Reviewerly/exHarmony huggingface dataset:
Formation of Professional Readiness of the Future Teacher for Pedagogical Activities in the Context of Digitalization of Education

The relevance of the study stems from the need to take into account the connection of education with the “real world” of the learner, connecting the daily experience of students in the digital world with their educational activities, taking full advantage of ICT to create a richer, more flexible and high-quality learning. The aim of the study is to test and confirm the effectiveness of the practice-oriented approach to the formation of professional readiness of the future teacher for pedagogical activity in the conditions of digitalization of education through the development of a set of practical tasks. Assessment of the future teacher’s readiness for professional activity in the conditions of functioning of the digital educational environment was carried out on the basis of a survey, expert assessments and observation. The material of the study was the answers of 180 full-time and part-time 2nd, 3rd, and 4th year students studying in the program of study 44.03.05 Pedagogical education (with two training profiles) at Bunin Yelets State University. The effective technologies of designing and implementing a set of practice-oriented tasks and learning conditions in the educational process identified during the experimental work allow to orient teachers to the successful professional training of future teachers to work in the conditions of digitalization of education. It is concluded that students’ possession of didactic and technological knowledge, the level of their digital literacy and digital culture act as a prerequisite for the effectiveness and success of pedagogical activities of future teachers in the conditions of digitalization of education. #CSOC1120.
Success Factors in Adopting AI in Human Resource Management in UAE Firms: Neutrosophic Analysis

The revolutionary breakthroughs of artificial intelligence (AI) are swiftly and extensively invading many domains of human activity, serving as the central driving force of the next wave of informatization progress and industrial revolution. Although artificial intelligence (AI) technology and apps have been extensively explored, and variables affecting AI acceptance have been found, the influence of success factors on the acceptance of AI is still unclear. Thus, this study presents a methodology to investigate the effects of gadgets, organizations, and ecosystems on the acceptance of AI in Human Resource Management (HRM) in the UAE. This study used a neutrosophic set (NS) to overcome the vague information. The NS is integrated with the AHP method to rank the success factors in adopting AI in HRM in UAE. The AHP method is used to give importance to these factors. This study used 12 factors in UAE to rank it by the N-AHP.
Construction and Implementation of the Data-Driven Flexible Teaching Model of University Courses

Leading the construction of high-quality education system in universities with digital transformation, deepening the integration of data elements and courses teaching are important directions for the current and future teaching reform and innovation of universities. Facing the urgent needs of innovative talent development in China, this study explored the data-driven flexible teaching model of university courses based on the reform of university courses teaching as well as combines with the dynamic changes of students’ learning needs and the objective reality of epidemic opening. This study adopted literature research method and design-based research method. Guided by Curriculum and Pedagogy, the connotation, key elements, and their relationship structure of flexible teaching in university courses were clarified firstly. Then, this study explored the driving mechanism and functions of data on the flexible teaching of university courses, and the data-driven flexible teaching model of university courses is constructed. Finally, this study through the implementation of the courses, the teaching model is continuously iteratively improved. At the same time, the teaching effect of the courses is detected and analyzed to verify the effectiveness of the flexible teaching model.
A Harmonized Multi-lingual Terminology for ICT Devices and Services with a User-Centric View

Information and Communications Technology (ICT) has become central to the life of all citizens in the European Union. This comes with challenges for users, as different device manufacturers or service providers may use a divergent set of terms to denominate identical devices and service features: a name is therefore a primary means by which a user can recognize and understand them. This supports the requirement for the user-centered terminology which has been developed to provide a referential for the end users, and a structured guideline to support the ICT actors (e.g., the industrial stakeholders) in the provision of harmonized services and documentation. The harmonized terminology is covering commonly used, basic ICT features of current and upcoming ICT devices (4 groups), services and applications (12 groups) focusing on communication in mobile contexts of use. The result is a multilingual terminology supporting over 800 terms. The work described has been undertaken by the Technical Committee Human Factors (TC HF) of the European Telecommunication Standards Institute (ETSI). Its main deliverable, the ETSI Guide (EG 203 499), has been developed in three steps, incorporating a growing number of supported languages and corresponding EG versions. The last step of the work is currently undertaken with the inclusion of eight languages that will finalize the coverage of all the 27 official languages of EU (the European Union) and EFTA (the European Free Trade Association). This EG is a public and freely available document. Once achieved, this version is expected to be proposed to standardization.
A Quantitative Comparison of Causality and Feature Relevance via Explainable AI (XAI) for Robust, and Trustworthy Artificial Reasoning Systems

