Miracle-dz/UniFAR-FTUs huggingface dataset:
All in One! User Perceptions on Centralized IoT Privacy Settings

IoT devices deliver their functionality by accessing data. Users decide which data they are willing to share via privacy settings interfaces that are typically on the device, or in the app controlling it. Thus, users have to interact with each device or app which is time-consuming and settings might be overlooked. In this paper, we provide a stepping stone into a multi-device interface for adjusting privacy settings. We present three levels of information detail: 1) sensor name 2), sensor name and information about captured data and 3) detailed information on each collected data type including consequences. Through a pre-study with 15 participants, we found that users prefer the access to detailed information because this offers the best decision support. They also wish for a clear status communication, a possibility for rule-based settings, and delegation options.
Genie in the Bottle: Anthropomorphized Perceptions of Conversational Agents

This paper presents a qualitative multi-phase study seeking to identify patterns in users' anthropomorphized perceptions of conversational agents. Through a comparative analysis of behavioral perceptions and visual conceptions of three agents - Alexa, Google Assistant, and Siri - we first show that the perceptions of an agent's character are structured according to five categories: approachability, sentiment toward a user, professionalism, intelligence, and individuality. We then explore visualizations of the agents' appearance and discuss the specifics assigned to each agent. Finally, we analyze associative explanations for these perceptions. We demonstrate that the anthropomorphized behavioral and visual perceptions of agents yield structural consistency and discuss how these perceptions are linked with each other and system features.
Scents and Sensibility: Evaluating Information Olfactation

Olfaction---the sense of smell---is one of the least explored of the human senses for conveying abstract information. In this paper, we conduct a comprehensive perceptual experiment on information olfactation: the use of olfactory and cross-modal sensory marks and channels to convey data. More specifically, following the example from graphical perception studies, we design an experiment that studies the perceptual accuracy of four cross-modal sensory channels---scent type, scent intensity, airflow, and temperature---for conveying three different types of data---nominal, ordinal, and quantitative. We also present details of a 24-scent multi-sensory display and its software framework that we designed in order to run this experiment. Our results yield a ranking of olfactory and cross-modal sensory channels that follows similar principles as classic rankings for visual channels.
Isoprene as a tool for plant protection against abiotic stresses

Abstract Isoprene is emitted from numerous plant species of different genera. Due to its high volatility it is rapidly lost from plant tissue into the atmosphere where it undergoes chemical reactions. Since isoprene synthesis takes place in chloroplasts, it was suggested that a link may exist between isoprene production and environmental stresses affecting the photosynthetic apparatus. Isoprene synthesis is therefore of interest to the study of both atmospheric chemistry and plant biology. This review presents a brief overview of studies on the role of isoprene in atmospheric chemistry and the environmental control of isoprene emission. A special emphasis is placed on the physiological role of isoprene in plant defense against abiotic constrains. The physiological function of isoprene is still matter of debates. It has been hypothesized that this compound may stabilize thylakoid membranes and/or may exert antioxidant properties thus increasing plant tolerance to environmental stresses. The involvement of isoprene in non-enzymatic plant defense strategy is suggested.
How Domain Experts Structure Their Exploratory Data Analysis: Towards a Machine-Learned Storyline

Exploratory data analysis is an open-ended iterative process, where the goal is to discover new insights. Much of the work to characterise this exploration stems from qualitative research resulting in rich findings, task taxonomies, and conceptual models. In this work, we propose a machine-learning approach where the structure of an exploratory analysis session is automatically learned. Our method, based on Hidden-Markov Models, automatically builds a storyline of past exploration from log data events, that shows key analysis scenarios and the transitions between analysts' hypotheses and research questions. Compared to a clustering method, this approach yields higher accuracy for detecting transitions between analysis scenarios. We argue for incorporating provenance views in exploratory data analysis systems that show, at minimum, the structure and intermediate results of past exploration. Besides helping the reproducibility of the different analyses and their results, this can encourage analysts to reflect upon and ultimately adapt their exploration strategies.
The Influence of Decaying the Representation of Older Social Media Content on Simulated Hiring Decisions

