Reviewerly/exHarmony huggingface dataset:
Digital-supported problem solving for shopfloor steering using case-based reasoning and Bayesian networks

Uncertainty and incompleteness of data challenge the design of knowledge systems for problem solving in shopfloor management. The paper proposes a data-driven design that incorporates traditional means of quality management and goals of production planning and control. It integrates data of a failure mode effects analysis (FMEA) and an 8D problem-solving process into a Bayesian network (BN) embedded case-based reasoning (CBR) cycle. Reducing inconsistencies within the BN, an optimization method uses scoring schemes and structural equation modeling for learning its structure. The results suggest that the optimized BN-CBR system outperforms the single use of CBR in terms of accuracy.
Scenario-based Foresight in the Age of Digitalization and Artificial Intelligence – Identification and Analysis of Existing Use Cases

The use of scenario-based foresight diminishes in practice, although it leads to strategic competitive advantages and satisfaction with its results remains high. In the era of digitalization, many companies feel pressured to tend to short-termism, neglecting scenario-based foresight, i.e., scenario planning and scenario technique. On top, new challenges induced by digitalization, like the increasing amount of data and data sources, only add to the traditional challenges of scenario-based foresight. Digital technologies, such as artificial intelligence, represent an opportunity to tackle the challenges and increase the performance of scenario-based foresight. But despite manifold potentials, they are only used rarely in practice. In research, a structured overview of scenario-based foresight with digital technologies is missing. Therefore, this paper aims to identify, describe, and structure existing use cases for scenario-based foresight with digital technologies. To answer the corresponding research questions, we conducted a comprehensive systematic literature review. From its results, we identified 12 use cases. They allow for a deeper understanding of the possibilities and benefits as well as the existing white spots of scenario-based foresight with digital technologies.
Theoretical Study on Embedded Processor and Networking

Embedded processors are specialized microprocessors designed to perform specific tasks within a larger system or device. They are commonly used in various applications such as consumer electronics, automotive systems, industrial automation, and Internet of Things (IoT) devices. This abstract focuses on the role of embedded processors in networking applications. Networking refers to the interconnection of devices and systems to enable communication and data exchange. Embedded processors play a crucial role in networking by providing the necessary computational power and functionality to handle networking protocols, data processing, and network management tasks. They are often integrated into network devices such as routers, switches, gateways, and network interface cards. The utilisation of networked embedded systems in contemporary network situations is undeniably significant, and they are receiving an increasing amount of attention. For network connectivity, data processing, and service delivery, the research community and industry are putting forth cutting-edge embedded solutions, frequently based on network processors. Despite this, it appears to be quite difficult to get quantitative performance comparisons of such systems.
Content Development of ‘Literary Tourism’ Within Blended Learning Concept – Case Study

The case study reveals the present state of the Literary tourism issue in the university setting at the Management of Tourism bachelor study programme. It demonstrates how to increase desired awareness and students’ knowledge of this cultural heritage topic while utilizing a tried-and-true scheme of content development within the frame of a blended learning concept. The scheme might be perceived as a didactic tool built on the heuristic method, Socratic debate and constructivist approach that meets the requirements of student involvement and motivation to create and retain knowledge.
Integrating 360 Degree, Virtual Reality (VR) Content via Head Mounted Displays (HMD) into Social Sciences Classes

This paper discusses using activity theory as a foundation for the successful integration of 360-degree Virtual Reality content into classes at a major, US research university. The authors produced multiple, 360-degree Virtual Reality, Olympic themed video projects, subsequently integrated them in sport management and global tourism classes and then assessed student opinions on the use of inexpensive HMD coupled with smart phones for viewing. The results of this research revealed overall, strong student support towards the integration of 360-degree VR content with several statistically significant results. With regards to activity theory, this research supported the work of Dai et al. (2022), Loup et al. (2016) and Reiners et al. (2014) as this research demonstrated that ITC can raise student's class interaction, increase satisfaction, and found that learners using HMD displays were more engaged and took immersive VR experiences more seriously.
Human-Centered AI for Manufacturing – Design Principles for Industrial AI-Based Services

