Intelligent Human Systems Integration (IHSI 2024): Integrating People and Intelligent Systems

book-cover

Editors: Tareq Ahram, Waldemar Karwowski, Dario Russo, Giuseppe Di Bucchianico

Topics: Artificial Intelligence & Computing, Human Systems Interaction

Publication Date: 2024

ISBN: 978-1-958651-95-7

DOI: 10.54941/ahfe1004463

Articles

Automotive human‒machine interface to use like a peripersonal space through the elbow using vibrotactile stimulation

Driving a car is a visually demanding task.The ability to convey information intuitively using other senses, rather than relying solely on vision, will significantly reduce the driver's workload. Therefore, we have been focusing on tactile stimuli and the peripersonal space, and the idea of transmitting the relative position and distance of objects around the vehicle to the driver via vibration stimuli applied to the upper limbs. The peripersonal space is the space around the body in which direct interaction between external objects and the body takes place. While driving, the driver monitors the surrounding situation from the front, and there is essentially a fixed relationship between the visual field and the position of the driver's arms. We conceived the idea of transmitting the relative position and distance of objects around the vehicle to the driver via vibration stimulation to the upper limbs by mapping this relationship like a peripersonal space. In a previous study, we investigated the correspondence between visual information presented on a driving simulator and vibration stimuli applied to the hand and elbow. Under such limited conditions, we found that stimuli to the hand tended to correspond to the range of the effective visual field, whereas stimuli to the elbow tended to correspond to the range outside the effective visual field. In the present basic investigation using a driving simulator, we applied tactile stimuli to the elbows to inform the driver about a possible collision with a vehicle pulling in front of them from a blind spot and confirmed the driver's reaction. In the experimental driving scenario, the driver follows behind a vehicle while driving on the left side of a two-lane road. A vehicle in the right lane suddenly cuts in front of the driver when the distance between the two vehicles is 0.5 m. Prior to cutting in front of the driver, the vehicle in the right lane is in the blind spot on the screen of the driving simulator and is completely invisible to the driver because there is no side mirror. The driver operates the vehicle to avoid colliding with the other vehicle. Three conditions were used: condition 1, no vibration stimulation; condition 2, elbow stimulation at a distance of 0.5 m between the vehicle in the right-hand lane and the driver's own vehicle; and condition 3, elbow stimulation at a distance of 0 m between the vehicle in the right-hand lane and the driver's own vehicle. Vibrotactile stimulation was applied twice, separated by an interval of 500 ms, with a tactile apparent motion. The subjects were informed that the tactile apparent motion indicated the interruption by a vehicle from the right-hand lane. The results showed that in condition 3, the timing of braking was earlier than in the other conditions and the distance between vehicles when interrupted by the vehicle from the right lane was large. Future experiments will be conducted to obtain further detailed mapping of the upper limb and visual space and compare the differences with other sensory human‒machine interfaces.

Tomokazu Furuya, Takeshi Kawashima
Open Access
Article
Conference Proceedings

Analysis of Physical Readiness for Take-Over in Automated Driving – Approach to Classify Non-Driving Related Activities According to Their Level of Complexity

Take-overs are becoming part of the use of automated driving functions, since these functions will be limited to certain Operating Driving Domains at first. As the OEM must guarantee safe driving at all times, safe take-overs of the driver are also part of these driving functions. During automated driving in SAE Level 4 more postures and interior adjustments will be possible. This will make the evaluation and prediction of the take-over procedure more complex. In addition to the cognitive transition, the physical adaptation of the driver and the interior back to a drivable state must also be taken into account. In this work, three factors were identified that characterize non-driving related activities in physical terms: whether an item is used, whether the interior is adjusted and whether seat, steering wheel or pedals are adjusted. On this basis, four complexity levels were derived. By assigning an NDRA to a complexity level, the driver's effort for physical adaptation to the driving task and capability to take over can be derived.

Miriam Schäffer, Felix Unselt, Wolfram Remlinger
Open Access
Article
Conference Proceedings

Navigating the challenges of remote operations of automated road vehicles: A socio-technical perspective

The advent of automated driving systems introduces a paradigm shift with the possibility to revolutionize transportation systems on our roads. Benefits of improved safety, and operational efficiency is foreseen by actors in the business and the hopes of fully automated vehicles without the need for human intervention is high. However, for a foreseeable future the human still has an important role to play in monitoring and control of vehicles where the technology still is not sufficiently capable to handle all situations – the role of remote operator. This paper explores the human factors of remote operations of road vehicles from a socio-technical systems perspective. The paper points out six socio-technical dimensions of remote operation and discusses the challenges that needs to be considered in human-automation systems design to achieve safety and efficiency in the remote vehicle operations of tomorrow. The paper explores the multidimensional challenge of socio-technical systems design in the remote operation context. To do so, the six key human factors dimensions of remote operation are explained and elaborated. The interrelations between the dimensions are also explored to underline the need to establish a systems thinking approach for remote operation challenges. The goal of the paper is to contribute to, and foster an integrated approach to human-systems interaction in remote operation of road vehicles, acknowledging the complexity and interdependence of elements in this new era of transportation.

Jonas Andersson, Mikael Söderman
Open Access
Article
Conference Proceedings

Requirements for Haptic Virtual Training Systems in the Automotive Industry

Due to challenges associated with the speed of change and the variety of products, assembly training is becoming more and more important. Virtual reality (VR) can improve training processes but is largely limited to visual and auditory feedback. Manual assembly tasks are difficult to train only with visual and auditory feedback. Haptic-enhanced assembly systems can bridge this gap by enabling haptic interaction in the virtual environment. Integrating haptics into virtual training can improve virtual training processes in terms of a better understanding of assembly operations. This paper aims to analyze human and technological requirements for training systems in the context of the automotive industry. For this purpose, a qualitative expert study was conducted with nine experts from the automotive industry. Based on an interview guideline, requirements were derived for the assembly training system and the integration of haptic interaction modalities. A focus group discussion was conducted to evaluate and validate the requirements in terms of relevance and practicality.

Michael Preutenborbeck, Friedrich Wolf-Monheim, Eilís Carey, Pasquale Canu, Nicolas Daniel Herzberger, Frank Flemisch
Open Access
Article
Conference Proceedings

Olfactory Profile: Enhancing the Satisfaction and Pleasure of Ride-Hailing Experiences

As ride-hailing services become a major mode of transportation for people's daily commutes, the quality of air inside the vehicle has always been a significant factor affecting the riding experience. Based on this, we have designed the “Olfactory Profile” system. This system enhances the comfort and enjoyment of ride-hailing passengers by providing a personalized olfactory environment throughout the entire ride and handling typical scents in various scenarios. The main functions include: First, creating a comfortable environment before getting into the car by releasing customized scents; Second, adjusting the emotional atmosphere during the ride through scenario customization. The specific method employed is the User-Centered Design (UCD) research approach. It involves uncovering user needs, transforming these needs into concrete design plans, and conducting experimental simulations with the developed prototypes. The evaluation of the prototypes is done through a combination of subjective interviews and objective physiological metrics analysis. Experimental results have demonstrated the usability and user-friendliness of the Olfactory Profile in enhancing the ride experience. The Olfactory Profile can be applied in future ride-hailing services to continuously improve the passengers' riding experience.

Yang Liu, Qiu Jie J
Open Access
Article
Conference Proceedings

Exploring External Human Machine Interface Design for Autonomous Vehicle to Pedestrian Communication: Insights from Discussions and Drawing Sessions

The development of an effective external Human-Machine Interface (eHMI) for autonomous vehicles (AVs) is crucial for safe interaction with their environment. However, most current eHMI concepts are designed for one-to-one interaction and fail to consider complex interactions with multiple road users. To address this need, we conducted two focus group discussions and drawing sessions to gather participants’ feedback about AVs communication in mixed traffic situations and to come up with design ideas for eHMIs. In focus groups, eleven participants expressed mixed opinions about AVs, some of which were optimistic about their potential benefits, while others expressed skepticism about their accuracy and safety. All of the participants expressed a desire for clear communication from AVs, including information about the AV's mode, intention, surroundings detection, and advising. The participants also discussed the criteria for designing effective eHMIs, emphasizing the importance of simplicity, clarity, visibility, and not directing messages to specific individuals. In drawing sessions, participants generated 31 designs, with symbol modality being the most common. Multiple modalities were used more frequently in the designs, with text and symbol being the most common combination. Radiator grilles and windshields were the most popular display locations. Advice to pedestrians was the most frequently provided information type in the designs. Participants preferred using fewer information types in their designs, with most designs utilizing just one or two information types per display. Overall, this work provides valuable insights and guidance for the design, standardization, regulation, and overall development of eHMIs that is currently ongoing.

Ali Alhawiti, Valerian Kwigizile, Jun-seok Oh, Zachary D Asher, Obaidullah Hakimi
Open Access
Article
Conference Proceedings

Participants' speed-accuracy trade-off behavior in high-stress situations in simulator studies

This paper describes the phenomenon of user speed-accuracy trade-off in decision making in time and safety critical domains. We have observed such a behavior in two simulator studies, using the example of a takeover request (TOR) in a driving simulator and a search and collect task in an Industry 4.0 virtual reality (VR) environment. In both studies, some participants were observed trading decision accuracy for reaction speed, ignoring obvious visual cues, resulting in a failure of the task, which could have been prevented. The paper describes the phenomena and raises but does not yet solve the question, how to react to this behavior, either by adapting the process of Human Systems Integration, or by adapting the design e.g., with additional escalation patterns of a co-system.

Marcel Usai, Philip Schäfer, Nicolas Daniel Herzberger, Frank Flemisch
Open Access
Article
Conference Proceedings

Experimental study on the effect of micro-refresh during office work in VR space to restore intellectual concentration decline

The authors expect that short breaks during work to promote refreshment will suppress the decline in intellectual concentration. In addition, we have been studying the effect of micro refresh (MR), which is a refreshment stimulated by very short breaks and stimuli during work. In this study, we focused on visual changes caused by VR as a method to promote MR appropriately. For example, in a VR space, it is possible to change the environment in a way that is not possible in reality, such as instantly moving from a space where work is performed to a space where nature spreads out. We believe that such a brief distraction from the content of work is an effective way to refresh oneself during work. The purpose of this study is to create a system that encourages brief refreshments during work by changing the environment using VR and to confirm the effect of the system on suppressing the decline in concentration. To evaluate the effect of suppressing the decline in concentration, we calculated and used the concentration time ratio (CTR), which is an indicator of the degree of intellectual concentration, from the response time data of the comparison questions. In addition, several questionnaires were administered to evaluate subjective changes in fatigue and other symptoms. Participants in the experiment were asked to wear a VR head-mounted display and answer the comparison questions. In this research system, the background changes to a natural landscape after a certain amount of time elapses during the work, prompting the participants to take a break. In this experiment, the background changed for 40 seconds every 7 minutes and 30 seconds. When the background changes, the cognitive task is still displayed, and the participant can continue to answer the task. 3 types of backgrounds were created for the MR prompt, and the participant can select one of the backgrounds of their choice. Twelve participants took part in this experiment, and four sets of 25-minute comparison questions were conducted for four hours each. One of the sets 3 and 4 were conducted with MR, and the other set was conducted without MR. When asked why they chose the landscapes, they focused on brightness, color, and motion (especially water currents). Regarding brightness, only one respondent chose the brightest landscape. As for color, green grass and trees tended to be preferred over blueish colors such as the sky and the sea. The CTR results were high for five participants with the MR condition and low for seven participants without the MR condition. The results of the subjective questionnaire showed that eight participants did not change between conditions in the questionnaire asking whether they refreshed during the task, and one participant's value was lower in the condition with MR. The reason for this may be that the visual stimuli were weak. The CTR results with the MR condition were not good because the participants continued to perform the task without paying attention to the background, even though they noticed changes in the background.

Kento Nomura, Takuto Higashimaki, Reika Abe, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda, Fumiaki Obayashi
Open Access
Article
Conference Proceedings

Cognitive User Modeling for Adaptivity in Serious Games

Accurate user models that capture information such as needs and knowledge levels are a central part of adaptive e-learning systems, which is all the more important in a post-pandemic world with more individualized learning. In this article, we report on the application of a Bayesian cognitive state modeling approach to adaptive educational serious games. Adaptivity needs information on the users as control variables, e.g., high or low cognitive load. Typically, this information is encoded in user models. One approach to building user models is to use tools from cognitive sciences such as Bayesian cognitive state modeling. However, cognitive modeling tools for adaptivity are sparse and can be difficult to implement. The main research question of this work is how to apply cognitive modeling tools to serious games to control adaptivity. The contribution of this article is the concept of how to implement cognitive modeling for adaptive serious games. Our approach makes use of standardized Experience API (xAPI) tracking data to facilitate applicability. We investigate how to compute quantitative measures of user performance to control adaptive responses. The implemented system has been evaluated in a user study with a serious game for image interpretation. The study results show a moderate correlation between self-assessed and computed variables.

Alexander Streicher, Kolja Bauer
Open Access
Article
Conference Proceedings

Cognitive Systems Challenges of Virtual Reality (VR) and Simulated Air Traffic Control Environment (SATCE) in Flight Training: The Purdue Case Study

Adaptive training capabilities based on AI can provide learners with a personalized learning path. It is a capability that customizes the trainee's learning experience to their identified learning preference while providing the quickest route through the pilot training program. To accomplish this, the training design and process is supported by cognitive theories, providing a succession of contextualized recommendations based on the training program goals and learner performance. The aviation industry seeks novel methods for pilot training that are more efficient. Competency-Based Training and Assessment (CBTA) is a method that proposes an assessment process to help understand how a flight crew manages both foreseen and unforeseen incidents, and uses this data to help the crew achieve a higher level of efficiency and performance. By training pilots in a virtual environment, instructors introduce evidence-based scenarios testing the pilot's performance while collecting relevant data. Biometric data allows for accurate training and assessment of pilot behaviors and performance parameters in competencies like, but not limited to, application of procedures, proper use of automation, manual flying, communication, workload management, situation awareness, decision making, and resilience. Considering communication competencies from a training perspective, AI (Virtual Reality - Simulated Air Traffic Control Environment; VR-SATCE) would allow pilots to improve their communication skills, enable pilots to ask questions with a specifically trained Generative Pre-Trained Transformer (GPT) model, and receive a validated answer. The virtual instructor updates the training scenarios in real-time and corrects the trainees instantly during the training session – in the same or better and safer way an experienced Type Rating Instructor would. Moreover, the same AI crewmember – a virtual instructor – can also function as an uncooperative co-pilot, which will enhance the student's training in managing difficult situations when lacking support from team members. The Purdue School of Aviation and Transportation Technology (SATT) case study focuses on the cognitive aspects of flight training using immersive technologies. This research aims to improve training effectiveness by incorporating immersive technologies in aviation training. Dynamic real-time visualization, automatic human (pilot) profile assessment, and adaptive training system technologies can potentially improve flight training's overall efficacy and efficiency. By using these technologies, all persons participating in flight training will obtain comprehensive insight into the participants' performance and cognitive limitations, ultimately optimizing the training lifecycle.

Dimitrios Ziakkas, Linda Tomko, Dimitra Eirini Synodinou
Open Access
Article
Conference Proceedings

First Probe into Frontal EEG Dynamic Cross-Entropy associated with Virtual Sexual Content

This study investigates the brain's response to virtual sexual content using EEG dynamic cross-entropy and physiological measures of arousal. It aims to elucidate the neural underpinnings of “sexual presence”—a state of arousal influenced by personal predispositions and technological affordances. The research integrates concepts of sexual affordances within embodied cognitive processes, suggesting that the brain optimizes responses to minimize free energy when processing sexual cues. The findings show that sexual avatars trigger specific arousal and attention, evidenced by physiological arousal responses. Notably, frontal cross-entropy in the low alpha band decreased during exposure to sexual content, suggesting a more streamlined frontal information transfer during arousal. The results contribute to understanding how virtual environments can induce sexual presence, indicating that sexual affordances in virtual settings significantly influence cognitive engagement and neural efficiency. The study's outcomes have implications in the understanding of human-machine interactions with virtual content mobilizing sexual cognition.

Mathieu Brideau-duquette, Sara Saint Pierre Côté, James Pfaus, Patrice Renaud
Open Access
Article
Conference Proceedings

The Neural Algebra and its Impact on Design and Test of Intelligent Systems

The Graph Model of Combinatory Logic (Engeler, 1981) is also a mathematical model for "how does the brain think". It attempts to explain how complex scripts of behavior and conceptual content can reside in, combine, and interact on large neural networks (Engeler 2019). This has an impact on building intelligent systems that interact with humans. Intelligent systems should employ the same kind of concepts humans do; otherwise, their actions remain incomprehensible and erratic to human users, concepts can be represented in the Graph Model by using the "Lambda-Theorem" found be Barendregt in 1977.Both the Graph Model and the mathematical model for the human brain have been published as part of Theoretical Computer Science and remain thus out of the reach of normal AI engineers. Nevertheless, they suggest solutions for today's problems with Intelligent Systems, such as autonomous vehicles mastering the traffic in Palermo, or robots caring for people and working together with them. Intelligent Systems need to adhere to concepts quite similar to humans that follow certain rules in their behavior.The paper explains what a “Concept” is in AI, how to state requirements for AI, and how to test them. Intelligent Systems using concepts behave similar to humans, following rules but are still able to break the rules when need arises, and can be certified for safety and security; solving certain difficulties for Learning Machines that can learn and unlearn.ReferencesH. P. Barendregt, "The Type-Free Lambda-Calculus," in Handbook of Math. Logic, vol. 90, J. Barwise, Ed., Amsterdam, North Holland, 1977, pp. 1091 -1132.E. Engeler, "Algebras and Combinators," Algebra Universalis, vol. 13, pp. 389-392, 1981. E. Engeler, "Neural algebra on "How does the brain think?"," Theoretical Computer Science, vol. 777, pp. 296-307, 2019. T. M. Fehlmann, Autonomous Real-time Testing – Testing Artificial Intelligence and Other Complex Systems, Berlin, Germany: Logos Press, 2020. H. Curry and R. Feys, Combinatory Logic, Vol. I, Amsterdam: North-Holland, 1958. K. Bimbó, Combinatory Logic - Pure, Applied and Typed, Boca Raton, FL: CRC Press, 2012.

Thomas Fehlmann, Eberhard Kranich
Open Access
Article
Conference Proceedings

Causal Discovery for Observational Image Datasets: A Vision Paper

Artificial intelligence (AI) and machine learning (ML) systems have seen tremendous growth within the last few decades. Even with unprecedented new levels of autonomy for artificial reasoning systems, there are still challenges that remain. Challenges related to causal reasoning act as a roadblock for AI/ML systems to achieve human-like intelligence. For these systems to achieve human-like intelligence they must be able to gather causal information from given information. While causality for machine learning has made progress within the past years, there is still a lack of ability for AI/ML systems to generate causal relations from image datasets. To this end, this paper proposes a novel new perspective on discovering causal relations with image data by utilizing existing tools and methodologies.

