Reviewerly/exHarmony huggingface dataset:
The Ugly Side of Stack Overflow: An In-depth Exploration of the Social Dynamics of New Users’ Engagement and Community Perception of Them

Stack Overflow (SO) is the most popular knowledge-sharing platform for novice to experienced programmers. It is growing gradually with its rapidly expanding community of new users. However, the hostile environment towards new users has been a burning issue for several years, which hinders the enhancement of a skillful community. In this research, we study a subset of users registered in the last 45 days or have a reputation of less than or equal to 50 and term them “neophytes.” We study if neophytes experience an unwelcoming environment when cooperating on Stack Overflow; if so, we determine the potential reasons behind this problem and determine how much adverse situation affects neophytes’ activity. According to our findings, neophytes face difficulty while cooperating on the platform and 9 potential reasons (such as deletion or closing of posts, no answer to the post, rude comments, misconception of SO rules and culture, and steep learning curve) are responsible behind this difficulty. Moreover, the activeness of regular users is 6.71 times more than the neophytes who face adverse situations. It depicts that facing adverse situations reduces the activeness of neophytes. The study aims to address the problems and pathways to maintain a friendly environment for all. The findings of our research study can be used to develop guidance in making the SO community more user-friendly and aid researchers in future studies to improve the Stack Overflow environment.
Evaluating Probabilistic Topic Models for Bug Triaging Tasks

During the software development process, occurring problems are collected and managed as bug reports using bug tracking systems. Usually, a bug report is specified by a title, a more detailed description, and additional categorical information, e.g., the affected component or the reporter. It is the task of the triage owner to assign open bug reports to developers with the required skills to fix them. However, the bug assignment task is time-consuming, especially in large software projects with many involved developers. This observation motivates using (semi-)automatic algorithms for assigning bugs to developers. Various approaches have been developed that rely on a machine learning model trained on historical bug reports. Thereby, the modeling of the textual components is mainly done using topic models, mainly Latent Dirichlet Allocation (LDA). Although different variants, inference techniques, and libraries for LDA exist and various hyperparameters can be specified, most works treat topic models as a black box without exploring them in detail. In this work, we extend a study of Atzberger and Schneider et al. on the use of the Author-Topic Model (ATM) for bug triaging tasks. We demonstrate the influence of the underlying topic model, the used library and inference techniques, and the hyperparameters on the bug triaging results. The results of our conducted experiments on a dataset from the Mozilla Firefox project provide guidelines for applying LDA for bug triaging tasks effectively.
User-Centred Design of Machine Learning Based Internet of Medical Things (IoMT) Adaptive User Authentication Using Wearables and Smartphones

As the world grapples with an increase in diseases including COVID-19, the Internet of Medical Things (IoMT) emerges as a complementary technology to the healthcare staff, which is constantly overburdened. Untrained users’ increased online presence exposes them to cyberattack threats. Authentication is the first line of defense for protecting medical data, but existing solutions do not consider the user’s context and capabilities, making them unusable for some groups of users who eventually shun them. This paper proposes a Machine Learning based adaptive user authentication framework that adapts to user profiles and context during login to determine the likelihood of the attempt being illegitimate before assigning appropriate authentication mechanisms. The proposed edge-centric framework fuses the Naive Bayes classifier and CoFRA model to determine the risk associated with a login attempt based on biometric wearable sensor data, non-biometric smartphone sensor data, and some predefined data. User backgrounds and preferences were solicited, and results showed that users despite their ICTSkills, ages, jobs, and years of experience prefer to use simple physiological biometrics for authentication. An Android App was then developed using the User-Centred design and installed on a smartphone which communicated with a PineTime smartwatch. Sensor data was used as input in calculating the risk associated with an access request to decide whether to authenticate, step up authentication, or block a request using rule and role-based access control techniques while also non-intrusively monitoring health. Once implemented, the framework is expected to improve user experience in authentication promoting the use of IoT in healthcare.
Penerapan Teknologi Augmented Reality Sebagai Media Pembelajaran Aksara Jawa Untuk Siswa Kelas 3 di SDN Jenang 01

