Miracle-dz/UniFAR-FTUs huggingface dataset:
Menschzentrierte Konzeption eines Systems in der Intensivmedizin

ZUSAMMENFASSUNG In der Intensivmedizin hat die Pegedokumentation für die Beurteilung und Einschätzung von Pegeprozessen eine entscheidende Bedeutung. In vielen deutschen Krankenhäusern wird die Dokumentation relevanter Patientendaten immer noch handschriftlich durchgeführt, was sehr viel Aufwand erfordert und aufgrund der schlechten Lesbarkeit zu Fehlinterpretationen und anschließenden Fehlentscheidungen führen kann. Durch die menschzentrierte Konzeption und Entwicklung einer mobilen Applikation, welche im Rahmen einer Masterthesis entstanden ist, sollen die Pegekräfte im Dokumentationsund Pegeprozess unterstützt werden. Um dies zu erreichen, wurde ein projektspezisches Vorgehensmodell entwickelt, welches sich am menschzentrierten Gestaltungsprozess der DIN ISO 9241-210 orientiert und vorwiegend Methoden des Contextual Designs und der Thematic Analysis beinhaltet. Dadurch war es möglich aus der Nutzungskontextanalyse 90 funktionale Nutzungsanforderungen abzuleiten, um auf Basis dessen konkrete Gestaltungslösungen entwickeln und evaluieren zu können. Durch das Konsortium bestehend aus der pixolus GmbH, Philips und dem Universitätsklinikum RWTH Aachen sowie durch die Zusammenarbeit mit zwei Krankenhäusern in Nordrhein-Westfalen, die als Fokus in dieser Arbeit dienten, wurde der Zugang zu realen Benutzern und deren Arbeitskontexten sichergestellt. Dies trug dazu bei, ein tiefgehendes Verständnis des Nutzungskontextes zu erlangen und somit auch implizite Erfordernisse zu erheben, die in der Entwicklung der Applikation berücksichtigt werden konnten.
Understanding ASD individuals' difficulties with managing money: an interactive study

Autism Spectrum Disorder (ASD) is a neurological disorder that impacts behavior, communication and social skills of affected individuals. The difficulty of youth with ASD to know how to properly approach other people leads to increasing isolation and stronger dependence on their parents, who often experience insufficient support especially after their children finish high school, when discontinuity of public assistive services is often experienced. In spite of being one of the most difficult developmental periods in their life, inadequate assistance is provided to learn practical, daily living skills, such as the key ability to manage money. In this paper, we report a study carried out with six teenagers with High-Functioning Autism, aiming to identify the difficulties they find in using money in real scenarios. In particular, the teenagers involved in the study exploited both a vending machine Web application for learning money-related skills and directly interacted with a real vending machine. Their interactions were analyzed to understand their behavior addressing situations involving purchases. The study employed a mixed method analysis approach incorporating subjective facilitator observations, objective task completion measures and eye tracking metrics to analyze their money management skills. The results reveal the difficulties that such individuals have to face in order to manage the concept of money in practice.
Creating Business Model Canvases with a Collaborative Mobile Application

Business models are important for both start-ups and established companies because they form the basis for a company’s success by outlining their key factors. Business models can be created and documented in several ways. We focus on Business Model Canvases (BMC) and present MobiLean , a mobile application for the collaborative creation of BMCs. MobiLean is an easy and interactive smartphone app for groups of varying size in mixed-focus collaboration scenarios. We apply mobile-based interactions for the ease of use and the support of the creativity process. We contribute to the ﬁeld of CSCW by providing a mobile application for the domain of co-working and aim to demonstrate how MobiLean supports creating, revising, and documenting BMCs
A comparison of oral versus vaginal misoprostol for induction of labor at term, at the Ahmadu Bello University Teaching Hospital, Zaria

Background: The comparison of same,equal and low dose of misoprostol by the oral and vaginal routes for induction of labour at term requires further elucidation. Objective: To compare the efficacy and safety of 25 micrograms (ug) of oral misoprostol with 25ug vaginal misoprostol for induction of labor at term. Methods: A randomised control trial that involved 169 consented women with indication for induction of labor. A total of 85 women had oral misoprostol while 84 women had vaginal misoprostol. The oral misoprostol dose (25ug) was repeated every 2 hours, while the vaginal dose (25ug) was repeated every 6 hours for a maximum duration of 24 hours or when need arose for intervention. Data was analysed using SPSS version 20. Results: The mean induction-delivery interval was significantly shorter (18.48 +/- 2.01 vs. 22.82 +/- 2.50, P = 0.00), with more vaginal deliveries (88.2% vs. 85.7%, P = 0.00) in the oral group compared to the vaginal group respectively. The cardiotocographic abnormalities in the vaginal group were significantly higher than the oral group (8.3% vs. 1.2%, P = 0.03). There were more foetal distress and meconium stained liquor in the vaginal group but not statistically significant.
Longitudinal analysis of a #boycott movement on Indian online platforms: Case of collective action and online boycott