Challenges related to causal learning remain a major issue for artificial reasoning systems. Similar to other ML approaches, robust and trustworthy explainability is needed to support the underlying tasks. This paper aims to provide a novel perspective on causal explainability, creating a model which extracts quantitative causal knowledge and relationships from observational data via Average treatment effect (ATE) estimation to generate robust explanations through comparison and validation of the ranked causally relevant features with results from correlation-based feature relevance explanations. Average treatment effect estimation is calculated to provide a quantitative comparison of the causal features to the relevant features from Explainable AI (XAI). This approach provides a comprehensive method to generate explanations via validations from both causality and XAI to ensure trustworthiness, fairness, and bias detection from both within the data, as well as the AI/ML models themselves for artificial reasoning systems.
On the Reflection of Online Distance Instruction into Blended Teaching and Learning

The paper aims to compare online distance and blended instruction from students’ point of view. The main objective of the research is to discover whether teachers enriched their blended lessons with tools that they had exploited in online distance instruction during covid-19 pandemic. In the Czech Republic, online distance instruction ended after 18 months in June 2021, been replaced by blended lessons since September 2021. Data were collected in autumn 2021, and one year later, in autumn 2022, by two online questionnaires. Each consisted of 35 items that required Likert-scaled, multiple-choice, and open answers. The research sample included 488 respondents who attended selected upper secondary and higher education institutions in the Czech Republic. The results were considered according to the type of institution (upper secondary or higher education) and structured using four criteria: (1) First contact and communication, (2) Learning content acquisition, (3) Learning content delivery and assessment, (4) Student’s final feedback on online distance instruction. We anticipated that teachers would enrich their blended lessons using online distance experience; however, our expectations did not prove. Higher rate of autonomy in higher education students was detected with minor exceptions.
Verification of Repetition of Playing a Game for Activity Selection in a Group

When a group of people is traveling or gathering to participate in activities, they need to decide on what to do next or where to go. However, occasionally, they lack strong preferences for certain activities, and they do not insist on their preferences. Thus, when members of the group refrain from insisting on their own opinions, deciding upon an activity becomes difficult. In our previous study, we proposed a game mechanism based on the commercial card game, called Hol’s der Geier, to realize casual activity selection. The mechanism ensures playful interaction and satisfaction with the selection process among a group, which we verified experimentally. However, familiarity with the game rules helps participants understand their opponents’ game strategies and express their own opinions. Therefore, it may affect their satisfaction with the final decision and selection process. In this study, we verify changes in the effectiveness of the game after repeated gameplay from experiments with multiple activity selection sessions. In the experiment, we compared two decision-making methods: 1) free discussion and 2) the proposed game, to make decisions about one food item to eat, one beverage to drink, and one game to play among 6 available candidates. The results show that by repeating the game, participants can strategically modify their requests and better understand other’s requests.
INFEATURE: An Interactive Feature-Based-Explanation Framework for Non-technical Users

The field of explainable artificial intelligence (XAI) aims to make AI systems more understandable to humans. However, current XAI research often produces explanations that convey only one aspect of the information, ignoring the complementary nature of local and global explanations in the decision-making process. To address this issue, this study introduces an interactive interface based on feature-based explanations generated by SHAP. The interface presents feature-based explanations in an interactive and staggered manner, bridging the gap between local explanations and the overall understanding of the model. It allows users to explore datasets, models, and predictions in a self-discovery process that yields insights into model behavior in interaction with visual and verbal explanations. The interface also displays the confusion matrix in an intuitive way that takes the underlying data distributions into account.
Usage and Application of Heatmap Visualizations on Usability User Testing: A Systematic Literature Review

