method for assessing human working posture. Currently, there are various approaches to automate this evalua-tion process with the help of digital human models or motion capture systems. All of these methods have their pros and cons; however, companies are faced with the problem of finding the best suited method for their processes. This paper compares three different methods to conduct an EAWS study for industrial site assembly in terms of methodology, effort, and efficiency. For this purpose, an evaluation of the physical movement with the original manual paper and pencil method was created and a generic movement with a digital human model was implemented and automatically evaluated. Furthermore, using motion capture, the automatic recording of physical movement data was carried out, which was computer-assisted evaluated using digital human models. To exclude software-specific inconsistencies, we used two different process simulation tools. As a final result, this paper shows a comparison of different implementation possibilities of the EAWS anal-yses and indicates the effort and efficiency for their use in industry. Furthermore, this initial analysis provides an opportunity for further research on digital human models and motion capture.

Clara Fischer, Patrick Rupprecht, Sebastian Schlund
Open Access
Article
Conference Proceedings

Conceptual Exploration of Contextual Information for Situational Understanding

The Army is often required to deploy soldiers into dangerous situations to offer assistance and relief. When deployed, these soldiers need to be aware of the potential dangers, properly assess the level of possible threats, and make the best choices to respond. One solution for this problem space is to have an intelligent system that recognizes scenes which may contain danger, regardless of the type or timeframe associated with that danger. This type of system would help make decisions about what to do in situations where danger may be prevalent. Thus, creating an intelligent system that could identify the scene and contextual information, for example, potential dangers, would provide greater situational understanding and support autonomous systems and solider interactions. As a proxy for representing scenes that may be similar to those encountered by soldiers, a set of images of natural or manmade disasters were selected and used to identify strengths and weaknesses in existing models for this type of intelligent system. In this work, images from CRISISMMD, a dataset of natural disasters tweets, as well as other images of disasters in the public domain which do not belong to any particular dataset, are used. For the initial phase of the work this dataset was used to determine and showcase the strengths and weaknesses of existing object recognition and visual question answering systems that when combined would create a prototype intelligent system. Specifically, YOLO (You Only Look Once), augmented with Word2Vec (a natural language processing (NLP) system which finds the similarities of different words in a very large corpus) was selected for performing the object recognition (Bochkovskiy et al. 2020). This system was selected to identify objects further based on the presence of other, similar objects using the similarities between their names. Also, CLIP (Contrastive Language Image Pretraining), which identifies the probabilities of scenes based on a certain number of possibilities and BLIP (Bootstrapping Language Image Pretraining) (Li et al. 2022), an advanced visual question answering system which is also capable of generating captions for images were explored. In addition, a concept of an intelligent system where contextual information is identified and utilized can be used to support situational understanding.

Stratis Aloimonos, Adrienne Raglin
Open Access
Article
Conference Proceedings

Creating Virtual Worlds with the Virtual Human Toolkit and the Rapid Integration & Development Environment

The research and development of virtual humans, and the virtual worlds they inhabit, is inherently complex, requiring interdisciplinary approaches that combine social sciences, computer science, design, art, production, and domain expertise. Our previous work in managing this complexity has resulted in the release of the Virtual Human Toolkit (VHToolkit), aimed at lowering the burden of creating embodied conversational agents. In our current efforts, we are integrating the VHToolkit with the Rapid Integration & Development Environment (RIDE), a rapid prototyping modeling and simulation middleware platform that leverages real-time game engines. This integration results in the ability to mix and match commercial AI services from AWS, Azure, and Google, as well as leverage novel 3D geospatial terrain creation pipelines. Combined with dedicated authoring tools that have been developed through human-centered design processes, the platform enables researchers, developers, and domain experts to rapidly create digital worlds with virtual humans for both military and civilian contexts. Our approach is highly interdisciplinary, including academia, government, and industry collaborators. The demonstration shows a user interacting with an embodied conversational agent embedded within real-world captured and virtualized terrain. Further research and development features of the platform are shown, including scripted agent behaviors, networked team play, and machine learning interfaces.

Arno Hartholt, Sharon Mozgai
Open Access
Article
Conference Proceedings

From machine knowledge and knowledge management to a unified human-machine theory: proposal for conceptual model

Academic research in Knowledge and knowledge management tends to focus on issues related to producing, storing, organizing, sharing, and retrieving data, information, and knowledge for and from humans, and on how to make use of machines for those and other related purposes. Therefore, hardware and software are usually seen more as support and means but, as technology exponentially evolves, there are already many machine learning algorithms, artificial intelligence, and other resources where it is hard for a human mind to fully comprehend the rationale behind its outcomes, results, predictions, processing, or decisions taken, even though they might be shown to be precise and of high quality. There are theoretical e technical efforts to address it, such as the concept of Explainable AI, but it is conceivable that knowledge from machines may not be, in the present or in the future, both efficient and adequately translatable to traditional human-comprehensive knowledge. That knowledge might one day be only usable by other machines in a yet unknown approach of knowledge sharing between them, in a specific way designed for them and perhaps, in the future, also by them: a machine perspective of knowledge and knowledge management. In addition, machine knowledge may not be available only in the explicit form but also in a manner somehow analog to human tacit knowledge, as for instance, a given AI may acquire a rationale that is beyond what its stored bytes can express. That might be also evidence of a context in which perhaps it may be only able to be socialized between machines, in a tacit to tacit “transfer”, not with nor for humans. Furthermore, keeping machine knowledge secure might be far more complex than mere data storage security and policy, as a simple copy of those data may be insufficient for representing and recovering a previously developed machine knowledge, implying that traditional information management is no longer enough. Much is still needed to advance on the topic of machine knowledge, as an approach to data, information, and knowledge from and for machines is needed, in what could be called machine knowledge management (MKM). But that is not the final step needed, as from these machine knowledge and knowledge management concepts emerge the need for a unified theory with human counterparts, that addresses the complex aspects of coexistence and interactions of both clusters of knowledge, with implications for Human-Autonomy Teaming (HAT), and how both can work together in the present and future challenges. Therefore, the aim of this research is to advance toward the proposal of a theoretical model for machine knowledge and knowledge management, on how that can be integrated with the analog human versions in a unified human-machine model, and what might play the mediator role. Subsidiarily, it also discusses the need for a standardized and expanded concept of information and knowledge consistent with that model. Finally, topics are proposed for future research agenda. To achieve these research goals, the main methodologies adopted were the literature review and the grounded theory.

Jeanfrank Teodoro Dantas Sartori
Open Access
Article
Conference Proceedings

Sustainable Human Performance In Large People-oriented Corporations: Integration Of Human Systems For Next-generation Metaverse

Human systems integration (HSI) involves Human Factors and Ergonomics (HFE), Human-Machine Interaction (HMI), engineering, and domain experience, which are the initial components of systems engineering (SE) in all industries' economies: wellbeing, transportation, energy, IT, retail, finance, manufacturing, and production. HSI can be achieved by combining virtual prototyping with Human-In-the-Loop (HIL) simulations. HMI is typically a model-based and patented innovation; it uses HIL and requires a homogenized systemic reflection with feedback. Virtual Reality (VR) Human-Centered Design (HCD) is sustainable. VR-controlled HCD acts as a definitive Key Enabling Technology (KET) concept in considering the full range of system Life Cycle Assessments (LCAs) and whether the process is sustainable. To this end, on the planet earth, human organizational elements are not only assessed during the design process but the whole LC of a system. Against intuitive education, it has been stated that conservative and narrow LCA should not be implemented in a sustainable world but instead Cradle-to-Cradle (C2C) design from social, economic, or environmental terms; the objective is to increase positive impacts, not reduce negative ones as in LCA. By enabling virtual environments, digital tools enable these new capabilities, which should be realized as sustainable by Digital Twin (DT) formable as a Sustainable Model Based HSI (SMBHSI) concept with high-level Artificial Intelligence (AI) and C2C consideration forming the level of the metaverse, straining from VR. DT-based Internet of Things (IoT) solutions enable investigators to test scenarios for future foresight, give corporations abilities to benefit from performance metrics based on domain experience, and are a crucial concept in SMBHSI. A case on this proceeding instance will display an example for SMBHSI when the method is scoping review to the strategic objective to form an up-to-date linear outlook. Integrating HSI on AI and C2C thinking methodologies helps to save resources and move towards the globalized green level of circular economies, representing the economic integration of the economy of the human system by indirect resources utilization suggestion as indicative as inference and adaptation to blockchains.

Janne heilala, Khushboo Singh
Open Access
Article
Conference Proceedings

Recognition Model for Activity Classification in Everyday Movements in the Context of Dementia Diagnostics – Cooking

By monitoring movements and activities, the progression of neurological diseases can be detected. The documentation required for this is associated with a high level of effort, which is hardly possible in view of the increasing shortage of nursing staff. In order to gradually relieve the nursing staff, we are developing an approach to automate documentation in cooperation with two dementia residential communities. The aim of this work is to facilitate everyday life of caregivers. Previous research results from this working group show that everyday activities of dementia patients can be recognized well by combining smartwatch sensor technology and machine learning. However, the state of research has gaps when it comes to recognize activities consisting of a variety of movement patterns. In this paper, we present an approach to classify the activity of cooking. We divide this activity into several sub-activities each consisting of a distinct motion pattern that a recurrent network recognizes. This is followed by a model for calculating the probability that cooking actually occurred based on the different sub-activities recognized. We show the advantages of different smartwatch sensor combinations and compare the different approaches of our model with the prediction accuracy of the classification. This model can later be integrated into the care documentation of the residential communities in addition to the activities that are easier to recognize.

Sergio Staab, Ludger Martin, Johannes Luderschmidt, Lukas Bröning
Open Access
Article
Conference Proceedings

A data-driven but person-centered assessment framework for sustainable rehabilitation services

Utilization of data and information technologies is one of the expectations for the future in a health care domain. Although electronic health records are used in decision making for medical prescription in many hospitals, small nursing care providers are not able to effectively utilize data. We aim at development of an online rehabilitation service that utilizes data both for designing a rehabilitation plan for each patient and for a sustainability of the service. This paper presents a framework for the assessment of the rehabilitation that is data-driven but person-centered.According to the International Classification of Functioning, Disability and Health (ICF), in designing a rehabilitation plan, it is important to consider not only the maintenance and improvement of physical functions of a patient's body, but also his/her activities related to tasks and actions in a daily life and the participation or involvement in his/her life situation. Each patient has his/her own background in needs for the rehabilitation thus we focus on the person-centered care approach where a health care should be based on the unique person's needs. The rehabilitation plan should focus on the abilities of the person and encourage activity even though the data is actively used.The proposed assessment framework consists of a part for evaluating the effect of rehabilitation and that for extracting problems in operation of the online rehabilitation service. The part of rehabilitation effect evaluation is based on Japanese version of the Cardiovascular Health Study frailty index: weight loss, slow gait speed, low physical activity, exhaustion, and low grip strength. The part also includes questionnaire-based indices of subjective happiness and willingness for social activities. On the other hand, the part of the problem extraction for a sustainable operation of the service includes an interoperability between the nursing facility site and the patient's home in terms of an online service connecting them for a video-based rehabilitation exercise. The part is based on the questionnaires and interviews for workers at the nursing facility as well as those for the patient and family.In this case study, we introduce an example of the proposed framework at the step of a service design and discuss how to apply it to the service operation step. In a rehabilitation service domain, neither the data distribution platform nor the data bank is currently in operation. However, a rehabilitation assessment system utilized the platform and data bank would be in service in the future. For a sustainability of the service, it is important to successfully integrate data, technologies, and human as a stakeholder. In this paper, we also discuss a person-centered design for the integration with a focus on considering life backgrounds and sense of values of the patient as well as his/her home environment and risk management for the rehabilitation exercise.

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

Affective Analysis of Explainable Artificial Intelligence in the Development of Trust in AI Systems

The rise of Explainable Artificial Intelligence (XAI) has been a game changer for the growth of Artificial Intelligence (AI) powered systems. By providing human-level explanations, it systematically solves the most significant issue that AI faces: the black-box paradox realized from the complex hidden layers of deep and machine learning that powers it. Fundamentally, it allows users to learn how the AI operates and comes to decisions, thus enabling cognitive calibration of trust and subsequent reliance on the system. This conclusion has been supported by various research under different contexts and has motivated the development of newer XAI techniques. However, as human-computer interaction and social science studies suggest, these findings might be limited as the emotional component, which is also established from the interaction, was not considered. Emotions have long been determined to play a dominant role in decision-making as they can rapidly and unconsciously be infused in judgments. This insinuates an idea that XAI might facilitate trust calibration not solely because of the cognitive information it provides but of the emotions developed on the explanations. Considering this idea has not been explored, this study aims to examine the effects of emotions associated with the interaction with XAI towards trust, reliance, and explanation satisfaction. One hundred twenty-three participants were invited to partake in an online experiment anchored in an image classification testbed. The premise was that they were hired to classify different species of animals and plants, with an XAI-equipped image classification AI available to give them recommendations. At the end of each trial, they were tasked to rate their emotions upon interaction with the XAI, trust in the system, and satisfaction with the explanation. Reliance was measured based on whether they accepted the recommendations of AI. Results show that users who felt surprisingly happy and trusting emotions reported high trust, reliance, and satisfaction. On the other hand, users that developed fearfully dismayed and anxiously suspicious emotions have a significant negative relationship with satisfaction. Essentially, as supported by the post-interview, the study surfaced three critical findings on the affective functionality of XAI. First, emotions developed are mainly attributed to the design and overall composition rather than the information it carries. Second, trust and reliance can only be developed from positive emotions. Users might not trust and rely on an AI system even if it has a meaningful explanation if it develops negative emotions to the user. Third, explanation satisfaction can be triggered by both positive and negative emotions. The former is mainly from the presentation of XAI, while the latter is because of understanding the limitation of the AI.

