Reviewerly/exHarmony huggingface dataset:
Sistem Informasi Pengelolaan E-Billing Warga di Lingkungan RW 001 Kelurahan Rawajati Kecamatan Pancoran dengan menggunakan Framework CodeIgniter

For the formation of prosperous citizens, it is necessary to have good management in service to residents, one of which is the financial management of the Rukun Warga (RW) which contains community contributions for payment along with income and financial expenditure reports. This problem is currently being faced by residents and treasurers in the RW environment. 001 Rawajati Subdistrict, Pancoran Subdistrict, it is difficult to find data and payment reports that are not neatly arranged considering the large number of residents who make payments every day because the payment process is still very simple and you cannot see anything. It's just that fees that have been paid or those that haven't been paid, especially during this pandemic, people prefer to use digital transactions compared to manual or using cash. The benefits of this research, in the research methodology that will be carried out using methods of literature study, interviews, and observation. The author designs and builds a website-based accounting information system and the Codeigniter framework that involves 2 system users, namely residents and treasurer. Residents can view bills, make contribution payments, view the history of bills that have been or have not been paid, and reports on financial expenditures, namely the treasurer as a user who is currently inputting citizen data, citizen contribution billing data, and inputting financial expenditure reports. The results of this study can handle the entire process of recording administrative transactions from incoming fees incurred to preparing transaction reports to obtain more accurate information. The test results use the System Usability Scale (SUS) method with an average SUS score of 77.9 and it is certain that the respondents agree with the application of management accounting in RW 001
21st Century Skills development among young graduates

This paper presents the results of the project “21st Century Skills: Changing the Approach to Teaching in Higher Education”, which was funded by the Erasmus+ programme between 2019 and 2021. The study involved seven institutions coming from different parts of Europe; mainly these were universities, but there was also one not-for-profit organisation, and one SME. Past and present-day initiatives and studies relating to the development of soft and digital skills among university students are investigated, with particular regard being paid to their perspective when they first have to face the job market. The study design is threefold, involving firstly desk research, where major documents were collected in Bulgaria, Spain, Turkey, Czech Republic, and Italy; then market research, where a sample of corporate professionals and university representatives were interviewed in order to gather additional information relating to the level of development of these skills among young graduates and employees; and lastly, a comparison between two questionnaires filled in by students before and after completing the courses established by the project. Research stages one and two are briefly introduced, with the main focus of the paper being on stage three and a discussion in which the results from various European countries are compared. The results reveal that some European countries prioritise some skills more than others. In addition, in the examined countries, it can be seen that 21st Century Skills are still not widely developed by young graduates and there is a mismatch between the value attributed to the improvement of competencies and the actual content of training provided by European universities. In summary, employers and academics have provided key information relating to the most needed skills in the market today. In addition, they have testified that attention should be paid to university projects, such as internship programmes and advanced English courses in order to better prepare young people for the marketplace. Furthermore, students should be more involved in activities aimed at improving their level of 21st Century Skills, with courses specifically designed to address this need and make them more aware of their current skill level and the abilities they are expected to have. Currently, these courses are rarely organised by Higher Education institutions and even when they are, they are not always effective.
Design and Realization of Computer Image Intelligent Recognition System

The application of intelligent image recognition technology in life is more and more extensive, especially in the field of computer and multimedia, the research of machine vision system is becoming more and more mature, and the demand of human society for information processing is constantly increasing.This article first analyzes the basic knowledge of digital images based on computer technology, including basic knowledge of digital images, basic knowledge of image filtering and image recognition algorithms. Secondly, this paper studies the design and implementation of computer image intelligent recognition system.
NELI-AUTH: Authentication System Based on Non-equal-length Input for Virtual Environment

Existing authentication approaches for virtual reality are either inefficient or susceptible to observation attacks. In this work, we present NELI-AUTH, a non-equal-length input-based identity authentication system for virtual reality. The user may enter the password using the alternative operation of two controllers and the non-equal-length item input procedure to form the final password. This scheme's confirmation operation is difficult to observe, which not only provides a high level of security but also ensures the consistency of the input operation in each verification process, thereby significantly enhancing the input's efficiency in the verification process.
AR in remote maintenance: Empirical user research with dyads