Lately, Indian online platforms have witnessed recurring consumer boycott calls in forms of uninstalling/down-voting applications on the app stores. For our exploratory study, we conduct a longitudinal analysis of one of these controversies involving online boycotting of an e-commerce company (Snapdeal) over a controversial statement issued by their brand ambassador (Aamir Khan) which hurt religious and nationalist sentiments of users on Twitter. Through the lens of this study, we try to understand emergent collective user behaviour and how collective action has begun to play out in online (troll) communities. We call the user behaviour in our study as trolling behaviour as - the call to boycott appears in order to silence an inﬂuential voice which challenges a nationalist narrative of these users. A broader implication of such behaviour seems to be strong arming any counter narrative with
Music-Evoked Reward and Emotion: Relative Strengths and Response to Intervention of People With ASD

This review presents research findings showing that music is a unique domain to assess perception, reward, emotion, and associated physiological reactions and neural circuitry of people with autism spectrum disorder (ASD). There is growing evidence, reported in several studies in this review article, indicating that music is a relative strength of people with ASD including musical pitch perception, musical memory, and identification of music-evoked emotions. Listening to music activates neural circuits of reward and emotion response, which are described. Research presented shows adults with ASD also activate these systems when listening to music, although there may be developmental differences in the physiological and neural response to music in childhood and adolescence alongside typical behavioral response. Nonetheless, studies reviewed lend support to the use of music therapy and education for people with ASD, specifically to improve social skills and communication. Neural correlates of response to music therapy and education are also discussed. Taken together, findings reviewed provide evidence for music as a strength-based approach for ASD to assess reward and emotion response and as a powerful tool for intervention.
Study Protocol: Does an Acute Intervention of High-Intensity Physical Exercise Followed by a Brain Training Video Game Have Immediate Effects on Brain Activity of Older People During Stroop Task in fMRI?—A Randomized Controlled Trial With Crossover Design

Background: Elderly people are affected by processes leading to decline in various aspects of daily living that impair their quality of life. Regarding neurological aspects, executive functions have been shown to be valuable for daily life and to slow decline during aging. Most intervention studies intended to improve cognitive functions during aging specifically address long-term destructive processes and countermeasures. However, to an increasing degree, studies also investigate the acute benefits that prove to be useful for daily life, such as physical exercise or video games in the form of exercise video gaming (“exergaming”). Because little is known about the change in cognitive ability following acute intervention of a combination of physical exercise and video gaming, especially for older people, this work is designed as an attempt to address this matter. Methods: This study is a randomized crossover controlled trial to test the response to an acute bout of high-intensity physical exercise followed by a short session with a brain training (Brain Age) video game in physically active and cognitively healthy older adults (60–70 years). The response is measured using Stroop task performance (cognitive task for executive function) and related brain activity assessed with functional magnetic resonance imaging (fMRI). The control conditions are low-intensity physical exercise and Tetris for video gaming. Discussion: This study is intended to provide insight into the alteration of executive function and its related brain activity from an acute intervention with a combination of physical exercise and video gaming in older people. The protocol might not be implementable in daily life to improve cognitive abilities. However, the results can support future studies that investigate cognition and the combination of physical exercise and video gaming. Moreover, it can provide real-life implications. Trial registration: This trial was registered in The University Hospital Medical Information Network Clinical Trials Registry (UMIN000033054). Registered 19 July 2018, https://upload.umin. ac.jp/cgi-open-bin/ctr/ctr_view. cgi? recptno=R000037687.
Intelligent Hypertext for Video Selection: A Design Approach

In this paper, we describe our project DemoMedia, a software demonstrator that combines hypertext and recommender functionality in the context of video acquisition or use. DemoMedia fills the gap that exists in today's video platforms which include recommender functionalities, but only trivial support for users to structure information. Thus, users are forced to write down notes from or about videos (needed for various reasons) on additional media, such as paper. This opens a media gap between video platform and note-taking or communication to others. DemoMedia becomes a note taking and communication tool for the user, as it offers a knowledge space on which users can freely arrange and associate information. Furthermore, its intelligent parsers compute relations that are implicitly expressed and queries knowledge bases for relevant information or related videos. Those get positioned on the space in a semantically meaningful way. DemoMedia and the underlying component-based open hypermedia system Mother combine both the machine's capability of extracting knowledge from huge amounts of data and the human capability of sensemaking, intuition, and creativity.
Internet Fraud: The Case of Account Takeover in Online Marketplace