Javanese script is a part of Javanese culture which is owned by Javanese society which should be preserved. One of the efforts to preserve it is by introducing Javanese script in formal education. Javanese language subjects are local content that must be taken by students from grade I to grade VI elementary school students. Javanese script began to be introduced to third grade elementary school students. Javanese script is one of the basic competencies that most students do not understand because most students consider Javanese script a difficult material to learn because of its various forms and complicated writing rules. Therefore, to overcome the above problems, a learning innovation using augmented reality technology is needed. With this application, it is hoped that students can be helped in understanding Javanese script material. Java script learning applications are made using the Waterfall method with the development of augmented reality, namely marker based tracking. The output of this application is that the application will display a video on the smartphone screen that contains learning material for Javanese script. In the black box test results on functional testing obtained a percentage of 99.7%, camera distance testing obtained 66.25% results, camera angle testing obtained 75% results, light intensity testing obtained 100% results. In the usability test results, the Carakan application obtained an adjective rating of 71.54 in the Good category, obtained a grade scale result in the C category, and obtained acceptability ranges in the acceptable category.
The effect of student characteristics and information technology on student learning outcomes with learning motivation as the moderator variable at all junior high schools in Gorontalo city

This research aims to analyze the effect of student characteristics and information technology on student learning outcomes with learning motivation as the moderator variable at all junior high schools in Gorontalo City. We used a quantitative approach with survey method and 98 samples. The data analysis technique was double linear regression. The results demonstrated that student characteristics and information technology significantly impacted student learning outcomes. The better the student characteristics and the use of information technology, the higher the student learning outcome at all junior high schools in Gorontalo City. The effect of student characteristics and the use of information technology on student learning outcomes was scored 52.88, considered highly influential, whereas the rest, 47.12%, was affected by other variables unaddressed here.
It's Only a Broken Pipe—How Hard Can It Be?

A utility's water main repair was a triple‐bottom‐line success, thanks to having a plan in place that considered efficiency, costs, and customer service, allowing the utility to respond quickly to unforeseen events.
Analysing the Use of Voice Assistants in Domestic Settings Through the Lens of Activity Theory

The paper analyses the use of voice assistants in people’s homes through the lens of activity theory guided by concepts such as mental models, context, the relationship between subject and tool as well as contradictions. Activity theory sees conversational devices including voice assistants not as ends in themselves, but as tools to aid the performance of a particular activity or practice. After a brief overview of the use of activity theory in HCI research, the empirical data gathered in an interdisciplinary project on the use of voice-enabled technology are discussed with a focus on the contradictions that have emerged in the course of our study. Contradictions have emerged with respect to the traditional view of home as private, which clashes with the fact that voice assistants may transmit personal data to external bodies. Another contradiction relates to the gulf between people’s expectations of smartness and the current shortcomings of commercial voice assistants. Finally, the paper presents suggestions for how one might design conversational technology in a way that helps resolve those contradictions and cope with the emerging phenomena such as autonomous agents.
A Systematic Analysis for Multisensory Virtual Artifacts Design in Immersive E-Sport Applications and Sim-Racing

The mechanics of human-machine interaction have been subjected to numerous influences from the video game industry. With respect to the relationship between transportation and vehicle design and game tech, the area of e-sports and, in particular, that of sim-racing appears to be of particular interest. The perceptual dimension, in its potential as a vehicle for distributed multilevel feedback, becomes a tool that blurs the boundaries of the real-virtual experience due to the potential for spatial and emotional connection that have already been verified in the mixed reality context. The contribution aims to establish and develop a systemic analysis of technologies and approaches used to recreate multimodal perceptual-sensory mechanisms in the context of virtual simulations and in particular in sim-racing devices and e-sports. The analysis and classification of the state of the art is meant to represent a design map to support the designer of digital interfaces in the simulation domain. For the designer of human-computer interaction interfaces, the opportunity emerges to develop innovative interaction patterns and dynamics that exploit multimodality as an input and feedback channel. In this scenario, the role of the interaction designer emerges as a mediator between technological development and the design of the user experience of human-machine interfaces.
Threat Actors and Methods of Attack to Social Robots in Public Spaces

The use of social robots in critical domains such as education and healthcare, as well as in public spaces, raises important challenges in ethics, information governance, cybersecurity, and privacy. Studies have shown that commercial social robots can be compromised, highlighting the need for manufacturers, code developers, operators, and users to prioritize cybersecurity and privacy in the design and development, as well as operational phases. However, anticipating exact sources of cyber-attacks and various attack vectors is very difficult. As a starting point, this study aims to identify and analyze potential threat actors to social robots operating in public spaces, methods of attack that they might use, and vulnerable aspects of social robots to these threats. This study also examines social engineering attacks, and successful methods cybercriminals might use to install various forms of malware on social robots in public spaces.
Improving Hand Gesture Recognition via Infrared Tomography of the Wrist over Multiple Wearing Sessions