Augmented Reality (AR) applications have been announced as promising for remote assistance in Industry. However, there is a gap of human-centred design processes informing the design of technology for such contexts. In this paper, we report the phases of a human-centred process to inform the design of an industrial AR application for remote assistance for maintenance workers, which included worker interviews, and a sequence of usability tests conducted with dyads, using handheld and head mounted displays. With this paper we contribute to the still emerging body of knowledge on the practical applications and implications of human-centred research processes in industrial settings and discuss how the familiarity of dyads may impact the usability of AR applications for remote assistance in Industry 4.0.
Auxiliary Means to Improve Motion Guidance Memorability in Extended Reality

VR-based motion guidance systems can provide 3D movement instructions and real-time feedback for practicing movement without a live instructor. However, the precise visualization of movement paths or postures may be insufficient to learn a new motor skill, as they might make users too dependent and lead to poor performance when there is no guidance. In this paper, we propose to use enhanced error visualization, asymptotic path, increasing transparency, and haptic constraint to improve the memorability of motion guidance. Our study results indicated that adding an enhanced error feedback visualization helped the users with short-term retention.
Virtual Reality Based Human-Computer Interaction System for Metaverse

This work aims to evaluate the performance and effect of a Human-Computer Interaction (HCI) system in the Metaverse with real-time interaction and immersion. This work introduces the Metaverse with HCI functions of 3D face reconstruction, handshake and hug, multi-user synchronous editing environment, all information is stored in the blockchain. The performance of the HCI functions are also evaluated. The results demonstrate that the overall correct rate of the subjects by the HCI system is 95.45%. Users' social acceptance of VR interactive systems, action interaction usability, user emotions, and user satisfaction all show high scores. This work contributes to the performance evaluation and optimization of the HCI systems in the Metaverse.
Scene-aware Motion Redirection in Telecommunication

We propose a motion redirection system for virtual reality and augmented reality, automatically detecting a person's action in a source scene and redirecting it to a new target scene. The redirected motion is augmented in the target scene based on the understanding of the target scene's semantics and layout. The results show that the system may facilitate telecommunication across scenes, improving user interaction experiences.
Pathword: A 3D Identity Authentication Interface Based on Connection Trajectory

Existing solutions for unlocking virtual reality (VR) systems have issues related to inefficient character input, a high error rate, and easily observable gesture passwords. For these issues, we propose a globe-based user interface called Pathword to access VR devices. Using gesture interaction, the user can select locations on a three-dimensional virtual globe in order to form a trajectory that serves as a key to unlock the VR system. The user authentication interface provides guidance and visual feedback to assist them in entering a trajectory. This method of input is efficient and can be applied to a wide range of VR scenarios.
Space Topology Change Mostly Attracts Human Attention: An Implicit Feedback VR Driving System

Driving safety, especially for autonomous vehicles, is severely chal-lenged by unexpected object motions. To investigate the internal mechanism of how human vision can instantly and robustly respond to those sudden changes, a novel implicit feedback VR driving sys-tem is designed. Wherein, the object-level and space-level topologi-cal properties for scene changes are introduced, and the simulated driving scenes are constructed in VR environment with EEG signals and eye-tracking feedback. The experimental results demonstrate that, space-level topology changes mostly attract human visual attention among the space-level, object-level and non-topology changes. Obviously, the results inform a very solid theoretical foundation for developing safer assisted even autonomous driving systems.
An Exploratory Investigation into the Design of a Basketball Immersive Vision Training System

Having good vision ability is important for basketball players who possesses the ball to efficiently search the wide-open teammates and quickly pass the ball to the one who has better chance to score according to the defenders' movements. To customize precise training scenarios for cultivating an individual athlete's vision abilities, we proposed a basketball immersive vision training system which considers not only the real-world vision training scenario in basketball team but also the concept of the optimal gaze behaviors to provide more reliable training tasks. Moreover, a four-week pilot study is also designed to evaluate whether the proposed system can train the vision ability of basketball players. The result of this pilot study shows the recruited five participants satisfied the experience of proposed training system.
Volumivive: An Authoring System for Adding Interactivity to Volumetric Video

Volumetric video is a medium that captures the three-dimensional (3D) shape and movement of real-life objects or people. However, pre-recorded volumetric video is limited in terms of interactivity. We introduce a novel authoring system called Volumivive, which enables the creation of interactive experiences using volumetric video, enhancing the dynamic capabilities and interactivity of the medium. We provide four interaction methods that allow users to manipulate and engage with digital objects within the volumetric video. These interactive experiences can be used in both augmented reality (AR) and virtual reality (VR) settings, providing users with a more immersive and interactive experience.
Inducing joint attention between users by visual guidance with blur effects