Ezekiel Bernardo, Rosemary Seva
Open Access
Article
Conference Proceedings

Visual cues improve spatial orientation in telepresence as in VR

When moving in reality, successful spatial orientation is enabled through continuous updating of egocentric spatial relations to the surrounding environment. But in Virtual Reality (VR) or telepresence, cues of one’s own movement are rarely provided, which typically impairs spatial orientation. Telepresence robots are mostly operated by minimal real movements of the user via PC-based controls, which entail a lack of real translations and rotations and thus can disrupt spatial orientation. Studies in virtual environments show that a certain degree of spatial updating is possible without body-based cues to self-motion (vestibular, proprioceptive, motor efference) solely through continuous visual information about the change in orientation or additional visual landmarks. While a large number of studies investigated spatial orientation in virtual environments, spatial updating in telepresence remains largely unexplored. VR and telepresence environments share the common feature that the user is not physically located in the mediated environment and thus interacts in an environment that does not correspond to the body-based cues generated by posture and self-motion in the real environment. Despite this similarity, virtual and telepresence environments also have significant differences in how the environment is presented: common, commercially available telepresence systems can usually only display the environment on a 2D monitor. The 2D monitor impairs the operator's depth perception compared with 3D presentation in VR, for instance in an HMD, and interacting by means of mouse movements on a 2D plane is indirect compared with moving VR controllers and the HMD in 3D space. Thus, it cannot be assumed without verification that the spatial orientation in 2D telepresence systems can be compared with that in VR systems. Therefore, we employed a standard spatial orientation task with a telepresence robot to evaluate if results concerning the number of visual cues turn out similar to findings in VR-studies.To address the research question, a triangle completion task (TCT) was carried out using the telepresence robot Double 3. The participants (n= 30) controlled the telepresence robot remotely using a computer and a mouse: At first, they moved the robot to a specified point, then they turned the robot to orient towards a second specified point, moved there and were then asked to return the robot to its starting point. To evaluate the influence of the number of visual cues on the performance in the TCT, three conditions that varied in the amount of visual information provided for navigating the third leg were presented in a within-subjects design. Similar to studies that showed support of spatial orientation in TCT by visual cues in VR, the number of visual cues available while navigating the third leg supported triangle completion with a telepresence robot. This was confirmed by the trend of reduced error with more visual cues and a reliable difference between the conditions with sparse and many visual cues. Connecting results obtained in VR with telepresence and teleoperation scenarios is valuable to inform designing telepresence and teleoperation interfaces. We demonstrated that a standard task for studying spatial orientation performance is applicable with telepresence robots.

Jennifer Brade, Tobias Hoppe, Sven Winkler, Philipp Klimant, Georg Jahn
Open Access
Article
Conference Proceedings

The Implementation of Artificial Intelligence (AI) in Aviation Collegiate Education: A Simple to Complex Approach

Aviation and air travel have always been among the most innovative industries throughout history. Both the International Air Transportation Authority (IATA) Technology Roadmap (IATA, 2019) and the European Aviation Safety Agency (EASA) Artificial Intelligence (AI) roadmap propose an outline and assessment of ongoing technological prospects which change the aviation environment with the implementation of AI from the initial phases of the collegiate education. Using traditional flight simulators is an essential part of initial and recurrent training for pilots. These simulators help pilots achieve and maintain proficiency in normal and abnormal circumstances that may arise during flight operations (Myers et al., 2018). The upskilling performed through simulators are typically completed at a far cheaper cost than the training completed in the air. However, the capital cost of simulator units can range from USD 10-15 million, which results in an exorbitant cost recovery of approximately USD 1,500 per session (Bent & Chan, 2010). This makes it expensive for air carriers and undergraduate pilot training programs to comply with mandated flight and simulator training requirements. In addition, because the COVID-19 epidemic is so widespread, companies that provide flight training have been entrusted with developing novel ways to instruct their students, such as through remote pilot-to-student education. The Federal Aviation Administration (FAA) (2020) acknowledges the use of non-traditional technologies that can successfully fulfill the requirement for ongoing training in ever-changing regulatory standards. The following four steps follow a simple-to-complex implementation approach that is advocated for using AI in the instruction provided by college aviation programs: 1.) Activities relating to outreach and recruitment 2.) Introducing new students to the PFP (Professional Flight Program). 3.) Additional training in addition to fundamental and advanced jet instruction 4.) Research aimed at mastery of pilot competencies, increasing student self-efficacy, and decreasing the number of crew operations.Alterations to aviation training will affect the performance of humans and decision-making. The research used an AI methodology that accepted "any technology that appears to replicate the performance of a person." The AI approach followed this broad definition. The thematically selected research on AI decision-making in collegiate aviation trainees' perception and experience was structured based on an analysis of the available literature concerning the current uses of AI in aviation. The use of artificial intelligence in pilots' training and operations was investigated through a combination of interviews with Subject Matter Experts (including Human Factors analysts, AI analysts, training managers, examiners, instructors, qualified pilots, and pilots under training) and questionnaires (which were distributed to a group consisting of professional pilots and pilots under training).The findings were reviewed and evaluated concerning the appropriateness of the AI training syllabus and the notable differences between them in terms of the decision-making component.

Dimitrios Ziakkas, Konstantinos Pechlivanis, Julius Keller
Open Access
Article
Conference Proceedings

Human Factors in Aviation and Artificial Systems: The Purdue Aviation Virtual Reality case study

Because of the COVID-19 pandemic, video conferencing has dramatically expanded as an alternative to traditional face-to-face classroom instruction. It is particularly challenging to replace practical classes with video education since they require theoretical and empirical competence. This research presents a method that uses virtual reality and metaverse techniques in the classroom as well as simulators to solve the limitations present in the current models of practical education delivered at a distance. There is a chance to use emerging hardware and software and integrate them to establish a new paradigm of training platforms and pedagogical methods. This can be accomplished through the utilization of existing resources and the creation of new ones. Traditional flight simulators are very different in their operational aspects from virtual reality (VR) due to VR's more reasonable cost, more accessibility, fewer space requirements, and sustainability. In addition, training with VR can improve a learner's cognition as well as their ability to acquire new skills, as well as their technical and psychomotor abilities, and their willingness to study (Fussel & Hight, 2021). The use of virtual reality (VR) in training could potentially improve the soft skills of aviation workers, according to empirical evidence (Haritos & Fussel, 2018; Oberhauser & Dreyer, 2017). For instance, the findings of Thomas et al. (2021) suggested that real-world aviation illusion VR scenarios might increase pilots' ability to prevent accidents originating from visual illusions when flight operations were being carried out. In undergraduate aviation education programs, innovative teaching methods that leverage VR technologies can increase student engagement and reduce the cost of traditional simulator training for each student. Although VR will not replace the use of traditional simulators in the near future, this does not mean that VR will never replace traditional simulators.We developed a simulated aircraft flight and maintenance environment at the Purdue Artificial Intelligence Lab (Purdue University - SATT) to verify the suggested strategy's efficacy. We then compared this environment to the video-based training system that was already in place. Assessments of the student's ability to acquire and retain information and attendance were carried out to determine whether or not the educational efforts were successful. The experiment findings show that the group that followed the advised technique fared significantly better on both knowledge tests than the group that watched the video training. The results of the presence questionnaire, which validated the participants' perception of physical presence, were used to establish how user-friendly the proposed system would be.

Dimitrios Ziakkas, Abner Del Cid Flores, Michael W Suckow
Open Access
Article
Conference Proceedings

Towards a territorial marketing based on citizen involvement

The aim of this research is to examine how local authorities, and more particularly municipalities, should focus on the local population in order to develop their territorial strategies. The study of governance falls within the scope of research on the transformation of local public action and on new forms of multi-level and multi-associates coordination: what roles do the devices and tools, in this case marketing in the fabric of local governance, play for a successful attractiveness, and how can governance be promoted on the basis of an endogenous strategy? The main purpose of this document is to provide a tool enabling deep reflections on better ways to strengthen territorial governance. It sets out the issues involved and proposes to contribute to the engineering of territorial governance defined as "the set of methods and tools enabling the coordination, participation and learning of actors and the piloting of territorial projects".Keywords: Territorial governance, endogenous strategy, territorial attractiveness, citizen

Yasmine Alaoui
Open Access
Article
Conference Proceedings

Sketches versus Artificial Intelligence Systems in Design Creative Process

Artificial Intelligence Systems are part of our daily life and play an important role in so many human activities. As most professions, design practice also relies on artificial intelligence tools. Creativity is an essential element for design as designer’s task is searching to solve problems by creating solutions through new ideas, new designs. Sketching has been traditionally used by designers over the centuries, so it is often seen as an outdated method for design, as tradition can be thought as a strong and unalterable link to the past. In this sense, some consider sketching obsolete, but nowadays its use has evolved and expanded, being widely used by various areas of knowledge and professional practice, surpassing the previous and restricted use only by areas linked to the project such as architecture, engineering and design. Sketches emerge from the need to fix those first ideas that occur and that are manifested through the first signs, coming from the brain. A sketch can be like the ‘thought of the hand’, the hand as an extension of each thought fixed at the moment by the hand gesture that registers it. This paper investigates the nowadays use of sketches by designers despite the Artificial Intelligence Systems growing importance. We intend to rise questions and search for answers and, also, open a debate about several related issues. What is the nowadays role of sketches in Design? Sketches can be a necessary step of a design: its first spark? The process of thinking through sketching helps designers getting their creativity flowing? Can freehand drawings/sketches in Design practice take advantages of the Artificial Intelligence Systems?

Ana Moreira da Silva
Open Access
Article
Conference Proceedings

A Task-Technology Fit Model for Digital Audio Workstations Evaluation

Music industry changes in the last decade largely shifted the music production tasks from big established studios to music artists. With the addition of online music streaming platforms, an end-to-end process of music creation, publishing, delivery, and consummation is achieved. This phenomenon emphasizes music artists as content creators to handle music production. Digital audio workstation systems enabled end users to compose, record, mix and master music. This research focuses on identifying the fit between various tasks music artists must perform during music creation and the technical characteristic of the tools used, particularly modern digital audio workstations. Ultimately, it is tested whether the task- technology fit (TTF), a well-established information systems theory model is a good predictor of the intention to use digital audio workstation systems by music artists. By applying the PLS-SEM method, results show that TTF positively influences music artists' intention to use DAWs.

Darko Etinger
Open Access
Article
Conference Proceedings

Design of an economic house with polyurethane wall technology applying the Lego removable system for the Monte Sinaí Sector, Guayaquil

Access to housing in Ecuador is limited and specifically in the outskirts of Guayaquil it does not accommodate strata with resources of less than $100 per month, which is a constant in the Monte Sinaí study sector. Sustainable development focused on living has allowed new designs to serve as utilities for society, satisfying emerging housing needs for low-income populations. The objective of this study is to propose an alternative architectural design for housing with the use of polyurethane-based biomaterials using the Lego removable wall construction system to obtain economic, environmental and social benefits. For the aesthetic development of the house, the use of scalar modulations is contemplated. The methodology applied is of a qualitative nature, through the analysis of case studies that operate as analogous models. The results focused on the development of types of removable Lego walls and the study of polyurethane additives to the structural mixture. In conclusion, it is obtained that the development of housing within the sustainable approach contributes to the economic, environmental and social well-being of the users of the Monte Sinaí Sector, who can access decent housing with this design alternative.

Ivonne Rendon, Felipe Espinoza, Johnson Ching, Bryan Colorado, Rommy Torres
Open Access
Article
Conference Proceedings

Simulation of analytical calculations when optimizing integrative properties and composite metal coatings

In this work, a nonlinear multidimensional regression-tensor (valence 3) model is constructed and investigated for the analytical substantiation of the necessary / sufficient conditions for optimizing the technological calculation of the multifactor physicochemical process of hardening complex composite media of metal coatings. An adaptive-a posteriori procedure for the parametric formation of the target functional of the quality of the integrative physical and mechanical properties of the designed metal coating is proposed. The results of the study can serve as the basic elements of the mathematical language in the creation of automated design of precision nanotechnologies for hardening the surfaces of complex composite metal coatings on the basis of group accounting of multifactorial tribological, as well as anti-corrosion, tests. In this case, the main goal is not so much the formal accuracy of inferences, but rather the clarity of concepts in the development of general problems of tribology associated with precision modeling of nanostructures of complex composite metal coatings. The multivariate regression-tensor model for tribological / anti-corrosion tests is substantiated by means of the least squares identification of multivariate nonlinear regression equations with the minimum tensor norm. This approach, due to the abundance of available computational problems, as well as due to the possibilities that it opens up for applications of nonlinear multivariate regression tensor analysis, can acquire great (extended) significance in the problems of precision multifactorial nonlinear optimization of physicochemical processes. strengthening of complex composite metal coatings and metamaterials.

