Reviewerly/exHarmony huggingface dataset:
Design Futurescaping: Interweaving Storytelling and AI Generation Art in World-Building

In a time of rapid change, innovative ideas are urgently needed to examine the changes of the times in order to meet the new challenges of the Anthropocene. As a result, exploring future trends, mapping Futurescaping and creating future value has become a key focus for future developments and applications in the field of design. Although there are already powerful design concepts such as anthropocentric design, transitional design and systems design, research in the field of Design Futurescaping has mainly focused on social and humanistic fields to generate discussion and reflection, and has not yet developed a mature practical approach to guide design practice. Therefore, this paper will discuss an art project called ‘AI City Park’ as a design paradigm, and incorporate a storytelling perspective based on Rhizome Thinking to construct the shape of the future world, so as to generate various methods and concepts of Design Futurescaping. The paradigm has been applied and feedback has been positive. The paradigm has been used with some success to help audiences imagine the future at an early stage of their practice, to stimulate creativity and imagination, and to provide new ideas for the future of the design field. At the same time, the paradigm focuses on exploring the deep integration of artificial intelligence and future cities, and through the construction of Futurescaping, it can inspire the audience to pay attention to and reflect on the current environment, society and culture, and help them to make better choices about their actions in the present.
Exploring the Individual Differences in Multidimensional Evolution of Knowledge States of Learners

The key to the effectiveness of Intelligent Tutoring Systems (ITSs) is to fit the uncertainty of each learner’s performance in performing different learning tasks. Throughout the tutoring and learning process, the uncertainty of learners’ performance can reflect their varying knowledge states, which can arise from individual differences in learning characteristics and capacities. In this investigation, we proposed a multidimensional representation of the evolution of knowledge states of learners to better understand individual differences among them. This assumption about this representation is verified using the Tensor Factorization (TF) based method, a modern state-of-the-art model for knowledge tracing. The accuracy of the Tensor-based method is evaluated by comparing it to other knowledge-tracing methods, to gain a deeper insight into individual differences among learners and their learning of diverse contents. The experimental data under focus in our investigation is derived from the AutoTutor lessons that were developed for the Center for the Study of Adult Literacy (CSAL), which employs a trialogue design comprising of a virtual tutor, a virtual companion and a human learner. A broader merit of our proposed approach lies in its capability to capture individual differences more accurately, without requiring any changes in the real-world implementation of ITSs.
Sign Language Communication Through an Interactive Mobile Application

Sign languages (SLs) are an essential form of communication for hearing-impaired people. However, a communication barrier still exists between the deaf community and the hearing population due to the lack of accurate automated SL communication systems. In this work, a novel SL communication system running as a mobile application has been developed to facilitate the bi-directional communication between hearing-impaired and hearing people.The proposed system utilizes Natural Language Processing (NLP) techniques, along with linguistic rules to convert between spoken language and signs, taking into account the grammatical structure of a sign language. Additionally, the system employs sign language recognition (SLR) algorithms to transform video sequences to signs, as well as hand and pose estimation algorithms to model the 3D motion of signs. Moreover, a 3D human avatar representation is employed to animate the motion of each sign in a seamless manner. Finally, a new partition of the Greek SL (GSL) dataset is formed with 1825 videos from 12 signers captured in the wild to evaluate SLR performance under realistic conditions. The proposed SL communication system and its components are validated quantitatively in GSLW as well as qualitatively by means of questionnaires, demonstrating the user satisfaction with the system.
Smart Mental Chatbot Platform in the Media and Cognition Course

The media and cognition course has evolved over ten years and is still keeping pace with the latest developments in artificial intelligence and machine learning. In order to promote this course, the teaching group specially launched one python programming course in the first year of college to help freshmen use python as a tool more proficiently, and combine their interests in the subsequent media and cognition course to propose their more attractive and innovative ideas. This process is also known as the interest-based teaching method. With the development of interest-based teaching method, more students can find interesting problems or difficulties in their study and life, and try to solve them with various intelligent means taught in the course of media and cognition. In the latest course, students independently propose a diagnostic technique for teenagers' psychological anxiety based on image cognition. In the class, the students developed one anxiety diagnosis chatbot system for teenagers to self-test their anxious level. Based on the user's description and cognition of the image, the user's language and text analysis and entity extraction are used to determine the severity of their psychological problems and analyze the causes of their anxiety and stress. The topics proposed in this paper reflect the recent development of artificial intelligence and psychology shown in this course. This kind of interest-based application project proposed by the students fully implies that as a teaching platform, this course effectively helps students to conduct independent research based on interest, and further stimulates students' innovative ability.
Visiting Supermarket Through Virtual Reality: An Opportunity for Rehabilitation of People with Disability