Atul Rawal, Adrienne Raglin, Ziying Tang, Qianlong Wang
Open Access
Article
Conference Proceedings

Multimodal HCI: a review of computational tools and their relevance to the detection of sexual presence

Cybersexuality, referring to sexual interactions facilitated by or involving sexual technologies, for better or worse, is poised to play an increasingly significant role in people's lives. The psychophysiological states stemming from such interactions with sexual technologies, and especially virtual reality (VR) scenarios, is termed "sexual presence" (SP). To automatically assess such a state may help detect problematic sexual responses, particularly for forensic purposes. This work aims to review the different methods used to analyse and algorithmically evaluate multimodal electroencephalography (EEG) -centric physiological signals through a multimodal human-computer interface (HCI) and to pinpoint those who prove relevant to the detection of (SP).Multimodal HCI are defined as the processing of combined natural modalities with multimedia system or environment. Each modality engages different human capabilities (cognitive, sensory, motion, perceptual). These capabilities, in response to the multimedia environment, can be quantified through psychophysiological signals such as EEG, electrocardiography (ECG), skin conductance, skin temperature, respiration rate, eye gaze, head movements, to name only the most common.While existing surveys have focused on the specific use of EEG to analyse emotions or on the measurement techniques and methods that have been used to record psycho-physiological signals, this work reviews the computational tools, mostly using machine and deep learning, to process, analyse and combine various physiological signals in HCI.Papers published in the last 10 years, combining at least two psycho-physiological signals in an HCI system were collected and reviewed, regardless of the field of application. The focus was mostly on the methodological aspects such as signal synchronization and calibration, fusion approach, model architecture, learning strategy. We put an emphasis on the methods that can be used to detect a subject’s condition in real time. At the light of this review, we can identify a research gap in terms of computational tools for multimodal data classification and prediction.This review will allow us to draw on existing work in other fields of application to address our specific application: to analyse EEG, oculometry and sexual plethysmography (penile for the men and vaginal for the women) signals together, using deep learning, to detect SP in subjects immersed in a VR environment with sexual content.

Clement Galaup, Lama Séoud, Patrice Renaud
Open Access
Article
Conference Proceedings

Magenta: Metrics and Evaluation Framework for Generative Agents based on LLMs

Large Language Models (LLMs) have emerged as a driving force in the field of Natural Language Processing (NLP) with applications spanning various domains, including the development of Autonomous Generative Agents. Generative Agents are computational software programs designed to believably simulate human behavior by harnessing the capabilities of large language models. Through repetitive prompts against the large language model, these agents operate based on a system architecture consisting of memory streams, reflection, and planning, allowing them to store experiences, learn from them, and translate insights into high-level action plans to interact with their environment. This paper discusses the current landscape of language models and autonomous agents, their advantages and challenges, and the current state of evaluation, and proposes an innovative evaluation benchmark designed to provide a holistic perspective on their performance. Additionally, we see the impact of fine-tuning such an LLM, evaluate using our benchmark, and then propose a framework for evaluation of both the agents and their underlying LLMs. The existing frameworks for evaluating LLMs and autonomous agents focus on single tasks and are limited in capturing their capabilities. We outline the methodology for evaluating autonomous agents' performance in responding to single and multi-step prompts. The process consists of three key stages: Preparation of the data, Preparation of the Gold Answers, and Evaluations. We use the meticulously crafted 20 unique prompts to challenge the agents, covering simple and complex questions. Using GPT-4, a state-of-the-art model, we generate the initial responses, which undergo rigorous verification to produce gold answers, indicating correctness and revealing the minimum steps required for task completion. Our evaluation framework relies on two critical metrics: the effort metrics, quantifying the steps taken by autonomous agents, and the success rate, measuring their accuracy in achieving task objectives and also keeping track of hallucinations of the model. We conduct experiments with ten different models, representing the current landscape of natural language processing models, presenting each with 20 unique prompts. Their responses are meticulously compared to our gold answers and gold steps (optimal number of steps) to generate the evaluation metrics. Similarly, a fine-tuned model is also evaluated with ten different questions, which test the agent's decision-making process by selecting the correct tool and then the ability of the model to reach the correct conclusion to the question asked by the user in this process.This comprehensive approach ensures a thorough assessment of autonomous agents' capabilities. It demonstrates the utility of these metrics, revealing how they can shed light on the strengths and weaknesses of various autonomous agents. As a step toward standardization, we propose transforming the evaluation process of LLMs into an automated framework that accommodates all types of language models, agents, and LLM-based applications. Such an approach promises to establish a unified and comprehensive evaluation methodology, empowering users to make informed decisions when selecting, fine-tuning, and assessing the accuracy of underlying language models and their applications for different domains.In summary, this paper contributes to the ongoing research on evaluating LLMs and autonomous agents by introducing a novel benchmark and proposing a framework, focusing on evaluating the language models while keeping different knowledge domains in mind. Our framework will enhance our understanding of these technologies and serve as a valuable resource for researchers, engineers, and practitioners working in the ever-evolving landscape of NLP and autonomous systems.

Sudarshan Kamath Barkur, Pratik Sitapara, Sven Leuschner, Sigurd Schacht
Open Access
Article
Conference Proceedings

A serious game for the cognitive stimulation of seniors

With the increasing number of elderly individuals in the Portuguese population and the consequent rise in cognitive decline associated with normal aging, there is a growing need to invest in mental health. This investment can be realized through the promotion of active aging and cognitive stimulation. Developing interactive tools that provide stimulation and motivation for everyday activities proves to be an effective strategy in slowing down cognitive decline. These tools aim to simulate familiar everyday scenarios for end-users, thereby encouraging regular use. This project focuses on the design and implementation of a platform to assist in evaluating and training the cognitive capacities of adults. The platform facilitates early awareness of cognitive deficiencies and stimulates users with pre-clinical symptoms, eliminating the need for visits to a medical office. It presents an innovative alternative to traditional tests conducted in clinical environments. Specifically, the platform recreates scenarios encountered during appointments with psychologists, transforming them into a game consisting of minigames. These minigames mimic real-world tasks, enabling a seamless integration of users' daily life results and enhancing their interaction with the environment. This approach aims to prevent the stress often associated with traditional cognitive stimulation programs and yield more accurate results without the pressure of a clinical setting. The primary goal is to develop a serious game that efficiently links simulation results to the daily activities of the targeted audience. This game adapts a scientifically validated cognitive training program to an Information Technology (IT) platform. The most significant outcome of this work is the cognitive stimulation of users and the effective integration of stimulation results. Through this serious game, the project strives to promote active aging, cognitive stimulation, and mental health using an interactive platform tailored to individual everyday life and activities.

Paula Escudeiro, Márcia Campos, Francisca Escudeiro, Nuno Escudeiro
Open Access
Article
Conference Proceedings

Cognitive efforts associated with spatial ability under altered spatial conditions: An eye-tracking study

Spatial ability is the ability to generate, store, retrieve, and transform visual information to mentally represent a space and make sense of it. This ability is a critical facet of human cognition that affects knowledge acquisition, productivity, and workplace safety. Although having improved spatial ability is essential for safely navigating and perceiving a space on earth, it is more critical in altered environments of other planets and deep space, which may pose extreme and unfamiliar visuospatial conditions. Such conditions may range from microgravity settings with the misalignment of body and visual axes to a lack of landmark objects that offer spatial cues to perceive size, distance, and speed. These altered visuospatial conditions may pose challenges to human spatial cognitive processing, which assists humans in locating objects in space, perceiving them visually, and comprehending spatial relationships between the objects and surroundings. The main goal of this paper is to examine if eye-tracking data of gaze pattern can indicate whether such altered conditions may demand more mental efforts and attention. The key dimensions of spatial ability (i.e., spatial visualization, spatial relations, and spatial orientation) are examined under the three simulated conditions: (1) aligned body and visual axes (control group); (2) statically misaligned body and visual axes (experiment group I); and dynamically misaligned body and visual axes (experiment group II). The three conditions were simulated in Virtual Reality (VR) using Unity 3D game engine. Participants were recruited from Texas A&M University student population who wore HTC VIVE Head-Mounted Displays (HMDs) equipped with eye-tracking technology to work on three spatial tests to measure spatial visualization, orientation, and relations. The Purdue Spatial Visualization Test: Rotations (PSVT: R), the Mental Cutting Test (MCT), and the Perspective Taking Ability (PTA) test were used to evaluate the spatial visualization, spatial relations, and spatial orientation of 78 participants, respectively. For each test, gaze data was collected through Tobii eye-tracker integrated in the HTC Vive HMDs. Quick eye movements, known as saccades, were identified by analyzing raw eye-tracking data using the rate of change of gaze position over time as a measure of mental effort. The results showed that the mean number of saccades in MCT and PSVT: R tests was statistically larger in experiment group II than in the control group or experiment group I. However, PTA test data did not meet the required assumptions to compare the mean number of saccades in the three groups. The results suggest that spatial relations and visualization may require more mental effort under dynamically misaligned idiotropic and visual axes than aligned or statically misaligned idiotropic and visual axes. However, the data could not reveal whether spatial orientation requires more/less mental effort under aligned, statically misaligned, and dynamically misaligned idiotropic and visual axes. The results of this study are important to understand how altered visuospatial conditions impact spatial cognition and how simulation- or game-based training tools can be developed to train people in adapting to extreme or altered work environments and working more productively and safely.

Faezeh Salehi, Fatemeh Pariafsai, Manish Dixit
Open Access
Article
Conference Proceedings

Decoding Internal Decision Making During Reverse Engineering Tasks

Neural decoding is often limited to tasks with known stimuli and limited response options. Real world tasks, however, are often completely stimulus free with unconstrained user response possibilities. To address this problem, we here aimed to achieve online decoding of unprompted moments of recognition as well as the subjects internal value judgements of each recognized entity. In short, we wanted to decode when the subject noticed something, and how they felt about it. This is a fundamental first step in creating automated, interactive, and intelligent human machine teaming. We here present a novel method of decoding moments of recognition and their associated internal value judgments in the context of highly complex reverse engineering tasks. This is done through a combination of P300 detection and the Engagement Index to determine whether an item has been identified as relevant to the task (to be further explored) or irrelevant to the task (to be quickly ignored). P300s are a neural signature of novelty detection, and can be classically evoked in both Go and No Go conditions - i.e., both when a Target stimuli is presented, as well as when a Distractor stimuli is presented. Go and No Go P300 waveforms are very similar, and are usually differentiated only post-hoc if at all. Go & No Go P300s were here evoked in each subject using a classic Auditory Oddball test; Artificial Neural Networks were then trained to identify P300s in each subject individually. These personalized networks were used to identify P300s in each subject during reverse engineering tasks. Dimensionality reduction of neural data during the tasks showed the existence of separately clustering subgroups of P300s; these subgroups specifically showed differences in Engagement Index, a ratio of neural power bands that has been linked to subject engagement in the task at hand. In the case of reverse engineering tasks where the goal is to find vulnerabilities in the code, this is interpreted as noticing something relevant to identifying a vulnerability in the code (P300 + High Engagement), or noticing something that allows you discard sections of code as likely not containing a vulnerability (P300 + Low Engagement). Subgroups of P300s differentiated by High vs. Low Engagement were further verified as distinct groupings with pupil dilation and user behavior metrics. This decoded information can be used to modify the task interface to aid in the reverse engineering process. Specifically, sections of code that trigger a Go response (P300 + High Engagement) can be highlighted in yellow while sections of code that trigger a No Go response (P300 + Low Engagement) can be greyed out. This allows for cognitive offloading of the user’s own decision making onto the visual interface in a completely automated and personalized fashion. Online detection of Go vs. No Go P300 events represents a significant advance in domain of real-time neural decoding, and opens up many further possibilities for usage in a broad range of intelligent human systems integration applications.

Brianna Marsh, Jocelyn Rego, Mia Levy, Mitchell Sayer, Alex Waagen, Aidan Barbieux, Edward Cranford, Don Morrison, Froylan Maldonado, Jeremy Johnson, Joseph Divita, Jonathan Buch, Evelyn Kim, Christian Lebiere, Sunny Fugate, Rajan Bhattacharyya
Open Access
Article
Conference Proceedings

Development of systematic measurement technology for girls’ breast size based on humanistic technology

The breasts of young girl have dynamic changes in different growth and development stages, and the adolescence is the most important. According to nearly half a century’s research, due to the imprecise measurement standards (easily displaced breast point, blurred breast boundary) and technical methods (simple upper and lower breast sizes, with no consideration for dynamically developed breast sizes), 80%-85% of girls don’t know how to choose suitable underwear. The purpose of this paper is to establish a systematic measurement method and technology of breast sizes based on the special physiological and psychological characteristics of adolescent girls.First of all, three research objectives were proposed based on a comprehensive examination of the related studies on clothing field and medical field. The first objective is to define the breast measurement benchmark that conforms to the rigorous ergonomics theory and establish a unified breast sizes measurement framework. The second objective is to develop a breast sizes measurement method suitable for dynamic growth data integrity and establish a systematic breast sizes measurement path. The third objective is to develop a breast sizes measurement technology that combines subjective comfort and objective accuracy and establish a measurement model that conforms to humanity technology.Second, a literature review was performed based on the above research objectives. For the first objective, this thesis are sorted out and analyzed mainly from the two aspects of measuring points and measuring coordinate system. For the second objective, this thesis focuses on the advantages and disadvantages of the current measurement of breast shape characteristics, volume and asymmetry. For the third objective, this thesis focuses on analyzing the advantages and disadvantages of mechanical, digital and high-tech measurement technologies. In addition, this thesis summarized key points that can be directly adopted should be improved, and need to be supplemented.In the third chapter, for the first objective, the features and parts of the anthropometric criteria that accord with ergonomics are sorted out, to get the most suitable breast sizes measurement point. Girls in different developmental stages are selected to carry out actual action experiments according to operational definitions, to verify whether the new breast sizes measurement points are available, the stability during the process, and the deviation in identification. Then, the smallest deviation is selected as the origin of constructing the new breast sizes measurement coordinate system. According to the experimental results, a new breast sizes measurement coordinate system is established. Meanwhile, the experiment verifies the accuracy of measurement and whether the measured error results are closer to the actual measured values than those measured in geodetic coordinate system.In the fourth chapter, for the second objective, based on the newly defined breast sizes measurement benchmarks, combined with the gaps of existing methods in literature research related to measurement methods, the breast shape characteristics of girls in different development stages are divided into three types: type A, type B and type C. The measurement parameters of each type and the logical relationship between the parameters are defined, the geometric shapes of each type are fitted with the parameters and their respective volume formulas are established. After verifying the accuracy of the proposed volume formulas, a new breast asymmetry evaluation model is established according to the breast volume and breast shape characteristics, and its feasibility is verified by actual measurement cases.In the fifth chapter, for the third objective, based on the innovative design thinking of mirror theory, considering the psychological characteristics of adolescent girls in development period, a new breast shape measurement model is constructed to develop a breast sizes measurement technology that conforms to humanity technology, and according to the value proposal of the new measurement model, a wearable breast shape measurement tool combined with the new breast shape measurement criteria is developed to obtain the breast shape characteristic data. Combined with the “Growth partner” measurement applet used by the new breast sizes measurement method, the acquired breast shape characteristic data are recorded, converted, and analyzed. Finally, the reliability, effectiveness and objectivity of the value proposal proposed by the measurement model are verified by experiments.

Yulin Zhao
Open Access
Article
Conference Proceedings

Ensuring Fast Interaction with HMI´s for Safety Critical Systems - An Extension of the Human-Machine Interface Design Method KONECT

More and more automation of safety-critical transport systems, either in the railway sector, in the aviation sector or in maritime transport, is becoming part of the further development of many systems. However, humans are certainly not being removed from these systems. Their tasks are changing and the question of a human fallback level arises, to ensure the safe operation of autonomous systems. Concepts of this fallback level can be, monitoring centers for autonomous trains, modern control centers for future drone traffic in aviation or remote shore-control centers for autonomous shipping. Because the human factor plays a major role in these applications, it is important to design safety-systems that are used in such a way that HMI can be used easily and efficiently. In order to achieve this, a methodical approach is necessary, which ensures that the human-machine interfaces are designed appropriately during the design process.Design methods for safety-critical systems provide the developers with plenty of support when it comes to the specification of a system, in terms of requirements management, model-based development, validation and verification. However, designing the HMI of these safety-critical systems, is often still a very creative process. Also, the support for analyzing the specified HMI’s, with respect to Human Factors Issues is limited, and often done in separate teams and processes. It is up to the designers to consider standard human factors recommendations and design guidelines, as well as to follow a human-centered design approach. For this reason, Harre developed the KONECT method. The method can be used to develop HMI that are specifically optimized for fast and correct perception during monitoring tasks. The method has been tested in e-mobility and truck platooning applications, as well as for vessel monitoring in maritime environments.Due to the focus on monitoring, the current method is limited to the display of information elements, i.e. fast and correct perception. However, in order to be used in the development of systems, also the interaction with the system has to be possible. The interaction with a system can have a wide range of techniques, from standard GUI elements to more advanced techniques like gesture or speech recognition. Since this, we limit the scope to simple GUI elements, like Textboxes, Buttons, or Dropdowns. In this paper, we will describe this extension, as well as the first evaluation of the extended method. This leads to the following research question:RQ: What interaction elements are there for HMIs and what insights are necessary for them to ensure rapid interaction?Chapter 2 deals with the current design methods being considered for safety-critical systems, including a comprehensive presentation of the KONECT method. Chapter 3 then presents the new insights for interaction insights and elements. These are then integrated into the Idea Box (meaning of this becomes clear in chapter 2). In Chapter 4 a study was set up to validate the new interaction elements and insights. In this study, the subjects take on the role of a designer for remote control systems in the railway sector.

Marcel Saager, Alexander Steinmetz, Jan-patrick Osterloh, Anja Naumann, Axel Hahn
Open Access
Article
Conference Proceedings

Indirectly determined maximal cardiac output in men and women with different physical activity

Introduction: Maximal cardiac output (COmax) is one of the most important functional parameters related to cardiorespiratory capacity (VO2max) and physical fitness. In clinical medicine, low COmax values are a risk factor for imminent heart failure. Conversely, high COmax values are a prerequisite for achieving high performance in sports, especially in endurance disciplines. Methods: To determine the COmax, we used our own modification of the COmax calculation from the VO2max values obtained during the spiroergometric examination (Stork et al. - 1). Our work is based on the findings of Stringer et al (2), which documented a very close correlation between COmax values obtained by calculation and COmax values obtained by the classical method according to Fick's principle. Subjects: From our 20-year examination database, we included in this study 641 men (M) and 164 women (F) over 19 years of age who completed a stress test on a bicycle ergometer with a graded load to the maximum. To calculate COmax, we used the equation with which we have already worked in several of our earlier studies. We have divided the files into three groups according to different physical activity: group A included well-trained endurance-athletes, who had several years of sports training at the time of the examination. Group B included subjects who engaged in physical activity only in their free time without competing in any sports competition. Subjects with various health problems who either never played any sport at all or ended their sports career many years ago, were included in group C. Results: COmax in group M-A (n=462, COmax=28.38±4.47 l/min) was significantly higher than in groups M-B (n=143, COmax=19.4±3.7 l/min) and M-C (n=36, COmax=18.4±5.9 l/min). It was the same with the women's groups. COmax values in group F-A (n=58, COmax=20.7±3.7 l/min) were significantly higher than in groups F-B (n=88, COmax=12.8±2.3 l/min) and F-C (n=18, COmax=12.1±2.0 l/min). There were no significant differences in both M and F between groups C and D. The same findings were found when comparing maximal stroke volume (SVmax) values. Conclusions: Movement activity is a condition for the development and maintenance of the adaptive abilities of the cardiorespiratory system. The parameters measured in recreational sportsmen correspond to the average of a healthy average fit population. If physical activity is not part of a healthy lifestyle and, in addition, there are health problems (in our groups C obesity and resting and exertional chest pains are the most common), in many subjects from our groups C the COmax parameters are significantly below average and close to the level characterizing the NYHA-1 to NYHA-2 group according to cardiology classification. The results show, on the one hand, how important factor in health prevention is regular physical activity, and, on the other hand, the applicability of our modified method to determine non-invasively the maximum cardiac output. References: 1. Stork M., Novak J., Zeman V.: Noninvasive cardiac output estimation evaluated from spiroergometric stress test. International Conference on Applied Electronics. Zapadoceska Univerzita, Plzen, 2010: 331-334. 2. Stringer W.W., Hansen J.E., Wasserman K.: Cardiac output estimated noninvasively from oxygen uptake during exercise. J. Appl. Physiol. 82(3): 908–912, 1997.