Account takeover is a form of online identity theft where a fraudster gains unauthorized access to an individual's account in a given system. Depending on the system, this unauthorized access can lead to severe consequences of privacy breach and financial loss to the victims, to the companies that maintain the system and to other users. In this paper, we present the work done in order to prevent and detect account takeovers at mobile.de, an online vehicle marketplace. To tackle the prevention problem, we first present a behavioral analysis of how fraudsters operate, and implemented a mutual two-factor authentication that achieved a reduction of 43% of account takeovers. To tackle the detection problem, we introduce a concept drift sensitive machine learning training approach that was able to improve our baseline methods by 18% in detection rates. The automatic detection reduced the exposure of fraudulent listings by 69%, resulting in a safer marketplace for buyers and sellers.
HCD4Personalization - Menschzentrierte Interaktionsgestaltung anhand individueller Eigenschaften der Nutzenden

Im Bereich der Mensch-Technik-Interaktion (MTI) hat sich der Menschzentrierte Gestaltungsprozess (Human-Centred Design Process, HCD) als Vorgehen für die bedarfsund bedürfnisgerechte Technikentwicklung etabliert. Das Konzept der Personalisierung stößt in der Produktentwicklung zunehmend auf Interesse, wobei jedoch unklar bleibt, wie die Entwicklung personalisierter Systeme methodisch unterstützt werden kann. Wir schlagen ein Rahmenmodell vor (HCD4Personalization), das den HCD methodisch erweitert, um Systeme zu entwickeln, deren Interaktionsmechanismen an individuelle Eigenschaften der Nutzenden angepasst werden können. Der HCD4Personalization orientiert sich an den fünf Phasen des klassischen HCD und beschreibt welche personalisierungsbezogenen Fragestellungen in der jeweiligen Phase über das klassische Vorgehen hinaus berücksichtigt werden sollten. Es spezifiziert außerdem mögliche Ergebnisse jeder Phase und wie mit diesen im weiteren Prozessverlauf weitergearbeitet wird. Der HCD4Personalization bietet hierbei ein generisches Vorgehen, dass auf die Entwicklung unterschiedlichster Produkte und Dienstleistungen angewandt werden kann.
Audience and Streamer Participation at Scale on Twitch

Large-scale streaming platforms such as Twitch are becoming increasingly popular, but detailed audience-streamer interaction dynamics remain unexplored at scale. In this paper, we perform a mixed methods study on a dataset with over 12 million audience chat messages and 45 hours of streamed video to understand audience participation and streamer performance on Twitch. We uncover five types of streams based on size and audience participation styles, from small streams with close streamer-audience interactions to massive streams with the stadium-style audiences. We discuss challenges and opportunities emerging for streamers and audiences from each style and conclude by providing data-backed design implications that empower streamers, audiences, live streaming platforms, and game designers.
Autonome Fahrzeuge: Von Akzeptanz zu Wohlbefinden

Die breite Einführung autonomer Fahrzeuge, ob für den Individualverkehr oder auch den öffentlichen Nahverkehr, ist nur noch eine Frage der Zeit. Dies bedeutet unweigerlich, dass in absehbarer Zeit alle Verkehrsteilnehmer*innen mit dieser Art von Fahrzeugen in Berührung kommen werden. In diesem Artikel soll diskutiert werden, wie Ansätze des Positive Computing helfen können, die Ausgestaltung der automatisierten Fahrzeuge so vorzunehmen, dass sie zum Wohlbefinden der Menschen in Verkehrssituationen beitragen.
Axon regeneration induced by environmental enrichment- epigenetic mechanisms

Environmental enrichment is known to be beneficial for cognitive improvement. In many animal models of neurological disorders and brain injury, EE has also demonstrated neuroprotective benefits in neurodegenerative diseases and in improving recovery after stroke or traumatic brain injury. The exact underlying mechanism for these phenomena has been unclear. Recent findings have now indicated that neuronal activity elicited by environmental enrichment induces Ca2+ influx in dorsal root ganglion neurons results in lasting enhancement of CREB-binding protein-mediated histone acetylation. This, in turn, increases the expression of pro-regeneration genes and promotes axonal regeneration. This mechanism associated with neuronal activity elicited by environmental enrichment-mediated pathway is one of several epigenetic mechanisms which modulate axon regeneration upon injury that has recently come to light. The other prominent mechanisms, albeit not yet directly associated with environmental enrichment, include DNA methylation/demethylation and N6-methyladenosine modification of transcripts. In this brief review, I highlight recent work that has shed light on the epigenetic basis of environmental enrichment-based axon regeneration, and discuss the mechanism and pathways involved. I further speculate on the implications of the findings, in conjunction with the other epigenetic mechanisms, that could be harness to promote axon regeneration upon injury.
How do motivational text messages impact motivation to exercise?: implications for the design of activity trackers