AI-based services are becoming more and more common in manufacturing; however, the development, implementation, and operation of these services are associated with challenges. The design of Human-Centered AI (HCAI) is one approach to address these challenges. Design guidelines and principles are provided to assist AI developers in the design of HCAI. However, these principles are currently defined for AI in general and not for specific application contexts. The aim of this work is to analyze whether existing design principles for HCAI are transferable to IAI-based services in manufacturing and how they can be integrated into the development process. In an explorative-qualitative research design, the design pattern of the People + AI Guidebook by the PAIR from Google were analyzed regarding their applicability in manufacturing environments. The finding show that a transfer of the design principles is generally possible. According to the experts, 15 of the design patterns have a direct influence on the perception of Industrial AI-based services by end-users or management and can thus increase the acceptance of them. Finally, the design patterns were assessed in terms of their application relevance and complexity in manufacturing.
A Study on the Copyright Management Platform for the Virtual Performance Asset Copyright Management and License Contracting in the Metaverse Environment

Metaverse means an environment that transcends the real world. The metaverse environment can be performed without time and space constraints by implanting various activities in the real world. Therefore, it has established itself as an alternative space for not only various tasks and activities in the real world but also cultural contents. Recently, various studies are underway to implement virtual performances that can continue various performances and artistic activities in the real world without being restricted by time and space by utilizing the characteristics of the metaverse. A virtual performance composes a complete content by using various assets such as music, costumes, motions, effects, and locations in a complex way. Each of the various assets used in these virtual performances has separate copyrights, and has separate rights according to the contract with the copyright holder. Therefore, the content provider that provides the virtual performance must obtain the right to license each asset used for the virtual performance. However, since copyright in the metaverse environment has a different form of use from the real world, a different interpretation may be made from copyright contracts in the real world. Therefore, copyright infringement may occur if virtual performance content is constructed using the real-world copyright license contract method. In addition, additional problems such as profit distribution may occur due to duplication, repeated reproduction, and characteristics of digital data that can be reproduced. In addition, due to the characteristics of digital data that can be copied and reproduced, additional problems such as profit distribution may occur. In order to solve this problem, this study designs a platform that can manage copyrights for works used for virtual performances in a metaverse environment, carry out licensing contracts for copyrights, and distribute copyright profits according to contracts.
The Scope and Analysis of Design Methodologies for User Experience in Interaction Design

The era of the digital revolution promotes the new need for design in HCI to optimize the user experience in virtual or physical products. Therefore, the development of methods for how to design these intelligent products is an emerging issue. This paper focuses on the methodologies for user experience in interaction design, and it is the research part for generating new design methodologies for digital products. In order to extract the feature of potential design methodologies, the research illustrates the traditional approach, which includes Interaction Design and User Experience Design with the interpretation of the specific process, and methods, to have a sound understanding of them and the state of the art. Meanwhile, from the point of view of business, the emerging markets and users lead to the new form of design methodologies is the significant evolution in the design field, including Agile, Lean UX and design sprint. They are another critical part of this research.
Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC)

The existing approaches (e.g., questionnaire survey, interview survey) to investigating the factors causing positive and negative quality of experience (QoE) in cloud gaming rely mainly on user responses to a pre-designed questionnaire generated by researchers or guided to some extent by researchers. Despite its merits, this traditional approach costs time and money and also has the problem of low ecological validity. However, user-generated content created voluntarily by users on the internet has the advantages of high ecological validity and easy data collection, and the sample size can be much larger at low loss. This study proposes an approach to predicting the quality of experience of cloud gaming (CGQoE) by using user-generated content (UGC). 14 feature words related to QoE extracted from UGC texts can, to some extent, characterize the emotional information in UGC. The result shows that this approach has some use for analyzing the factors that affect the CGQoE and predicting its QoE. It also leaves room for future studies to compare its validity and reliability to other ways of measuring the QoE of cloud gaming.
How to Explain It to a Model Manager?