Novák Jaroslav, Milan Stork
Open Access
Article
Conference Proceedings

Temporal Analysis Method to Visualize Changes in Alternative Uses Test Performance

In recent years, creative thinking has been gaining importance. Creative thinking can be broadly classified into two types of thinking: divergent thinking, which generates a wide variety of ideas from a single concept or idea, and convergent thinking, which converges a wide variety of ideas into a single concluding idea. One of the representative methods to evaluate the performance of divergent thinking is the Alternative Uses Test (AUT), a task in which participants are asked to respond to as many ideas for different uses of a presented object as possible. There are several measures of divergent thinking performance, including fluency, flexibility, and originality, and the AUT has been evaluated by scoring the number and variety of ideas and the degree of rarity of ideas as scores for each measure respectively. Although the AUT has been used in many studies because it is easy to implement, most of these studies only evaluated performance throughout the entire AUT, making it difficult to analyze performance from a temporal perspective, such as adding stimuli to the person working on the AUT or changing the environment or conditions under which the AUT is performed, to evaluate the effects of changes in the environment, or to evaluate the impact of changes in environment and conditions on performance. With regard to flexibility in particular, it was difficult to quantify in detail the quality of ideas from the perspective of flexibility at a given point in time or to evaluate the breadth of thinking, because all participants' responses were categorized using the conventional method. Therefore, the purpose of this study is to propose a method to analyze fluency and flexibility from a temporal perspective. For the analysis of the temporal perspective, we focused on performance in intervals of AUT task time subdivided into 30-second intervals. Fluency was calculated from the number of responses in the unit interval. Flexibility was calculated by applying the flexibility method proposed by the authors (Fukada, et al. 2023), which employs natural language processing, to quantify the dissimilarity between ideas answered at a certain point in time and those answered before that point in time, in order to evaluate the quality of ideas in terms of flexibility at that point in time. An experiment was conducted with 32 undergraduate and graduate students, and the data of 3507 responses they obtained working on 16 trials of AUT, each of which lasted 4 minutes, were included in the analysis. When these data were analyzed using the proposed method, performance tended to monotonically decrease after the second interval, but fluency and flexibility increased from 30 to 60 seconds before the end of the AUT trial. This follows the suggestion that moderate time pressure has a positive impact on divergent thinking performance.Fukada, R., Ueda, K., Ishii, H., Shimoda, H., Obayashi, F., A Study on a Method for Automated Evaluation of Flexibility of Alternative Uses Test, Proceedings of the 85th National Convention of IPSJ, No.4, pp.129-130.

Ryunosuke Fukada, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda
Open Access
Article
Conference Proceedings

Can Structured Analytic Techniques enhance Intelligence, Surveillance, and Reconnaissance (ISR) Assessments when providing Incremental Information

Structured Analytic Techniques (SATs) have been incorporated within academia over the past several decades in an effort to enhance decision-making outcomes. Although, little research has focused on the effect of SATs within an operational environment such as Intelligence, Surveillance, and Reconnaissance (ISR) Mission Sets. The objective of this study was to evaluate the effectiveness of SATs when providing a vague narrative to human operators. Differences in response accuracy were investigate when a SAT was coupled with a narrative based on two different information workflow methodologies (i.e., complete narrative all at once or the narrative divided into incremental sections). Moreover, six groups of 25 participants each (N=150) were randomly assigned to one of three analytic techniques and provided a narrative with all the information all at once or the information provided in incremental sections. The SATs implemented were the Method for Defining Analytical Questions (MDAQ), which was developed in-house by our ISR subject matter experts (SMEs), a Scaffolding approach, and a Control approach. The findings provided evidence that implementing the MDAQ approach when given incremental information significantly improved performance compared to all other group configurations (p<0.05). This discovery will not only support ISR tool development, training exercises, and technology transition but could be beneficial in enhancing human computer interactions and human decision-making across other domains within academia and industry.

Justin Nelson, Anna Maresca, Bradley Schlessman
Open Access
Article
Conference Proceedings

A Methodological Examination of Attitudes Toward Emerging Science and Technology

Emerging science and technology refers to new, unestablished, and not widely recognized science and technology. It is different from existing science and technology that has widely penetrated society and occupies a definite position. The process of social implementation of such new science and technology and the attitudes of the general public toward the science and technology are discussed in several literatures based on the perspective of "symbiogenesis" in which science and society together influence each other. In addition, the general public itself seems to feel the need for science and technology to mutually influence each other.One of the simplest ways to ascertain how emerging science and technology will be accepted in society would be to conduct a questionnaire survey of the general public. However, with regard to such new and uncertain science and technology, the results of the questionnaire survey often indicate that the respondents "do not know" or "are not interested. Furthermore, it is assumed that these opinions have not been established as their own.Based on these backgrounds, we first conducted a questionnaire survey of the general public on emerging science and technology. In addition, in order to obtain opinions using a method different from the questionnaire survey, we conducted an online experiment targeting the general public, referring to the method for expressing opinions on emerging science and technology proposed in our previous research.This study aims to gain insight into the methods and characteristics of asking the general public for their opinions on the emerging science and technology, and to compare the results of a questionnaire survey and an online experiment as a method of investigating attitudes toward the emerging science and technology.In this study, genome-edited crops are taken as a case study as an emerging science and technology. Although social surveys related to genome-edited crops have been conducted in the past, previous studies have shown that the opinions of general public differs depending on the application of the technology. With respect to the conduct of the survey, two methods were used to investigate the public's attitudes toward genome-edited crops. One was an online survey, which included 1,111 respondents. The other was an online experiment in which groups of five people were asked to respond simultaneously and share the results, with 115 participants. Four types of questions were prepared for five genome-edited crops to compare the two methods, and the results of a total of 19 questions were compared. Responses were rated on a 6-point scale from 0 to 5.Overall, the mean of the results was greater for 18 of the 19 questions in the online experiment, with eight questions having a difference of 1.0 or greater. The degree of the differences varied.The "high-meat-volume fish" had the largest difference between "would like to try" and "commercialization," while the "allergen-free buckwheat" had the smallest difference between "would like to try" and "natural-artificial."Future work may include a detailed analysis of the similarity of the overall trends between the questionnaire survey and the online experiment in order to examine what factors are responsible for these differences. This is expected to lead to the proposal of a more appropriate methodology for surveys when emerging science and technology are implemented in society.

Kyoko Ito, Kazune Ezaki, Tomiko Yamaguchi
Open Access
Article
Conference Proceedings

IDS with hybrid sampling technique: combination over and under-sampling technique and comparison with deep convolutional approach

Digital is constantly evolving with the appearance of connected objects and on top of the popularization today of artificial intelligence. One of the direct inductions remains the excessive proliferation of various kinds of attacks in computer systems. Hackers exploit these vulnerabilities to break in and attack systems with increasingly complex attacks. The consequences of intrusions are destructive and ruinous for businesses and organizations such as electronic ransom ware, data alteration and loss, financial and brand image loss.It is important for those involved in computer systems to equip any computer centre with adequate tools to prevent malicious individuals from accessing the systems. To remedy these setbacks, several IT tools are developed including IDS intrusion detection systems. IDS intrusion detection systems are devices designed to monitor a computer system, give alerts and trigger real-time counterattacks in the event of attacks. These intelligent systems use several detection approaches and various algorithms. The performance of the IDS is increased when the features dimensionality are reduced significantly.This study proposed feature dimensionality reduction techniques such as Principal Component Analysis (PCA) and  Auto-Encoder (AE). The output from the reduced dimensional features are used to build machine Learning algorithms.  The performance results is evaluated on the  CSECICIDS2018 datasets.  The proposed public intrusion data sets suffer from the Imbalance class. In order to handle this issue, we propose hybrid sampling technique by combining Over and undersampling technique.The performance results from the reduced features in terms of true positive, False positve, recall, precision, F-Measure, ROC Area, PRC Area show the better performance. In addition, the obtained results are compared with deep convolutional approach.

Davy Ghislain VLAVONOU, Isckyros Gangbo, Thierry Nsabimana, Christian Bimenyimana, Perpetus Jacques Houngbo, Joël T. Hounsou, Fulvio Frati
Open Access
Article
Conference Proceedings

Design of Learning History Retention Framework using Blockchain Infrastructure to Ensure Reliability of Learning Logs

Learning analytics has been actively pursued in the field of learning assistance field. The spread of LMSs such as Moodle and Canvas LMS has realized the acquisition of a large amount of learning history. Furthermore, an educational assistance system does not consist of only a single LMS. Multiple educational assistance services generate their own learning histories.A Learning Record Store (LRS) exists to collect and analyze these learning logs in an integrated manner. OpenLRW and Learning Locker exist as LRS implementations. In order to avoid losing the large number of learning records generated by LMSs, key value stores (KVS) such as MongoDB are generally used for data persistence in LRSs. For architectural reasons, KVS allows duplicate registration of stored data. Therefore, unlike SQL-based databases, KVS persistence does not guarantee consistency. If consistency is not maintained in the persistence of learning history, it is difficult to ensure the reliability of the stored learning history. If the stored learning history is not reliable, the reliability of the analysis results using learning analytics cannot be ensured.Changes in the world situation can impede stable system operation and cause a loss of learning logs. As of May 2023, about 20% of Ukrainian territory is occupied by Russia and the war is still going on. Conflict and war destroy many buildings, infrastructure, and communication networks. Climate change is causing increasingly severe disasters. In Japan, special heavy rainfall warnings are issued every year, mainly in western Japan. Special warnings are intended to be issued when there is a threat of a once-in-a-decade catastrophe. Matthew Rodell et al. suggest that more frequent, more severe, and more extensive droughts and floods will occur if global warming continues.The severity of a disaster, whether man-made or natural, can cause more damage than the availability of the cloud service that serves as the system operation infrastructure. Catastrophic damage to the system operation infrastructure will cause a loss in the generated learning history. The loss of the learning history causes a loss of continuity in the learning history, and consequently, the reliability of the learning history is compromised. We must ensure that the learning history of learners, which cannot be recovered once it is lost, is stored and maintained even in multi-hazard situations.In this study, we designed a learning history retention framework based on blockchain technology to ensure the reliability of learning history. In order to store and retain the learning history, we apply the decentralized autonomous blockchain technology to enable the detection of learning history inconsistencies in the LRS. A framework for ensuring the availability of the learning history was studied against the factors that cause the loss of the learning history, regardless of whether it is caused by human or natural disasters. In this paper, we describe the design of a blockchain mechanism for learning history retention, and describe a learning history retention mechanism that is linked to an existing LMS. We also describe the design and effectiveness of a prototype system implemented for validation.

Satoshi Togawa, Akiko Kondo, Kazuhide Kanenishi
Open Access
Article
Conference Proceedings

Design Systems for Intelligent Technology

Intelligent technology seems poised to emerge with unprecedented force across many domains of human activity. Advanced technologies (e.g. artificial intelligence (AI)–based applications and services) hold great promise to enhance work processes such as industrial operations and process control. However, the promise of intelligent technologies will not be realised unless their use is properly grounded in terms of their advantages to human action, operational safety, and the efficiency of the controlled system. Therefore, the novelty associated with what can be done with intelligent technology and how it should be integrated into human action and thought presents key design problems and questions to be answered in the design of future systems.Design systems (DSs) have become standard product design and development tools for creating consistent and well-functioning software applications and industry products by providing standard and reusable design patterns, components, and language. Currently, the industrial application of DSs mainly focuses on aspects of technology design such as visual identity, design principles, user interface elements, traditional engineering design, and interaction patterns. In the present paper, we propose to investigate and open a discussion on the concept of DSs for intelligent technology. This concept extends and builds upon current ideas and industrial practices regarding DSs. This paper is based on case studies of Finnish industrial companies seeking to implement and develop intelligent technology solutions for process control and design processes.Based on our research, we offer preliminary ideas on how DSs should be expanded to better address, identify, and solve challenges relevant to the design of intelligent technologies. Furthermore, we see that these extensions to the present industrial applications of DSs represent an important – even indispensable – step towards realising the vision of Industry 5.0, in which people and intelligent technologies collaborate.

Mari Myllylä, Antero Karvonen, Hanna Koskinen
Open Access
Article
Conference Proceedings

Design of an augmented reality software tool to improve user interaction and awareness in geolocation platforms.

People do not give importance to the rules or protocols of each sport through the design of an application in augmented reality it is intended to complement the regulatory information on a sport such as football, such as positioning on a field, offering directions, measurements, radius of the midfield, penalty area, corner area, number of referees and the function of each player. The general objective is to design a tool for learning sports rules related to football using augmented reality. The results are A four-layer architecture such as User, Location, Camera, and Applications; each layer and its components are described in this model. In addition, a first survey of five questions answered by ten professionals in Information Technology on architecture was carried out in this document. The survey indicates that it has a reasonable degree of acceptance, and the professional recommendations are interesting. In addition, a second survey of five questions answered by fifteen players about their interest in using an AR-based application was conducted. It was concluded that architecture has been accepted by professionals and players have disposition or interest in an application in AR.

Monica Daniela Gomez Rios, Alejandro Drouet, Miguel Angel Quiroz Martinez
Open Access
Article
Conference Proceedings

Comparative Analysis of a Machine Learning model for Water Quality forecasting of the Guayas River based on the Internet of Things

The objective is to propose the design of an intelligent model of real-time data capture based on IoT for monitoring and visualization of monitoring of the environmental variables of the water of the Guayas River of a network, through a Machine Learning Model for water quality forecasting: to be able to carry out a study to determine the economic and technical impact of the case in a specific area of the Guayas River. Oriented on cases or study models of water quality or treatment; the design of the network formed by IoT Sensors, Communication Network, and Cloud; and the design of the Dashboard of prediction model in the quality of the water in stages to present the indicators according to the data obtained from the sensors. The initial cost of the model in implementation for data capture, transfer, prediction and presentation may be high, but the long-term benefits and advantages in data management are transcendental for making different decisions related to water quality and the environment in the Guayas River

Galo Enrique Valverde Landivar, David Perez
Open Access
Article
Conference Proceedings

Comparative analysis for the selection of a virtualization tool using the AHP Model

This paper presents a comprehensive comparative analysis of virtualization tools, grounding its study on applying the AHP model. Virtualization is introduced as an emerging technology, emphasizing its ability to enhance applications' portability, management, and compatibility by encapsulating them from the operating systems on which they run. Different approaches to virtualization are discussed, from desktop virtualization, highlighting its client-server-based computing model, to network virtualization, emphasizing its capability to combine software and hardware resources into a software-managed entity. An in-depth analysis of leading market virtualization tools, such as VMware and HYPER-V, is conducted throughout the article. VMware's operational advantages and efficiency are highlighted, along with the speed and versatility of HYPER-V's migration. To enrich the research, survey results conducted on professionals specialized in network infrastructure in Ecuadorian companies are incorporated, providing valuable insights into these tools' adoption and practical utility in corporate environments. Finally, the study presents a detailed comparative table to guide organizations in selecting the virtualization tool that best fits their requirements and operational contexts.

Monica Daniela Gomez Rios, Bryan Acosta, Jos Rosales, Miguel Angel Quiroz Martinez
Open Access
Article
Conference Proceedings

Cyber Rehabilitation for the Elderly with Mild Cognitive Impairment

The World Health Organization (WHO) predicts that by 2050, the proportion of people over the age of 60 will double. As a result, there is a growing need for digital therapy for geriatric patients with Mild Cognitive Impairment (MCI). This paper introduces a platform designed to facilitate MCI examination, user response judgment, and real-time content control for the elderly with MCI. This paper employing techniques such as You Only Live Once (YOLO) and eye tracking to minimize user intervention, this system has demonstrated a user response judgment accuracy of 90% or higher for 100 elderly individuals with MCI. Additionally, the platform achieved a content control function accuracy of 95% based on reaction judgment and a content matching suitability rate exceeding 90%.

Ki Hwan Kim, Eun Sung Choi, Young Jin Kang, Seok Chan Jeong
Open Access
Article
Conference Proceedings

Statistical assessment of physico-chemical pollution of Sebou river in Mechraa Bel Ksiri, Morocco

The pollution of groundwater and surfaces is a major problem around the world. In Morocco due to population growth, industrial, agricultural and climate change the country is currently experiencing water stress (less than 1000 m3 / inhabitant / year) and is expected to experience a water shortage in 2025 (less than 500 m3 / inhabitant / year). In addition, according to the WHO, around 30,000 people per day, approximately 10 million per year, die due to insufficient or poor qualities water supply and deplorable hygienic conditions (WHO, 1977).The Sebou basin is located in the western region of Morocco, which is a very important agricultural area and therefore experiences high pollution. The aim of this study is to carry out an updated survey on the pollution of the Sebou by Urban, Agricultural and Industrial activities. To achieve this objective, several series of samples of the Sebou waters and their physicochemical analyses were carried out (pH, Ca++, Na+, Mg++, Cl-, SO4--, NO3-, BOD5, COD ...).To verify the hypothesis of pollution of the Sebou river by domestic and industrial wastewater and by its tributaries, we compared its physico-chemistry with those of the two main rivers, namely the Oued Beht and the Oued Ouergha. The results show that Oued Sebou is very loaded with salts (10581 µs / cm or 11g / L). On the other hand, the waters of Oued Beht are less polluted by nitrates (14.34 mg / L) and sulphates (51.51 mg / L) but more loaded with Potassium (55.87 mg / L) and Magnesium (107.62 mg / L). Finally, the waters of Oued Ouergha are even cleaner than other rivers.