Vyacheslav Rusanov, Ilya Gubanov, Sergey Agafonov, Alexey Daneev
Open Access
Article
Conference Proceedings

Inclusive dictionary for people with disabilities through an accessible technological platform

One of the greatest challenges for people with disabilities is the lack of accessibility to information, and communication, in addition, to learning processes, which results in few possibilities for labor and social inclusion. Currently, in this sense, research and projects are carried out to promote strategies that allow greater use of ICTs in the acquisition and exchange of knowledge to reduce inequalities in terms of accessibility, especially for people with disabilities and, in general, for priority care groups. However, sustained processes are required that allow comprehensive accessibility to people with disabilities.According to studies carried out by the World Health Organization (WHO), it is estimated that 5% of the world’s population has a hearing impairment (World Health Organization, 2018). This community generally presents learning problems given the low effectiveness in the transmission of messages between listeners and non-listeners, and, regarding information and communication technologies, there are not enough computerized educational materials that facilitate communication and Autonomous Learning.It is important to mention that ICT plays a decisive role in teaching-learning in various educational environments. Undoubtedly, new technologies can supply means for improving teaching and learning processes, and managing educational environments in general, since they facilitate cooperation and collaboration between students. In addition, they contribute to overcoming social inequalities. Because sign language is the first language of the deaf community, and since it is expressed spatially and visually, it is necessary to produce multimedia content for the generation of computerized educational tools to properly transmit these messages. The present work is oriented toward facilitating sign language learning in people with hearing impairment, which contributes to their coexistence and interaction.We cannot fail to mention that the approach to nature is mediated by language. Without sufficient lexical background, any formative action is limited. It is essential to have a sufficient repertoire of terms that help the speaker understand and know her environment. Under regular conditions, vocabulary acquisition may be conditioned by diverse, but drawing events or conditions: access to physical or digital bibliography, limited educational experience, family environment little related to reading, etc. The increase in vocabulary in a speaker facilitates learning. Many reading comprehension problems begin with the impossibility of properly decoding words.The problem of access to vocabulary improvement is exacerbated for the deaf community and people with visual disabilities. The aggravation is because they do not exist in the Ecuadorian environment, dictionaries that offer information from the Ecuadorian lexicon not defined in general dictionaries and that, at the same time, contribute to the interpretation of sign language for the deaf community or that meets the standards of inclusion necessary to facilitate reading in users with visual disabilities.In this context, part of our work will be focused on determining which is the lexicon of Ecuadorian speech that deaf people do not know. We consider as a hypothesis that the lexicon unknown by deaf people mostly comprises terms with abstract or very localized references.In addition, we propose to propose the structure of the design of a technological platform of the dictionary. This web application would present the set of lexical entries defined in Spanish and expanded with an author appointment, accompanied by an image of the referent and a video with sign language interpretation of both the definition and the appointment. Each dictionary entry will offer automatic reading on the screen for the accessibility of no seers. The dictionary macrostructure will be composed of basic words and expressions of sign language to promote educational interest and facilitate and energize learning.The work will also be based on a methodology specialized in web applications such as OOHDM (Object Oriented Hypermedia Desing Methodology), on free tools for the manipulation of multimedia audio, video, and images such as Avidemux, Audacy, and Gimp respectively, in the Netbeans 14.0 development tool with JSF 2.0 framework. For integration with the database, PostgreSQL will be used.

Elking Araujo, Verónica Maldonado-garcés, Nelson Salgado
Open Access
Article
Conference Proceedings

Informed Materials: Design with Designed Materials as a Method

Materials link countless design issues we are concerned about the most nowadays: smart technology, digital/analog, user experiences, ecological environment, etc. Thanks to technological evolutions, designers are exploring new hybrid materials, which expands the contemporary design territories. The generation of new materials is due to the transdisciplinary dialogues among design, art, engineering, human-computer interaction, biotechnology, etc., but also thanks to designers' understanding, exploring, and manipulating the properties and attributes of materials in unconventional ways. The new attributes of these material innovations have the potential to subvert the conventional material selection in design, and provide inspiration for new design concepts, functions, and formal potentials. This approach, known as ‘Design with Designed Materials’, emphasises the triggering role of materials, especially for experimental design processes which link with various (artistic) research and creative methods. This paper will describe how the ‘design with designed materials’ approach contributes to new material explorations and innovations, where material can be informed by various aspects: digital, material intrinsic, or a combination of both. By action research, the paper will elaborate on which way ‘design with designed materials’ acts as a methodical approach in design research and design education. This is a transdisciplinary approach that combines the areas of drafting, known from disciplines such as architecture and design, with those of analysis, research and development of materials, which are known from engineering and materials technology. On the basis of an experimental and transdisciplinary approach, new material-based and material-induced design concepts are developed and researched, putting material at the beginning of the design process. This approach was validated in a series of teaching and designing activities, resulting in diverse design works that brought new logic to the use, exploration and transformation of materials, and the generation of design concepts. Four example projects are selected as representatives for describing four characteristics of materials design: properties, structures, interfaces and systems. This paper will share those results, bringing the insight that the new logic of materials is often beyond their original ‘inherent’ properties, which can trigger the new way of concept generations. Materials become carriers of a wide variety of information that enter into a dialogue with their environment, increasingly take on the role of the actual object and become informative and intuitive.

Markus Holzbach, Valentin Brück, Ziyu Zhou
Open Access
Article
Conference Proceedings

The development of a washable and durable smart textile to measure electrodermal activity for early stress recognition

This paper presents the results of the development of a new sock garment with integrated electrodes for monitoring physiological signals for stress detection in people with intellectual disabilities or dementia. Misunderstood stress-induced behaviours reduce the quality of life of these individuals and complicate caregiver support and treatment, as the correct interpretation of these behaviours. One of the physiological parameters most related to stress is electrodermal activity (EDA). It shows a direct response to the sympathetic nervous system activation ('fight or flight' response) in the form of a change in skin electrical properties such as skin conductance (SC) or skin impedance (SI). The phasic component of EDA is associated with short-term events and occurs in the presence of stimuli that control sweat gland activity. Therefore, analysis of this signal can be used as an indicator of emotional arousal or stress.To continuously measure EDA on an individual, a comfortable, durable, and easy-to-use carrier is essential. Current medical electrode patches (carriers) have limited user-friendliness because of their large shape and risk of skin irritation during extended use. Besides, the daily disposal of electrode patches would pose a major supply chain challenge and generate large amounts of medical waste. Furthermore, depending on the target group, classic wrist sensors may not be accepted by patients due to their discomfort and removed during recording. Considering the above limitations, a garment sock with integrated electrodes was proven to be the most efficient location in terms of signal quality, comfort, and an optimal alternative to standard medical electrodes. This allows the electrodes to be applied in one handling while maintaining permanent spacing and positioning of the electrodes on the skin. This garment can also be reused several times after regular washing cycles. Screen printing was chosen as a method for incorporating conductive electrodes onto garments. Conductive inks can be printed onto the garment directly or onto a thermoplastic polyurethane (TPU) film, which has been proven to be a suitable material for this type of integration. Screen printing onto these films offers both high flexibility and stretchability. The printing process allows the use of complex designs, such as stacking layers and printing dielectric insulating layers on top of the conductive layers. Different types of connectors were studied and designed to convert this stretchable film into a fixed connector tail with strain relief. Finally, test prints were made in a lab to validate each material and ink combination of silver, carbon, and dielectric inks. This aim was to achieve the desired robustness, and flexibility and to optimise the position of the sensors to achieve a good balance between patient comfort and good EDA signal output.The work showed that the use of advanced screen-printing technologies in the smart sock was the best solution to ensure high wear comfort while maintaining good signal quality even after repeated use and washing while maintaining low costs and high flexibility during production. In addition, the sheet-to-sheet production method proved to be cost-effective and enabled rapid changes in the material stack and sock design.

François Leborgne, Reon Smits, Maya Gencheva, Stefan De Vries, Erwin Meinders, Pierre Cluitmans, Chris Lee, Jan-carlos Kuhlmann
Open Access
Article
Conference Proceedings

Design of a serious game for the improvement of reading comprehension through the IPLUS methodology

Reading understanding is an indispensable ability for the educational training of every citizen. Designates a higher level than the mere fact of reading (decoding lingülistic signs). While reading already implies a great cognitive advance for anyone, reading comprehension requires more skills. Understanding a text always requires three previous areas. Two of them refer to basic functions: memory and attention. The other to training: is the knowledge of the world.However, even if there are these three elements, if there is not sufficient motivation and training approach to various types of texts, the degree of reading comprehension will be poor.In Ecuador, reading comprehension levels are still low. The standardized tests that the Ecuadorian State has applied to students for admission to public universities for 10 years are evidence of the serious delay in this skill. This situation would also explain the low levels of performance in other subjects, as well as the little cultural and educational development of the general population.The causes that contribute to this low reading comprehension of the Ecuadorian student population are multiple. They range from the high cost of the book, low access to technology, the absence of a network of public libraries throughout the country, an educational system with reluctant teachers to apply innovative methodologies for reading stimulation, etc.The insufficient application of innovative methodologies for reading stimulation has built the myth that reading is boring. Young people do not read because nothing in the social environment invites them to do so demonstrating that it is an authentically attractive and useful activity. In this context, this research set out to build a gamified application for the development of students reading students from 12 to 16 years of age.For the creation of this application, the IPLUS methodology and the Videujeos Roblox Studio Development tool were used. This video game allows to train students reading skills, through the use of exercises resolution in multiple choice questions and the Cloze test. Both modalities are based on understanding a text and selecting the correct answer from a set of options. While multiple choice questions are based on the text, for the Cloze test the words omitted systematically in a written text that contain empty spaces must be located. This anima was implemented in a 3D world in Roblox so that the student can strengthen his ability to reading his reading comprehension.Iplus is a methodology created for the design of serious games for educational purposes. This methodology uses a participatory approach focused on the user where requirements are taken with experts in pedagogy and the subject. The main phases of this methodology are identification, pedagogical objectives, game script, gameplay, and refinement.Regarding the implementation of the serious game, the gamified application contains challenges to strengthen reading comprehension in the player in different themes or missions: Costa, Sierra, and East, the three regions that make up the Ecuadorian territory. Each of the scenarios contains instruction signs, a Start button, a blackboard to enter the correct answer, and response options.This gamified application in Roblox is aimed at being a tool for learning and strengthening reading comprehension in school students close to paying the transform exam, the standardized access test to public universities. This can be done independently by students or being a support tool for teachers and their students since reading comprehension skills are applicable for a lifetime.With this work, the IPLUS methodology and the Roblox Studio software create a thematic environment where reading comprehension becomes a skill resulting from the player's enjoyment has been used. Stimulation and reading shake hands thanks to this application.The results obtained suggest that the gameplay can be improved to offer greater feedback to the user about the search for the correct answer to be such an extensive scenario. Finally, this application can expand its scope by using its playability dynamics to other areas of knowledge such as mathematics, natural sciences, and social sciences.Regardless of the extension of the readings, in the design, the extension of the texts can be adapted as well as their complexity so that the reading skill can be graduated. The application works very well with short texts such as those required by the Cloze test.

Verónica Maldonado-garcés, Elking Araujo, Mayra Carrión Toro, Erick Mayorga, Cristhian Muñoz, Ariel Pillajo, Marco Santórum
Open Access
Article
Conference Proceedings

Sculpting the fabric: Madame Grès’ emotional and innovative Pleating Technique

Madame Grès (1903-1993) worked for six decades in the exclusive world of Parisian haute couture, creating clothes as if they were living sculptures, always in search of the ideal dress.Her legacy was designs marked by a ceaseless quest for absolute beauty. Her long,draped dresses crafted with obsession and technical mastery are a profound reflection on fashion, time and memory. In its undying association with sculpture, her oeuvre encloses an inherent affirmative, solid, timeless perpetuity. Respect for the principles of design lies in Grès’s discourse with textiles; because it is a discourse, a thought that is transformed into matter, that grows pleat by pleat in a game of alternating light and shade. The couturier's folds enclose successive pain and mystery, melancholy and persistence, obsession and conviction. There can be no doubt that Grès’s gowns were designed for the female form, in the cutting and manipulation of the fabric, in a prodigious, precise technique in which nothing could be left to chance. This is why they are perfect examples of the highest calling of design.Nonetheless, it is precisely in the relationship between body and gown, the harmony and tension between the organic and inorganic, that Grès’s work goes beyond mere design. It moves naturally into the real world of creation, as the couturier’s gowns do not just dress the body; they become the body itself, in which fabric and flesh turn into a single, indivisible, absolute entity. Even though her oeuvre was much wider than the so-called “goddess dresses”, the long draped gowns, reminiscent of eternal time, became her archetype. Incontrast with the ephemeral nature of fashion, it is my goal to show in the course of this paper that precisely the opposite can be true, through the observation of the French couturier’s meticulous, emotional and innovative pleating technique, in which the role of avant-garde materials is crucial. The expressive use of pleating and drapery in all its limitless variation and fluidity along the outside is rightly considered to be Grès’ hallmark. Grès had a profound respect for the textile material, honouring its integrity, preferring not to cut it, and reducing its size through successive pleats — the amplitude of her dresses’ skirts could occasionally reach twenty metres in diameter. Grès’s work was unmistakably modern, though it did not seem to belong to a particular age. At the same time, it takes us back to a distant past and forward into the future. The evocative power of her gowns is absolutely breathtaking. It is ingrained in their materiality, the details of their construction, and the quest for perfection and for beauty. Although a woman of her time, bound by a cultural context specific to her epoch, there is a deliberate quest for timelessness at the very heart of Grès’ work, which, I argue, can be perceived in her technique. In a manual process, wrapped in an emotional dimension, each draping, rib, or pleat is worked minutely, actively taking part in the construction of the garment’s final shape. The initial width of the fabric could be reduced to a few centimetres by an exquisite pleating technique: to be kept in place the folds were sewn at the back, a sartorial innovation in the universe of Parisian haute-couture. Time seems to be suspended by this technical detail. In the light of the French philosopher Henri Bergson's theory, this suspension can be seen as durée, a moment of simultaneity, an experience of temporality based on a constant interaction between the past (the classical approach), the present (the moment of the making of the dress) and the future (the preview of the following repetitive gesture of making). In the draping of the fabric, we become conscious of the physical dimension of the hand that created the sculptural object, that carved the cloth as if it was stone, involving the body in a game of hide and seek, concealing and revealing its contours, emphasising its movements. It is this tension between the body and the fabric that brings the dresses alive, as the result of an emotional relationship between the humanity of the making process and the technical innovation of the textile material.