In the context of explainable AI (XAI), little research has been done to show how user role specific explanations look like. This research aims to find out the explanation needs for a user role called “model manager”, a user monitoring multiple AI-based systems for quality assurance in manufacturing. The question this research attempts to answer is what are the explainability needs of the model manager. By using a design analysis technique (task questions), a concept (UI mockup) was created in a controlled way. Additionally, a causal chain model was created and used as an assumed representation of the mental model for explanations. Furthermore, several options of confidence levels were explored. In a qualitative user study (cognitive walkthrough) with ten participants, it was investigated which explanations are needed to support understandability, trustworthiness, and actionability. The research concludes four findings: F1) A mental model for explanations is an effective way to identify uncertainty addressing explanation content that addresses target user group specific needs. F2) “AI domain” and “application domain” explanations are identified as new explanation categories. F3) “show your work” and “singular” explanations are identified as new explanation categories. F4) “actionability” is identified as a new explanation quality.
Design and Effect of Guided and Adaptive Tutoring Tips for Helping School Mathematics Problems Solving

In the present post-pandemic era, it is both governmental policy and parental demand to provide the students in need with personalized tutoring for difficult mathematics problems solving. However, few studies about the design, implementation and effect of such personalized tutoring systems have been reported previously in the literature. This study attempts to fill the research gap of customised tutoring systems. As a concrete implementation of the patent "Guided Problem-Solving Tutoring Method and System" created by the authors and rooted in Polya's problem solving theory and Bloom's taxonomy of educational objectives, we designed a set of Guided and Adaptive Tutoring Tips (GATT) within a Mathematics Intelligent Assessment and Tutoring System (MIATS) for senior high school mathematics problems, including the knowledge about power functions, logarithmic functions, exponential functions and others. To evaluate the system's effect on students' learning performance, a quasi-experiment was conducted in a secondary school in Beijing during the winter vacation 2022–2023. Two cohorts of Grade Ten students volunteered to participate in this experiment, one as the treatment group using the GATT, and the other using regular answer-based feedback. In the pretest the control group got a better average score than the treatment group at statistically significant level. In the posttest after the experiment there was no statistically significant difference between the two groups. The GATT system is effective on improving students' learning performance and can give full play to the advantages of personalized tutoring.
Augmented Reality as a Promoter of Visualization for the Learning of Mathematics in Ninth-Year of Basic Education

This research focused on developing a mobile application in Meta-verse augmented reality to improve the learning of notable products, factoring, and linear equations in ninth-grade students of the intercultural bilingual educational unit of the millennium "Pueblo Kisapincha" based on the notional method. The methodology applied was quasi-experimental and longitudinal, where related samples were compared using a diagnostic test versus a subsequent evaluation of knowledge. The sampling technique was by non-probabilistic convenience comprising 25 students and 15 teachers to whom a structured questionnaire was applied to determine the predisposition to work in the classroom with augmented reality, which was validated with Cronbach's alpha statistic (α = 0.844). The students' scores improved significantly after participating in both evaluations, with the post-evaluation being the one that showed the highest score according to the Bayesian T-test applied to related samples. A proposal of activities was designed to motivate the study of algebraic expressions; this product was implemented considering the ADDIE instructional model, guiding each movement with its respective resolution process as a form of feedback. The proposal was evaluated by two experts in technology and two experts in education with more than ten years of experience. In conclusion, developing an augmented reality mobile application in Metaverse to improve the learning of introductory algebra proved to be a valuable and effective tool to contribute to student learning. The mobile application provided an interactive and engaging learning experience, so it is recommended to incorporate this mobile application in the curriculum of the Kisapincha educational unit and its possible implementation in other similar educational institutions.
The Design Strategy of AR-Based Travel Experience in the Post-pandemic Era – An Exploratory Case Study in China

The Chinese tourism industry is transforming digitization and customization, and the COVID-19 pandemic has accelerated this trend. Tourists are increasingly seeking experiential tourism and this shift has made experiential tourism a vital focus of the industry. Augmented Reality (AR) technology has emerged as a promising tool to enhance the tourism experience. This study combines AR with experiential marketing and experience design to provide possible design strategies that utilize AR tools to promote a more comprehensive tourism experience. Adopting a case study-based qualitative research strategy with theoretical and empirical support, the study summarizes the advantages of AR in the tourism industry. It provides a design-driven approach that outlines design focuses from the five dimensions of the strategic experience module (SENSE, FEEL, THINK, ACT, and RELATE), effectively connecting marketing communication and AR-based tourism service experience. It lays the foundation for future research in two aspects: operational tools for design practices (user experience design, interface design, and service design in the tourism industry) and theoretical exploration in interdisciplinary subjects such as marketing communication, tourism management, and service design.
Change of Users’ Eye Height Based on Their Moving Speed