Smartwatches now enable a wide range of end user applications. However, despite their increasingly sophisticated capabilities, the bandwidth of the user input that they support remains strongly limited by the small size of their touch screens. Numerous techniques have been proposed to improve this situation by integrating novel sensing systems and input modalities. A prominent approach here has been to detect gestures made by the hand wearing the watch with sensors capable of imaging either the associated distortions to the surface of the wrist, or changes to the wrist’s internal structures. While performance of such systems is promising (e.g., gesture accuracy of up to 93.3%), most studies currently examine performance during single studies and sessions. As such they fail to take account of the variability in measurement of wrist shapes and/or structures that might result from minor changes in sensor placement each time a device is donned. To explore the impact of this type of natural variability, we conducted a study using a watch strap prototype implementing infrared tomography to image the surface of the wrist during hand gesture production. While recognition performance during a single session of wearing this device was high (92.1%), it dropped substantially when the device was removed and re-worn between training and testing (to 22.9%). To alleviate this problem, we explore whether calibration processes that seek to maximize the consistency of sensor placements can yield improved performance. A study studies achieves this via IMU-based measurement of sensor placement similarity between sessions and shows greatly improved inter-session performance (up to 86.7%). Based on this result, we suggest that IMU based calibration of sensor placement can improve the real-world performance of gesture input systems based on wrist imaging techniques.
User-Device-Interaction Model: A Multimodal Interaction Εvaluation System Based on Analytic Hierarchy Process

The evaluation of interaction system is an important step to guiding the iterative optimization of the interaction product. However, with the development of emotional, naturalistic and multi-channel HCI, there are some emerging problems, such as mere superposition of interaction modes and imbalance between efficiency and cost. In this study, we proposed a model called User-Device-Interaction Model (UDI). The goal is to establish an interaction evaluation system that takes into account the cost of interaction and quantifies the evaluation metrics. Interaction system was decomposed into measurable indicators from seven dimensions, including user perceived usability and user fatigue perception. Then, Analytic Hierarchy Process (AHP) is used to calculate the weights of the indicators at each level of evaluation, and the validity of the evaluation system was demonstrated through empirical research. We believe that this result can provide guidance and suggestions for the optimal design and evaluation of various types of interaction system.
System to Check Organs, Malignant Tumors, Blood Vessel Groups, and Scalpel Paths in DICOM with a 3D Stereo Immersive Sensory HMD

This study proposes a surgical simulator that generates a fused display of different DICOM [1] volumes, such as MRI and CT, and allows the user to experience and virtually operate a hole in the cranium, without the need for segmentation and with only a threshold level of adjustment, and take a peek inside it. We previously proposed an algorithm that uses DICOM as a 3D volume to find a cutting path from the malignancy to the organ surface, thereby avoiding vessel groups. Hence, in this study, we developed a surgical simulator that directly uses DICOM for this algorithm. This simulator uses the gesture function of the Meta Quest 2 HMD [11], an immersive head-mounted display, to freely manipulate the 3D volume of the DICOM and change the viewpoint and gaze. This system allows the user to view DICOM in the real world, completely different from surgical planning that is viewed with a keyboard, mouse, and 2D monitor. The current study is also linked to another study on DX Medicine, wherein the technique of attaching a pouch to a stoma was performed using the hand gestures described above. In that study, they attempted to use a VR model of their own stoma to enable remote practice as many times as needed. As a preliminary step, we made the system available to multiple participants on a local network. We build this model ensuring that it will allow multiple doctors and nurses to eventually collaborate in preoperative conferences and care training to plan highly accurate surgeries and fittings.
A Study on Measurement Method of User’s Physiological Index in Rehabilitation Support System Using VR Environment