Decaying representations gradually make social media content less visible to readers over time, which can help users disassociate from past online activities. We explore whether shrinking, one decaying representation, influences managers' assessments and simulated hiring decisions of job candidates, compared to seeing a full profile or an empty profile with no posts. Our 3 x 2 between-subjects crowdsourced survey (N = 360 US managers) shows that shrunk or empty profiles led to more positive decisions than profiles in their original full format. However, shrunk profiles also further contributed to more positive impressions of the candidates. Shrinking did not help the candidate of either gender more than the other and demographics of managers had limited impact on their assessment. Further, our managers regularly search job candidates' social media profiles in real life, suggesting that shrinking could support users' privacy. We finally present implications for individuals' privacy on social media.
Please Touch Color: Tactile-Color Texture Design for The Visually Impaired

This study aims at developing a 3D tactile system to help visually impaired people recognize colors via texture perception when they appreciate art paintings. The system is designed based on fundamentals of color perception, tactile acuity, and braille information. The scheme of tactile-color texture was designed to be intuitively learnable for the visually impaired, who has a lack of color perception. The result of focus interviews showed that visually impaired people could significantly distinguish and recognize the variation of color by grating textures. The study of color perception from grating texture indicates tactile efficiency of color recognition as a method for appreciating art painting. Regarding the practical approach not only can be used to improve accessibilities for blind people of art museums but can be references to develop 3D printed haptic devices.
Why birds cannot be smaller than bees

Birds and mammals of body mass M that live in cold climates cannot have a body radius, Rmin, below about 2.5 cm. This criterion follows from the balance of metabolic heat production described by Kleiber's function, Γ = 3.6M0. 73, and heat-conduction losses through the body insulation. Rmin differs from the critical radius calculated from a heat-flow balance at the outer edge of the organism that does not consider metabolic limitations.
PneuFetch: Supporting Blind and Visually Impaired People to Fetch Nearby Objects via Light Haptic Cues

We present PneuFetch, a light haptic cue-based wearable device that supports blind and visually impaired (BVI) people to fetch nearby objects in an unfamiliar environment. In our design, we generate friendly, non-intrusive, and gentle presses and drags to deliver direction and distance cues on BVI user's wrist and forearm. As a concept of proof, we discuss our PneuFetch wearable prototype, contrast it with past work, and describe a preliminary user study.
A 26-Contact Tangible Pen-Like Input Device for Capacitive Displays

We designed and created a new self-contained tangible pen-like input device prototype that can sense all 26 contacts and works with any capacitive display using a conductive case designed with pliable corners. Contacts are distinguished using the device angle from an internal IMU. We further designed a 3D "mirror" visualization that displays a re-configurable mapping of commands to contacts to enable discovery of command-to-contact mappings.
Understanding Parenting Stress through Co-designed Self-Trackers

New parents often experience significant stress as they take on new roles and responsibilities. Stress management and mental wellbeing are two areas in which personal informatics (PI) research has gained attention, and there is an opportunity to investigate how parenting stress can be mitigated through PI practices. In this paper, we present the results of a co-designed technology probe study through which we deployed individualized self-trackers with new parents. We investigate the stress management topics new parents are interested in tracking and how  and with what goals---they engage in self-directed PI practices. Our findings indicate that PI practices can potentially enable parents to: re-discover positive aspects of their everyday lives; identify better-suited stress management strategies; and facilitate spousal communication about shared responsibilities. We discuss how self-tracking experiences for the mental wellness of parents can be better designed.
Population Dynamics of Pseudomonas glumae, the Causal Agent of Bacterial Grain Rot of Rice, on Leaf Sheaths of Rice Plants in Relation to Disease Development in the Field

Rice plants were inoculated by spraying with Pseudomonas glumae, the causal agent of bacterial grain of rice, at different times before heading time to study population dynamics of the pathogen on rice sheaths in the field and the relationship between the population size and the disease incidence. The bacterial population on the uppermost leaf sheaths and flag leaf sheaths were detected periodically using the selective S-PG medium. The results indicate that the rate of leaf sheaths with pathogen population of more than 103cfu/g fresh weight, which was the detection limit of the selective medium, decreased greatly with the growth of internode. Bacterial populations on individual leaf sheaths varied from leaf sheath to leaf sheath showing approximately lognormal distribution by plotting data sets on the cumulative probability scale. The fact suggests that the bacterial populations on uppermost leaf sheaths in the field may be estimated from lognormal value of population size on individual leaf sheaths more accurately than from bulked leaf sheath samples. Correlation coefficient between detection frequency of the pathogen on flag leaf sheaths and disease incidence on panicles a week after heading time was high (r=0.78, p=0.01), but not significant 2 and 3 weeks after heading time, suggesting that the pathogen on flag leaf sheaths is important in primary infection of the disease. The value of frequency is applicable for estimation of disease incidence of bacterial grain rot of rice in the field.
Enact