Anabela Becho
Open Access
Article
Conference Proceedings

Development of a Concept of Operations for an autonomous tram system

Public transportation is becoming smart and autonomous. Also trams and their operation environments are becoming autonomous, and it has been envisioned that in the near future trams could drive among other traffic in all conditions and circumstances. On the other hand, there are several challenges in the development of autonomous tram systems, since trams are operating in urban environments where high demands are set for sensors and sensor networks aiming at reliable detection of pedestrians and other vehicles. We are developing ‘The SmartRail ecosystem’ setting, which promotes transition from traditional engineering and manufacturing towards more advanced service and business ecosystem enabling a smart autonomous tram and integrated digital services for its whole life-cycle. The paper will present the development of a Concept of Operations (ConOps) for autonomous smart trams to demonstrate how they can be applied and utilized in public transportation in the future. The proposed ConOps can be considered as a boundary object in the design, validation or procurement of autonomous trams. We also propose that the ConOps should be maintained throughout the system life-cycle as an overview description and definition of overall goals and policies.A ConOps is a high-level description of how the elements of a system and entities in its environment interact in order to achieve their stated goals. The ConOps for an autonomous tram system will include, among others, the following information: overall goals and constraints of the SmartRail system, overall environmental characteristics, other stakeholders, main system elements and functions, operational states and scenarios, high-level performance requirements, system advantages and disadvantages, and human-autonomy teaming concept. Four different operational states will be considered: 1) starting a morning shift at the tram garage; 2) approaching a pedestrian crossing; 3) approaching and passing a tram stop; and 4) crossing other vehicles. The effect of seasonal conditions and weather events are also considered. A ConOps diagram has been drawn to illustrate how different stakeholders and the operating environment interact, and what kind of information is shared between different stakeholders.A special attention will be paid on the development of human-autonomy teaming concept for smart autonomous tram systems. A typical autonomous framework is based on a cross-tabulation of a scale of level of automation with stages of human information processing for a set of operational situations. We propose flexible automation solution in which the control function can be flexibly allocated to the automation or to the human operator at different phases of a tram route.Various knowledge elicitation techniques were used to gather relevant information for the ConOps: The development of the ConOps is based on a literature review, semi-structured interviews of tram drivers and trainers, and group interviews of experts working on research and development of autonomous road vehicles.

Jari Laarni, Antti Väätänen
Open Access
Article
Conference Proceedings

How to support and integrate operators in CPPS: Insights from competency modelling for adapt and exchange scenarios

Cyber-physical production systems (CPPS) with its high automation and digitalization levels are capable of executing most tasks automatically. Further, their architecture allows for system changes in rather short times spans. Thus, operators facing these challenging features of CPPS have fewer chances to consolidate their competencies or to build a proper mental model. However, operators must be able to step in whenever automation reaches its limits. For a successful manual intervention, operators need to be integrated and supported in the best ways possible. This paper presents a competency model with ten competencies assigned to three clusters for adapt and exchange scenarios for CPPS in process industry. Approaches for integrating operators and designing assistance strategies can be derived from this model. Further, the model itself and the approaches are discussed.

Felix Miesen, Leon Urbas, Susanne Narciss
Open Access
Article
Conference Proceedings

Aesthetics Evaluation Method of Chinese Characters based on Region Segmentation and Pixel Calculation

With the increasing demand for using and the great enrichment of Chinese fonts, how to quickly evaluate the beauty of fonts has become an important issue in the current design. However, Chinese characters are difficult to judge and quantify, and have strong aesthetic subjectivity. At the same time, the evaluation of Chinese characters is abstract, which is difficult to meet the application needs of today's rapid font design and evaluation.Based on the attributes and aesthetic characteristics of Chinese characters, this paper calculate and verify the beauty of Chinese characters. According to the traditional Chinese character aesthetic evaluation index - balance and stability, this paper evaluates the Chinese character font. First, the Chinese characters are placed in a 600*600 pixel rectangular box and divided into 25 small 120*120 pixel rectangular boxes to realize the quintuple segmentation of Chinese characters. Secondly, the left-right and up-down balance degree, left-right balance degree, stability degree and their corresponding pixel calculation methods are proposed as the indicators to evaluate the beauty of modern Chinese characters. According to the calculation method proposed in this paper, the five Chinese characters of the two fonts are selected to calculate their left-right balance index, upper-lower balance index and stability respectively, and calculate the average value as the beauty of the font. In addition, subjective evaluation experiments are conducted to verify whether the calculation method can reflect the user's subjective feelings.In the discussion, the possible future directions are put forward and given.

Weigang Wang, Xinyue Wang, ChengQi Xue
Open Access
Article
Conference Proceedings

Evaluation of Microwave Oven Control Panel Interface Based on Aesthetic Calculation

In the process of human-computer interaction of people using microwave ovens, the interaction interface is the control panel of the microwave oven. The aesthetics of the interface layout directly affects the interaction experience, and also indirectly affect the interaction efficiency. In order to evaluate the aesthetics of the control panel interface layout, this study selects six aesthetics indicators from the interface aesthetics calculation: balance degree, symmetry degree, simplicity degree, economy degree, density degree, and integrity degree, and then quantifies them respectively by mathematical methods and uses hierarchical analysis to calculate the weights of each indicator, using a combination of subjective and objective methods to explore the quantitative calculation method of aesthetics, while evaluating the overall interface aesthetics. Finally, I use five different interface layouts of five microwave ovens as examples to verify the validity of the above findings in evaluating the aesthetics of the control panel.

Yuzhen Qiu, Haiyan Wang
Open Access
Article
Conference Proceedings

Aesthetic Evaluation of Music Apps Interface Based on Aesthetic Calculation

This study selects balance, order, simplicity and proportion for quantifying to propose a comprehensive aesthetic calculation method for the layout of interface which verified by the music apps.

Xinran Yan, ChengQi Xue
Open Access
Article
Conference Proceedings

Aesthetic Computational Model and Experimental Research Based on Seeking the Particle of Image Elements

As an important part of interface design, interface layout has attracted more attention. Previous researchers used mathematical methods to explore the relationship between interface layout and user aesthetics in order to quantify users' subjective feelings. However, the current computational aesthetic quantification algorithms generalize the interface elements into rectangular boxes for unified treatment by default. In the interface layout, graphic elements with different shapes will bring users different levels of aesthetic attraction. Therefore, simply "dividing" the interface elements into a series of rectangular blocks for attraction evaluation will affect the objectivity of the results. This paper proposes a computational model based on seeking the particle of image pixels and makes a multivariate linear analysis between the subjective score and the calculated values under the two computational models to explore whether the improved evaluation method is more in line with people's perceptual aesthetics. The calculation method of balance (BM) is taken as an example to verify. In the experiment, six test images are selected, and the number of image pixels and the centroid of pixels are counted with the help of Matlab and other software, which verifies the accuracy and objectivity of the new calculation method to measure the aesthetic layout of interface elements. The results show that the fitting effect between the data obtained by the beauty calculation model based on pixel particles and subjective ratings is better, which is more in line with the user's subjective preferences. Aesthetic calculation is the design trend in the future.

Caini Liu, ChengQi Xue
Open Access
Article
Conference Proceedings

The visual beauty of text overlay images of different proportions of pictures

Perceived visual aesthetics is of great significance for the design of human-computer interaction interface. There is much research on interface aesthetics in the academic community. There is evidence that perceived visual aesthetics has an important impact on user experience and interaction, and many scholars have put forward the calculation model of perceived visual aesthetics. This study research the text overlay image. Compared with the traditional text surround image, the text overlay image changes the visual perception aesthetics of the image by embedding the text into the image. Text overlay image is usually superimposed on the image by a piece of text or several pieces of text, which blocks the background area of the image and affects the overall interface aesthetics. However, the text overlay image is applied to various places. In this study, the background white space calculation model (WBB) based on bounding box is used to calculate the perceived visual aesthetics. Explore the visual aesthetics of text overlay images under three proportions: golden section ratio (1:0.618), root mean square ratio (1:0.707) and integer ratio (1:1). The experiment uses the calculation model to obtain the proportion of the blank area of the text covered image in the image background. The subjects' subjective evaluation of different proportion interfaces is obtained through the Likert scale. The results of the two are compared to obtain the proportion of the optimal visual beauty under the text covered image. The results show that: ① in terms of the image length width ratio, the visual aesthetics of the text overlay image with the length width ratio of 1:0.618 is better when the text line spacing is 1 times, and the visual aesthetics of the image with the length width ratio of 1:0.707 is better when the text line spacing is 1.5 times. When the line spacing is 1 and 1.5 times, the visual aesthetics of the image with length width ratio of 1:1 is the worst; ② In terms of line spacing, when the line spacing is the same (1 or 1.5 times the line spacing), the subjects think that the proportion of the blank area of the text covered image with high visual aesthetics in the image background is 0.7218-0.9040. When the line spacing is different (1 and 1.5 times the line spacing), it can be speculated that the visual aesthetics of the text covered image is closely related to the blank area of the image background, In order to obtain a text overlay image with high visual aesthetics, we should consider not only the proportion of the image, but also the blank area of the image background.

Yujia Li
Open Access
Article
Conference Proceedings

Layout evaluation of interface of TV remote controls based on analytic hierarchy process

In order to quantitatively evaluate the beauty of the interface layout of the TV remote control, six beautification metrics are selected: balance, symmetry, continuity, cohesion, integrity, simplicity, and regularity, and quantify them separately. The analytic hierarchy process is introduced to calculate the weight of each indicator, and a comprehensive beauty calculation formula method for the layout of interface elements is proposed. Taking the interface element layout design of several TV remote controllers sold in T-mall software as an example, the objectivity and accuracy of the calculation method for evaluating the aesthetic degree of interface element layout are verified, and the weight of each aesthetic element can be reflected. The degree of influence of indicators on the comprehensive beauty of the TV remote control interface design helps guide designers to understand the importance of each indicator to the TV remote control interface design, and to improve the interface layout design of such products.

Tong Li, Meng Qian Tian, Xingsong Wang
Open Access
Article
Conference Proceedings

A comparative study on the layout of interface elements of two types of Web pages with different uses based on beauty degree calculation

Based on the beauty degree calculation method proposed by Lei Zhou, et al (2013) including thirteen formulas to calculate the different attributes of the layout of interface. This paper selects six attributes to study interface elements aesthetic, such as balance, symmetry, integrity and so on, and conducting an experiment to verify the calculated results with the participants subjective evaluation results. In this study, eight different web pages were selected to evaluate the layout of interface elements, including four cultural and educational web pages and four shopping web pages, which can roughly represent the mainstream web design of these two types of web pages. First of all, the layout of selected interface elements was calculated by Matlab software(https://ww2.mathworks.cn/en/products/matlab.html?s_tid=hp_products_matlab). In the second step, Likert seven-point scale test was used to let the subjects score the beauty degree of each page. And finally, the two groups of data were compared to draw a conclusion. According to subject's evaluation, southeast university library homepage layout got the highest score of 5.5 points. Compared with the calculation results of beauty, it is consistent with the calculation results, and has achieved high scores in the calculation of attributes in balance, integrity, cohesion and proportion beauty. This shows that for the layout of the subjective evaluation and the degree of the calculation results are largely consistent with, the scientific and accuracy of the beauty degree calculation is highly can help the designers to improve interface configuration and design layout.

Huang Yongzhe, Beibei Sun
Open Access
Article
Conference Proceedings

User-centred generation of early-concept Mobility-as-a-Service interface designs aimed at promoting greener travel

With the increasing focus on sustainable travel, there is a particular need for easier journey planning that connects people in areas of current high car dependency with employment and other activities using greener transport modes. Mobility-as-a-Service (MaaS), which may be accessed from a mobile application (app), allows integration of various transport modes along with booking and payment functions into a single mobility service. Careful consideration of a MaaS app interface design is required for it to encourage active and sustainable travel amongst users. This study applied the Design with Intent tool with the aim of generating novel MaaS interface design concepts to support and encourage sustainable journeys in five design workshops involving 23 participants. Participants used 22 design cards each showing a design pattern and applied example from another field as inspiration. They worked in groups to discuss a range of MaaS design ideas that may encourage more frequent use of public transport and active travel. General topics discussed within the workshops included design ideas for: providing relevant information that assists easy and efficient journey planning and execution relating to the use of sustainable travel; promoting achievement of goals and pursuit of value; helping habit formation through positive reinforcement; and enabling personalisation of information to better suit users’ specific needs in travel. Further work is needed to determine which of the resulting design ideas could be implemented within a MaaS app.