Nowadays, high-quality user experience (UX) has become a key competitive factor for product development. User experience methods and techniques investigate how people feel about a system. However, we must take into account that traditional evaluation methods, whether interviews or surveys are based on self-reported data, which are often exposed to social desire. Therefore, by obtaining additional information from the user's interaction with the system being evaluated, besides interviews or surveys, we build a more robust user experience. In this research, we present the outcomes of a Systematic Literature Review (SLR) aimed at uncovering case studies, difficulties, issues, and opportunities related to the use of heatmaps in usability testing. The SLR was carried out using the protocol proposed by Kitchenham and Charters. The research was carried out on August 23, 2022, and a total of 371 articles were retrieved, from which 22 were selected. The results show that a formal process reported in the literature has not been identified that indicates the tasks that an evaluation team should carry out to complement the results of the heatmap application with user tests for a better analysis of usability problems and design errors. On the other hand, it can be seen that the tools necessary to carry out this analysis only obtain information from the user but do not obtain metrics from it or vice versa. According to the results obtained, we can conclude that heatmaps are useful for specialists who perform usability tests with users because the user's interaction with the system to be evaluated can be graphically visualized.
Comparing VR Modeling Tool and Hand-Sketching in the Inspiration of Classic Chair Design and Modeling

The purpose of this study is to compare the differences between traditional hand sketching and VR (Virtual Reality) sketching software (Gravity Sketch) in the field of industrial design. For centuries, traditional hand sketching has been the primary method in the initial stage of design. Most designers are trained and accustomed to visualizing their ideas with 2D sketches on paper. While this is a fast, intuitive, and expressive way to generate, present, and evaluate ideas, as technology advances, the use of computers and design software has become a great alternative for those who want more convenience and flexibility. Using VR devices (headset and controllers), Virtual Reality provides stylists with an immersive virtual environment to sketch and model instantly in 3D, combining the sketching and modeling stages of the design process. The ultimate goal of design tools is to help express ideas more freely and easily. Traditional hand sketching and VR tools are all viable options and can reach their greatest potential at different stages of the design process. For example, pen and paper may be the best option for a sudden rush of ideas, 2D computer rendering is more accurate for outlining the structure, and 3D computer modeling is better for building curves, radii, and more modeling details. Every inspiration and thought starts from scratch, and yet it's easier to express ideas using VR modeling tools. The ability for designers to use their traditional hand sketching skills with VR tools creates new possibilities for design workflow and inspiration.
One-Handed Character Input Method Without Screen Cover for Smart Glasses that Does not Require Visual Confirmation of Fingertip Position

We have developed a one-handed character input method that allows you to use a regular smartphone as an input device. Each character is entered in two steps. Japanese hiragana characters are divided into 10 groups of 5 characters each, and alphanumeric characters are divided into 8 groups. In the first step, you select a group by rotating your thumb around the base of your thumb. Place your thumb on the left half of the touch screen and rotate your thumb clockwise that enables to switch groups in ascending order. You can see the group name on your smart glasses. You can also reveal the group in descending order by moving your thumb counterclockwise from the right half. The displayed group is selected when you remove your thumb from the touch screen. In the second step, one character in the group is selected by a tap or a flick. This operation is the same as the well-known flick input. However, taps are accepted anywhere in the bottom half of the screen. Flicks and taps are distinguished by the movement on the touch screen, so you can start flicks anywhere on the touch screen. In both steps, the touch position is only roughly specified. Therefore, you do not need to see your finger to operate. In an experiment targeting beginners, the average input speed of 6 subjects was 18.4 [CPM] when each of them enters about 250 characters, and the total error rate was 3.3%.
A Study on the Usability of Handwriting Assistant for Smartphone’s Lock Screen

Advances in the development of devices with handwritten input, and the emergence of deep learning have led to the rapid development of handwriting recognition applications, but the methods and implications of handwritten interaction on the Lock Screen of the smartphone, taking into account usability, are still not sufficiently considered in existing studies. In this paper, we propose a novel method for the quick processing of handwritten input and delivering results without explicitly starting the presumed application associated with an action. Handwritten input is processed either with or without requiring authorization, depending on the sensitivity of the implied action. The method comprises the initial handwritten input processing to locate and extract textual information, then entity extraction from the recognized text, and device context identification. The extracted entities and the current device context are analyzed to identify the action imposed by the user, to process the input, and to obtain and deliver the results in a single or a few steps. The proposed method is suitable for integration with the first screen of the device, also known as the Lock Screen, but it can also be utilized in applications based on handwriting input. The user study demonstrates that the proposed method accelerates the time to completion (TTC) of the most common actions by 20% compared to traditional input when all the necessary steps are required to be explicitly performed by the user.
A Study on Visual Communication with Different Conveyance Under MR Remote Collaboration