Professional designers and developers often struggle when transitioning between the design and implementation of an interactive system. We conducted three studies that focused on the design of custom interactions to understand the mismatches between their processes, tools, and representations. We found that current practices induce unnecessary rework and cause discrepancies between design and implementation. We identified three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations. We propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible, and support design by enaction. We applied these principles to create ENACT, a live environment for prototyping touch-based interactions. We conducted two studies to assess ENACT and to compare designer–developer collaboration with ENACT versus current tools. Results suggest that ENACT helps participants detect more edge cases, increases designers’ participation and provides new opportunities for co-creation.
Does Context in Privacy Communication Really Matter?  A Survey on Consumer Concerns and Preferences

Privacy policies as a means of communicating with customers still prove ineffective. Researchers have recently suggested that a specific usage context should be considered to make privacy notices more relevant to users. To explore this approach further, we conducted an explorative online survey of privacy concerns and privacy information preferences with 642 participants for two different contexts (loyalty cards and fitness tracking). Our data shows some support for the suggestion that context may be a significant moderator of concerns and preferences. However, the corresponding effects are rather small and limited to specific concerns and information categories. In line with other research, the data supports the known hierarchy of concerns regarding unauthorized secondary use and improper data access, which seem to exceed concerns about erroneous data processing or excessive data collection in both contexts. Furthermore, participants considered information on personal rights and processing purposes more relevant than information on contact persons.
Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment

In this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design.
Ulva armoricana (Ulvales, Chlorophyta) from the coasts of Brittany (France). II. Nuclear rDNA ITS sequence analysis

The utility of rDNA internal transcribed spacer (ITS) sequences for separating species of Ulva along the North Brittany coast of France was investigated. Particular attention was paid to the Ulva species responsible for ‘green tides’. Floating thalli are difficult to identify due to fragmentation and it was not clear at the outset whether one or more species of Ulva might be contributing to the green tide phenomenon. Results show that ITS sequences are good markers for Ulva species and that the Lannion Bay green tide taxon is a previously unrecognized species that can also be identified on morphological grounds. We found that ITS type did not necessarily correspond to the initial identification of a specimen based on morphological features, due to the lack of good diagnostic characters. This survey highlights the need for a more intensive survey of Ulva populations along European coasts. Once ITS groups can be recognized, quick screening assays can be developed to aid morphological identification.
Who Uses Bots? A Statistical Analysis of Bot Usage in Moderation Teams

Adopting new technology is challenging for volunteer moderation teams of online communities. Challenges are aggravated when communities increase in size. In a prior qualitative study, Kiene et al. found evidence that moderator teams adapted to challenges by relying on their experience in other technological platforms to guide the creation and adoption of innovative custom moderation "bots. " In this study, we test three hypotheses on the social correlates of user innovated bot usage drawn from a previous qualitative study. We find strong evidence of the proposed relationship between community size and the use of user innovated bots. Although previous work suggests that smaller teams of moderators will be more likely to use these bots and that users with experience moderating in the previous platform will be more likely to do so, we find little evidence in support of either proposition.
Understanding Fitness Tracker Users' Security and Privacy Knowledge, Attitudes and Behaviours

Personal data collected by fitness trackers can leave users open to security and privacy threats, often without their knowledge. Using an online survey with 212 fitness tracker users, we asked questions to understand participants' knowledge, attitudes and behaviours related to security and privacy, associated with the use of their fitness trackers. We found that users do little to protect their data. While they seem confident about the type of data being collected, they are unsure about how it is being used. Understandably, users are more comfortable sharing their data with friends and work colleagues. We also found that users differentiate between the types of data they are willing to share, suggesting a need for improved sharing preferences. When considering scenarios describing data uses with security and privacy implications, participants recognized that many scenarios were plausible but frequently felt that the scenarios were unlikely to occur. Overall, our findings lead us to believe that fitness tracker users require a greater awareness of the collection, ownership, storage, and sharing practices related to the tracking of their data.
Instructional Video Design: Investigating the Impact of Monologue- and Dialogue-style Presentations