Fariri Khalid, Hraira Thami, Ettaki Jalal, Doumi Khalid, Maaroufi Manal, Belghyti Driss, Ghizlane Ztit, Khadija El Kharrim
Open Access
Article
Conference Proceedings

Application of Artificial Intelligence for Talent Management: Challenges and Opportunities

Artificial Intelligence (AI) is a rapidly advancing field encompassing different applications across different industries. Managements of big multinational organisations and even local medium-sized enterprises are using AI for improving efficiency, productivity, decision-making, and overall business performance. Firms’ human resource management (HRM) integrates AI and other applications based on AI for managing people within organisations. Utilising AI for talent management involves leveraging artificial intelligence techniques and tools to optimise various aspects of the employee lifecycle, from recruitment and selection to employee development and engagement. leveraging AI in talent management can update recruitment processes, enhance decision-making, and enable personalised employee development. It has the potential to optimise HR operations and improve overall workforce management for organisations. While AI offers numerous benefits in talent management, challenges arise in terms of data quality and privacy, potential lack of human judgment in complex decisions, ethical considerations related to biases in AI algorithms, user acceptance and trust, and the need for a skilled and adaptable workforce. This study aims to investigate the challenges and opportunities of using AI for talent management within organisations to assist them in making informed decisions and implementing effective strategies to harness the potential of AI in optimising their talent acquisition and development efforts. Both primary and secondary data will be collected. An interview method will be applied to collect primary data from different organisations’ HR managers. Secondary data will be gathered from different organisations’ published reports and articles along with other academic reliable resources. The findings of this research will provide valuable insights for companies aiming to apply AI effectively in talent management strategies by overcoming the challenges.

Mohammad Rashed Khan
Open Access
Article
Conference Proceedings

Multidisciplinary Research & Development of Multi-Agents and Virtual Humans Leveraging Integrated Middleware Platforms

The current pace of technological advancements has led to an ever-increasing availability of technologies to investigate and help address the challenges that contemporary society faces today. However, while this trend increases the potential for creating more relevant, effective, and efficient solutions, it also inherently increases the complexity of realizing that potential. Our work aims to manage this complexity through the creation and dissemination of integrated middleware platforms that enable researchers and developers to rapidly prototype novel solutions within the areas of modelling & simulation, virtual humans, and virtual worlds. In this paper, we discuss two related platforms: the Rapid Integration & Development Environment (RIDE) and the Virtual Human Toolkit (VHToolkit). Specifically, we explore two use cases: 1) the development of an authoring tool aimed at domain experts to rapidly create low-echelon military training scenarios, and 2) the development of a virtual human led mHealth wellness and suicide prevention app for veterans.

Arno Hartholt, Andrew Leeds, Ed Fast, Edwin Sookiassian, Kevin Kim, Sarah Beland, Pranav Kulkarni, Sharon Mozgai
Open Access
Article
Conference Proceedings

3D Reconstruction Method Using A Pendulum RGB-D Camera

3D models are used in various fields to reproduce the real environment in a virtual world, such as assessing conditions at construction sites, sharing blueprints and other data, and disaster experiences using Virtual Reality. Various methods have been developed to create 3D models of real environments, including methods using laser scanners and cameras. The method using a laser scanner can create an accurate 3D model, but the equipment is expensive and not easy to use. On the other hand, the method of using a camera is less accurate than a laser scanner, but it is less expensive and easier to use. In the camera-based method, the pose, which encompasses the 3D coordinates of the camera and its orientation at the moment the image was acquired, is estimated through image processing. Then, a 3D model can be created based on the estimated camera poses. In this method, it is difficult to estimate the camera poses from images with few image features. Therefore, in regions with few features, such as flat walls of a single color, it is difficult to reconstruct the 3D model.In this study, camera poses are estimated using the camera moving as a pendulum and using these poses to create a 3D model. The camera is attached at the end of a pendulum so that the camera motion can be physically modeled, and the trajectory of the camera can be accurately estimated. In this method, the environment is first photographed using a pendulum camera in which an RGB-D camera is used for the weight of the pendulum. Then, tracking is performed to estimate the part of the pendulum motion using clear images that represents the area with enough features. Next, the fulcrum position and length of the pendulum are estimated using the tracking results. The fulcrum position and the length are then used to estimate the camera poses for all images by the pendulum physical model. Finally, the camera poses are used to perform a 3D reconstruction of the captured environment. To evaluate the effectiveness of this method, the 3D models created with and without the proposed method were compared from two perspectives: the size of the area that could be reconstructed and the accuracy of the 3D models created. As a result, the proposed method was able to reconstruct the 3D model even in regions where enough features cannot be obtained from the images. However, the model created with the proposed method displays the subject shifted from frame to frame compared to the model created without the proposed method. This is supposed to be due to the fact that the calculated camera poses were not accurate enough because the estimated length of the pendulum included an error. Future work is needed to further improve the accuracy of the camera pose estimation in order to improve the accuracy of the model. Other possibilities include extending the shooting range by conducting cooperative photography with multiple cameras.

Shigeaki Futagami, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda
Open Access
Article
Conference Proceedings

Integrated Eye-Tracking and EEG Data Collection and Synchronization for Virtual Reality-Based Spatial Ability Assessments

In the realm of virtual reality (VR) research, the synergy of methodological advancements, technical innovation, and novel applications is paramount. Our work encapsulates these facets in the context of spatial ability assessments conducted within a VR environment. This paper presents a comprehensive and integrated framework of VR, eye-tracking, and electroencephalography (EEG), which seamlessly combines measuring participants’ behavioral performance and simultaneously collecting time-stamped eye tracking and EEG data to enable understanding how spatial ability is impacted in certain conditions and if such conditions demand increased attention and mental allocation. This framework encompasses the measurement of participants’ gaze pattern (e.g., fixation and saccades), EEG data (e.g., Alpha, Beta, Gamma, and Theta wave patterns), and psychometric and behavioral test performance. On the technical front, we utilized the Unity 3D game engine as the core for running our spatial ability tasks by simulating altered conditions of space exploration. We simulated two types of space exploration conditions: (1) microgravity condition in which participants’ idiotropic (body) axis is in statically and dynamically misaligned with their visual axis; and (2) conditions of Martian terrain that offers a visual frame of reference (FOR) but with limited and unfamiliar landmarks objects. We specifically targeted assessing human spatial ability and spatial perception. To assess spatial ability, we digitalized behavioral tests of Purdue Spatial Visualization Test: Rotations (PSVT: R), the Mental Cutting Test (MCT), and the Perspective Taking Ability (PTA) test and integrated them into the VR settings to evaluate participants’ spatial visualization, spatial relations, and spatial orientation ability, respectively. For spatial perception, we applied digitalized versions of size and distance perception tests to measure participants’ subjective perception of size and distance. A suite of C# scripts orchestrated the VR experience, enabling real-time data collection and synchronization. This technical innovation includes the integration of data streams from diverse sources, such as VIVE controllers, eye-tracking devices, and EEG hardware, to ensure a cohesive and comprehensive dataset. A pivotal challenge in our research was synchronizing data from EEG, eye tracking, and VR tasks to facilitate comprehensive analysis. To address this challenge, we employed the Unity interface of the OpenSync library, a tool designed to unify disparate data sources in the fields of psychology and neuroscience. This approach ensures that all collected measures share a common time reference, enabling meaningful analysis of participant performance, gaze behavior, and EEG activity. The Unity-based system seamlessly incorporates task parameters, participant data, and VIVE controller inputs, providing a versatile platform for conducting assessments in diverse domains. Finally, we were able to collect synchronized measurements of participants’ scores on the behavioral tests of spatial ability and spatial perception, their gaze data and EEG data. In this paper, we present the whole process of combining the eye-tracking and EEG workflows into the VR settings and collecting relevant measurements. We believe that our work not only advances the state-of-the-art in spatial ability assessments but also underscores the potential of virtual reality as a versatile tool in cognitive research, therapy, and rehabilitation.

Faezeh Salehi, Moein Razavi, Mason Smith, Manish Dixit
Open Access
Article
Conference Proceedings

Computational Aesthetics-based Model Evaluation Method for Industrial Robots

Based on existing research on the development of an evaluation system for industrial robot modeling and beauty assessment, this paper proposes a method to evaluate the aesthetic appeal of industrial robot models. The method initially establishes a set of beauty indices based on the morphological characteristics of industrial robots and computational aesthetics theory. Subsequently, hierarchical analysis is employed to determine the weights assigned to each index, enabling the calculation of a comprehensive evaluation value for industrial robot modeling that can be ranked accordingly. Finally, subjective questionnaire evaluations are conducted in order to experimentally compare and verify the feasibility and accuracy of this method. The results demonstrate that by utilizing hierarchical analysis and computational aesthetics, it is possible to accurately and objectively assess the beauty of industrial robots, thereby providing a novel approach for evaluating their aesthetic qualities.

Shuai Ding, Beibei Sun
Open Access
Article
Conference Proceedings

Development of a Video Game for Cognitive Stimulation in Early-Stage Alzheimer's Disease

In this research, a videogame was developed using Unity and WebGL as a cognitive stimulation strategy for patients with early-stage Alzheimer's disease. The process of construction of the videogame, began with the definition of cognitive needs and patient characteristics, obtained through literature review and interviews with experts. The interviews were focused on the following skills: the memory, the attention, the executive function, and the problem solving. These skills can be positively impacted with videogames and are detailed according to their degree of impairment in Alzheimer's disease.Next, the story and conceptual methodology of the videogame were identified with a literature review: achieving a certain degree of personalization according to the patient's context, inclusion of rhythmic music that accompanies the player's experience, and adaptation of different difficulty levels based on each patient. The videogame is conceptually categorized as a Serious Game and was created with a Game Design Document (GDD) specifying the dynamics and mechanisms of the game. Following, the video game was development using Unity and WebGL framework.The video game starts with the player entering the mini world, placing the user in the scenario of the initial route, which aims to perform a basic diagnosis of the player's weakest skills. After, the central cycle begins, which involves exploring the world in search of mini games that can be either completed or failed. Completing all the mini games in the scenario is unlocked.Based on the psychiatrist's indications with respect to the validation of previous tools, the recommendation to carry out individualized sessions for each patient together with their caregiver was accepted, since carrying out a joint session with all the patients could make it difficult. Each session with the patient and their caregiver lasted one hour, in which they interacted with the platform and the videogame while they were recorded by voice and video, applying the Thinking Aloud methodology.Finally, the patients expressed ease of use the videogame, even for those who had never used a computer, in addition to considering it entertaining, an element that the caregivers confirmed when they perceived interest in the patients at the time of the test, a factor that contributes to adherence to treatment.

Sandra Mateus, Jorge Giraldo, Daniel Ramírez, Claudia Ramos
Open Access
Article
Conference Proceedings

Optimal Voltage Regulation on Medium Voltage Line In Rural Area Using DIgSILENT

The present work features an analysis of the voltage levels in the Quevedo Sur substation, which has a 7.9 km route of three-phase 4/0 AWG ACSR feeder, where it was found that the voltage levels obtained from the feeder do not allow the proper functioning of the triphasic motors that contain the pumping machines used in the irrigation area, located in Hacienda JJ. Through the implementation of the DIgSILENT program, the collected data was used, and proceeded with the realization of a single-line diagram, then the percentage of voltage drop that exits in the feeder could be visualize through the simulation of power flow and voltage profile, in turn, the minimum and maximum voltage points were observed along the three-phase line, and the most convenient location for the voltage regulators was estimated by implementing the analytical module called ''Step-Voltage Regulator'', which main function is to verify and correct the voltages that are not in the allowed range according to resolution No. ARCERNNR-017/2020.

Galo Enrique Valverde Landivar, Ervin Solano, Roy Santana
Open Access
Article
Conference Proceedings

Optimization of the temperature field inside a forced convection oven

This study takes a comprehensive approach by integrating numerical simulation and experimental validation to address the issue of uneven temperature distribution in ovens. Precise simulations of gas flow and heat transfer inside the oven are conducted using CFD software. Subsequently, temperatures at different points on various planes inside the oven are experimentally measured. The comparison between numerical simulation results and experimental data reveals a minimal difference of only 0.97%, confirming the high accuracy of the simulation results. Building upon this foundation, the paper introduces a series of optimization solutions, including the adjustment of fan blade folding angles and the optimization of baffle structures. Simulation results demonstrate the effectiveness of both optimization strategies in enhancing the uniformity of the original oven's internal plane temperature. In conclusion, experimental validation confirms that simultaneous improvements in fan blade folding angles and baffle structures not only significantly enhance temperature uniformity, reducing the plane temperature variance from 5.75 to 1.61, but also raise the overall average temperature from 185°C to 190°C. This study provides a practical and effective optimization solution for the design and manufacturing of ovens, with significant implications for practical applications and broader dissemination.

Zhen Yan, Minhua Chen, Hao Chen, Yan Zhang
Open Access
Article
Conference Proceedings

Integrating Rasmussen´s SRK Taxonomy in a Future Fighter Cockpit Design Process

In this article, we describe how we integrated Rasmussen's SRK (Skill, Rule, Knowledge) taxonomy into the design process of an information concept for a cockpit display of a future fighter aircraft, focusing on Manned-Unmanned Teaming (MUM-T) missions. We utilized Endsley's goal-directed task analysis to identify necessary information for different scenarios. We then applied cognitive design methods, consisting of Rasmussen's SRK taxonomy and Wickens’ design principles, which helped us to determine the required level of detail of the information and how it should be presented to the pilot. Then interface elements to represent the information are created. We implemented the elements into a MUM-T fighter jet research simulator and conducted online evaluations with three German Air Force fighter pilots. The results showed that the created elements resulted through the design process were well received by the fighter pilots. The designed interface elements were evaluated as helpful to support the pilot in scenarios such as delegation, air-to-air and air-to-ground tasks of UAVs.

Stefan Neubauer, Simon Schwerd, Axel Schulte
Open Access
Article
Conference Proceedings

How does it work? Collecting mental models for the user-centered design of assistance systems: a construction machinery case study

This paper proposes a three-step procedure to systematically include human operators in the development and design process of an assistance system for complex construction machinery. The central element of the procedure is the collection of mental models to gain validated information on the context of use and the human-machine interaction from the operator's perspective. The procedure was used in a case study to develop a control assistant for hydraulic grab carriers. The results demonstrate the feasibility of the proposed procedure.

Theresa Prinz, Rutuja Joshi, Philipp Ehrle, Klaus Bengler, Dominik Hujo, Marius Krüger, Birgit Vogel-Heuser, Sebastian Beerkircher, Cornelia Kerausch
Open Access
Article
Conference Proceedings

Role of AI in weather prediction, flight planning, route optimization and scheduling.

Artificial intelligence (AI) is being used to improve weather prediction and turbulence detection, which can help to enhance flight safety. AI-powered weather prediction systems can be used to generate more accurate and up-to-date weather forecasts. This information can help pilots make better decisions about flight planning and execution. The turbulence detection systems can identify areas of turbulence in real time. This information can be used to help pilots avoid turbulence, which can help to improve safety and comfort for passengers. Reduced risk AI-powered systems can help to reduce the risk of accidents caused by weather or turbulence by improving accuracy and providing earlier warnings. The National Weather Service (NWS) uses AI to improve weather prediction models. The NWS reports recognize that AI has improved its forecasts' accuracy by up to 10%. Moreover, the Federal Aviation Administration (FAA) uses AI to detect real-time turbulence. The FAA reports that the use of AI applications makes identifying turbulence areas easier and more effective in avoiding overflying into them. Airlines are using AI to improve their flight planning and execution. Airlines following weather AI recommendations reduce delays and improve the safety of their flights. In detail, Weather Prediction AI analyses large volumes of weather data, such as radar, satellite, and numerical weather prediction models, to provide accurate and timely weather forecasts. This helps pilots plan and adjust flight routes and schedules to avoid severe weather conditions and improve flight safety. Turbulence Detection AI applications detect and predict turbulence in real time using sensor data and weather models. This helps pilots avoid turbulence and provides passengers with a smoother and more comfortable flight experience while reducing the risk of injuries. In the long run, Machine Learning develops machine learning algorithms to learn from past weather and turbulence data and predict future conditions more accurately. This allows airlines to make more informed flight routing and scheduling decisions based on the most up-to-date weather information. Additionally, Automated Decision Support AI develops automated decision support tools that provide pilots with real-time weather and turbulence information, allowing them to make informed decisions about flight routing and scheduling and improve flight safety. Overall, using AI in weather prediction and turbulence detection transforms how airlines monitor and manage weather-related risks, making air transport safer, more efficient, and more comfortable for passengers. By providing accurate and timely weather information, airlines can improve flight safety, reduce flight delays, and provide passengers with a more reliable travel experience. Purdue CREATE approach offers a structured analysis and recommendations for implementing AI in weather prediction, flight planning, route optimization, and scheduling.

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

Factors influencing the use of shared stroller rentals in scenic spots—an extension based on the UTAUT model

Purpose: With the rise of parent-child travel, the trend of sharing economy has given birth to shared strollers. This emerging field aims to ease the burden on parents. However, although many shared stroller brands have emerged on the market, this sharing model is similar to other sharing forms and also faces a series of development challenges. In previous studies, users' awareness and acceptance of shared strollers for rent in scenic spots have not been studied in depth. Therefore, the purpose of this study is to deeply explore the factors that affect users' willingness to use shared stroller rentals to promote the improvement of shared service quality.Methods: We adopt UTAUT (Unified Theory of Technology Acceptance and Usage Model) as a theoretical framework to explain user adoption behavior. First, we issued questionnaires to analyze users' usage behavior, and then introduced the internal variables in the UTAUT model, including performance expectations, effort expectations, social influence and convenience conditions, into the context of shared stroller rental. We then conducted in-depth scenario interviews to further observe users’ actual behaviors and understand their potential needs. By analyzing the actual behavior of users, we further refine the secondary variables related to internal variables, such as observability, trialability, compatibility, complexity, etc., aiming to quantify the impact of these internal variables on user intentions.By mapping the user decision-making process, the functional requirements of users at different stages are clarified. To assess the priority of feature points, we used a 5-point scale questionnaire among people aged 22 to 50 years with children. The specific items related to secondary variables in the questionnaire reflect the impact of different factors such as performance expectations, effort expectations, social influence, and convenience conditions on users' willingness to use shared stroller rentals.Research results: Performance expectations, convenience conditions and satisfaction have the most significant positive impact on adoption intention, followed by social influence. Perceived risk and expected effort showed significant negative effects. Based on the survey results, we made recommendations for improvements to the existing shared stroller service. These research results provide solid theoretical support and empirical data for understanding the adoption process of shared stroller rental services, and also provide useful reference for the development and promotion of similar services.Significance: Users' attention to shared strollers plays an important role in the development of shared service-related industrial chains. Based on these results, we summarized the shortcomings of shared stroller brand design and put forward suggestions to improve users' willingness to use them, provide theoretical reference for the design of such products, and provide management suggestions for stakeholders.

Yu Xin Jiang, Xun Chen, Xu Li
Open Access
Article
Conference Proceedings

The effect of visual and auditory channel interaction on cognitive performance in online education

With the arrival of the multimedia era, online education has become one of the main teaching modes. At the same time, the presentation of learning materials has become more diversified, and the interaction mode has gradually developed in the direction of multimodality. According to multichannel cognitive theory and multimedia cognitive theory, human can process information from different channels at the same time, but due to limited cognitive resources, inappropriate content presentation and interaction methods can cause extra load, which will affect learning efficiency. In this paper, we design an experiment to investigate the effects of the visual and auditory channels, as well as the audio-visual channel on people's learning efficiency by presenting and delivering learning information in different ways. The result shows that learning through audio-visual channel is the most efficient interaction method, and learning through a single auditory channel is the least efficient method.