Jisun Kim, Henrietta Howarth, Joy Richardson, John Preston
Open Access
Article
Conference Proceedings

The Iconography of Mobility as a Service (MaaS) - A Focus Group Study

Mobility as a Service (MaaS) smartphone applications (apps) are designed to allow users to plan, book, pay for and navigate journeys across a range of travel modes including own or shared car, active travel (walking, running and cycling), micromobility (e-scooters and e-bikes) and public transport. By giving the user trip-specific information about each mode it is hoped MaaS may provide a solution to increasing the use of sustainable travel options whilst encouraging active travel, thereby reducing car use. MaaS apps are being adopted to help develop healthy, liveable urban spaces worldwide.Typically in app design, due to the limited screen size of a mobile phone, icons are frequently used to depict physical artefacts such a vehicle types and items in the real-world environment but also to convey the non-physical such as instructions and waiting times. Icons are used for these purposes as they take up less space than text and should be able to be universally understood. In order to make MaaS accessible to all members of the community icons need to be easily interpreted without the need for prior knowledge or learning. As these apps are being developed concurrently by both commercial and public organisations in many countries it is becoming clear that the icons used within the interface by developers vary a great deal. Yet it is not clear which of the icons are most effective in conveying specific meanings. In order to determine which icons should be used in a new MaaS app currently in development six focus groups were held in which members of the public were asked to comment on a variety of icons from three MaaS apps. 22 participants were recruited of which 14 were women and 8 men. This followed a model which had been previously used in the icon design in interfaces for automated driving. The participants considered the icons out of context individually in workbooks and then in context as a group, explaining what they thought the meaning was, based on form, interpretations based on colour and the ability to be understood by a diverse population. Finally, in a group discussion, participants compared icons from each of the different apps that were intended to have similar meanings. This was in order to understand which elements they liked, disliked and their preferred choice of icon. The participant’s comments were thematically analysed and commonly occurring design aspects were identified. These included confusion arising from the use of almost identical icons representing different artefacts across different apps, for example a bus representing a vehicle in some apps and a bus stop in others. Findings suggested concepts such as multi-modal travel or all public transport were considered hard to represent graphically and needed text labels. The most commonly discussed topic related to the use of colour. Discussions indicated lessons learnt by the participants from other domains were applied to the icons in the MaaS app. This meant the use of colour was imbued with meaning even where none was intended, particularly the use of red where it was frequently interpreted this meant that there were problems with those services such as delays or cancellations. Results of this study were used to develop a set of design guidelines for future icon design within MaaS Apps.

Joy Richardson, Jisun Kim, Henrietta Howarth, John Preston
Open Access
Article
Conference Proceedings

The relationship between the performance of the star and the shape of basketball sneaker and the prediction of the shape design

With the development of the economy and society, the concept of industrial design has undergone great changes, forming the modern "human-centered" concept. Therefore, the key research topic is how to connect products with users and design customized products for users. This research combines perceptual engineering, analytic hierarchyprocess and experimental calculations, combined with the famous stars of the American Basketball Association, to establish a prediction of the feature recognition and shape design of stars and basketball shoes. Firstly, we use questionnaires, 40 famous fans select the adjectives that best represent basketball shoes. Secondly, evaluate the performance of players from mental and physical dimensions for quantitative analysis; then evaluate the appearance of 20 pairs of basketball shoes (4 stars and each star selects the latest 5 generations of basketball shoes) and modeling analysis, to classify sneakers that match the stars; in SolidWorks CAD, the vector shape is obtained, and the key modeling parameters are calculated. Finally, a rough model is established between player performance and shoe modeling in the modeling index. Qualitative relationship, and when designing the next generation of star signature shoe styling, the product is quantitatively estimated to a certain extent and styling is controlled by star design. This study found that star performance is strongly related to basketball sneaker shape. And it allows designers to grasp the direction of signature shoe design in a short time.

Xingjian Liu, Xingsong Wang
Open Access
Article
Conference Proceedings

Effects of Visual Anchors in Sequential Presentations of Data Visualization

Nowadays, people need to process a great deal of complex information, and make more elaborate estimations or decisions. One particular concern when handling complex information is that the first piece of information tends to bias cognition and results in estimation deviation, which is referred to as the anchoring effect. Currently, some researchers on information visualization suggest that anchoring effects can not only be found in classical numerical anchors, but in the form of visual anchors. Recent research concerning the anchoring effects in visualization investigated the existence of anchoring effects in a variety of forms and tasks of data visualization. However, these studies seem to focus only on evaluating whether users are subject to anchoring biases in a way similar to previous studies from psychology, and it is still unclear how various sequential presentations of information affect decision-making. The present study is aimed to investigate the effects of different presentations of anchors on the performance of decision-making, thus providing some support for mitigating this kind of cognitive bias.Methods To investigate, two within-subjects experiments were performed. In both experiments, participants were tasked to estimate the value of target stimuli, which presented after anchoring stimuli. In Experiment 1, A 2 (anchor value: higher vs. lower) ×2 (anchor source: experimenter-provided vs. self-generated) experimental design was adopted, to check if these factors of anchoring stimuli play a role in numerical estimation. Based on the results of Experiment 1, showing no anchoring effects under the condition of self-generated anchors, the purpose of Experiment 2 was to evaluate how different presentations of experimenter-provided anchors (with four conditions: control, clockwise, counterclockwise, and vertical) facilitate or hinder visual information processing, thus affecting decision-making. User behavior and performance in decision-making were assessed through multiple behavioral metrics, including an estimation value metrics, an estimation accuracy metric based on the correctness and a time-of-task metrics.Results Evidence of anchoring effects was presented by analyzing a variety of presentations of visual anchors. The data of Experiment 1 revealed that when responding to experimenter-provided anchors, the estimation of the target stimuli was affected by the prior anchoring stimuli, while the same results were not observed under the condition of self-generated anchors. It is shown in the Experiment 2 that these four different types of visual anchors were comparable on most metrics, and there are significant differences between three experimental groups and the control group. Then implications of our results on future work was discussed, such as the need for more physiological and electrophysiological methods to investigate underlying neural mechanisms, and raise concerns on how to alleviate anchoring biases through the design of data visualization. Conclusions To sum up, the existence of anchoring effects in data visualization was uncovered under two sources of anchors. Moreover, the effects of anchors of different presentations on decision-making was evaluated by comparing four types of visual anchors through various behavioral metrics. Our findings of this study open the potential for discovering biased visual information processing and judgements, as well as bring some insights into the design of data visualization, which might be applied to information visual analytic systems.

Xinyi Tang, Linlin Wang, Ningyue Peng, Chengqi Xue
Open Access
Article
Conference Proceedings

An objective aesthetic evaluation method of CNC machine tool based on aesthetic degree calculation

According to the method for beauty degree calculation proposed by Ngo (2003), beauty degree calculation has been widely used in designing the shape of various objects and the aesthetics of various interfaces. He quantified the interface by dividing the interface into 14 indicators such as balance, symmetry, cohesion, and simplicity to achieve the objectification of beauty evaluation. This paper mainly studies the relationship between the interface aesthetic and the CNC machine tool evaluation by comparing the results of the machine tool's beauty degree calculation results and the participants' subjective evaluation scores, to verify the application of the beauty degree calculation on the evaluation of machine tool design, providing an idea for future machine tool design. First, 6 classic machine tool schemes were selected, and 8 related indicators were pre-processed through a questionnaire survey to obtain the 6 participating elements that the participants thought were most relevant to the appearance evaluation of the machine tool, to avoid subsequent elements interfering with the subjects' scoring. Then, 4 different types of machine tool were selected which can mainly represent the mainstream machine tool design, and the scores of 6 interface elements were calculated by MATLAB software to obtain the ranking. (https://www.mathworks.com/products/matlab.html) In the second step, the questionnaire was used to ask the subjects to rank the beauty of each machine tool design. Finally, the experimental beauty degree calculation results are compared with the subjective evaluation result. Compared subjective questionnaire result with the calculation results, the ranking of the calculation results is consistent. This shows that the beauty degree calculation results of the beauty of the machine tool are consistent with the subjective evaluation. The application of the beauty degree calculation in the evaluation of the CNC machine tool design scheme is scientific and accurate, which can realize the objective evaluation of the appearance of the machine tool and help the designers to improve the design scheme and design layout.

Xianzhao Fang, Jianrun Zhang
Open Access
Article
Conference Proceedings

Evaluation of the Effect of VR Disaster Experience in Familiar Environment

The number of natural disasters has been increasing in recent decades, and the amount of damage becomes enormous. To reduce the damage, it is crucial that people become more aware of disaster prevention and takes action for disaster prevention and mitigation. As disaster education to raise awareness, a method using virtual reality (VR) has been attractive because the VR disaster experience is more realistic than a video showing the scene of a disaster and requires less equipment than a simulated experience using a quake simulator. It can also reproduce disasters that are difficult to experience in reality, such as fire. However, in conventional VR disaster experience systems, it is possible to experience only a specific environment that the designer has selected and created in advance. The environment is often different from that in which users spend their everyday lives. Therefore, it was difficult to feel a sense of reality and fear that a disaster might actually occur. In addition, from the viewpoint of reviewing disaster countermeasures, there were few points that could be used as references. In order to solve this problem, the authors have developed a system that automatically creates a VR space that enables users to experience a disaster based on images captured by cameras. This system makes it very easy to experience disasters in the environment, which they spend everyday lives in, constructed from pictures taken by them. Moreover, it may raise awareness of disaster prevention. It is not clear, however, to what extent the experience of a disaster in a familiar environment is effective, or how the psychology of the experiencers changes when they experience a disaster in a familiar environment.The purpose of this study is therefore to evaluate whether the users’ awareness of disaster prevention improve when they experience the VR disaster experience in a familiar environment like their own room. In this study, earthquake and fire are treated as disasters to be experienced.In the experiment, participants were asked to take pictures of the room in which the participant spend their most of everyday lives, and to experience virtual earthquake and fire in the room created from the pictures and in the non-familiar environment. After experiencing each disaster experience environment, they were asked to answer a questionnaire about their awareness of disaster prevention, which included a sense of reality, a sense of fear, a sense of familiar environment, communication intention, disaster risk perception, anxiety and disaster prevention behavioral intention. The results were used to compare the effects of each disaster experience environment on the awareness of disaster prevention.The results of the evaluation experiment showed the possibility that the familiar environment can trigger participants to imagine that a disaster will actually happen to them, and can increase their awareness of disaster prevention. On the other hand, the results also suggested the possibility that participants are more likely to notice unnatural places in the experience such as objects’ movement in earthquake and the origin of fire because it was very familiar environment for them.

Wataru Asaba, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda
Open Access
Article
Conference Proceedings

Effect of the intermittent aroma stimuli on work performance: analysis using the drop point of time-series intellectual concentration

With the rapid development of information society, the importance of knowledge work is increasing. Such knowledge work performance has been evaluated in various ways. The authors have developed and used CTR (Concentration Time Ratio), which is a performance evaluation index based on the ratio of time spent concentrating on a cognitive task for a total task conducted time. Although work concentration changes from moment to moment due to fatigue accumulation, distraction, and other factors, CTR ignored the time-series changes in performance while conducting the task.In this study, a new analysis method was applied to evaluate the effect of intermittent aroma stimuli on work performance, which was evaluated previously by CTR [1]. Totally 88 answering time data of the comparison task [2] that 22 participants performed 2 sets each in 2 conditions, with-aroma and without-aroma were included. Comparison task is a cognitive task developed to evaluate the workers’ intellectual concentration during conducting the task, which requires numerical and language processing, comparison and judgement [2]. Time series data of concentration were generated using the method used in our previous study [3]. In the with-aroma condition, aroma stimuli were presented for 10 seconds every 5 minutes. Therefore, the time window was decided to be relatively shorter to capture short-term temporal variation in concentration on task. We focused on the drop points of concentration. The drop points represent the timing at which the participants restarted concentrating and solving the cognitive task after slowing down due to fatigue accumulation or other factors while conducting the task. In other words, it is expected that there are more drop points when they were unable to maintain their concentration during the task time.When comparing sets conducted at the same time in two aroma conditions, in the group in which the average concentration value improved in the with-aroma condition (n=26), the average number of drop points was higher in the without-aroma condition. On the other hand, in the group in which the average concentration value decreased in the with-aroma condition (n=18), the average number of drop points was higher in with-aroma condition. It was suggested that for the participants whose concentration were improved by the intermittent aroma-stimuli, the occurrence of drop points was suppressed in with-aroma condition.[1] Kimi Ueda, et al.: An Objective and Quantitative Evaluation of Intermittent Aroma Stimuli on Intellectual Concentration. AHFE 2020 International Conference, pp.245-251, 2020.[2] Kimi Ueda, et al.: Development of a new cognitive task to measure intellectual concentration affected by room environment, ICHES2016 Nagoya, 2016.[3] Kimi Ueda, et al.: An Analysis of the Effect of Integrated Thermal Control on Cognitive Task Performance Using Time-Series Changes in Intellectual Concentration. AHFE 2022 International Conference. vol 56. pp. 205–210.

Kimi Ueda, Kohei Yumura, Hirotake Ishii, Hiroshi Shimoda, Fumiaki Obayashi
Open Access
Article
Conference Proceedings

Metavethics: Ethical, integrity and social implications of the metaverse

This article outlines some of the major ethical and social questions raised by the birth and growth of digital, virtual environments and the metaverse. The metaverse, also known as a virtual digital space, is rapidly taking shape and forecasts from various analysts predict that this technology is going to generate a vast number of disruptive changes that can impact the privacy, safety and social sphere of human beings, giving rise to new ethical challenges and opportunities which need to be addressed. As a pioneering work, this article examines via a semantical approach the etymology and evolution of the term ethics across different domains and also the term metaverse and enquires into how ethical questions, principles and approaches can influence the design and development of a good metaverse. This article emphasises the relevance of the sociological, anthropological and philosophical dimensions of the ethical discipline in relation to digital, virtual environments and the metaverse. Metavethics, a new field of study and domain of expertise, approaches the scientific and the broader, technology-oriented communities with new questions and inspiring opportunities for the creation of digital, virtual environments that are framed within the context of acknowledging positive ethical implications for human beings. This article aims to create a foundation upon which new knowledge can be built and create a conversation around a complex and fundamental concept of the ethics of human behaviour and the metaverse.