Instructional videos are frequently used in online courses and websites. Such videos may include an instructor delivering a monologue-style presentation, or alternatively, engaging in a dialogue with a student who appears in the video alongside of the instructor. We compared three instructional video designs (N = 77), including monologue and dialogue style presentations. To obtain a comprehensive view of the impact of video design, we used a variety of measures, including eye tracking data, learning gains, self-efficacy, cognitive load, social presence, and interest. Despite eye tracking data showing that participants in speaker-visible conditions spent significantly less time on the domain content, learning and related variables were similar in all three conditions, a result we confirmed with Bayesian statistics that provided substantial evidence for the null model. Altogether, we provide evidence that learning and interest are not enhanced by a dialogue-style presentation or visual presence of the instructor. However, further work is needed to investigate the effect of other domains, speaker persona and saliency, and configuration of the speakers in the instructional video.
Biological and immunological characteristics of Brucella abortus S99 major outer membrane proteins

Introduction and objective: Outer membrane proteins (OMPs) of Brucella are considered as immunogenic structures which can be used to design and develop a subunit vaccine for human brucellosis. Brucella abortus S99 OMPs promote the synthesis of high levels of specific anti-Brucella IgG molecules in rabbits when administrated with lipopolysaccharide (LPS). The objective of this study is evaluation of the efficacy of B. abortus major OMPs with LPS in the induction of immune response against brucellosis. Materials and methods: OMPs were derived from B. abortus by sequential extraction of sonicated cells with ultracentrifugation and predigestion with lysozyme. Proteins could be separated by anion-exchange chromatography and gel-filtration. Based on SDS-PAGE profiles, porins have been dominantly purified among three different classes of B. abortus OMPs. Sera of immunized rabbits against B. abortus porins were analyzed by enzymelinked immunosorbent assay (ELISA). LPS of B. abortus and complete Freud's adjuvant (CFA) were also applied to elicit higher levels of anti-Brucella antibodies. Results: ELISA confirmed the potency of porins and porins combination with CFA and LPS to promote humoral specific response. Among the above-mentioned compounds, a combination of porins + LPS or porins + CFA has been the most potent immunogenic compound to induce higher titer of antibody against B. abortus S99 in the animal model. Conclusion: The application of a complex of Brucella LPS and porins as an effective method to elicit protective and long-lasting immunity against Brucella infection and would be studied to design and develop a subunit vaccine for human brucellosis.
Using Mobile Augmented Reality to Improve Attention in Adults with Autism Spectrum Disorder

Adults on the autism spectrum commonly experience impairments in attention management that hinder many other cognitive functions necessary to appreciate relationships between sensory stimuli. As autistic individuals generally identify as visual learners, the effective use of visual aids can be critical in developing life skills. In this brief paper, we propose a Mobile Augmented Reality for Attention (MARA) application which addresses a lack of supportive and simple cost- effective solutions for autistic adults to train attention management skills. We present the proposed design, configuration and implementation. Lastly, we discuss future directions for research.
TimeBOMB: An Interactive Game Station Showcasing the History of Computer Games

We present TimeBOMB, an interactive game station that enables players to experience the history of computers and video game development. They compete with each other playing an adaption of the classic game "Bomberman". As a novelty, each of the four sides of the station represents a different time period with corresponding input and output modalities. They consist of an oscilloscope interface with self-made, analogue control dials, a text-based interface controlled by a keyboard, a 2D arcade interface controlled by a joystick, and a 3D interface controlled by a gamepad. These four styles resemble iconic examples from the history of computer games. The game's art style also differs for each side accordingly.
Investigating Collaborative Exploration of Design Alternatives on a Wall-Sized Display

Industrial design review is an iterative process which mainly relies on two steps involving many stakeholders: design discussion and CAD data adjustment. We investigate how a wall-sized display could be used to merge these two steps by allowing multidisciplinary collaborators to simultaneously generate and explore design alternatives. We designed ShapeCompare based on the feedback from a usability study. It enables multiple users to compute and distribute CAD data with touch interaction. To assess the benefit of the wall-sized display in such context, we ran a controlled experiment which aims to compare ShapeCompare with a visualization technique suitable for standard screens. The results show that pairs of participants performed a constraint solving task faster and used more deictic instructions with ShapeCompare. From these findings, we draw generic recommendations for collaborative exploration of alternatives.