Yingliang Sun, Wenyu Wu, Ke Zhu, Hao Huang, Jiayu Guo, Yilian Li
Open Access
Article
Conference Proceedings

Interaction between designers and AI: literature review of research to highlight the characteristics of co-creation and methods for analyzing it

The proposal begins with a literature review and aims to investigate how the user experience of designers changes when transitioning from traditional software to artificial intelligence. AI tools automate tasks and take on a more active role compared to traditional computer-aided design tools, often referred to as "co-creators." This work seeks to identify the differences between using traditional software and software integrated with AI. In particular, it aims to outline the characteristics of the interaction between designers and AI, such as user satisfaction, trust, or surprise with the outcomes, role coordination, and more. Subsequently, the methods used by studies to analyze these aspects will be defined. This analysis serves as a foundation for creating protocols to systematically study designer-AI co-creation interactions and shed light on the unexplored aspects in existing research

Elena Cavallin
Open Access
Article
Conference Proceedings

Human-AI Interaction: An Analysis of Anthropomorphization and User Engagement in Conversational Agents with a Focus on ChatGPT

Anthropomorphism, the attribution of human-like characteristics to non-human entities, and Human-Computer Interaction (HCI) or Human-AI Interaction (HAI) have become a significant topic of interest in the field of Artificial Intelligence (AI) with the rise of Large Language Models (LLMs). From this scenario, this article examines the concept of anthropomorphism in the context of chatbots, especially ChatGPT. Drawing on a range of contemporary research and use cases, various implications, benefits, challenges, and ethical considerations associated with anthropomorphism in AI are explored. The findings highlight the potential benefits of anthropomorphism in enhancing user engagement, trust, and acceptance. However, challenges such as overreliance, privacy concerns, and accuracy issues need to be addressed. Answer-Bot Effect and other psychological mechanisms experienced in HCI with ChatGPT reinforce the Computer-Are-Social-Actors paradigm, the Attachment Theory and the Media Equation hypothesis. Ethical considerations are crucial in ensuring responsible development and deployment of anthropomorphic AI systems. Frameworks such as HCAI, IFA, SPADE or SEEK can be of help in ensuring that the development and deployment of such models are responsible and ethical. The need for further research to understand the full potential and limitations of anthropomorphism in Conversational Agents is emphasized, particularly in the context of ChatGPT and Smart Personal Assistants (SPAs).

Gustavo Simas, Vânia Ribas Ulbricht
Open Access
Article
Conference Proceedings

Connection between AI and product design - Potentials and critical issues in the text-to-image software-assisted design experience

Driven by the demand for innovation, design is constantly evolving and is increasingly focused on integrating new technologies into design processes. Technological innovations have proven to be of fundamental importance, both in speeding up and improving production processes and managing and enriching the ideational process.We are now surrounded by software in which the participation of artificial intelligence is constant, but although it has become pervasive, we often do not even notice its presence. In the field of product design, several software exploiting artificial intelligence have been diffused to provide us with virtual products at the two-dimensional level. These software are capable of transforming the ideational stages of a project, as they generate original idea proposals in a matter of minutes. One of the most popular software is Midjourney, which is based on the key text-to-image concept, and can create images from prompts, and descriptive keywords provided by the designer. There are also interesting examples in this regard. Think of the work done by Filippo Nassetti, a British architect and designer, who came up with a series of sunglasses and eyeglasses by going through Midjourney, to obtain zoomorphic-inspired products that recall the textures of biological and mineral microstructures. The surreal collection of biomorphically shaped glasses is an example of the exploration of the creative potential of Midjourney software.Another interesting project is the one tackled by the Oio company for the Spawns spoon collection, in collaboration with Giosanpietro Jewelry. According to Simone Rebaudengo, director and co-founder together with Matteo Loglio of the Oio company, the products in the Spawns collection derive from an ongoing dialogue between different skills that has led to the collaboration between man and algorithm, resulting in an expansion of the handmade, merging the ancient world of craftsmanship with that of advanced technology, defining what they call 'craft intelligence.The paper aims to explore the relationships, potentials and limitations of integrating artificial intelligence into the design process through a design experience that tests the innovative potential of text-to-image software in product ideation and reflects on the redefinition of the designer's role in this rapidly and continuous changing scenario.The case study presented therefore experiments with a design process in which the ideation phase is supported by AI, particularly by text-to-image software, which allows textual descriptions to be translated into visual representations, generating highly detailed images and offering new creative possibilities. The work addressed outlines perspectives and critical issues, which deserve further investigation. On the one hand, one potential that is being outlined is the possibility of visualizing even complex ideas by entrusting the imaginative component to the software, having a multiplicity of alternatives and expanding the ideational range with novel solutions from which to make more informed design choices. Text-to-image software also simulates effective virtual prototyping, allowing a concept to be prefigured and visualized in a three-dimensional context before committing to physical production.On the other hand, text-to-image software has some significant limitations, for example in the poor correspondence of generated images with design intentions and the designer's need to acquire technical skills to effectively use text-to-image software, going on to delineate the possibility of a figure such as that of the prompt designer.Therefore, the presented project aims to contribute to the contemporary debate on the integration of AI into design processes with the collaboration of text-to-image software as another avenue for innovation in product design. The scenario sketched out defines an area in which the role of the designer and human creativities proves irreplaceable, leaving one to understand how more and more a process of understanding and collaboration with AI technologies is needed, and how the skills required of future designers are going to vary and expand.Nozaki, N., Konno, E., Sato, M., Sakairi, M., Shibuya, T., Kanazawa, Y., & Georgescu, S., 2017, Application of artificial intelligence technology in product design. Fujitsu Sci. Tech. J, 53(4), 43-51.F. Morace, Design più umano. Quello che l’intelligenza artificiale non potrà mai darci. Egea, 2018S. Quintarelli, Intelligenza artificiale: cos'è davvero, come funziona, che effetti avrà. Bollati Boringhieri, Torino, 2020G. E. Valori, Intelligenza artificiale tra mito e realtà. Motore di sviluppo o pericolo imminente? Rubbettino, 2021L. Keeheon, A Systematic Review on Social Sustainability of Artificial Intelligence in Product Design. Sustainability 2021, 13(5), 2668; https://doi.org/10.3390/su13052668M. Mitchell, L'intelligenza artificiale: una guida per esseri umani pensanti. Einaudi, 2022

Benedetta Terenzi, Valeria Menchetelli, Giacomo Pagnotta, Ludovica Avallone
Open Access
Article
Conference Proceedings

The role of digital twins in the certification of the Advanced Air Mobility (AAM) systems

AAM (Advanced Air Mobility) is an emerging field in aviation that concentrates on developing AAM/electric vertical takeoff and landing (eVTOL) aircraft for urban air mobility. AAM can use human-centered design to provide an advanced emerging environment of the eVTOL aircraft and its operating environment, allowing for a more efficient and cost-effective development process – concentrating on human factors/ergonomics, training, certification, and qualification. According to the EASA Artificial Intelligence Roadmap (EASA, 2023a), industrial actors expect the first crew assistance/augmentation developments in 2022–2025. Automation will gradually ramp up to human/machine collaboration between 2025 and 2030, culminating with human supervision or fully autonomous systems the year 2035 after. To achieve those milestones, the EASA guidance for Machine Learning proposal (EASA, 2023b) for Level 1 Artificial Intelligence (assisting humans) and Level 2 Artificial Intelligence (human-machine collaboration) aims to proactively address forthcoming EASA guidelines and safety standards about machine learning (ML) applications with safety implications. It guides applicants who incorporate AI/ML technologies into systems designed for safety or environmental purposes.Moreover, it provides guidelines covering the following building blocks that lead to Trustworthy AI: AI Trustworthiness Analysis, AI Assurance, Human Factors for AI, and AI Safety Risk Mitigation. CAE - Purdue proposes a research case study for digital twins in AAM that targets designing and remote testing prototypes - eVTOL aircraft simulator devices. By creating a digital twin of the AAM flying/simulator device, designers (Purdue Human Factors team – CAE network) and Subject Matter Experts (SMEs) aim to test different configurations and scenarios. This allows the research team to identify human factor – certification challenges before building the physical prototype. The Artificial Intelligence (AI) research roadmap of the Purdue School of Aviation and Transportation Technology (SATT) focuses on the potential to increase the effectiveness and efficiency of AAM design by providing a realistic and immersive experience (lean process for training/certification, transition to A.I. - AAM environment). In addition, this study concentrates on mitigating residual risk in the 'AI black box.' The Artificial Intelligence (AI) certification outcomes and learning assurance challenges were analyzed and evaluated.

Dimitrios Ziakkas, Marc St-hilaire, Konstantinos Pechlivanis
Open Access
Article
Conference Proceedings

A preliminary analysis of a nuclear power plant startup for a physics-based model of a digital twin

Digital twins are a new paradigm that can revolutionize the way we work and manage complex systems due to its varied capabilities including, remote monitoring, controls, and prediction. Models are often used in engineering to represent the physical properties of the system concerned. However, the human is a fundamental part of nuclear power plant system function. Thus, a model is considered that will adequately represent not only the physical properties but the function of the human as well. The startup operation of a NPP is a representative process where the human plays a crucial role in the success of the operation. This paper shows a preliminary analysis of a representative NPP where the knowledge of the physical parameters and realistic operational functions have been leveraged for a potential digital twin. The work is based on a set of parameters defined in literature including, the physical data, the observable data, the physical inputs, the digital inputs, and others. The aim is to develop a comprehensive probabilistic digital twin model of the desired system.

Awwal Arigi, Ibrahim Aliyu, Jinsul Kim
Open Access
Article
Conference Proceedings

Situation awareness training as a prerequisite for handling complexity in Human-autonomy teaming: Demonstration and experiment proposal

Human-autonomy teaming (HAT) is characterized by high degrees of interdependence between humans and machine (Lyons, 2021). This underscore the need for human-autonomy teams (HATs) defined as “at least one human working cooperatively with at least one autonomous agent” (McNeese et al., 2018, p.262). However, this interdependence may vary, for example according to how well the human (s) and machine (s) may solve subtasks autonomously. Drawing on the extant literature on human decision making, the ability to project future events is essential to prioritize and use both human and machine resources in ways that accomplish tasks (Endsley, 2000). The question arises as to how humans and machines can be enabled to make such projections together. We here focus on the human’s part of this information processing and decision making and the needs for for adjusting the mode of collaboration due to the changes in the environment (Lundberg & Johansson, 2021; Stensrud, Mikkelsen & Valaker, 2023). The human may or may not take the initiative to change the mode of collaboration, such as in engaging in more detailed collaboration. What may ensure that the human is enabled and do take the initiative to change the mode of collaboration? Both cognitive, emotional as well as issues such as task load may influence the degree to which the human changes its mode from loose to tight control and/or input or vice versa (Endsley & Garland, 2000) what we may also call nuances to configurations of the team architecture (O’Neill et al., 2023). Recent reviews indicate that maintaining awareness is critical, yet can be impaired over prolonged time (Casner & Hutchins, 2019). Specifically we concentrate on the situation awareness (SA) level 3, projecting future state of elements in the environment and the switching from one way of collaborating to another. In short, in our example this concerns the ability to foresee a change from a relatively stable environment with easily observable entities to one that has more complexity regarding the entities to observe and their interrelations. Our reasoning is that if the human are able to form predictions of changes in the environment it can also be enabled to change its way of collaborating. Given the detrimental effects of time-pressure and task-load and fatigue etc. that may impede the forming of sound predictions (Endsley & Garland, 2000), we propose preparation that reduce the risk of such impediments and that empower the human to make predictions.Automation can [traditionally] be defined as that in which “the system functions with no/little human operator involvement: however, the system performance is limited to the specific actions it has been designed to do”. Endsley (2015, “Autonomous Horizons” (p. 3)). Autonomy is often characterized in terms of the degree to which the system has the capability to achieve mission goals independently, performing well under significant uncertainties, for extended periods of time, with limited or non-existent communication, and with the ability to compensate for system failures, all without external intervention. Autonomy can be thought of as a significant extension of automation in which very high-level mission-oriented commands will be successfully executed under a variety of possibly not fully anticipated circumstances […] given adequate independence and task execution authority. Autonomy can be considered as well designed and highly capable automation.[..] over the next 30 years […] we will see a gradual evolution of system control, with intermediate levels of autonomy being applied to various functions. As the autonomy developed becomes more capable over time, can handle a greater range of functions, and can handle greater ranges of variability in the environment, systems will slowly evolve to more autonomous operations for longer periods of time. (Endsley (2015), «Autonomous Horizons» (p. 4)).Having mapped the interdependencies we indicate ways of formally testing the influence of SA level 3 training on human adaptivity. Firstly we suggest an inductive approach whereby a group of humanoperators are followed through their learning and familiarization with the system. Included are time spent on making plans for and contingencies plans for the employment of the autonomous system.During phases of teaming with the system we will record the input the humans make to their system interface. We will categorize what type of “orders” and other input the humans make. We willcategorize them according to the delegating supervisor approach (Levels of automation) versus more collaborative (mixed initiative and coactive design) types of approaches. This mapping willenable us to describe potential learning cycles in the familiarization and make hypothesis about the role of SA level 3 training.Our future research endeavors will embark on this and report the empirical results in the near future.

Rune Stensrud, Sigmund Valaker, Aleksander Simonsen, Olav Rune Nummedal
Open Access
Article
Conference Proceedings

An Approach to Explainable Automations in Daily Environments

The main current technological trends are the Internet of Things and Artificial Intelligence. Indeed, current forecasts indicate that while the number of general purpose devices (e.g. smartphones, laptops) is slightly increasing, the number of connected objects (objects of our everyday life) is increasing in an almost exponential way. Thus, such technologies together with AI algorithms based on large data sets and statistical predictions are able to generate automations that can take place in the various places where we live (e.g. stores, older adults residences, industrial sites, smart homes).Such technological trends open up great opportunities, new possibilities, but there are also risks and new problems. There can be intelligent services that eventually generate actions that do not match the real user needs. The introduced automations can generate unwanted effects. People may have difficulties in understanding how to drive the automatically generated automations. Thus, one fundamental challenge is how to provide tools that allow users to control and configure smart environments consisting of hundreds of interconnected devices, objects, and appliances ? Tools that allow people to obtain “humanations”, which are automations that users can understand and modify.Trigger-Action Programming (TAP) is a useful connection point between the wide variety of technologies and implementation languages considered and people without programming experience. It is based on sets of personalization rules in the format: when something happens (trigger) something must be done (action). They do not require particular algorithmic skills or knowledge of complex programming structures. However, this approach presents nuances that may become apparent and critical in complex and realistic cases generating undesired effects. It is important that users are aware of the temporal aspects associated with triggers (events vs conditions) and actions (instantaneous vs sustained) otherwise the automations may not execute as the users expect. In a smart environment usually there are multiple active automations, whose resulting behaviours can interfere among them. Users should be made aware of the possible security and privacy issues (for example if they create an automation that whenever a photo is taken the image is uploaded on facebook, they should be aware that in some cases it may make public private information).In the paper we present a design space to consider such issues and an approach to addressing them. In order to better manage the temporal dimension of trigger and actions it is important to represent explicitly such aspects. In addition, it is important to consider them also when triggers and actions are composed in a rule to avoid unlikely situations (such as when composing two events in a trigger) or ambiguous ones (such as when a trigger condition is associated with an instantaneous action, should it be performed once on as long as the condition is verified?).For the management of multiple automations we have identified four possible cases to address. One is rule conflict that occurs when different automations require an object to perform different actions at the same time. Another case is rule prevention, which means that the performance of an automation does not allow the triggering of another one. A different case is “unexpected rule chain” in which the performance of an automation has the effect of triggering another one, which is not relevant for the user. The last case is rule loop in which the performance of an automation triggers one or more automations, which in the end trigger again the first one.In general, explaining automations for allowing users to manage such situations requires to decide what information to provide, when showing it, and in which modality. For deciding what explanation to provide it is important to consider the typical questions that users ask in such contexts and their actual goals. Such questions address various types of explanations. The most common is explaining why or why not a given automation can be triggered in a context of use. A typical follow up question is what if some aspects of the trigger are modified (to understand whether the automation can be actually triggered with such changes). A further follow-up question would be what is the scope of change permitted to get the same effect.In our experience we have noticed that in general the relevance of an automation depends on what the current user goal is. For example, in an Ambient Assisted Living project relevant user goals were safety, comfort, wellbeing, health, and socialization. Thus, it is important to introduce a user goal-oriented automatic adviser able to indicate what should be modified in the current automations in order to better achieve the desired goals.In the paper we will detail this design space for explainable automations, discuss how to support it, and show example applications.

Sara Maenza, Andrea Mattioli, Fabio Paternò
Open Access
Article
Conference Proceedings

Beyond Levels of Automation: Human System Modes, Levels, Functions and Patterns for an Intelligent Human Systems Integration of Humans and Co-Systems

Technological developments like automation, autonomous functions or generative artificial intelligence might contribute solving global challenges like global warming, energy shortage or demographic change, but only if this technology is intelligently integrated with humans, organizations, and the environment, in short: Only with a truly intelligent Human Systems Integration (HSI). Examples for this integration challenge can be found in aviation with increasingly automated aircraft or uncrewed aircraft systems (UAS), on the road with partially and highly automated vehicles, in industry 4.0 with partially autonomous factories, or in defence systems with highly automated or “autonomous” weapon systems.Key concepts that help to structure the complexity of such sociotechnical systems are operation modes e.g., with the example of mode confusion in aviation (e.g., Abbott et al., 1996), levels of automation (LOA, starting with Sheridan et al., 1978, landmark publication by Parasuraman et al., 2000 and SAE, 2021), layers of assistance and automation (e.g., Pacaux-Lemoine & Flemisch, 2019 and Flemisch et al., 2019), and Human Systems Patterns (e.g., Alexander et al., 1977 and Baltzer, 2021).Especially in the discussion about vehicle automation, the perception in the community might be that everything is solved with LOA (e.g., as the SAE, 2021 based on bast, Gasser et al., 2012). On the other hand, with more variation in automation, it becomes increasingly clear that the concept of LOA is very valuable from an engineering perspective, but not sufficiently clear for users without being complemented with other concepts. For human factors and human systems integration (HSI) in aviation, automotive & transportation automation as well as in Industry 4.0, we successfully used LOA together with modes, layers and especially patterns, and matched them with the classical human factors constructs of performance, workload, situation awareness and usability.A key concept for a sufficient understanding of LOA, modes, layers and patterns are models, especially mental models as a representation of the real human-machine system within the cognition of the human or machine actors in the different layers of a system. More precisely, it is crucial to maintain the consistency between levels, layers, modes and patterns, i.e., sufficient consistency of the mental models and, based on this, sufficient situational awareness of all relevant stakeholders. Subsequently, the consistency between capability, authority, control and finally responsibility is important (e.g., Flemisch et al., 2012 and F. Flemisch et al., 2023).