In recent years, the spread of VR technology has led to using VR environments composed of 3D CG models in various fields. For example, in medical and nursing care, VR is used in surgical simulations and navigation systems that utilize 3D data from CT/MRI images, etc. Because VR environments can reproduce matters that would not usually occur, simulation-based work support and training support have been widely used. However, these systems cannot produce the same situation as in the past. However, in many cases, these systems use images taken in advance, and certain limitations exist in reproducing an accurate site’s realism. Furthermore, simulations that proceed according to predetermined scenarios are required in education and training, as training in the workplace. Therefore, this study aims to construct a VR environment using 3D models and to build a training and education support system using this environment. The issues to be addressed include the study of methods for accurately measuring user behavior and the presentation of the VR environment. In addition, to reproduce a sense of realism, it is necessary to produce a VR environment and interaction system that allows the user to experience fear and other sensations in the same way as in the actual situation. This paper introduces examples of VR environments and describes the results of essential evaluations.
SpeechBalloon: A New Approach of Providing User Interface for Real-Time Generation of Meeting Notes

This paper proposes SpeechBalloon, a solution for real-time generation of meeting notes for the purpose of facilitating effective communications among participants. This is especially important when some of the participants have hearing problems. To provide an assistive technology for the hearing-impaired, the proposed solution, consisting of a device application running speech-to-text and a server collecting the information from each device, provides users with meeting notes. The advantage of our proposed system is that it does not require any specific hardware for note taking as long as each meeting participant brings his/her own device such as a smartphone or a tablet. We expect our proposed SpeechBalloon can help hearing-impaired people to actively participate in real meetings and overcome any inconveniences that they have due to their disabilities.
Design of a Medical Accompanying Bed Based on the FBS Model

Caeregivers undertake the important work of taking care of patients'daily life in hospital. But the hospital accompanying bed has the problems of unreasonable size setting and too hard bed surface, which makes the accompanying person unable to get a good rest after a large amount of physical consumption, thus affecting the treatment of patients. In view of this situation, this study firstly investigated the internal space of the ward and the demand points of the accompanying bed. Secondly, the Kano model is constructed through user interviews and questionnaires, and the key user needs are obtained. At the same time, based on the framework of situational FBS model, the structural framework and related technical principles of the accompanying bed are constructed, and the design principles of the accompanying bed are derived. Then the Jack simulation system was used to carry out the experiment, and the size of the accompanying bed was determined, and the design scheme was produced. Finally, evaluate the design scheme through user interviews. According to the results, a multi-functional medical accompanying bed which can meet the needs of caregivers for all-day rest is obtained.
Augmented Reality Visual-Captions: Enhancing Captioning Experience for Real-Time Conversations

Deaf and hard-of-hearing (DHH) individuals experience difficulties in engaging in conversations since they cannot access audio information effectively. People who speak different languages are hardly communicating with each others. Although assistive tools like captions and subtitles are developed specifically, people still have troubles to read or understand the textual information. To address this challenge, this paper develops an AR-based visual-captions, which aims to help people better receive information in live conversations. In this paper, we first collect existing studies on AR captions and analyze the design of these captions. Based on the identified design space, we design and implement a proof-of-concept demonstration of AR Visual-Captions, an AR interface that provides real-time speech-to-text captions that can be clearly presented to users and translates the recognized languages into targeted languages, displays the captions in 3D spatial space that automatically align with the speaker, and presents visual hints using the keywords that are automatically extracted from the recognized speech text, to connect people with different needs and improve their captioning experience. We describe the concept, design and implementation of our prototype, and discuss the potential application scenarios and future research directions.
Preliminary Findings About an Office Chair as a Low-Threshold Treadmill Substitute

A treadmill is a peripheral device enabling players in an immersive virtual world a rather intuitive way to move around. The body is fixed and secured around the waist whilst the legs can freely simulate a walking or even running movement. The hands usually hold controllers to interact with the virtual world. Such a human machine interaction is powerful and at the same time demands a high degree of concentration. Usually, a learning phase is required for players that are not familiarized with such a concept. In a project with children with special needs this challenge has prevented an easy introduction of a treadmill. To overcome this problem the children were then asked to use the treadmill without VR-glasses. In a second step VR-glasses were introduced while the children were sitting on a chair. The final step combined then treadmill and glasses but with limited success. This paper introduces another approach based on an ordinary office chair to facilitate and enabling a stepwise learning experience. Children with special needs are equipped with additional tracked markers at their feet. If the children are shuffling feet a movement is calculated. In such a way a risk-free movement in a virtual world is enabled without any costly equipment. At the same time this experience can be considered a promising intermediate step towards the use of a treadmill which will open an even better immersive experience. This paper gives an introduction of the experimental setup and disseminates preliminary findings.