The process of rehabilitation of physical or cognitive skills in people with disabilities can be long, monotonous and unmotivating. Exercises can often involve mechanical and repetitive movements, which can have a negative impact on adherence to the rehabilitation process. The aim of this work is the use of virtual reality (VR) environments for the improvement of physical and cognitive skills. The researcher's proposal is a work based on activities of daily living, which can facilitate the transfer of the improvements obtained to the person's daily life. The proposed environment represents a very realistic supermarket, which provides a high degree of immersion. Four activities are proposed to take place in different locations in the supermarket. These activities will involve the movement of different parts of the body to improve physical skills. Cognitive skills related to memory, coordination or mental agility will also be worked on. The application will track the person's movements and record various parameters related to the achievement of the activity. This data can be consulted by the health professional, which could contribute to a better evaluation of the user's progress.
Privacy and Security Perceptions in Augmented Cognition Applications

Perceptions of security and privacy influence users’ behavior with security mechanisms such as passwords and multifactor authentication. Users tend to practice insecure behaviors based on their perception of security and convenience. This paper highlights the alignment between privacy and security perceptions and the possibilities for augmented cognition in HCI and instructional design to improve security-related behaviors for access control.
Design of Elderly Assisted Wheelchair Based on KJ-Technique and Analytic Hierarchy Process (AHP)

With the aging problem becoming more and more serious today, the design and research of age-appropriate products has gradually become a hot topic. With the advent of the aging society, the elderly have more and more say in the whole social market. Aging life, aging interaction, community for the elderly and other social hotspots have emerged. The aging travel problem is a very important part of it. In the past, most wheelchairs commonly used by the elderly were driven by manpower, and the circulation time of power-assisted wheelchairs in the market is relatively short. Therefore, most of the power-assisted wheelchairs in the market now have problems such as unreasonable structure, not suitable for most elderly people, and rigid appearance. In addition to the problems in the shape and structure, the elderly also have some obstacles in the interactive learning of wheelchairs, so it is necessary to pay more attention to the interface and operation mode of wheelchairs. In order to help the elderly design an ergonomic model and effectively solve the difficult problems in their travel process, this paper, from the perspective of the elderly and designers, understands their real views and needs on the power wheelchair, and then summarizes and classifies these needs through scientific methods and transforms them into design entities.
Mobility Link XR: Interspace Interaction System in Electric Wheelchair

This research proposes a communication system called Mobility Link XR that connects physical space and cyberspace with mobility. Mobility Link XR is a system that enables remote users to view panoramic video from a 360-degree camera attached to a mobility vehicle in different space by wearing a VR device, and mobility users to view the remote user as an avatar by wearing an MR device. In this way, sharing space in three dimensions using XR enables a higher level of human communication. In this paper, we apply Mobility Link XR to an electric wheelchair and design two types of scenarios: an assistance mode that reproduces the positional relationship of communication in a conventional wheelchair, and a passenger mode that reproduces the positional relationship inside a vehicle, which is said to be a suitable distance for conversation. We also evaluated the reproducibility of communication in the wheelchair and the effectiveness of communication using the avatar. The results showed that the reproducibility of voice and emotion was highly evaluated and that the side-by-side positional relationship enabled higher quality communication as the avatar was more easily seen and felt present.
Objective Metrics for Assessing Visual Complexity of Vehicle Dashboards: A Machine-Learning Based Study