Frank Flemisch, Nicolas Daniel Herzberger, Marcel Usai, Joscha Wasser
Open Access
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Automation versus machine autonomy

When planning support to people in their living environments using technology based on AI, the first approach is to look for the possibility of automation of functionalities favoring independent living. For example, it is possible to install sensors to automatically switch on or off the lights, to turn on the television when a program of interest starts, to remind people the drugs to be taken at the right time. This is supposed to support people in maintaining their autonomy, i.e., their ability to live in their environment without unwanted external interference. When an Artificial Intelligence system detects abnormal behavior of the person, for example through physiological and/or environmental parameters, may be technologically capable to act: for example it can send an alert to the person, via a sound or a message on an electronic device, can proceed to warn relatives or caregivers, sending an appropriate signal through the TLC network, can also administer medicines, or make equally impactful decisions, via home robots or equivalent devices integrated into the home network.The main problem is that not all people, even if supported by automation, are able to live autonomously, due to physical or mental limitations. Therefore, it is necessary to consider the possibility that the supporting systems become partially autonomous, i.e., able to reach a predefined goal according to the current situation without recourse to human control. Such systems are supposed to perceive their environment via sensors, proactively create a plan of action according to the situation and related constraints and execute the planned actions safely and reliably via actuators.Different possibilities of autonomy are possible. The support system offers no assistance - the human must make all decisions and actions, offers a complete set of decision/action alternatives; narrows the selection down to a few alternatives; suggests one alternative. Then it may execute that suggestion if the human operator approves, or allows the human a restricted time to veto before automatic execution, or executes automatically, and necessarily informs the human, or informs the human only if asked etc. This implies several ethical problems, as shown in the following examples. It is necessary to decide who can check that the state of the person is such as to require more advanced autonomous decision-making systems based on AI? Which people and with what priority should those who have a relationship with the person in the house be allowed to contribute? Who becomes responsible for the malfunction of the equipment, in the event of a breakdown, which may cause personal injury? What is the level of decision that can be entrusted to the machine compared to that which is delegated to a caregiver? The answers are related to the person's capacity for autonomy, the responsibility that those who care for this person have, but also e.g., the person's will, the readiness to intervene, the type of warning. The problem will be discussed with reference to three applications implemented at IFAC: cooking in an intelligent kitchen (activity level), support for the solitude of people at home (social support); pedestrian mobility (activities in public areas).

Laura Burzagli
Open Access
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Conference Proceedings

Preferences for the decision weight and accountability assignment in risky decision-making under human-machine collaboration contexts

Collaboration between humans and machines has demonstrated considerable potential. In the future, we can assume that humans and machines will collaborate in partnerships and sharing decision outcomes. This prompts us to examine the extent to which machine inputs are introduced and to clarify the accountability for both positive and negative outcomes. We conducted a questionnaire survey through social networks, collecting 123 valid responses. Respondents were tasked with imagining a collaborative scenario with an intelligent machine for a risky decision-making task. We compared decision weights and accountability assignments for decision outcomes (profit and/or loss) under different risky decision-making descriptions. We also analyzed accountability assignments under a range of human-machine partnerships with given decision weights. Our results revealed the preference of humans to take the lead in human-machine partnerships and they were willing to assume more accountability. We also observed significant differences between decision weight and the assignment of accountability for decision outcomes. Interestingly, a gender-based analysis indicated that women tended to favor higher decision weight in scenarios involving loss-sharing descriptions and were more likely to assume more accountability for negative outcomes. Furthermore, under given human-machine decision weights, both men and women participants took more accountability for profits than for losses. In particular, women compared to their male counterparts, tended to attribute significantly more accountability to themselves for losses. This study would facilitate work designs for human-machine teams and contribute to fostering better human-machine relationships.

Wei Xiong, Liuxing Tsao, Liang Ma
Open Access
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Design Process for Technological and Meaningful Innovation: A Case Study of Light Solar Design Lab

In the context of contemporary design culture, technological innovation applied to Intelligent Light Solutions does not always align with the evolution of language and the new and potential utilitarian, symbolic, and emotional meanings that Light Solar Design products could assume to enhance the decor of the urban and territorial landscape. This subject has been addressed as an educational and design research experience, based on a multidisciplinary approach of Design Driven Innovation, using the methodologies, tools, and guidelines of Solar Design and Life Cycle Design (LCD). The paper proposes a critical discussion on the methods, tools, and design outcomes.

Stefania Camplone, Alessio D'Onofrio, Antonio Marano, Ivo Spitilli
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Using Machine Learning for Anomaly Detection in German Public Budgeting Data

Outlier detection can assist individuals involved in the public budgeting process by enabling them to focus on specific values within the budget plan, which is particularly valuable considering the extensive nature of these plans (the 2023 German federal budget comprised 3,214 pages). Through a human-centered development approach, this study evaluates the feasibility of implementing algorithms for outlier detection in the context of public budgeting in Germany. In addition, results of the three algorithms Isolation Forest, One-Class Support Vector Machine, and Local Outlier Factor are compared. Our results reveal two insights: 1. The quality and availability of data pose fundamental challenges for outlier detection using machine learning in Germany; 2. The tested algorithms are indeed proficient in detecting certain values within the budget plan as anomalous and they exhibit a certain level of consistency. Nevertheless, computing the measure of accuracy presents difficulties due to the complexity of discerning when a value is in accordance with political intent or constitutes an error. The study overall highlights the potential of outlier detection in public budgeting while emphasizing the requirement for appropriate datasets and ongoing evaluation by the target audience.

Anna Katharina Dhungel, Lea Sophie Watermann, Christiane Wegner, Moreen Heine
Open Access
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Requirements Reuse in Complex European Security Research Projects – a Border Management Perspective

European civil security research most often builds upon a series of interlinked efforts and development work, extending vertically across different funding and work programmes and horizontally across various funding instruments. Requirements reuse may provide a means to benefit from advances made in previous projects and enhance consistency between related equipment and systems. Requirements reuse as part of requirements development may support human systems integration (HSI) by transmitting knowledge or simply repurposing well-defined HSI requirements into the design of new technologies. This paper examines the potential of requirements reuse in EU border management research especially addressing user requirements. We explore our findings from the perspective of HSI that merges the knowledge and skills of different areas of human and organizational factors. The results are based on requirements development processes from seven multiannual EU funded border management projects, in which the authors have conducted research. In our analysis, we identify many factors influencing requirements reuse across separate border management projects. Despite heterogenous practices of requirements development implemented in European projects, the created requirements knowledge base should be utilised in an effective manner. Requirements reuse has multiple benefits and it should be considered more carefully in future when planning new projects.

Laura Salmela, Jari Laarni, Antti Väätänen, Sirra Toivonen
Open Access
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Analyzing the symbolic significance of Angelopoulos’ films from the perspective of semiotics

Symbolic communication is an interdisciplinary field that investigates the meaning and function of symbols in the communication process. Within the framework of symbolic communication studies, symbols are seen as tools individuals employ to convey meanings and values. As a crucial cultural artifact and visual medium, film combines various symbolic elements—including imagery, sound, and plot—to create a distinctive and intricate symbolic system, thus conveying specific meanings through symbol construction. In the films of Angelopoulos, the allure of “symbolic symbolism” is reflected through flowing long shots, captivating mise-en-scène, the manipulation of time, layered spaces with poetic overlays, a blank film reel, the emergence of a giant sculpture hand from the sea, thundering trains, alienating narrative structures, obscure metaphorical symbols, and unique poetic aesthetics. These key elements encompass the crux of deciphering Angelopoulos’ films. The analysis of symbolic symbolism in Angelopoulos’ films can be approached from different perspectives.Firstly, one can utilize the basic model of symbolic communication as a framework for research. This model encompasses six elements that constitute any communicative event. These consist the elements of the speaker and listener, who are the primary participants in symbolic communication. The element of information represents the content conveyed through symbols. Code elements give form to information. In the process of communication, not only the information itself is needed, but also contact elements are needed. Contact media can take various forms. Additionally, both speaker and listener must share a context within which the transmitted information can be comprehended. In the context of Angelopoulos’ films, the films themselves function as the “speaker,” while the audience assumes the role of the “listener”. Furthermore, the specific film products and services constitute the information being communicated, embodying the purpose and communication needs. Contact pertains to the media and settings employed in film communication, while codes encompass the symbolic forms of film, such as words, sounds, images, and colors. Symbolic communication in film is additionally influenced by cultural, social, and historical backgrounds, which may cause symbols to assume differing meanings and interpretations within contexts and for distinct cultural audiences. Secondly, Bakhtin’s theory of symbols suggests that symbolic cognition involves a process of decoding, which comprises four cognitive stages: symbol perception, conceptual cognition, contextual cognition, and dynamic dialogue. By analyzing the narrative structure employed in Angelopoulos’ films, one can construct a word cloud of pertinent cognition through semi-structured interviews and literature research. This approach yields a discussion of the specific visual, tactile, auditory, gustatory, and other symbolic symbolism techniques utilized within the functional spectrum of each narrative stage.In conclusion, the creation of symbolic meaning in Angelopoulos’ films, when viewed through the lens of symbolic communication, represents a multifaceted and diverse process. It encompasses the polysemy, combination, and organization of symbolic elements, alongside the influence of cultural, social, and historical backgrounds. An in-depth exploration of the construction of symbolic meaning in films enables a profound comprehension of the symbolic symbolism employed by Angelopoulos and the consequential impact and significance on the audience.

Hanzhang Dong
Open Access
Article
Conference Proceedings

Strategic Design for mobility: Study of a methodology for the analysis of user behavior and choices regarding mobility

The study of user behavior and mobility choices is a crucial aspect in the design of innovative transportation services that genuinely cater to people's needs, placing the user and their senses at the core, developing services that address not only the needs but also the sensemaking of individuals (Pennington, 2016). To achieve this goal, the design team developed a strategy for mapping qualitative and quantitative data, including the identification of user needs and frustrations In the collection of qualitative data, the method introduced by Cooper in 1999 known as Personas is employed (Cooper, 1999). This method serves to gather input for designers, compelling them to take into account the specific needs of users. Originally utilized in software development, this method is now increasingly applied in the creation of products and services. It can also be leveraged in the design of public services and within the realm of mobility (Siddall, 2011). Personas are constructed through meticulous observation and subsequently (Turner, D.W., 2010), the conduct of a significant number of user interviews. These insights are then translated into personas by identifying common needs, frustrations, dreams, and fears(Çalışkan 2012).The objective was to create a scalable approach to easily understand local needs, fears, trends, and opportunities related to mobility systems, walkability, road desirability, and services (Dogan, T., 2018).This research was conducted in collaboration with the laboratory of the Master's Degree program in Design at Palermo University, within the scope of territorial development strategy and services.The user research analysis was divided into several simple steps to be easily executed with the aid of guidelines, incorporating methodologies utilized in design, such as Design Thinking, and in urban planning disciplines, like participatory interviews and observations (Carrasco, Pizzaro 2022). The project commenced with an analysis of the context of two specific mobility hubs in Palermo, namely, two stations within the city's metro system, which are major and complex nodes, serving different user bases and allowing for interaction with a large number of users (Turner, D.W., 2010). Alongside the contextual analysis, the next step involved actual participatory observation, establishing discussions with users in the areas, and identifying potential users who utilize them most frequently, developing semi-structured, empathic interviews aimed at identifying their needs and the reasons why they chose to take that route or use the station (Kalbach, 2020).The designers also took photographs, marking the most interesting nodes, strengths, and weaknesses according to the users, and analyzed them to create proto-empathy maps using a five-senses format and proto-personas (Califano et al. 2022).The aim is to develop qualitative maps of users' daily experiences, referred to as "User Journey Maps" as well as empathy maps, where their feelings are traced to identify needs and frustrations (Tharon, H., 2014).Subsequently, these maps could be employed to delve deeper into the urban and mobility design process (Gothelf, Schloesser, 2023).The project is committed to making this methodology scalable, showcasing its results and design contributions to facilitate its adaptability in other contexts within the same city of Palermo or in other Italian cities. The goal is to provide a well-defined, phased methodology for developing the replicability of the approach, thus enabling the creation of personas in any location we wish to analyze in mobility services.In conclusion, the strategy developed by the Design team provided valuable insights into user behavior and mobility choices (Sheller, 2011). The use of Design tools, such as empathy maps and personas, contributed to creating profiles that could be used to deepen the design process, as well as to serve as a testing phase. The combination of methodologies was successful in achieving a new level of mapping to be integrated into the mobility service design processes. The methodology was designed to be easily scalable in other contexts, which could prove invaluable in the future of the research project.

Samuele Morvillo, Salvatore Di Dio, Benedetto Inzerillo, Daniele Ronsivalle, La Gennusa Maria
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Evaluation of Styling Design of Heavy-duty Industrial Robots Based on Comprehensive Integration Weighting Method

This paper proposes a method for evaluating and screening the appearance design solutions of industrial robots. Firstly, the kansei engineering theory and KJ method is used to collect users' perceptual imagery vocabulary of the appearance of industrial robots, which is used as the evaluation indexes of the appearance design solutions. Secondly, the analytic hierarchy process is used to construct a hierarchical structure to calculate the subjective weights of the 12 evaluation indexes. Thirdly, the entropy weight method is introduced to calculate the objective weights of the 12 evaluation indexes, because the subjective weights reflect the designer's degree of emphasis on the 12 evaluation indexes instead of the actual needs of the users. Finally, the combined weights are calculated using the comprehensive integration weighting method. In order to obtain the scores of the three schemes for each indicator and to weight them to obtain a composite score for each scheme, the questionnaire survey method is used. This study shows that the appearance scheme evaluation and screening method using comprehensive integrated weighting method to calculate the weights of evaluation indexes and weight them to get the total score of each scheme can be applied in the field of appearance design of heavy-duty industrial robots, which can provide a reference for the evaluation of appearance schemes of other types of industrial robots.

Mingqi Li, Beibei Sun
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Conference Proceedings

Bio-AI Metaverse Integration: Fusion of Surgical and Aerospace Engineering

Recent advancements in real-time brain-computer interfaces (BCIs) hold immense promise for neurosurgery and beyond with a new framework to prepare for backbone surgery. These BCIs can potentially revolutionize surgical precision and patient outcomes by decoding real-time neural signals with 5G. However, their clinical effectiveness is still evolving. This study conducts a comprehensive review and meta-analysis to assess the methodological impact of real-time BCIs in neurosurgery. The research converges two perspectives: one focuses on integrating into humans for neurosurgical enhancements, while the other explores advanced BCIs involving augmented reality and quantum computing from an aerospace human systems integrator viewpoint. This interdisciplinary approach aims to harmoniously integrate these technologies within the human brain, potentially leading to groundbreaking advancements. The methodology employs a pragmatic innovation of cellular composite structured spacecraft with unbent human systems integration.

Janne Heilala
Open Access
Article
Conference Proceedings

Haptics in Virtual Assembly Systems: Insights into the Current State of Research

In a rapidly evolving competitive landscape, manufacturing companies are under pressure to reduce the time-to-market for their products. Technological advances, particularly in immersive technologies such as virtual reality, augmented reality, or mixed reality, offer new tools to address this issue by accelerating production ramp-up. Applications for immersive technologies include product development, assembly planning, and assembly training. This paper addresses the integration of haptic feedback into virtual assembly systems. In order to provide a comprehensive overview of the current state of research, a systematic literature review is conducted focusing on applications, study designs, haptic devices used, and the effectiveness of haptic feedback. The review shows that haptic feedback can increase immersion in virtual environments and thus improve information quality. This paper highlights the potential of future virtual assembly systems and emphasizes the importance of ongoing research to fully explore and exploit the capabilities.

Michael Preutenborbeck, Frank Flemisch, Nicolas Daniel Herzberger
Open Access
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Character Development: Bridging Digital and Traditional Drawing Techniques

Digital painting has some particularities that distinguish it from traditional drawing. These can have an influence on the ways, the stages a visual artist goes through to develop and stabilize a character. These features allow for a clearer ordering of the relationship between structure and function in character design, with a positive influence on the clarity and coherence of visual information.The working hypothesis of this study proposes a better use of digital applications in relation to the representation and structured development of the character. Digital applications allow the inclusion from early stages of synthetic shapes for the interior components that will ultimately determine and characterize the character. Elements of applied, artistic anatomy can find their place and role much more clearly using digital applications. Characters developed in this way will have a greater efficiency of graphic representation and expressiveness of the message.Thus, a system is created between the student and the graphics tablet. In this system, the student's creativity represents the input introduced in the digital subcomponent. The output is the character development stages digitally reproduced and understood.The verification of the hypothesis considered the characteristics of the complex system developed between the artist and the digital medium of representation. Summing them up they are:• much easier way to work at scale,• the depth of the drawing or the details can be much more easily modified according to the needs of the construction drawing,• the equivalence between the projective content of the student and the detailed content of the created character is achieved much more easily,• overlap of the planes and implicitly the internal and external anatomical structure• for fantastic and imaginary characters, truthfulness is replaced by an anatomical logic of the relationship between the external form and the internal structureAn assignment was administered to two groups of students. The first group of students chose to develop the theme using the traditional methods of concept drawing. Group two used the graphics tablet and digital applications. The proposed theme was the development of a character for which the relationship between skeletal volumes and body shapes should be highlighted, the mobility in the joints should be clear and the connection between the shape of the cranial volume and the expression of the physiognomy.The concepts obtained by the students in the development of the theme were compared using criteria, the most important of which are: the stability of the concept, the logic and coherence in the complementarity of the anatomical forms, the legibility of the drawing and the details, the degree of complexity of the character, the ability of the character to wear a message and to be expressive.The results confirmed the hypothesis and showed that the digital construction drawing is more advantageous. The constructive method in drawing using the digital support contributes to the realization of the character.In conclusion, in the search and identification phase of the concept, the observation drawing is not useful as it only describes and does not explain. The constructive drawing as a result of the student-digital environment interaction, is the one that proposes the character in all the explicit complexity of the connection between the internal anatomical structure and the external conformation.

Maria Moga, Dan Radu Moga
Open Access
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Conference Proceedings

Emerging Technologies in Aviation: The Simulated Air Traffic Control Environment (SATCE) application in Competency Based Training and Assessment.

SATCE (Simulated Air Traffic Control Environment) is a system that enhances effective and efficient communication while simulating Air Traffic Control (ATC) scenarios for training purposes. SATCE implementation in aviation training provides a more realistic and immersive training environment (use of AI in communication requirements of training with controlled traffic volume and events), offering Competency Based Training and assessment (CBTA) features in phraseology and procedures. The Purdue - ASTi research case study of SATCE allows aviation SMEs to improve their knowledge and abilities in a realistic and immersive environment. Another possible application of digital siblings in SATCE is the simulation of various aircraft types and scenarios. The objective of team initiatives at Purdue University School of Aviation and Transportation Technology (SATT) is to investigate the behavior and performance of various training scenarios under SATCE and design, test, and certify the implementation – use of various flight devices in the existing airspace classification environment. By providing a more realistic and immersive learning experience (lean process for training/certification, transition to AI - AAM environment), the Purdue – SATT approach for SATCE can potentially increase the efficacy and efficiency of aviation training programs (CBTA globally). In addition, this research concentrates on mitigating residual risk in the 'AI black box' by concentrating on aviation ecosystem operations under SATCE – facilitating various aircraft types, airspace, and the implementation of AAM. The results are intended to analyze and evaluate the certification and learning assurance challenges associated with Artificial Intelligence (AI) under the SATCE perspective.