We study the motives of regular and non-regular exercisers' engagement with motivational text messages and the importance individuals attribute to visual presentation. A total of 160 individuals were surveyed (80 regular exercisers and 80 non-regular exercisers). We found regular exercisers use motivational text messages in order to encourage their exercise routine. Non-regular exercisers use motivational text messages mainly to try to boost their exercise motivation. Individuals, independent of their exercise profile, prefer to see motivational text messages presented in a mixed way, sometimes as text-only and sometimes embedded in a visual presentation. Participants reported that an aesthetically appealing visual presentation helps instill a positive feeling regarding the text, and the visual presentation was considered as important as the textual content. We conclude with a number of implications for the design of activity trackers.
An enriched visit to the botanical garden: co-designing tools and contents

The exploitation of Virtual and Augmented Reality in the context of cultural heritage and tourism is increasing. These new technologies enable to integrate the traditional cultural contents and innovative experience modalities. Several cultural sites provide visitors with such systems to create an immersive visiting experience. However, limited attention has been paid so far to the exploitation of such technologies in naturalistic cultural sites. This paper describes the project "This is (not) just a tree", an applied research project aiming to develop an advanced system exploiting Virtual and Augmented Reality technology, which will enable visitors to enjoy closer experiences with plants and their interactions with animals. Special attention will be devoted to involving both stakeholders and target users in the development, thereby applying a co-design approach. Here we report on the participatory design method deployed to gather and organize requirements from stakeholders, the strategies implemented to inquire target users on their preferences, and the resulting implications for the application design.
Pick & merge: an efficient item filtering scheme for Windows store recommendations

Microsoft Windows is the most popular operating system (OS) for personal computers (PCs). With hundreds of millions of users, its app marketplace, Windows Store, is one of the largest in the world. As such, special considerations are required in order to improve online computational efficiency and response times. This paper presents the results of an extensive research of effective filtering method for semi-personalized recommendations. The filtering problem, defined here for the first time, addresses an aspect that was so far largely overlooked by the recommender systems literature, namely effective and efficient method for removing items from semi-personalized recommendation lists. Semi-personalized recommendation lists serve a common list to a group of people based on their shared interest or background. Unlike fully personalized lists, these lists are cacheable and constitute the majority of recommendation lists in many online stores. This motivates the following question: can we remove (most of) the users' undesired items without collapsing onto fully personalized recommendations? Our solution is based on dividing the users into few subgroups, such that each subgroup receives a different variant of the original recommendation list. This approach adheres to the principles of semi-personalization and hence preserves simplicity and cacheability. We formalize the problem of finding optimal subgroups that minimize the total number of filtering errors, and show that it is combinatorially formidable. Consequently, a greedy algorithm is proposed that filters out most of the undesired items, while bounding the maximal number of errors for each user. Finally, a detailed evaluation of the proposed algorithm is presented using both proprietary and public datasets.
Media Bias Characterization in Brazilian Presidential Elections

News media bias is commonly associated with framing information so as to influence readers judgments. One way to expose such bias is to compare different news outlets on the same stories and look for divergences. In this paper, we investigate news media bias in the context of Brazilian presidential elections by comparing four popular news outlets during three consecutive election years (2010, 2014, and 2018). We analyse the textual content of news stories in search for three kinds of bias: coverage, association, and subjective language. Coverage bias has to do with differences in mention rates of candidates and parties. Association bias occurs when, for example, one candidate is associated with a negative concept while another not. Subjective bias, in turn, has to do with wording that attempts to influence the readers by appealing to emotion, stereotypes, or persuasive language. We perform a thorough analysis on a large scale news data set where several of such biases are exposed.
Think Globally, Act Locally: On the Optimal Seeding for Nonsubmodular Influence Maximization

We study the $r$-complex contagion influence maximization problem. In the influence maximization problem, one chooses a fixed number of initial seeds in a social network to maximize the spread of their influence. In the $r$-complex contagion model, each uninfected vertex in the network becomes infected if it has at least $r$ infected neighbors. In this paper, we focus on a random graph model named the stochastic hierarchical blockmodel, which is a special case of the well-studied stochastic blockmodel. When the graph is not exceptionally sparse, in particular, when each edge appears with probability $\omega(n^{-(1+1/r)})$, under certain mild assumptions, we prove that the optimal seeding strategy is to put all the seeds in a single community. This matches the intuition that in a nonsubmodular cascade model placing seeds near each other creates synergy. However, it sharply contrasts with the intuition for submodular cascade models (e.g., the independent cascade model and the linear threshold model) in which nearby seeds tend to erode each others' effects. Our key technique is a novel time-asynchronized coupling of four cascade processes. Finally, we show that this observation yields a polynomial time dynamic programming algorithm which outputs optimal seeds if each edge appears with a probability either in $\omega(n^{-(1+1/r)})$ or in $o(n^{-2})$.