Dashboard is a central component of an in-vehicle information system (IVIS), and plays a crucial role in providing drivers with key information related but not limited to driving. With the expansion of the IVIS features, modern dashboards additionally integrate various new elements, which often leads to an increase in their visual complexity. Since high visual complexity of the dashboards threatens driving safety and performance, it is essential for researchers and designers to understand what objective features of the dashboards are related to their perceived visual complexity (PVC) so as to establish more cognitively efficient dashboards. In the present study, we refined the objective metrics of assessing visual complexity proposed in previous research and added two new dimensions, colors and animation, to better characterize recent development in the dashboard displays. We then utilized the indicators in the metrics to predict the dashboard PVC. Machine learning was innovatively applied, and the models were found to have stable performance. The study contributes reliable metrics and novel methodology to evaluate the visual complexity of the dashboards for the reference of future studies.
Virtual Community Security Focused on Social Media

We know that the security of the physical community is crucial to the quality of human life. Security communities can make people feel privacy protection and physical and mental health. Compared with community security, virtual community security can also affect people's quality of life. Virtual community security via social media refers to the concepts of private security and health security using social media, which enables users to interact securely with each other via social media. With the increasing popularity of virtual community technology, more and more people hope to share and publish their interesting, knowledgeable, and valuable personal life through social media and establish connections with others. Does social media provide virtual community security for users? There are three main threats to posting personal information and talking about your personal life via social media. First, users lack awareness of personal information security when using virtual communities through social media. Second, companies can track, collect, and analyze users' personal information without users' permission. Third, Internet Security Threats. How improving users' security in the social media virtual community? The findings suggest that increasing awareness of social media hazards and improving safety techniques for virtual communities are key points for designers and developers of social media virtual communities to help maintain user security and enhance the social media user experience. Therefore, I would like to propose two effective protection methods that can increase users' security when using social media virtual communities.
Research on the Design Framework of Bike-Sharing App Based on the Theory of Perceived Affordances

With the continuous development of bike-sharing apps, the competition has become more and more fierce, and the products tend to be homogenized. The study also aims to build a framework of "demand-perceived-performance-function" in bike-sharing apps, and to point out the core dimensions of user experience design in bike-sharing apps. The study helps to improve the exploration of perceptual schematic theory in the field of information interaction and shared mobility, and provides a reference basis for the current mainstream user experience design of bike-sharing apps.
A Head Mounted Display Attachment Olfactory Display to Offer Multimodal Sensory Information for Advertisements in Metaverse

In order to offer many kinds of scent to a human nose (a user’s nose), the authors developed olfactory displays using piezo-electric elements. In order to offer scent to the user who immerses a VR space in metaverse, the authors had developed an olfactory display which can be attached to a Head Mounted Display. This HMD attachment olfactory display is controlled by a Unity project. Thus we can offer scent which is appropriate to the graphics which can be seen through Head Mounted Display.
A Speculative Design Perspective on the Emotional Symbiosis of Virtual Pets and People

“Loneliness” has been a topic often mentioned by young people in recent years. Many studies have shown that having a companion pet can help to reduce anxiety and loneliness. However, due to living conditions and financial pressures, it is not possible to keep a virtual pet as an alternative, but the potential for virtual pets to be used as partners in life has been explored and promoted. Nevertheless, because of the restriction of the current equipment and interaction medium, we cannot genuinely build a good two-way companionship between human and virtual pets. Nowadays with the advanced smart technology, in addition to proposing the future and non-realistic aesthetics, Speculative Design is more based on the current technology and social phenomenon and issues for in-depth thinking, to go beyond people’s design concept of consumption as the underlying logic, and to let themselves as the subject of driving dynamics, to make reasonable guesses about the future. The purpose of this study is to use speculative design as a baseline and teaching practice in university courses, require students to record and observe daily behaviour of animals around them. After observing and documenting the animal’s instincts, behaviour and characteristics, we analyze and summarize the design strategies for speculative emotions. The design of the virtual pets is based on the interdisciplinary approach of bionics, art design, human-computer interaction, and digital media. This study aims to broaden the design thinking and vision of virtual pets to better help people generate emotional symbiosis.
Augmented Reality to Reduce Cognitive Load in Operational Decision-Making