Dimitrios Ziakkas, Neil Waterman, Abner Flores
Open Access
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Conference Proceedings

The Application of AR VR, and MR Technologies in the Museum Field: A Bibiometric Analysis from 2014 to 2023

Museums have always played an indispensable role as a key place for cultural inheritance and educational dissemination. However, with the rapid development of science and technology, Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) technologies have gradually changed the traditional way of museum display and interaction, bringing brand new opportunities and challenges to the museum field. In this paper, we take the relevant literature collected by Web of Science as the data source, and comprehensively use VOSviewer and CiteSpace in the method of scientific bibliometrics to draw scientific knowledge map from the distribution of literature in terms of the year of output, countries, research institutions, authors, references and keywords, etc., and carry out the visual analysis in order to sort out the research lineage and systematically know The global characteristics and theoretical basis of the research on the application of Ar, Vr, and Mr technologies in the field of museums in the international scope, and explore the new trend of future development according to the current research hotspots. The results show that the overall number of literature within the search scope is on the rise, with Italy, China and the United States in the leading position of research, and the research hotspots are mainly focused on the research of virtual reality cultural heritage, the research of museum education, the research of museum user experience, the research of museum digitization, and so on. Together, the references cited constitute the main knowledge base of Ar, Vr, and Mr technologies in the museum field and link most of the studies together. User research, information and communication technologies, authenticity, and consumer behavior emerge as emerging trends for future development. Poor collaboration between research organizations and authors, as well as the lack of highly productive authors are the main limitations of the research at this stage. The study shows that Ar, Vr, and Mr are the technologies that are widely used in the museum field today and the research interest is increasing day by day globally. This paper provides useful insights for practitioners, researchers, and policy makers in the museum community to support the digital transformation of museums.The use of scientific bibliometric methods is a valuable tool to comprehensively analyze and understand the current status and global characteristics of research in this field.

Yu Xiao, Yong Wang, Zhiguo Fang
Open Access
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Conference Proceedings

Virtual Reality in Museum: Exploring the User Experience of Exhibition Narrative

The exhibition narrative of traditional museums is “artifact- centered”, while the modern virtual museum is “people- centered”. The paper first analyzes the current typical VR narrative cases, summarizes the relevant elements and basic characteristics of virtual space narrative, and finds that there are many similarities with the narrative methods in traditional movies, but the relationship between storytelling in the virtual world and the audience The interactive relationship is closer. How to attract the audience's attention to the exhibits to enhance the VR exhibition experience is particularly important in the narrative design of virtual exhibitions. As we all know, the audience's line of sight in the three-dimensional space is not restricted because the audience has the freedom to distribute the line of sight.This research first confirmed the categories of points of interest that affect attention through expert interviews, including the physical layer, behavioral layer, and application layer of the VR system. Through 57 questionnaires, the behavioral characteristics, and psychological needs of audience for VR exhibition narratives were collected, Sample analyses were also conducted for this. Taking the design of China's virtual cultural relics exhibition as an example, the author mainly uses clues of points of interest in the design space to guide the audience to focus or distract their attention. During the narrative process of the exhibits, it was discovered that the connections between the points of interest are not isolated but have Continuous. Based on the narrative theory of "story and discourse", 7 points of interest were selected to explore the feasibility of point-of-interest narratives from three aspects: type combination, spatial arrangement, and interaction method. By comparing the attention-guiding effects of two different sets of interest points in linear narratives and non-linear narratives in two testing groups, a contextual correspondence between the audience's attention selection and points of interest was established. Through evaluation tests, we found that narrative methods that use points of interest to guide the audience's attention are feasible. Non-linear narratives have more opportunities than single-line narratives, such as increasing the application of interactive methods that guide the audience's attention. The conclusions have certain implications for the narrative design of VR exhibition.

Xin Hu, Po Hsun Wang
Open Access
Article
Conference Proceedings

Feasibility and Effectiveness of 2D Highlighting Methods Applied in 3D Modeling

The requirements for human-computer interaction in digitalized 3D production line systems are increasing in combination with the advancement of intelligent manufacturing research. However, there is a dearth of interaction research on these systems, particularly about information highlighting. This work examines the viability and impact of utilizing 2D highlighting techniques on 3D models inside digitalized 3D manufacturing line systems. A reintegrated classification method for visual variables is proposed, and the consequences and properties of static visual variables applied to 3D maps are addressed in detail. 3D highlighting methods summarized based on the 2D highlighting guidelines proposed by Robinson A. are scored by an expert scoring method. Which resulted in the selection of three highlighting methods: hue, transparency, and texture. Experiments were conducted on the three selected highlighting methods to examine the feasibility of utilizing 2D visual variables in 3D models and the impact of three variables - hue, texture, and transparency - on highlighting effects in 3D models. All three highlighting methods attracted the attention of the subjects because there was no significant difference in the effect of the different highlighting methods on reaction time(RT). Additionally, the correlation coefficient between the highlighting methods and the mean RT was the smallest, and the number of symbols and the type of symbols highlighted had a significant effect on RT. At the same time, the error rates associated with the three highlighting methods were relatively small, and the mean score of all the methods on the subjective questionnaire was above 3 points. This shows that the three highlighting methods have no problem in effectively highlighting. Objective data analysis shows that there is no doubt that the hue highlighting method has the best highlighting effect, and the transparency highlighting method has the worst effect, because transparency has the highest error rate in terms of both response time and error rate, and it has the worst efficiency among different types and numbers of highlighting symbols. Additionally, the subjective evaluation results confirm that transparency received the lowest score in terms of subjective evaluation. The outcomes of the experiments demonstrate how well these strategies work to lower error rates and increase search efficiency. At the same time, a set of guidelines applicable to 3D highlighting is summarized: saliency, ease of realization, and reduction of visual target complexity. But still, the study also identifies certain drawbacks and suggests areas for future investigation. These include examining the effects of dynamic variables and other perceptual channels on highlighting, contrasting the highlighting techniques in various target environments, and confirming the viability and efficacy of the methods. The investigation and assessment of visualization highlighting techniques for 3D models in digital 3D manufacturing line systems offered by this work is helpful.

Hui Meng, Xiaojun Liu
Open Access
Article
Conference Proceedings

User-Centered Models for Adaptive Learner Journeys in Self-Paced Learning

Self-paced learning in digital education endows learners with the autonomy to explore educational content aligned with their interests and ambitions. However, managing the learning effort poses a challenge, as learners must continually estimate and regulate their individual learning pace throughout the course. This paper introduces a model for time and effort management to support learners' self-regulated learning (SRL) skills in self-paced digital courses. The model provides a blueprint for developing digital courses focused on self-paced learning paradigms and includes initial implementations at the Schmalkalden University of Applied Sciences. Successful self-paced learning relies on learners' metacognitive self-regulation strategies. Learners must develop effective SRL skills to monitor their progress, employ appropriate strategies for comprehension and retention, and autonomously manage their learning journey. An adaptive model is proposed to offer personalized recommendations based on individual learner characteristics. It includes a practical indicator model featuring learning complexity indices, estimated time-to-completion indicators, learning milestones, learn controls, and adaptive recommendations. Feedback mechanisms and interactive elements are highlighted for enhancing engagement and reducing cognitive effort in learning. The paper emphasizes the importance of adaptive models, user-centricity, and the need to continuously understand and enhance learner performance in self-paced learning environments to support successful course completion.

Kurt Englmeier
Open Access
Article
Conference Proceedings

User experience and sustainability of person-centered services - A case study on caregiver workshops and services by a bar type of restaurant

To develop a care service which satisfies each patient’s demands, we should focus on a trade-off between individual cares and work efficiency. Satisfying demands of elderly people has an impact on social significance of empowering them, but it may not be sustainable as a business due to efficiency issues. This paper introduces an analysis on a balance between individual cares and work efficiency towards development of a person-centered care service.Person-centered care is a principle to deeply understand each patient [1]. There is a practical framework of the person-centered care, called DCM, Dementia Care Mapping [2]. However, it is difficult to operate under the framework at care sites due to there being too many operations in the DCM cycle. A development of new care services to replace the framework is expected, but they should be designed based on a person-centered principle.We focus on a methodology to create services based on the person-centered principle. There is a trade-off between individual cares for better user experience and work efficiency for service sustainability. Each patient has their own unique life backgrounds and values thus care services should be designed with consideration of them so that the services can support independent living of each patient. In particular, it is important to satisfy them by individual cares and social connections because elderly people live a lonely life after they have retired from work or have lost family or friends. In this study, to explore a balance between individual cares and work efficiency, we analyzed those two factors in opinions of on-site care workers and managers of nursing facilities.We held a 3-time workshop with care workers and analyzed questionnaire responses of the participants. The first workshop was to investigate their empathy with the care recipients. The second workshop was a free discussion on the issue of recipient’s loneliness. The third workshop was a lecture on the person-centered care followed by participants reflecting on their own care behaviors. We also held a workshop with managers to discuss a gap between ideal of providing person-centered cares and practical issues of business continuity. This workshop consists of three topics: social contribution through person-centered cares, sustainability as a care service provider and a balance between ideal and realty.The workshop with care workers revealed the need for efficiency to solve the busy work situation, and the importance of providing a good experience to care recipients, including the relationship with family and surroundings. In the workshop with managers, problems about cost bearers, understanding from society, and the long-term care insurance system were pointed out. As a result of case study of discussing utilization of artificial intelligence technologies, we confirmed the importance of considering the cost bearer by both benefits such as risk management on the service provider side and benefits by individual cares on the user side. We also obtained an idea of applying the technologies to parts which cannot be supported by the care insurance system.We also conducted a qualitative analysis on a service in a bar-type restaurant used by many solo customers as a model case of individualized customer service and efficient use of limited resources. We abstracted the analysis results and discussed application to nursing care service development. Future work will include detailed analyses on requirements for a concrete care service and development of a methodology of person-centered design.[1] Kitwood, T. and Bredin, K. (1992) Towards a theory of dementia care: Personhood and well-being, Ageing and Society, Vol.12, No.3, pp.269-287.[2] University of Bradford: Dementia Care Mapping, https://www.bradford.ac.uk/dementia/training-consultancy/

Masayuki Ihara, Hiroko Tokunaga, Tomomi Nakashima, Shinpei Saruwatari, Hiroki Goto, Yuuki Umezaki, Shinya Hisano, Masashige Motoe
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Artificial Intelligence Generated Content (AIGC's) Cutting-Edge Practices and Challenges in The Field of Art Therapy

The purpose of this study is to explore how AIGC (Artificial Intelligence Guided Creation) can be applied in the field of art therapy, and to discuss its potential challenges. We hope to provide insights into the tremendous potential of AIGC in art therapy through the practice design of AIGC in art therapy. This study designs possible ways of using AIGC in art therapy. Through the use of human-computer collaboration by AIGC, users can create personalized sand art works to assist in expressing emotions, helping doctors better understand the unspoken thoughts in the user's mind. This method not only increases the diversity of therapy, but also provides users with a novel way of self-exploration and self-understanding. However, the use of AIGC in art therapy also faces many challenges. These include how to ensure the safety and appropriateness of the generated content, and how to deal with data privacy issues. In general, AIGC shows tremendous potential in the field of art therapy, but we still need to face and overcome some challenges in practice. Future research should further explore how to safely and effectively integrate AIGC into art therapy practices to provide a better therapy experience.

Chang Guo, Anglu Li
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Evolution in videogame graphics: an approach between reality approach and user perspective

Technological progress in the video game industry has become increasingly visible at the time of consuming games, these tend to try to be more realistic either by the ambition of the developers or by request of the community of each video game; this approach to reality can be in various forms, the main one that we study in this work is in the graphic section, in-game mechanics, history and interaction with the game. Based on the existing intrigue of how video games today can be indistinguishable from life itself in their technical and graphical section, as well as being able to create emotional, immersive, and exciting stories; in this article, we analyze how these games can approach reality through everything they can offer us, analyzing the technologies that are currently used to make this possible and how we as users can perceive it as accurate. We use an analytical-descriptive methodology, using Scopus, IEEE, IGN, Google Scholar, and WoS databases. Thus, the purpose of this study is to review how video games increasingly come to resemble reality both in the technical/graphic section and in how users perceive that approach through the coherent narrative of the game. The results of this article show how the graphics engine has perfected the details such as particles, photo illumination, and environments; while artificial intelligence works with great support and improvement for greater power in the frames in addition to helping to refine the hyperrealism achieved by the graphics engine; for its part also the analysis of the behaviour of players when interacting with video games and that these transmit that immersive and authentic feeling at the time of consuming them. Concluding that the technologies of the games have had a significant advance in their graphical sections that now to see a scanned photo of nature is very complicated to differentiate it from an actual photo of some landscape.

Monica Daniela Gomez Rios, Kerlly Araujo, Felipe Castro, Miguel Angel Quiroz Martinez
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Khatti: An Interactive Mobile Application for Training of Arabic Calligraphy

Arabic calligraphy serves as a powerful symbol of cultural identity and heritage, evolving and adapting to modern contexts, contributing to a dynamic and vibrant cultural landscape. The issue of handwritten recognition and training training in Arabic script nature has attracted many researchers from both academic and industrial fields. Khatti, an innovative mobile application, was proposed to facilitate the training and learning of Arabic calligraphy. It can help the trainee to improve their calligraphy using technology-driven approach that utilizes interactive features to clarify the details of script, fostering an intuitive learning experience, guiding beginners through the fundamentals and supporting seasoned calligraphers in honing their artistry. This paper investigates the conceptual framework and technical aspects of Khatti, highlighting its potential to revolutionize calligraphy education with the integration of machine learning algorithms. Additionally, application's potential for future development and its possible applications in artistic research and cultural preservation was discussed.

Mashael Aldayel, King Saud University
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Designing the Future: A Manifesto for Design Education

The design discipline, historically rooted in the capitalist consumerism framework, has predominantly focused on influencing consumer desires to promote the sale of superfluous products (Papanek, 1971). This traditional approach to design education has often been misaligned with the pressing socio-environmental challenges of our times, leading to a production of graduates ill-equipped to address the realities of dwindling resources and the imperative to maintain and optimize the existing built environment (Monteiro, 2019).Recent decades have witnessed significant shifts in global economic paradigms, relationships with natural resources, and evolving social conditions (Meadows et al., 1972). Schumacher's "Small is Beautiful" underscores the necessity for a sustainable economic approach, emphasizing the value of localized, human-centric systems. Concurrently, the "Donut Economy" model proposed by Raworth (2017) presents an innovative framework, advocating for an economic system that harmoniously balances human needs with ecological boundaries.The cradle-to-cradle design approach, as elucidated by prof. Federico Maria Butera, emphasizes the interconnectedness of natural systems and the importance of a circular design methodology. This perspective aligns with the broader shift towards community empowerment and co-designing change paths, a sentiment echoed by thought leaders such as Thackara, Hill, and Lutz.Technological advancements, particularly the advent of CAD tools and AI-driven design platforms, have democratized the design process (Manzini, 2015). While these tools have transformed the discipline, there is a pressing need for an epistemological renovation of design education (DiSalvo, 2020; Di Dio, 2022). The proposed Manifesto for design education, grounded in a transdisciplinary approach, mission-driven learning methodologies, and a strong ethical foundation, seeks to address these challenges. Core principles include social and environmental justice, emphasizing the role of designers as stewards of a sustainable future.The imperative is to articulate a comprehensive Manifesto for the future of design education to inspire design practitioners and professors to develop universities programs. This Manifesto, while providing a foundational structure, is intended to be a living document, open to international discourse and iterative refinement.This paper develops a draft Structure of the Manifesto for the Future of Design Education in the following points:1. Preamble:- Contextualizing the current state of design education.- Recognizing the global challenges and the role of design in addressing them.2. Principles of Sustainable Design:- Emphasizing the importance of social and environmental justice.- Advocating for a holistic, systemic, circular design approach.3. Transdisciplinary Approach:- Promoting collaboration across disciplines.- Recognizing the interconnectedness of global challenges and the need for diverse expertise.4. Mission-Driven Learning:- Aligning educational objectives with global sustainability goals.- Encouraging problem-solving that addresses real-world challenges.5. Ethical Foundation:- Establishing a code of ethics for designers.- Emphasizing responsibility, integrity, and accountability.6. Community Empowerment and Co-Design:- Promoting participatory design practices.- Empowering communities to be active stakeholders in the design process.7. Technological Integration:- Recognizing the role of technology in democratizing design.- Encouraging the ethical use of technology in design practices.8. Open Forum for International Discourse:- Inviting global perspectives and insights.- Facilitating regular reviews and updates to the Manifesto based on collective wisdom.9. Call to Action:- Encouraging institutions, educators, and practitioners to adopt and adapt the principles of the Manifesto.- Promoting collaborative efforts to develop a novel design master's program aligned with the Manifesto's vision.By proposing this draft structure, the aim is to foster a collaborative, international dialogue. The overarching goal is to nurture a generation of designers equipped to address the multifaceted challenges of the 21st century, ensuring the discipline's relevance and impact in shaping a sustainable future.

Salvatore Di Dio, Dario Russo, Francesco Monterosso, Benedetto Inzerillo
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Comparative Analysis and Evaluation of the Accuracy of Pixels Observed using Tobii Eye Tracker 5

The Tobii Eye Tracker 5 is industry-leading technology in the eye tracking space. Although originally created for gaming, technology can have a big impact in many other fields. For example, it could also be used for people with disabilities to give them access to the web. It also has other possibilities in the medical field, education, help with web development, and many more fields. We also researched and tested the accuracy and precision of the Tobii eye tracker 5. We looked into how different data points form different users doing the same test. For the experiment, we calibrated the Tobii eye tracker for each individual person. From there we took data from two experiments. The first experiment measures the average distance in pixels from where the eye tracker thought the target was versus where it really is. For the second experiment, we collected data from one target and saw how precise to tracer is rather than accurate. We also have referenced a study that was looking at the same types of data however their experiment had a wide range of ages in the experiments.

Logan Hansen, Maya Conway, Cody Byrd, Quinn Au, Tauheed Khan Mohd
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Vol3DEdu: Volograms' Integration in Education

Despite the promises and obvious advantages to distance learning, there are concerns that need to be resolved. Not all students are suited for this type of learning with lack of interaction in real space. Also, teachers have expressed major concerns in terms of their passive role in the educational content delivery and their digital skills readiness. Modern technology like smart boards and student iPads have become the norm in the typical classroom. From ensuring a student’s full participation to greater ease in grading exams, many educators’ jobs have become easier through these technologies. However, the tools we’ve seen are just the tip of the iceberg for Generation Z students. This paper presents an effort to support the teachers and students (tomorrow’s educators) towards immersive learning, to inform them about the technological state of the art and the most promising learning app (Volu) for 3D Volumetric assets and to embed these within their educational practices. Vol3DEdu project aims to support teachers towards the incorporation of XR assets in their lesson plans and storytelling. Extended Reality (XR) can be a powerful educational tool as it enables students to experience a learning environment combining real-life physical and virtual objects. This combination not only augments what is possible with physical learning material alone but also makes use of the real world as a frame of reference for digital content. Nonetheless, creating an XR lesson requires specific digital skills and expertise that can be very challenging for many educators who have no or little relevant background. This paper will provide a description of the Vol3DEdu project and the evaluation from the initial feedback from the EU teachers involved.