Matteo Zallio, P John Clarkson
Open Access
Article
Conference Proceedings

Evaluation Planning for Artificial Intelligence-based Industry 6.0 Metaverse Integration

The article presents an image of Industry 6.0 (I6.0) metaverse integration based on an extensive study of selective literature. The Key Enabling Technologies (KETs) developed from industry 1.0, which showcased steam engines, to the information age 4.0, which includes Automation and Robotics (AR) and Additive Manufacturing (AM), are briefly discussed. The aim is to know how manufacturing practically links to the connection between business partners' core competence, the Global Supply Chain (GSC) pattern, and how Human Systems Integrate (HSI). The level of I5.0 requires highly developed systems, and manufacturing robots must consider Human Factors (HFs) for safety reasons. In addition, the design office must also consider human health and safety. HSI requires these Robot Factors (RFs) for humans to work in the manufacturing environment without being restricted. This work investigates how Artificial Intelligence (AI) can be transferred to a robot in practice by creating a test setup for sharing human behavior with high sampling frequency devices. Developing models that can promote the future of cognitive Augmented Reality (AR) will increase the immersion of initial steps of the metaverse in the new generation internet. In the proposed clinical test setup program, we deal with the procedures related to the model's production from a meta-level with a futuristic vision to long-term progress in this field of research. The relevance and promising potential of the recent research conducted in this area suggest that the proposed approach is highly significant in enabling future studies.

Janne heilala, Khushboo Singh
Open Access
Article
Conference Proceedings

The influence of background, layout and color elements on the beauty index of search engine interface

It is well known that the aesthetics of interface design are often evaluated in various qualitative or quantitative ways. As a quantitative index, interface beauty has been widely used in the evaluation of interface aesthetics. Search engines are the first choice for users to quickly obtain information. Improving their interface design based on quantitative evaluation can effectively enhance the aesthetics of the interface design and enhance the user experience. This paper selects six basic beauty indicators: sense of order, sense of association, simplicity, sense of union, intensity and sense of regularity, to evaluate the beauty of the layout and background elements of the search engine interface, and to study its impact on the influence of interface beauty. In addition, by introducing the colour balance index, the influence of background elements of different levels on the beauty of search engine interface under different colours is evaluated. The result shows that background pictures can improve the beauty of interface, and the lower the beauty without background, the higher the degree of improvement. There is no significant difference in the improvement of beauty between different backgrounds, indicating that the layout of elements has a greater impact on the beauty of the interface than the background image.

Haoyue Dai, ChengQi Xue
Open Access
Article
Conference Proceedings

Tradition, Desire, Techno-Orientalism and Popularity: Oriental Elements in the 21st-century Cyberpunk Video Games

Cyberpunk is one genre with distinctive features, which depicts an apocalyptic world seeing technology as associated with capitalist oligarchy with highly solidified social identity and social class (Akşit and Nazlı, 2021). Nowadays, research about cyberpunk video games mainly focuses on the visual aesthetics of cyberpunk video games (Johnson, 2017). We adopted content analysis first to identify the oriental visual elements in 6 video games: Cyberpunk 2077 (CD Projekt RED, 2020) (CP2077), Gamedec (Anshar Studios, 2021), The Red Strings Club (Deconstructeam, 2018) (TRSC), VA-11 Hall-A: Cyberpunk Bartender Action (Sukeban Games, 2016) (VA-11 Hall-A), Shadowrun: Hongkong (Harebrained Schemes, 2015) (SRHK), and Tales of the Neon Sea (Palm Pioneer, 2019) (TNS), then analyze the historical and ideological reasons of using these elements on behalf of semiotic theory. This study reveals that using such elements in the 21st-century cyberpunk video games reinforces the stereotypes of Techno-Orientalism to a certain degree. However, these elements are mostly decontextualized as a representation of oriental culture and have no distinct error of oriental elements used but are mainly used to identify art style, which could be a helpful strategy for commercial selling.

Chengkai Xu, Weiting Li, Laila Zhong, Xuewei Li, Qingyuan Lyu, Yuran Guo, Fang Liu
Open Access
Article
Conference Proceedings

Visual aesthetic calculation and evaluation model of background pattern formed by the repeated arrangement of single patterns

The background pattern formed by the repeated arrangement of a single pattern is widely used in modern interface design, textile, and packaging design. The existing aesthetic evaluation of such images is mostly based on subjective evaluation. This paper proposes two different calculation models for the proportion of a single element on a page and the calculation model for the density of a single pattern arrangement. This paper will design an experiment to study the influence of the proportion of a single pattern in the cell and the arrangement density on the page aesthetics of this type of background pattern. The conclusion of the experiment is as follows: for a fixed number of cells on the page, when the proportion of a single pattern area is about 0.5, the page will get the best aesthetic feeling; When the area proportion of patterns on a page is constant, the page beauty increases with the increase of pattern density. When the density increases to a certain value, that is, 5-8 single patterns per 100 pixels in the horizontal or vertical direction, the page beauty is the highest, and then the page beauty decreases with the increase of pattern density. This experiment provides a theoretical basis for the design and evaluation of patterns.

Shuandong Cui, Yan Zhang, Yunfei Chen
Open Access
Article
Conference Proceedings

The possibility of generating color scheme based on art works for Web Design

With the rapid development of big data and computing power, the use of artificial intelligence in the design field is becoming more and more widespread, and web design is one of the areas that benefit significantly. And one of the extremely important elements of web design is color, where the selection and matching of colors has a significant impact on the message of a web page. However, automatic color design for web pages is challenging, as it must not only meet aesthetic goals, but also try to ensure emotional communication. In this paper, we propose a method for extracting web page color schemes from artworks. Based on the artworks where the emotional tone has been determined, the main color palette is extracted from them and applied to the web design to achieve the unity of aesthetics and emotion. The extracted color combinations were applied in a typical web color design scenario, followed by the SD semantic difference method in order to explore users' emotional responses to various color-coordinated web pages and verify the effectiveness of the method. The results show that it is feasible to extract color schemes from artworks, but the emotional tone has no direct relevance.

Yanyan Song, Yunfei Chen
Open Access
Article
Conference Proceedings

Evaluation Method of TV Wall Layout Design

This paper proposes the design priority of the aesthetic elements of the TV wall layout through the analysis of concepts of Aesthetics calculation. Firstly, this paper selected 9 representative TV wall layout design samples and simplified 7 main indicators among indicators proposed by Ngo through interviews. Then, the calculation result matrix of the beauty index is calculated by Matlab, and then the subjective evaluation method is used to obtain the weight of each beauty index of the subjective evaluation method. Then, combined with the entropy method, the result is obtained in the mathematical calculation. According to the subjective evaluation method, the weights were artificially revised, and finally the weights of the seven aesthetics indicators for the layout design of the TV wall were obtained, and the priorities of the aesthetic development were sorted. Finally, verified the reliability of the mathematical modeling results through the establishment of a five-point Likert scale method. This paper establishes the design priority of the elements of TV walls layout and provides some design guidance for TV walls.

Haoyu Jiao, Jianrun Zhang
Open Access
Article
Conference Proceedings

Scenario-based public nebulization equipment prototype design for inhaled vaccine application

Vaccination is becoming one of the most important epidemic control measures in the post-pandemic era, and the pandemic has accelerated the development of various forms of COVID-19 vaccines. The inhaled vaccine has entered clinical trials as a more convenient form of vaccination. However, the nebulization equipment used in the experiments was not specifically designed for the public health care scenario of inhaled vaccine nebulization. It could not reflect the advantages and characteristics of the inhaled vaccine. This study is based on the scenario-based design theory to design practical application solutions for inhaled vaccine nebulization equipment. Methods: Using a scenario simulation experiment and semi-structured interviews we identified the behavioral requirements of medical staff in the inhaled vaccination scenario and invited expert participants to validate. Results: Based on interview analysis, 20 behavioral requirements and an inhaled vaccine medical staff persona were identified. Five optimized scenarios were designed according to scenario-based design theory. Scenarios were evaluated by expert participants, and the prototype was developed based on feedback. The prototype design concept focused on "optimizing human-machine interaction", "improving disposable inhaler design", and "optimizing vaccine reagent dosing process". Conclusion: The prototype was evaluated by experts to be effective and reasonable for practical application scenarios of the inhaled vaccine. Scenario-based design can be a useful tool for innovative product design in public medical service scenarios.

Tianyi Sheng, Xiaoli Qiu
Open Access
Article
Conference Proceedings

The Influence of Visual Balance of Interface Elements Layout on the Attractiveness of APP Guide Pages

Guide page design is an important part in APP design. A good guide page can attract users' interest and attention in a short time and effectively transmit information. Therefore, attractiveness is a key factor in evaluating design of APP guide pages. In the actual design activities, most of the interface elements in guide pages are arranged in the form of high balance. In order to explore the relationship between attractiveness of APP guide pages and this arrangement, this study collected samples of 40 guide page design and the corresponding user access data from zcool.com (a well-known Chinese design social website). Interface aesthetic evaluation method is applied to calculate the value of the three indicators (balance, equilibrium and symmetry) associated with visual balance, SPSS analysis results show that visual balance has an important potential impact on improving the attractiveness of APP guide page.

Yang Wang, Yan Zhang
Open Access
Article
Conference Proceedings

Optimization of Human Machine Interface Beauty Calculation System

Ngo et al. proposed 13 quantitative indicators to measure interface beauty in 2003, but the weight of each quantitative indicator was not determined, and the role of users' subjective emotional factors was not considered. Based on the calculation system of interface beauty proposed by Ngo et al., this paper uses factor analysis method to determine the correlation and weight of various quantitative indicators to simplify the calculation method of interface beauty, uses the analytic hierarchy process method to consider the user's subjective emotional factors, and proposes a new calculation of interface beauty to better guide the interface design optimization.

Chi Yueyue, Yunfei Chen
Open Access
Article
Conference Proceedings

The characteristics of fashion magazine layout design style based on aesthetic measure model

The design style of a magazine is the key to attract readers. At the same time, the layout design of the magazine is an important factor affecting the style of the magazine. The purpose of this paper is to study the style of fashion magazines, combined with mathematical model to quantitatively analyze the layout of the same style of magazines, and get the quantitative relationship of relevant parameters, so as to provide guidance and help for the layout design of fashion magazines.

Xiaoqin Zhou, Yunfei Chen
Open Access
Article
Conference Proceedings

Design skills learned by non-designers to improve their lives

In this article, the design competences transferable to Non-Designers (N-D) are deepened. to this end, the acquisition process of these tools and their impacts on N-D are analyzed. The article starts with the description of our vision on design. This contextualization is important for the identification of the main competences that designers must have. The study on which skills to select was based on authors who in common have a practical perspective of design or observation of its praxis. The literature review allowed reaching a set of fourteen skills, as well as their hierarchy: Empathy, Collaboration, Critical Thinking, Communication, Problem Solving, Openness, Experimentalism, Humility, Leadership, Innovation, Facilitator, Flexibility, Divergency vs. Convercy and Optimism. The fundamental idea of this paper is to ask N-Ds, with experience working in co-design teams, about their evolution in the face of these skills, before and after being exposed to the practice of design. In order not to give rise to different interpretations on the meaning of each of the knowledge/competencies, a description was prepared followed by one of the relevance these competences/competencies have for the discipline of design. The results of the surveys and interviews allow us to perceive that the N-D, when exposed to design experiences, are effectively able to assimilate competence in a very significant way, and, allowed us to perceive the importance of soft skills in co-design teams, namely in what concerns refers to its integration. In conclusion, we highlight the potential that these design tools may have for N-D.

Ana Thudichum Vasconcelos
Open Access
Article
Conference Proceedings

The design guide and scenario of virtual reality education APP

Virtual reality education App is the product of the application of virtual reality technology in education, it is a new paradigm of educational technology in the digital age. In this study, Kano model was used to assess the learners' needs for specific design elements in the virtual reality education App from the perspective of user needs. Through the survey method verification, the learner has the high expectation to 7 attributes, carries on the optimization design to these aspects to have the good effect. According to the results, the concrete design scheme of virtual reality education App is summarized in order to guide the development of virtual reality education App in the future.

Qiaoling Zou, Zishun Su, Lei Zou, Dongning Li
Open Access
Article
Conference Proceedings

Meta-verse Non-Heritage in Art Exhibitions: Virtual Reality Contextual Narrative Across Time and Space

The meta-universe is a digital living space constructed by humans using digital technologies such as digital twin, virtual reality, Internet of Things, and cloud computing to connect reality and imagination. This mirror simulation of the real world breaks the boundaries of time and space and builds a new digital space-time context. Digital technology through sensing and VR makes people experience the retro atmosphere constructed by virtual reality across space and time while perceiving the real space-time embodied experience, which is the missing means to break the boundaries of space-time to experience the contextual narrative, revitalize historical relics, interpret historical stories, and achieve living heritage in art exhibitions. The concept of "contextual narrative" in the meta-universe ICH in the art exhibition will use digital modalities to recreate ICH scenes, and in terms of research methodology, it will draw on the narrative structure, characteristics, characters and plot of ICH scenes for inter-temporal construction.

Yu jian
Open Access
Article
Conference Proceedings

Ergonomic Redesign of Till Operator Workstation to Reduce Overload

Till Operators are the face of retail and are often overloaded with excessive manual material handling and constant gaze at the VDT screen. This paper presents a study which intends to ergonomically redesign the workstation design for till operators and assess its effectiveness in reducing overload. The study was conducted on 250 till operators engaged in 45 organised FMCG retail stores in India. The study was carried out in three phases namely Load Assessment, Designing of Ergonomic Workstation for till operators and Comparative analysis of existing and ergonomically modified workstation. The comparative analysis was done on the basis of workplace risk assessment, posture, body discomfort perceived by the operator, heart rate, and cycle time. Statistically significant differences were obtained when existing and modified workstations were compared. WERA and REBA scores indicated significant improvements in posture while comparing the existing and ergonomically designed shopping carts. The implementation of the study can play a significant role in improving work conditions for till operators and reducing overload.