Attracting a learner's attention towards desired regions is imperative for immersive training applications. However, direct view manipulation can induce cybesickness and overt visual cues decrease immersion and distract from the training process. We propose and evaluate a technique to subtly and effortlessly guide the follower's visual attention, by blurring their field of view based on the leader's head orientation. We compared the performance of our technique against a cross-shaped head gaze indicator in alignment of moving viewport and object searching tasks. Results suggest that our technique can prompt joint attention between users in shared perspective virtual reality systems, with less induced cybersickness, workload and distraction.
Development of Training Systems using Spatial Augmented Hand

Training to execute procedural tasks is often a burden for novice workers. Different systems have been developed to improve users' experience and, consequentially, their performance at a task. However, systems for tasks requiring hand operation lack fine details regarding a specialist choice of hand movements or positions. This study proposes a projection-based hand visualization system that guides the user's physical hand through a task.
[DC] Improving Guidance for Pedagogical Agents in Educational VR

Virtual Reality (VR) can create engaging and interactive learner experiences, but very few studies explore the importance of agent guidance considerate to the learner's attention in educational VR. In my dissertation, I investigate how to use combined motion and attention-based physiological responses to improve pedagogical agent response and guidance in VR and enhance educational VR experiences. This work's main novelty is the creation of the first Responsive Pedagogical Agent for Educational VR (RePAEVR) system which provides insights into how to design, measure, and communicate pedagogical agent guidance in educational VR.
Mutual Space Generation with Redirected Walking for Asymmetric Remote Collaboration

To enable eXtended Reality (XR) remote collaboration with co-presence, it is necessary to overcome the spatial difference between remote spaces and create a single mutual space where users can utilize their physical objects. Previous studies mainly consider se-mantic information and walkable area matching rate to create mutual space in a 1:1 scale, making it challenging to precisely match edge information between physical and virtual objects. In this work, we propose an edge-aware mutual space creation method by adjusting the VR client's space with Redirected Walking (RDW) technology. In our previous works, we introduced Relative Translation Gains (RTGs), a length-based RDW, and estimated the cognitive thresholds range of RTGs depending on the configuration of virtual space (size, object existence, spatial layout) to make an effect of rescaling VR clients' spaces. In addition, we introduced an RTG-based mutual space generation method that allows VR and AR users to interact with objects in physical space while they collaborate remotely. We will develop an enhanced mutual space generation method and con-duct a user study, and our findings can be used to generate a mutual space for asymmetric remote collaboration.
A Palm-Through Interaction Technique for Controlling IoT Devices

In this study, we propose a palm-through interaction technique to control smart devices by using an augmented reality head-mounted display. The contributions are as follows: 1) The proposed method is intuitive to aim at and touch the remote object of concern, 2) natural haptic feedback is generated. The user study suggests that the palm-through interface is more intuitive because the user interface is similar to that of a smartphone, and brings users haptic confidence.
What's My Age Again? Exploring the Impact of Age on the Enfacement of Current State-of-the-Art Avatars

In this work, we examine how study participants experience enface-ment toward high fidelity state-of-the-art avatars of different ages while assessing perception of avatar appearance. While most tradiionalliterature focuses on the feeling of ownership and agency over an avatar's body, recent developments in real-time facial tracking capabilities have brought about budding interest in the feeling of ownership, agency, and self-identification with an avatar's face. We present a study in which participants viewed avatars of different ages - young, middle-aged, and older - on a desktop monitor fitted with advanced real-time tracking and rated the degree of enfacement they felt toward each avatar as well as the uncanniness of the avatar's appearance.
‘Auslan Alexa’: A case study of VR Wizard of Oz prototyping for requirements elicitation with Deaf participants

We used VR as a speculative design tool to explore how Deaf people might interact with a sign language personal assistant through a Wizard of Oz pilot study. This allowed us to elicit concrete design requirements from potential users of the proposed personal assistant, and shows the potential of VR as a requirements elicitation tool.
How Do I Get There? Overcoming Reachability Limitations of Constrained Industrial Environments in Augmented Reality Applications