Eleni Mangina, Hrishikesh Mulay, Konstantinos Amplianitis, Jan Ondřej, Rafael Pagés, Charalambos Vrasidas, Eftychia Xerou, Filippos Tzortzoglou, Alivizos Sofos
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A Bibliometric Analysis of Eye Tracking in User Experience Research

This study employs bibliometric methods, which are methods that use quantitative analysis and statistics to measure the impact of publications, to provide insights into the research progress of ET-UER. The data source is the literature of ET-UER collected from the Web of Science database. VOSviewer and CiteSpace, which are software tools for visualizing bibliometric data, are used to conduct keyword analyses, evolutionary analyses, and co-citation analyses of the literature. The results show that the overall trend of literature volume is increasing. The hotspots of ET-UER include three main clusters: #1, the variables and evaluation content of eye tracking research; #2, the application scenarios of eye tracking; and #3, the indicators of eye tracking research. Evolution analysis reveals four trends in the development of ET-UER: firstly, the expansion of research scenarios; secondly, changes in eye tracking experimental environments and stimulus materials; thirdly, advances in research methods, paradigms, and analytical technologies; and fourthly, user centered design. The other trend is user-centered research. The most frequently co-cited research on ET-UER is divided into three categories: application of eye tracking technology, research on eye tracking technology, and methods and measurement. Based on the analysis of this study, the following three questions are still worth further attention. First, how to optimize the user experience of eye tracking as an interactive input. Second, how to support continuous and reliable research on gaze behavior in real-world experimental environments and for dynamic, 3D, interactive and other experimental materials, which requires more advanced experimental and data analysis techniques. Third, in the field of ET-UER, machine learning has great potential for follow-up research.

Yang Shi
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Implementation of Artificial Intelligence (AI) in global Electronic Pilot Licenses

ICAO Annex 1 Chapter 5 specifies that Civil Aviation Authorities “shall use first quality paper or any other kind of appropriate material, including plastic cards, where all data stated in Section 5.1.1.2 of the Annex of reference shall be available.” With the advancement of technology in the digital world, the shift to electronic personnel licensing has been at the forefront of the aviation industry. As of March 2023, ICAO has launched an electronic verification toolset for pilots, EPL (Electronic Pilot Licensing), to allow States to give the option of issuing electronic licenses through a standardized template (Uniting Aviation, 2023). The countries currently known that are participating in electronic pilot licensing are China, Brazil, and Australia. There are several challenges regarding e-licensing, such as license eligibility and verification, the ability to function online and offline, and license standardization worldwide (ICAO TV, 2021). Current interim solutions are automated digital verification by scanning a QR code, a manual query search on an ICAO website, and a visual inspection by inspectors using EPL verification job aids (ICAO, n.d.). However, these solutions are temporary, as there continue to be barriers to streamlining the electronic verification process of pilot licenses, especially when international operations validity is considered.Hence, the presented research focuses on the challenge of tying the e-license to a mobile platform – an application that can be used for license verification and authentication that crew members can carry around portably. The proposed Ai application is in accordance with standards outlined by the International Organization for Standardization, ISO/IEC 18013-5:2021 (ISO, 2021). A high standardization, security, and privacy level are vital to successful implementation. The Purdue CREATE research team provides an AI solution following the EASA recommendation, a lean / 6 Sigma approach in manpower planning.

Dimitrios Ziakkas, Abner Flores, Hans C Natakusuma
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Streaming applied to entertainment: analysis of the constant evolution of a perpetual industry

This article explores the evolution of the entertainment industry driven by streaming technology, from its inception in 1993 to the impact of platforms like RealAudio Player, RealPlayer, YouTube, Twitch, and Netflix. The research aims to promote the use of streaming platforms for accessing entertainment content, considering the ease of accessibility but limited awareness among some users. The study employed a descriptive methodology with cross-sectional online surveys conducted via Google Forms, sampling 200 participants aged 18 and older to encompass generational diversity. Interestingly, the generation gap doesn't significantly affect the recognition of these services and their attributes. The results indicate that around 93% of respondents either use or are interested in these platforms, with 84% acknowledging the variety of content as the primary advantage. Nearly 50% expressed concerns about the need for an internet connection, even with the availability of alternatives. The study underscores the importance of further exploration and promotion of streaming platforms to unlock their full potential, making users aware of their various entertainment options.

Monica Daniela Gomez Rios, Eduardo Alvarado, Daniel Mora, Miguel Angel Quiroz Martinez
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Bridging the Cognitive Gap: Optimizing Gesture Interaction Design for the Elderly

With the advancement of technology, individuals are on the verge of embracing an era of artificial intelligence (AI). While the utilization of innovative products enhances convenience in people's lives, it often brings forth new challenges and problems. The elderly, in particular, face additional obstacles in using AI products due to physical and cognitive aging. However, gestural interaction, as a new means of interaction, has the potential to address this issue.In this paper, we employ qualitative research methods to explore the guidelines for gesture interaction between AI systems and elderly users. By conducting focus group interviews, we identify a suitable set of gesture commands and analyze the factors that impact the elderly's comprehension of gestures. The results of our study provide valuable research methods and guidelines for future gesture command design.

Cao Liang
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Through the Lens of ZMET Technique: Unveiling the Emotional Value and Innovative Integration of Campus Cultural and Creative Products

In recent years, the campus cultural and creative industry has attracted significant attention, yet its innovation and development still face multifaceted challenges. One of the most prominent challenges is the difficulty of fully incorporating consumers' deep-seated thoughts into the design elements of cultural and creative products. To gain a deeper understanding of consumers' sentiments towards the campus and to precisely meet their needs, this study aims to drive the innovative development of campus cultural and creative products.Through an analysis of the innovative diffusion process of cultural and creative products at the City University of Macau, the study reveals the challenges encountered by the campus cultural and creative industry in its innovation and development. The study utilizes the Zaltman Metaphor Elicitation Technique (ZMET), combining on-site investigations, questionnaire surveys, and semi-structured interviews to explore the metaphorical elements of campus culture and transform them into specific design elements for cultural and creative products.Additionally, the study applies models from innovation diffusion theory to explain and predict the market penetration process of campus cultural and creative products. The in-depth analysis of metaphorical elements in campus culture successfully disrupts traditional design patterns, injecting new vitality into campus cultural innovation.The application of the innovation diffusion theory model indicates that the innovative development of campus cultural and creative products is influenced by various factors, including product characteristics, market environment, and consumer behavior. The findings of this study provide new theoretical and practical guidance for the development of the campus cultural and creative industry. The application of the innovation diffusion theory model improves understanding of the market penetration process of campus cultural and creative products, offering fresh insights and directions for product innovation design. By gaining a deeper understanding of consumers' inner needs, we can more accurately anticipate the development trends of campus cultural and creative products, thereby enhancing the market adaptability of the products and user satisfaction.

Jianhong Wang, Xin Hu
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Sustainable Warehouse Optimization: Integrating Industrial Design and IoT

This paper examines an industrial design project aimed at optimizing the warehouse operations in a food manufacturing plant. A diverse team of experts from various fields collaborated in this project, with the industrial designer playing a pivotal role in the product design process. The problem under investigation in this paper is the need to streamline the complex and time-consuming process of tracking, organizing, and locating product pallets in the factory's storage unit. To address this challenge, an integrated and comprehensive system was implemented in the warehouse, requiring seamless synchronization of multi-purpose devices. Harnessing the power of Internet of Things (IoT) technology was the chosen approach. The proposed solution involves the implementation of an Indoor Positioning System (IPS). IPS accurately locates individuals or objects indoors, where traditional GPS and satellite-based technologies often lack precision. This approach was successfully executed within the warehouse, where devices and products work in harmony toward a common goal. These changes result in improved inventory management, reporting on sales and production needs, and more efficient operations. It also simplifies the task of finding empty spaces for forklift drivers, reducing time wastage and enhancing overall factory and warehouse performance. This project not only aids in optimizing the warehouse section but also contributes to enhancing the overall performance and productivity of the factory.

Shervin Rezaei, Hamid Naghdbishi
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Design of waste plastic recycling facilities based on campus scenarios

According to statistics from the China National Resources Recycling Association, only 31% of the approximately 62 million tons of waste plastic produced in China in 2021 was recycled. The reason is that the composition of domestic waste is complex, and the compatibility between plastics requires waste plastics to be classified before recycling. Relying only on waste pickers and staff at garbage drop-off points for sorting is inefficient and costly. The sorting problem in the recycling process needs to be solved urgently. Establish a more reasonable recycling system to increase the recycling rate of waste plastics and alleviate plastic pollution. First, in the pre-survey desktop research, reports released by authoritative organizations such as the China National Resources Recycling Association were studied, and 12 documents were selected for review based on timeliness and content relevance. From the data published in the documents, it is known that the proportion of waste plastics in campus domestic waste is higher than that of municipal domestic waste. The campus has more ample space and public facilities can be deployed flexibly. Therefore, the waste plastic recycling facilities in the campus scene were determined as the research object. The research will be conducted in two parts based on the impact of internal process factors and external situational factors on recycling and sorting behavior. Internal process factors are first based on stratified random sampling in the probability sampling method to sample different user groups on campus to obtain 20 samples, and record their behavioral processes through implicit observation. To prevent observer bias, standardized open-ended and in-depth interviews were added. Thus, the overall basic functions and the functional list of each behavioral stage required in the plastic recycling classification process are determined and described in the form of abstraction, quantification, and object-object structure. Then the KJ method is used to classify functions, and four types are summarized: physical function, cognitive function, symbolic function and aesthetic function. Research on external situational factors attempts to identify users’ willingness and operability to sort plastic waste in specific scenarios. Through focus groups and semi-structured interviews, we studied whether plastic sorting and recycling behavior habits can be formed and maintained from the perspectives of cognitive attitudes, facility convenience, and the correlation mechanism of short-term incentives and long-term incentives. Finally, several program ideas are proposed based on internal and external factors, and a conceptual program is selected from the perspectives of technology, economy, and implementation conditions. In the process of concretizing the plan, experiments were conducted on various permutations and combinations of each functional module. In the arrangement, there are four independent variables: the number of components, the unit arrangement, the geometric forming method and the size. Use this as a clue to produce the final product design. This study uses the above research to explore possible waste plastic sorting and recycling methods to improve the current low recycling rate of waste plastics. It’s also hoped that this design can provide ideas for other sustainable designs.

Xun Chen, Yuxin Jiang, Xu Li
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A Basic Study of the Influence of Tourism Awareness on Behavior

In 2023, for the first time, the population of all 47 prefectures in Japan declined. Going forward, Japan will continue to face a long-term, rapid population decline and an aging society with declining birthrates, which no other country in the world has experienced. Under these circumstances, the promotion of tourism interaction is one of the most important issues. This is because tourism has a wide-ranging impact on local employment and the local economy, as well as improving local vitality. Under these circumstances, it is necessary to elucidate the mechanism of tourism interaction.With the promotion of DX (Digital Transformation), the use of AI and IoT has become much more advanced and easier than before. On the digital twin (virtual space), unlike the conventional metaverse space, the real space environment can be completely reproduced, and monitoring and simulation can be performed. This calls for the use of this technology for tourism interaction. This is because in the digital twin space, its reproduction AI has been constructed based on AI analysis methods based on actual data, and simulations that are difficult to experiment with are now possible. On the other hand, the reproduction and simulation do not take into account people's consciousness and thoughts, and as with generative AI, they adopt the best-fitting results based on numerical precision, and are not capable of clarifying the specific factors that bring about the results.The purpose of this study is to clarify the relationship between tourism factors and performance, taking into account the influence of people's awareness and thoughts about tourism on their actual behavior. This study is a basic analysis in clarifying the mechanism of tourism interaction considering people's awareness as a factor.Specifically, the analysis is as follows. The survey asked about people's awareness of tourism, including the importance of each item they seek in tourism, the importance of each item in their choice of tourist destination, and the results of actual tourism. Based on the results of this survey, a tourism interaction model that takes into account people's awareness is constructed. Open data will be used for socioeconomic indicators. In constructing the model, we will formulate it based on the theory of individual utility maximization. In addition, policy simulations will be conducted using the constructed model. In the process of constructing the model, we propose a method to quantify people's awareness. In addition, by conducting simulations using the constructed model, we will provide information that will contribute to future tourism exchange policies.

Akiko Kondo, Satoshi Togawa
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Digital Technology:As a Manner of Sustainable Transformation for Stakeholders in Cultural Inheritance

Digital technology has changed the traditional “oral teaching” environment in Chinese culture and has become an important means to promote cultural inheritance. Researchers are more focused on digital cultural protection and development to facilitate professionals' use of cultural resources and attract the general public’s attention to culture. While people are been treated as objects and only become passive recipients of digital cultural products. However, people are considered as the core of Chinese cultural inheritance and the key is to let more public become inheritors. Digital technology needs to consider how to facilitate the transformation of people. Through literature research, this study has analyzed different stakeholders of Chinese cultural inheritance. And using Bakhtin's theory of “dialogue”, the transforming paths of different stakeholders have been built. Based on the transforming path and case studies, the stakeholders’ transforming strategy by digital technology has been constructed. In this way, this study has provided a holistic perspective on using digital technology to promote cultural inheritance.

Lu Wang
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User-centred planning for rail vehicles to increase efficiency

In order to increase efficiency in terms of revenue on the railways, the path often taken is to maximise the number of seats. This is expected to "sell" as many seats as possible and thus increase profits. However, 20 years of research prove that seat-maximising wagons are actually inefficient. The reason is that the needs of passengers and, above all, human behaviour in vehicles when getting on and off, moving around, finding a seat, stowing luggage and staying in the train cabin are not sufficiently taken into account. Today's design approaches from the industry assume that passengers behave in all phases of the rail journey as expected by the industry or the operators. In reality, however, passengers always behave in such a way that they find the most comfortable way for themselves. In practice, neglecting passenger requirements leads to high inefficiencies, as passengers do not behave as expected by the design approaches. For example, in long-distance trains, little consideration is given to the diverse requirements around luggage storage. As a result, luggage is often placed in the aisles, on or in front of seats or, in extreme cases, even in the middle of the boarding area. The consequences are, on the one hand, a decrease in actual seat occupancy and thus a reduction in capacity and a significant increase in dwell time. The consequence is high inefficiency, as longer dwell times mean delays and operational restrictions as well as a significantly higher energy demand due to the higher speeds required. Well-designed vehicles, which focus on people from the outset, not only increase customer satisfaction through better quality, but also significantly improve efficiency through increased punctuality and up to 30% lower energy consumption. In 20 years of research at the Vienna University of Technology, over 400.000 passengers in Europe in over 100 different types of vehicles have been observed and precisely recorded with regard to their behaviour when choosing seats and storing luggage. Likewise, more than 20.000 passengers were closely observed during passenger changeover with the help of video analyses. From this very extensive data set, a calculation algorithm was developed and also processed into a proprietary software, with the help of which rail vehicles can be optimised based on the actual behaviour of passengers and their requirements and thus be designed significantly more efficiently.

Bernhard Rueger
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Mobile Application for Job Recommender System Connecting Students and Startups/SMEs for Practical Experience and Skill Development

Practical experience plays a vital role in helping students determine their desired fields, bridging the gap between the labor market and the academic output of university students. Startups and small and medium enterprises (SMEs) have been recognized as effective drivers of economic and social growth by providing valuable services and employment opportunities. These companies also contribute to the development of technical and managerial skills through training programs. However, SMEs often face challenges in recruiting and training manpower due to their limited resources and the absence of dedicated human resources (HR) departments.Technological advancements have revolutionized recruitment methods, offering solutions to various challenges. The recruitment process, a critical function of HR departments, aims to identify the most suitable candidates for company positions. Tech giants have introduced innovative approaches, utilizing technical services and improved e-recruitment platforms to enhance employee recruitment and extend work flexibility. While e-recruitment platforms efficiently reach a large pool of potential job seekers, they often struggle with accurately matching applicants with job requirements using the Boolean search technique.To address these challenges, artificial intelligence (AI) techniques are increasingly employed in e-recruitment processes. AI algorithms excel in handling repetitive tasks, enhancing hiring processes, increasing work flexibility, and improving decision-making, thereby reducing time and effort required for hiring. Organizations are encouraged to adopt these advanced technologies to gain a competitive advantage in recruitment and selection, with recommender systems (RSs) becoming crucial in achieving optimal matches between job seekers and jobs.This research project aims to design and develop a mobile application that supports the Arabic language. The application targets both students and startups/SMEs, offering a platform for startups and SMEs to find talented employees for essential tasks and projects. Simultaneously, students, including high school, university, and fresh graduates, can access job opportunities aligned with their interests, developing their skills and building their careers. The application provides flexibility, enabling students to utilize their free time and gain practical experience. By strengthening students' resumes and providing practical experience before graduation, they become familiar with market needs and can actively work towards meeting them.

Noura Alhakbani
Open Access
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Math Game for Elementary School Children Using Leap Motion Controller

Education holds significant importance in society as it provides individuals with essential knowledge, skills, and critical thinking abilities. However, traditional educational approaches may not always engage children effectively. To address this, innovative methods are needed to make education more interesting and captivating for children. By incorporating interactive elements such as educational games, multimedia resources, and creative teaching techniques, we can create a learning environment that fosters curiosity, exploration, and active participation. This approach enhances learning outcomes and fosters a lifelong passion for learning in children. In recent years, the advancement of technology has transformed the educational landscape, offering a wide array of resources to enhance learning experiences. Educational games have emerged as a promising tool, particularly in fostering children's interest and engagement in various subject areas. There has been a significant increase in the number of studies, projects, and research efforts dedicated to designing guidelines and frameworks for integrating technology and educational games in the field of education. This increased focus demonstrates the acknowledgment of the significant potential of educational games as effective tools for improving learning outcomes. To ensure the effectiveness of these games, researchers and developers have identified essential features that contribute to their educational value. These features include the ability to stimulate critical thinking, minimize the reliance on textual content, provide user-friendly interfaces, and promote interactivity. By incorporating these elements into game design, educators can create engaging learning experiences that foster deeper understanding and knowledge acquisition among learners. The focus on these crucial features demonstrates the commitment to designing educational games that effectively support learning goals and engage students in meaningful ways. Our project’s primary aim is to design and develop an educational game employing hand movements using the Leap Motion Controller (LMC) as an interactive input device. The game aims to enhance children's understanding of arithmetic operations, specifically addition and subtraction, in an enjoyable and captivating manner. The use of LMC enables the recognition of children's gestures representing numbers, thereby providing an interactive learning experience. The objectives of the project include acquiring relevant background knowledge, establishing functional requirements and computational constraints, designing and developing a math game incorporating elements such as 3D animations and pictures, and validating the game's effectiveness in achieving its intended benefits for both children and their teachers.The paper is organized into five sections. Section 1 introduces the problem and outlines the aim and objectives of the project. Section 2 reviews related works in the field. Section 3 presents the system design. Section 4 describes the challenges anticipated during and after implementation. Finally, Section 5 concludes with a summary of our findings, future work, and design considerations.

Abeer Alnafjan
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