Namrata Arora, Anshuman Shastri, Nabila Rehman
Open Access
Article
Conference Proceedings

Design in the folding calculation of origamis in interactive installation art

With the rapid development of digital technology, new media installation artists explore the possibilities of "human-computer interaction" in installation art by computer using sensing technology, communication technology, and other new artificial intelligence technologies. Modern origami shapes flat surfaces into an orderly three-dimensional structures through the design of creases, allowing the works to display both rigidity and flexibility of mechanical properties. By analyzing the mechanical properties and mathematical laws contained in the rules of modern origami, we have built a visual interface model using Touch Designer software. Based on the computational model, we designed an intelligent interactive origami installation with “autonomous behavior” that can be encoded or decoded and automatically read and executed by the acoustic collision rebound. Driven by artificially empowered, the "folding" of paper extends into visible, interactive, and perceptible "movement behavior The inter-media integration attempts to combine material, structure and algorithm, hopefully providing a new perspective for the innovation of new media dynamic installation art.

Da Zheng, Xiaodan Liu, Shuya Zhang
Open Access
Article
Conference Proceedings

Enhancing a Capability Maturity Model for the Smartification of Products by a Generic Approach and a Third Dimension

Since decades, two-dimensional capability as well as maturity model (CMM) based approaches next to the simpler version of readiness checks are a common and structured method – within the specific focus subject and its thematic indicators (1st CMM dimension) – to determine the approximate current maturity, competence and/or capability level (2nd CMM dimension) of an organization. Hundreds of CMMs have been developed – all being made up of indicators to be fulfilled on a certain level – shown in numerous CMM literature review publications let alone in 2022 (Hoang 2022, Ünal 2022, Mirihagalla 2022). This indicates the diversity but also relevance and importance of their application domains of identifying optimization potentials (SEI 2010, Becker 2009) and delivering a structured way for transformation and change. Nevertheless, the situation with most academic two-dimensional CMMs today, is that the models 1) are very general for the subject at hand; 2) usually do not deliver understandable guidance how to define which level it needed for the intended change; 3) usually do not deliver specific measures to reach the next levels; 4) are mostly designed in such a way, that the user is not able to use them without external support; and, most importantly for this paper, 5) mix the process, human, and technology related base capability criteria within the capabilities necessary for the subject at hand. They are not separated enough which blurs the assessment result.When developing a new CMM-based method to support SMEs in the strategic decision process of the currently not very widespread subject of smartifying products, a well-balanced approach is required which also takes into account the explicitness and definiteness of the underlying dimensions as well as an acceptable effort needed for their specification. Further requirements towards such an approach are already outlined within our previous work (Frings 2021). For this paper, we focus on the need for explicitness and introduce a third dimension in our CMM. We separate the thematic aspects defined within the 11 areas of action within smartification (Frings 2022) from the cross-sectoral base capabilities grouped into general process-, human- and technology-oriented criteria – these coming from the corresponding core components of organizations. For each of the derived base capabilities which include business process integration, human competencies and capacities, as well as technological capabilities and capacities, we defined specific criteria, i. e. documentation/reporting, responsibilities and governance, rules and guidelines (compliance), and scalability. The paper will give insights into these criteria and their six different assessment levels – both specifically formulated for the smartification intent of the SME.This multi-dimensional approach contributes to more transparency in the assessment result, being able to derive more specific and appropriate measures, deliver input for completeness of the assessment topics, as well as underlines the modular approach of the smartification tool kit (Frings 2021). Our work will bring SMEs a large step closer to their strategic decisions by considering the integration of people and intelligent systems in a competitive manner to develop future service business and make more use of the advantages of the digital transformation.

Sandra Frings, Holger Kett, Jürgen Falkner
Open Access
Article
Conference Proceedings

Comparative analysis of scientometric-based interface design research

In order to analyze the current situation and cutting-edge trends of interface design research in Chinese and international academia, as well as the respective research characteristics and paradigm differences between Chinese and foreign academia. VOSviewer and CiteSpace metrological visualization software were integrated to visualize and analyze the literature related to interface design research included in CNKI and Web of Science databases in terms of keyword co-occurrence, keyword clustering , keyword highlighting and highly cited literature by drawing knowledge maps. The results of the study show that the Chinese academic research on interface design focuses on the topics of graphical user interface, human-computer interaction, user experience, and usability, while the international academic research focuses on usability evaluation, intelligent user interface, adaptive user interface and augmented reality, etc. In terms of future research trends, the Chinese academic community focuses on user experience, eye tracking, visual design and other directions, while the international academic community starts to explore the direction of natural interaction from physical interaction, focusing on user experience, gesture recognition, natural user interface and other directions. In terms of research paradigms, the differences between Chinese and international academics are more significant, Chinese academics focus on qualitative research, while international academics focus on quantitative empirical research.

Zhuang Li, Haiyan Han
Open Access
Article
Conference Proceedings

The influence of interface beauty factors on the cognitive performance of news web interface visual information

At present, there are many researches on the cognitive performance of digital interface information at home and abroad, but there are relatively few researches on the influence of interface beauty factors on the performance in the news web interface environment. This study selects three factors of interface beauty factors, namely balance factor, symmetry factor and density factor, as the variables of this study, to explore the influence of interface beauty factors on the cognitive performance of news web interface visual information. The research is divided into two parts: interface beauty factor calculation and interface visual information cognitive performance experiment. The results show that there is no obvious linear relationship between the three factors and visual information cognitive performance, but the model formulas of interface balance, interface symmetry, interface density and average reaction time can be obtained by quadratic curve fitting. The results are of great significance to guide designers to design and evaluate the news web page interface in a quantitative way from the perspective of improving information cognitive performance.

Dingwen Zhang
Open Access
Article
Conference Proceedings

Artificial Intelligence (AI) implementation in the Design of Single Pilot Operations Commercial Airplanes

This research aims to present, identify, and propose the implementation of AI technology in aviation decision-making, as well as examine how AI can affect the transition from multi-crew to eMCO and SiPO, based on the rationale that the single-pilot human operator having accessible data in a timely and naturally interactive fashion could enhance natural decision making (NDM) (Klein, 2008; Orasanu & Fischer, 1997).According to the industrial roadmaps, the first certification of assistance for pilots is anticipated to occur in the year 2025, and this will be followed by a gradual transition to full autonomy sometime around the year 2035. The progression of events in the field of commercial air transport can be broken down into three distinct stages:•First step: crew assistance/ augmentation (2022-2025)•Second step: human/ machine collaboration (2025-2030)•Third step: autonomous commercial air transport (2035+)There have been identified two different operational concepts:Extended Minimum-Crew Operations (eMCOs), formerly known as "Reduced Crew Operations," in which single-pilot operations are permitted during the cruise phase of the flight with a level of safety similar to that of today's two-pilot operations (to be implemented beginning in the year 2025).Single-Pilot Operations (SiPOs), in which, at a later stage, end-to-end single-pilot operations might be allowed, also based on a level of safety equivalent to today's two-pilot operations, to be implemented as of the year 2030. Single-Pilot Operations (SiPOs), in which, at a later stage, end-to-end single-pilot operations might be allowed.The proposed artificial intelligence aviation decision-making research in cockpit design and users' experience was constructed by first surveying the current literature about Artificial Intelligence (AI). The findings point to the difficulties artificial intelligence poses, including its limitations and users' resistance, in shifting from multi-crew operations to e-MCO and SiPO. This resistance to change should be considered when designing any potential upgrades to the AI cockpit design or user interactions. However, the existing commercially available  AI technology may be ready to serve some low-impact or non-time-critical applications (for example, weather in destination and alternate airports update during the cruise phase) in this transitional period to eMCOs and SiPOs, which would postpone the necessity for a complete flight deck redesign at this time (Stanton & Harris, 2015). The utilization of AI for the administration of systems and the retrieval of information has the potential to improve both the perception (Level 1 SA) and comprehension (Level 2 SA) of pilots (Endsley, 1995). Therefore, the single-pilot human operator in the NDM cockpit environment who has data accessible promptly and in a naturally engaging fashion would be able to make judgments that are more fulfilling and closer to optimums in the NDM environment (Klein, 2008; Orasanu & Fischer, 1997).

Dimitrios Ziakkas, Konstantinos Pechlivanis, Abner Del Cid Flores
Open Access
Article
Conference Proceedings

The Implementation of Competency-Based Training and Assessment (CBTA) Framework in Aviation Intelligence Human Systems.

At the current stage, one of the most critical aspects of workforce planning in Human Resources Management (HRM) entails ensuring that employees possess the appropriate skills and competencies to fulfill the organization's job description requirements. The global competitiveness in the modern aviation business has undergone a profound change (Intelligence Human Systems Integration) and the proliferation of a diverse network of low-cost and traditional carriers that has increased the reach, breadth, and frequency of traditional passenger-carrying services. As a result of the constantly expanding gap between demand and supply for qualified and highly competent experts in Intelligence Human Systems Integration, airline recruiters are under increasing pressure to find novel techniques for attracting and communicating with potential employees.This study aims to develop a strategy for incorporating the Competency-Based Training and Assessment (CBTA) framework into aviation personnel planning, training and management of the Intelligence Human Systems Integration - change. Research objectives include a theoretical study of the CBTA framework, an examination of the existing state of human resources planning, training and operations; the identification of the pilot performance gaps and the function of quality training; and a recommendation for adopting the CBTA framework in aviation human resources framework and Intelligence Human Systems Integration. When establishing the worldwide CBTA framework for the aviation industry, the authors analyzed the controlling elements and trends in the industry, proposing a global approach of managing the Intelligence Human Systems Integration - change.The components of putting the CBTA framework into action were considered in light of the pandemic repercussions. According to the findings of the subsequent study, aviation programs should encourage learning beyond the minimum knowledge requirements during the ab initio phase of the training, as well as provide opportunities for ongoing education and emphasize the quality of education rather than the quantity (building hours), implementing new aspects of technology (AI). As a result of the research, several conclusions have been formed, and one of them is that the demand for human factors is a top priority in the aviation business. This demand is affected by organizational culture, resistance to technological change, and legislative employment constraints.In the following study, a synthesis of the Lean Six Sigma (L6) strategy and implementation of the CBTA framework is proposed as an alternative to the existing method in many countries, which restricts management of change and causes unneeded organizational pressure. Additional recommendations include implementing validated CBTA – EBT / psychological applications during the implementation process and management of change to assist airlines in becoming an employer of choice in the sector and expedite the Intelligence Human Systems Integration .

Dimitrios Ziakkas, Abner Del Cid Flores, Michael W Suckow
Open Access
Article
Conference Proceedings

Safe and Flexible Collaborative Assembly Processes Using Behavior Trees and Computer Vision

Human-robot-collaboration combines the strengths of humans, such as flexibility and dexterity, as well as the precision and efficiency of the cobot. However, small and medium-sized businesses (SMBs) often lack the expertise to plan and execute e.g. collaborative assembly processes, which still highly depend on manual work. This paper introduces a framework using behavior trees (BTs) and computer vision (CV) to simplify this process while complying with safety standards. In this way, SMBs are able to benefit from automation and become more resilient to global competition. BTs organize the behavior of a system in a tree structure [1], [2]. They are modular since nodes can be easily added or removed. Condition nodes check if a certain condition holds before an action node is executed, which leads to the reactivity of the trees. Finally, BTs are intuitive and human-understandable and can therefore be used by non-experts [3]. In preliminary works, BTs have been implemented for planning and execution of a collaborative assembly process [4]. Furthermore, an extension for an efficient task sharing and communication between human and cobots was developed in [5] using the Human Action Nodes (H-nodes). The H-node is crucial for BTs to handle collaborative tasks and reducing idle times. This node requires the use of CV for the cobot to recognize, whether the human has finished her sub-task and continue with the next one. In order to do so, the algorithm must be able to detect different assembly states and map them to the corresponding tree nodes. A further use of CV is the detection of assembly parts such as screws. This enables the cobot to autonomously recognize and handle specific components. Collaboration is the highest level of interaction between humans and cobots [4] due to a shared workspace and task. Therefore, it requires strict safety standards that are determined in the DIN EN ISO 10218 and DIN ISO/TS 15066 [6], [7], which e.g. regulate speed limits for cobots. The internal safety functions of cobots have been successfully extended with sensors, cameras, and CV algorithms [8]–[10] to avoid collisions with the human. The latter approach uses the object detection library OpenCV [11], for instance. OpenCV offers a hand detection algorithm, which is pretrained with more than 30.000 images of hands. In addition, it allows for a high frame rate, which is essential for real-time safety.In this paper, CV is used to enhance the CoboTrees (cobots and BTs) demonstrator within the Cluster of Excellence ’Internet of Production’ [12]. The demonstrator consists of a six degree-of-freedom Doosan M1013 cobot, which is controlled by the Robot Operating System (ROS) and two Intel RealSense D435 depth cameras. The BTs are modeled using the PyTrees library [13]. Using OpenCV, an object and assembly state detection algorithm is implemented e.g. for use in the H-nodes. Since the majority of accidents between robots and humans occur due to clamping or crushing of the human hand [14], a hand detector is implemented. It is evaluated regarding its compliance with existing safety standards. The resulting safety subtree integration in ROS is shown in Fig. 1.