The paper presents an approach for handheld augmented reality in constrained industrial environments, where it might be hard or even impossible to reach certain poses within a workspace. Therefore, a user might be unable to see or interact with some digital content in applications like visual robot programming, robotic program visualizations, or workspace annotation. To overcome this limitation, we propose a temporal switching to a non-immersive virtual reality that allows the user to see the virtual counterpart of the workspace from any angle and distance, where the viewpoint is controlled using a unique combination of on-screen controls complemented by the physical motion of the handheld device. Using such a combination, the user can position the virtual camera roughly to the desired pose using the on-screen controls and then continue working just as in augmented reality. To explore how people would use it and what the benefits would be over pure augmented reality, we chose a representative task of object alignment and conducted a study. The results revealed that mainly physical demands, which is often a limiting factor for handheld augmented reality, could be reduced and that the usability and utility of the approach are rated as high. In addition, suggestions for improving the user interface were proposed and discussed.
The Belated Guest: Exploring the Design Space for Transforming Asynchronous Social Interactions in Virtual Reality

Social meetings in Virtual Reality (VR) are fundamentally different from videoconferencing because the VR tracking data can be used to render scenes as if they were in real-time, enabling people to go back in time and experience discussions that they may have not attended. Moreover, the tracking data allows people to visit the meeting from any location in the room, as opposed to the single camera angle used for video conferences. The current paper describes the methodology of transforming tracking data around proxemics and head orientations of recorded avatars to nonverbally assimilate new users into a recorded scene.
VibAware: Context-Aware Tap and Swipe Gestures Using Bio-Acoustic Sensing

We present VibAware, context-aware tap and swipe gesture detection using bio-acoustic sensing. We employ both active and passive sensing methods to recognize microgestures and classify inherent interaction contexts. Here, the interaction contexts refer to inter- action spaces, graspable interfaces, and surface materials. With a context-aware approach, we could support adaptive input controls to enable rich and affordable interactions in Augmented Reality and Mixed Reality for graspable, material-based interfaces. Through an investigation and preliminary study, we confirmed the feasibility of tap and swipe gesture recognition while classifying associated contexts.
Add-on Occlusion: Building an Occlusion-capable Optical See-through Head-mounted Display with HoloLens 1

Hard-edge occlusion is demonstrated as a key feature for optical see-through head-mounted displays (OSTHMDs), while is currently not supported by any commodity product in the market. In this research demo, we provide HoloLens 1, which is one of the most widely used OSTHMDs, with a novel add-on occlusion device to build an occlusion-capable optical see-through head-mounted display (OC-OSTHMD). No modification is required on the optical system of HoloLens 1 since the proposed device works as an external module. A demo is built in Unity, proving the real-time virtual display with hard-edge occlusion is realized by the integrated system.
Reconstructive Classification for Age and Gender Identification in Social Networks

Author profiling is a challenging task that consists of identifying a person’s relevant attributes based on the content he/she generates. In this article, we validate a classification method based on the reconstructive classification to identify two demographic attributes, age and gender, for users of social networks based on the text content they publish. For the problem, we consider balanced and unbalanced data, where a gender or age group has a larger presence than the others. The proposed method is based on using the reconstructive property of singular value decomposition (SVD), and its suitability to work with sparse data, to find a matrix with the main latent components to represent the information of specific gender or age classes. Afterward, we use such a matrix to project and reconstruct new users’ information to identify their demographic variables. We test our method with a set of datasets in several languages collected from Twitter and Pinterest users, and we use different evaluation metrics to compare their performance with the ones of several popular classifiers based on traditional machine learning, and on deep learning, and with some relevant works in the literature. The results show that the proposed classifier performs generally well in identifying the age and gender of users in social networks.
FlixTime: Group Movie Recommendation System

FlixTime is a movie recommendation web application that recommends a group of friends having different interests in movie genres, some movies that most of them will enjoy. The system uses Hybrid approach to recommend movies due to the downsides of using only content based approach or collaborative based approach. The application gives user some movies to choose from which are closest to the interests of all the groups members. Recommender systems use algorithms to provide users with useful recommendations for products or services. Recently, these systems have been using machine learning algorithms from the field of artificial intelligence. Recommendation system is categorised in four classes: Simple System using popularity, Collaborative Filtering, Content based and hybrid based Approach. A movie recommendation is being highly recognized as a part of our social life due to its strength in providing enhanced entertainment. Such a system will predict what movies a user will like based on various criterias like the attributes of previously liked movies by that user or the popularity of the movies. Although a set of movie recommendation systems have been proposed and implemented.