Augmented reality (AR) technologies can overlay digital information onto the real world. This makes them well suited for decision support by providing contextually-relevant information to decision-makers. However, processing large amounts of information simultaneously, particularly in time-pressured conditions, can result in poor decision-making due to excess cognitive load. This paper presents the results of an exploratory study investigating the effects of AR on cognitive load. A within-subjects experiment was conducted where participants were asked to complete a variable-sized bin packing task with and without the assistance of an augmented reality decision support system (AR DSS). Semi-structured interviews were conducted to elicit perceptions about the ease of the task with and without the AR DSS. This was supplemented by collecting quantitative data to investigate if any changes in perceived ease of the task translated into changes in task performance. The qualitative data suggests that the presence of the AR DSS made the task feel easier to participants; however, there was only a statistically insignificant increase in mean task performance. Analysing the data at the individual level does not provide evidence of a translation of increased perceived ease to increased task performance.
Gender Effects on Creativity When Pair Programming with a Human vs. an Agent

This paper explores the effect of introducing a pair programming agent on creativity and gender. To understand this, we conducted two studies on pair programming: Study 1: between two humans, and Study 2: between a human and an agent using a Wizard-of-Oz simulation method. We labeled the conversations using the Osborn-Parnes creative problem-solving process that contains four phases: clarify, idea, develop, and implementation, to analyze the data. We found that when working with an agent both genders discussed more ideas rather than develop, but overall favored to clarify and implement; whereas, when working with a human, participants tended to favor developing their ideas. Further, men participants clarify more in the presence of an agent than with a human while women spent more time on implementation with a human. Based on our findings, we present design guidelines for future pair-programming agents.
Physiological Data Placement Recommendations for VR Sport Applications

VR sports applications and exergames offer opportunities to improve users’ health playfully. Evidence from various investigations on the combinations of physiological data and VR show that visualized biofeedback supports physical training in many dimensions. Display physiological data can help improve virtual exercises’ effectiveness by observing, maintaining, and regulating physical stress areas. While guidelines for graphical user interfaces in VR have been derived from research, especially for information placement and notifications, it does not offer recommendations for the design of displaying live physiological data. To investigate physiological data placement for VR sports applications, we conducted a user study with 29 participants. We compared different types of placements with a head-up display (HUD), a virtual fitness tracker (Watch), and a static world space placement (In-Situ) in a VR squash-based game. We found a significant effect on game performance between In-Situ and HUD. We analyzed subjective user feedback concerning the topic and found that most users preferred the In-Situ placement. Based on the findings we derived recommendations for physiological data placement in VR sports applications.
Real-Time Multi-view 3D Pose Estimation System with Constant Frame Speed

Vision-based 3D human pose estimation is a key technique in recognizing human behavior and is widely applied to various fields dealing with human-computer interactions. In particular, the multi-view-based 3D pose recognition method is a method of predicting hypothetical accurate 3D poses that solve problems such as rotation and obscuration by compensating for the shortcomings of viewpoint-dependent 2D pose recognition method and single-view-based 3D pose recognition method. The multi-view-based 3D pose recognition method has excellent prediction performance, but there are difficulties that come because it uses multiple cameras. It is a difficulty in synchronization to simultaneously control an excessive amount of computation at the central server and multiple cameras. In this paper, we propose a distributed real-time 3D pose estimation framework based on asynchronous multi-cameras. The proposed framework consists of a central server and a number of edge devices, which utilize timestamp techniques to output 3d pose estimation results at constant frame speed. Finally, we implement and demonstrate that we successfully estimate a 3D human pose of 30 fps in real time by constructing the proposed framework as a demo platform.
Using Persona Development to Design a Smartphone Application for Older and Younger Diabetes Patients – A Methodological Approach for Persona Development

Personas are fictional but realistic representations of user groups of a product or service that focus on their goals, needs, behavior, and other characteristics that may impact the design of the product. Using personas in the early phases of the design process can help identify product features, and demonstrate how these features address user needs and challenges. Despite being used in research for over a decade, there is a lack of standardized methodology on the development of personas and how they are used in the design process. The objective of this paper is to develop a systematic approach to the persona development process and show its effectiveness through a case study where we followed the proposed methodology in the early design phase of a diabetes management smartphone application (app) targeted at older and younger users. The study was conducted in United States from January to June 2020. The findings of our study provided an empirical examination of the effectiveness and efficiency of the design process using personas.