This research will seek an intuitive way of changing a user's eye level from 170ċm to 17ṁ, ten times higher than human eye levels, during moving fast in a virtual environment. Users' eye level was reportedly preferred at a high position as if being a giant, though it is still unclear how their eye level should transition from low to high positions when starting to move fast. We conduct an experiment in that users perform a simple task involving high-speed moving under two transition methods. Then we examine which method is appropriate and intuitive concerning the psychological burden the users feel. Finally, we show it is preferred that the eye level rises linearly rather than it teleports immediately, but no significant difference in the psychological burden.
Multimodal Interaction in Virtual Reality: Assessing User Experience of Gesture- and Gaze-Based Interaction

Virtual reality (VR) applications are entering people's everyday lives and being used in professional applications, research, and science. The question arises as to whether there may be interaction modes that are more suitable than the standard controllers with which these devices are typically equipped. To address this question, it is necessary to conduct human-centered studies, which is typically done in the field of human factors research. We present a forthcoming study in which we integrate mid-air gesture-based interaction and gaze-based interaction into a VR setup so that users can interact with the system without touching a button, surface, or device. We then compare these two approaches to the controllers that are provided with the VR device. For gesture recognition, we use a Leap Motion device, which is mounted on the front of the VR device. For gaze-based interaction, we use the eye-tracking system that is integrated into the HCT Vive. We use a basic application, in which users can rotate and move virtual 3D blocks. In the study described, we will focus on user experiences and ask the participants to rate the prototypes according to their subjective impressions. Additionally, we will document errors caused by the system or participants' incorrect actions to investigate whether perceived errors affect user experiences. Lastly, we will ask for reports of pain or discomfort in the body parts involved and measure the size of the participants' fingers and hands.
User Experience and Immersion in VR and Non-VR Versions of Slime Rancher: A Playtest Evaluation with the ARI Questionnaire and GUESS-18 Scale

Many studies have been investigating the use of virtual reality applications and games in therapeutic, educational, rehabilitation and health contexts. Other studies compare VR applications with non-VR applications in terms of how immersive they are but have tested applications and games developed mainly for experimental settings. One of the most prominent points in the use of VR is the supposed greater immersion of the user. Although immersion is a relevant aspect of the VR experience, as far as we know, there are no validated scales to measure immersion in VR applications and games. There is, however, a validated scale for immersion in Augmented Reality contexts: the ARI Scale. The present study aims to use instruments to measure possible differences in the immersion value and user experience of the game Slime Rancher in its VR and non-VR versions. After the playtesting, users had to answer to an adaptation of the Augmented Reality Immersion Questionnaire (ARI) and a validated version of the Game User Experience Satisfaction Scale (GUESS-18). All participants were accompanied by two Game Designers who took notes about each game session and then compared their impressions. Some participants played the VR versions first and others played the non-VR versions first to ensure that the application presentation order would not be an intervening variable. After each version, there was a pause for users to respond to the instruments. Results and limitations of the study are discussed. Design choices of each version are analyzed. This is a work in progress.
Automated Ontology Generation

Ontologies are human- and machine-readable conceptualizations that define domain concepts and their relationships. The context provided by these representations are essential for advanced reasoning applications and explainable artificial intelligence efforts. Despite their advantages, however, automating ontology generation from text is difficult due to a number of challenges. To bring greater awareness to those challenges and to initiate discussion on possible solutions, we provide a definition of ontologies, the motivation behind our work, a set of key challenges, and an overview of adjacent solutions in recent work.
Understanding the Relationship Between Behaviours Using Semantic Technologies

While a growing number of studies report on relationships between behaviours (e.g. alcohol consumption, political behaviours, sleep, recycling), there is a need for a shared understanding of behaviour (e.g. how to characterise and differentiate between behaviours) and the ability to integrate insights on the relations between behaviours. Semantic technologies and ontologies can help in formalising the behaviour domain in a structured approach to support sharing, reuse and interoperability in a manner that can allow future researchers to build on activities in this space. In this work-in-progress paper, we describe the semantic technologies (ontology, data capture tool and visualisations) that are currently being developed by the TURBBO (Tools for Understanding the Relationship between Behaviours using Ontologies) project to support researchers in understanding relations between behaviours and reason upon the existent data. In this paper, we also describe our future plans to evaluate the technologies being developed as a part of the project.