Minh Trinh, David Kötter, Ariane Chu, Mohamed Behery, Gerhard Lakemeyer, Oliver Petrovic, Christian Brecher
Open Access
Article
Conference Proceedings

Experiential Learning for Industry 4.0 in Higher Education: a Challenge-based learning case study

Organisations and institutions worldwide know the need for trained workers to handle future workplace challenges. This assertion focuses on the growth of digital literacy and several other skills and abilities known as digital transformation competencies. Universities, employers, governments, and organisations recognise an existing gap in the students' education about developing, utilising, and implementing new technologies. The contribution of this work is to present an educational innovation case study in which students implemented and customised Industry 4.0 technologies. The team designed an assembly line with a collaborative robot and real-time data-accessing dashboards with an Overall Equipment Efficiency (OEE) indicator. Undergraduates start the experiential learning process by studying time and movement tasks, designing workstations, and placing the components for the assembly. Digital tools are used to track assembly line availability, efficiency, and quality in real time, demonstrating the positive impact of a collaborative robot on production. By introducing Industry 4.0 into the industrial engineering curriculum, students can improve their digital tools knowledge, problem-solving, teamwork, and communication. This study provides future directions for students' activities incorporating more technologies and digital enablers in Industry 4.0, adding relevant transversal skills regarding sustainability and citizenship.

Gabriela Reyes Zárate, Claudia Lizette Garay Rondero
Open Access
Article
Conference Proceedings

Eagle Model: A Future Medical Product Innovative Design Model Driven by Human-Technology Symbiosis and Co-design

Medical products are complex professional artefacts used in the medical situation, such as disease prevention, diagnosis, treatment, and rehabilitation, that hierarchically originate from basic medical research, medical process, and service process. With the coming of the ageing society and the experience economy era, both physical and experiential needs of people for medical products are becoming increasingly complicated, diverse, and comprehensive day by day. However, balancing the conflicts among various needs is still a significant challenge. This article explores a future medical product innovative design model driven following the ideology of human-technology symbiosis and co-design, named the Eagle Model (shaped like an eagle), as a potential proposal for this question. This model is constructed based on 50 design outputs in the last 3-year medical product design curriculum for bachelors in D&I, Tongji University, Shanghai, China. We hope this article can inspire other researchers in the medical innovative design area.

Yue Jiang, Jing Chen, Yidan Xu, Shimeng Xiao, Long Liu
Open Access
Article
Conference Proceedings

Towards Knowledge-based Generation of Synthetic Data by Taxonomizing Expert Knowledge in Production

Synthetic data is a promising approach for industrial computer vision because it can enable highly autonomous production processes. However, this potential is not fulfilled by current software for synthetic data generation, which usually requires a programmer to create new datasets. To overcome this, we are proposing a framework for more autonomous synthetic data generation, formalizing user roles relevant to such systems. A central aspect of our framework is that domain experts can easily influence the generation of synthetic data by entering knowledge via user interfaces. To get a better idea of what such knowledge could be, we have systematically collected examples of knowledge types for synthetic data generation in production and combined them into a taxonomy with almost 300 nodes. Using this taxonomy as the basis for analyses, we derive six implications for our framework, such as knowledge being not only passed on by domain experts but also by the designer of the user interfaces and generation algorithms. We plan to incorporate these findings to further refine and implement our framework in future research.

Oliver Petrovic, David Leander Dias Duarte, Simon Storms, Werner Herfs
Open Access
Article
Conference Proceedings

A decision support system architecture for the development and implementation of ESG strategies at SMEs

Strategic management and business development can be delivered easier in large scale organizations and Multinational Enterprisers (MNEs) due to their excess in human resources, expertise and time orientation. Small and Medium Size Enterprises (SMEs) on the other hand operate in unpredicted environments, with limited resources aiming for their survival first and then their development. The contrast between the two types of enterprises seems chaotic in numbers but not in plans and intentions. The contribution of the MNEs to national economies and impact to the society and the environment can be measured with a variety of standards, metrics and practices such as Corporate Social Responsibility (CSR), the Environmental, Social and Governance Index (ESG), the Social Responsible Investments (SRI) and other. On the other hand, SMEs that also have direct impact to the society, the local and regional economy, the employment, and offer the same, if not more, opportunities to their limited human resources in terms of skills development and effort recognition, cannot record and report such actions, plans and strategies and recognized for their responsible management and leadership. The ESG criteria help organizations develop reputational capital that evolves into financial capital. However, the effort and investments needed to score on the ESG indexes is forbidden for the SMEs who intentionally or intention successfully delivering ESG activities, in a smaller scale, without a system to record and report them. This paper introduces the core design of a decision support system that guides SMEs to maps their operations against the ESG criteria. An extensive literature review has been conducted to identity software systems that coordinate, propose and support ESG activities and analyze elements of such systems that can be extracted for the development of a light system. Such a system, with the relevant enhancements, presented in this paper can be useful tool for the SMEs to report their ESG performance. The system functions as an assessment tool providing a staged evaluation of the SMEs activities, identifies ESG gaps and proposes actions needed to fulfill the requirements of ESG criteria. The final output of the system graphs the distance between the current and the target stage of the SME on the most common ESG criteria. However, the proposed system does not evaluate the scale of each ESG activity implementation but its existence in the SME operations and the degree of its adaptation. The paper also highlights the pre and post conditions for the utilization of the proposed technology using a process map, the social economic impact, research limitations and areas of further research. The goal of this research is to indicate that SMEs can and should be awarded ESG scores as well. For this SMEs can use such supportive technologies to direct them towards ESG compliance, and report achievements and contributions that can help them attract investments needed for them to keep on delivering a greater contribution the local, and why not international, economy and society.

Evangelos Markopoulos, Haseena Al Katheeri, Hamdan Al Qayed
Open Access
Article
Conference Proceedings

Hot Spots and Trends Analysis of Elderly-Oriented Interface Design

This study aims to analyse the hot spots and trends of elderly-oriented interface design, use Web of Science Core Collection data as a sample and apply the scientific bibliometric method to visualize the documents publications, countries, research institutions, authors, keyword clusters, reference co-citation status to generate a map of scientific knowledge by VOSviewer and CiteSpace, the analysis and discussion are also combined with relevant parameters. The overall number of documents within the search range are on the rise, but the cooperation between research institutions and authors is not close enough. Research hotspots are mainly focused on usability, user experience, human-machine interface, human-computer interaction, quality-of-life, performance, healthcare, system, etc. The future hotspots and trends of elderly-oriented interface design will consist of physical-activity, health, management, etc. This study offers researchers a comprehensive understanding of elderly-oriented interface design studies in the last decades and research directions for the future.

Ziang Wang
Open Access
Article
Conference Proceedings

Conversational Interaction Design for shopping apps: Situational awareness theory

Conversational interaction is crucial to the development of e-commerce. In order to meet the needs of users, more and more enterprises begin to build chatbots based on conversational interaction. Conversational chatbots are becoming more and more popular, gradually becoming the preferred way for users to communicate with enterprises. Chatbots can provide users with personalized experience and high-quality services. However, there is no complete and systematic design principle to guide the design of its new conversational interface interaction. Many designers have borrowed the methods of social chat software for their design, which is lack of pertinence and difficult to ensure the rationality of interaction. The academic research on the shopping behavior of chatbots is relatively few. Even the Taobao APP, which is frequently used at present, has not formed a good user experience in the design of conversational interaction. How to improve the experience of conversational interaction is an urgent research topic. From the perspective of user experience, the behavior mode, information expression and thinking mode displayed by conversational chatbots should conform to the thinking and behavior characteristics of users. The design of conversational interaction should pay special attention to user experience in addition to technical competition. The social shortcomings of e-commerce sites are a major obstacle to the growth of companies' online businesses, and there is a lot of distrust among users of such technologies. With the disappearance of the structure and formality of the session, the difficulty of maintaining a good user experience increases and the system loses control of the human-computer interaction experience. In most studies, the focus is on the usability of conversational interactions and the ability to identify user queries.This paper mainly discusses the application of context awareness theory in conversational interaction of shopping APP, proposes a conversational interaction design process of shopping APP based on context awareness model and KANO-AHP model, and explores and summarizes the user experience-oriented conversational interaction design strategy of shopping APP by obtaining user needs qualitatively and quantitatively. On the basis of the context awareness theory, the user's experience demand set of four dimensions of conversational interaction vision, interaction, function and emotion of shopping APP is obtained based on the context awareness model from three aspects of user context factors, product context factors and environmental context factors. The KANO model is used to screen and classify the obtained demand set. The hierarchical structure of conversational interactive user needs of shopping APP is obtained. Then combined with the analytic hierarchy process (AHP) to calculate the weight of each demand and order the importance, finally put forward the design strategy. Based on the situation perception theory and KANO-AHP model to analyze user needs, the design strategies and suggestions of conversational interactive experience of shopping APP are proposed from four aspects of user visual interface experience, functional experience, interactive experience and emotional experience. In particular, some strategies such as personality characteristics, high-context conversation mechanism and the same emotional feedback mechanism are proposed to improve the user experience and satisfaction of conversational interaction of shopping APP. However, this paper only conducts in-depth research on the user side of conversational interaction of shopping APP, and obtains various experience design principles based on users. However, in the process of shopping, it is usually the transaction between merchants and users, and the subsequent research should be carried out in combination with the experience needs of merchants, so as to balance users and merchants in terms of experience.

Fusheng Jia, Xinyu Chen, Renke He
Open Access
Article
Conference Proceedings

A comparative study on user experience of four apps for renting house based on D-Lab eye-tracking experiment

The popularity of mobile Internet and the application of big data and artificial intelligence technology have brought new development opportunities for the online rental industry. A large number of rental apps have rapidly occupied the market. Rental apps can help tenants screen and reserve housing in real time according to their needs, so users' demand for products has gradually changed from satisfying basic functional needs to providing good user experience.Objective: Because existing researches mainly focus on the construction of user experience index system of rental APP and the subjective evaluation of the user experience of APP, few scholars have conducted researches on the user experience of rental APP based on physiological experiments. Therefore, this study applied the eye-movement technology of D-lab experimental platform to conduct a comparative study on the user experience of four representative rental apps, and compared the functions, interactive process architecture and interface layout design of the four apps, providing reference value for the design of similar apps.Content: In this experiment, four representative rental apps in design are selected as experimental materials, namely Anjuke, Beike, Ziroom and Baletu. The experimental task was to ask the participants to select the matched housing resources and complete the rental on the four apps according to the given rental conditions. The whole experiment was completed based on the D-Lab experimental platform, which could record the interactive behaviors and eye movement data of participants during the experiment. After the experiment is completed, participants need to accept the interview of subjective evaluation of user experience, and the experience and existing problems of users in the process of use will be recorded as auxiliary materials for evaluation. Finally, based on interactive behavior video, eye movement data, fixation path diagram and heat map, this paper compared and analyzed the four apps from two aspects of interactive process architecture and interface layout design.Results: (1) The results of eye movement data showed that the order of average gaze count and average saccadic count was Anjuke > Baletu > Ziroom > Beike, which might be because the interface information density of Anjuke was relatively high and the layout lacked regularity, which made it difficult for users to search the target information. The layout of the interface of Ziroom and Beike is sparse, and the interest area of users is less. (2) According to the analysis of user interaction behavior, Anjuke has various functions, and users need to jump to the page several times to select the target function, which is a complicated interaction process; The interface function partition of Baletu is clear, the navigation function division is primary and secondary, and the interaction process is simple. (3) According to the analysis of the interface layout based on the heat map, it can be seen that the functional modules of Anjuke are not clearly divided and the interface layout is not easy to operate; The interface layout of Baletu adopts card design, compact layout, clear structure, and unified color style, good identification and aesthetics.

Ran Huang, Yanfei zhu, ChengQi Xue
Open Access
Article
Conference Proceedings

Effects of Users’ Familiarity in Icons on the Cognitive Performance of Icon Identification

This study investigated the effects of icon familiarity on visual search task and semantic information recall. First, participants need to search for target icons among 10 unfamiliar icons. The familiarity of the ten target icons is different, which is determined by the number of occurrences in the training stage. In the training stage, subjects are familiar with the ten icons and their semantics, and the number of occurrences of each icon is random. After the visual search task, participants first memorize the semantic information of the icon, and then recall the semantic information of the corresponding icon. The results showed that in the visual search task, the participants' response time was faster when the icons were more familiar.

Zihan Zhao, Wenzhe tang, Linlin Li, ChengQi Xue
Open Access
Article
Conference Proceedings

Enhancement Characteristics of Visual Stimulus Elements in SSVEP-BCI System

SSVEP-BCI system has the advantages of few recording electrodes, short training time, strong anti-interference ability, etc. It is widely used in the brain-computer interface (BCI) field. However, this system also has the disadvantage of low recognition efficiency. Its stimulation interface will also cause visual fatigue for the users. Therefore, aiming at the optimization of stimulus elements in the SSVEP-BCI interface, this paper explored the impact of different numbers of auxiliary stimulus particles on the system recognition efficiency and user experience under the same stimulus area. Relevant ergonomic experiments and subjective evaluations were conducted. Ergonomic experiment results show that the number of auxiliary stimulus particles has a significant impact on the recognition efficiency of the system. When the number of auxiliary stimulus particles approaches infinity, the recognition efficiency is the highest. The subjective evaluation results show that the change in the number of auxiliary stimulus particles has a significant impact on the system interface usability index score, and the score is higher when the number is infinite. From the perspective of design ergonomics, this study explored the impact of the number of auxiliary stimulus particles on the efficiency of the brain-computer interface system and user satisfaction, the research conclusions have important guiding significance for optimizing and standardizing the design of the brain-computer interface.

Zhiyuan Li, Zhaozhe Zhou, Yiyan Wang, Jingze Tian, Wenjun Yang, Yafeng Niu
Open Access
Article
Conference Proceedings