MR remote cooperative work refers to cooperative work in the MR space. In my research, it refers to cooperative work between a remote instructor wearing a VR head-mounted display (HMD) and a local worker wearing an AR HMD. I am engaged in research on how to communicate under such work. For the purpose of my research, I considered instructing using multiple non-verbal cues in different ways of communicating. This allows the instructor to freely express what they want to communicate. In addition, the research objective was to achieve smooth communication between the instructor and the worker to complete the work remotely and efficiently. As a proposal, we proposed three patterns of instruction using gestures. As a result, only operability and task completion rate were significant. In the future, we plan to approach the problem of the large number of miscommunications due to ambiguous instructions.
Comparing Two Sets of Usability Heuristics in a User Experience Evaluation: A Case Study in an E-Commerce Mobile Application

Nowadays, user experience (UX) is relevant in constructing software products since companies intend to offer their customers the best possible interaction experience. Given the current competition on the market and the several websites available, guaranteeing customer satisfaction could mean choosing one company over another. For this reason, user experience is studied through evaluation methods to determine how satisfying the interaction experience is. One of the most used methods is the heuristic evaluation which involves a group of experts verifying whether the design proposal complies with a set of principles called “heuristics”. Usually, the most preferred principles by practitioners are the ten heuristics proposed by Jakob Nielsen. However, these principles fail to cover some critical characteristics that must be analyzed in software products of specific categories. This situation has generated the proposal of new sets of heuristics focused on elements not considered by the traditional approach. A representative case is Inostroza's heuristics to assess mobile applications. However, their effectiveness has not been validated in other domains. The purpose of this research is to explore whether the new set of heuristics (SMASH) is appropriate and accurate for the evaluation of e-commerce applications that are at the same time mobile-based. Through a comparative study, it has been possible to identify small details that need to be covered.
Method of Loci in VR Web Search: Memory Retention Support by Organizing Search Results in a VR Room

This paper investigates whether the Method of Loci is also effective for Web search in a VR environment. The Method of Loci (often called Mind Palace) is one of the most famous Mnemonic; when memorizing things, placing them in a building reproduced in the brain makes them easier to recall. We implemented a browser that is movable within the VR space, and VR rooms to verify whether such a Mnemonic could be used for Web searches in VR. The subject experiment compared four types of rooms: a Sequential-alignment room, a White room, a 4-colored wall room, and a Realistic room with furniture. In each VR room, users can freely create Web browser windows, and they can place, scale, tilt, and manage the windows anywhere in the room. Six participants searched for many things, compared them, and decided on their opinions in the VR room. The result shows that participants who searched in realistic rooms remembered more details of their searches a week later.
I Just Want to Help: SMEs Engaging with Cybersecurity Technology

The cybersecurity landscape is particularly challenging for SMEs. On the one hand, they must comply with regulation or face legal sanction. But on the other, they may not have the resource or expertise to ensure regulatory compliance, especially since this is not their core business. At the same time, it is also well-attested in the literature that individuals (human actors in the ecosystem) are often targeted for cyber attacks. So, SMEs must also consider their employees but also their clients as potential risks regarding cybersecurity. Finally, it is also known that SMEs working together as part of a single supply chain are reluctant to share cybersecurity status and information. Given all of these challenges, assuming SMEs recognise their responsibility for security, they may be overwhelmed in trying to meet all the associated requirements. There are tools to help support them, of course, assuming they are motivated to engage with such tooling. This paper looks at the following aspects of this overall situation. In a set of four studies, we assess private citizen understanding of cybersecurity and who they believe to be responsible. On that basis, we then consider their attitude to sharing data with service providers. Moving to SMEs, we provide a general overview of their response to the cybersecurity landscape. Finally, we ask four SMEs across different sectors how they respond to cybersecurity tooling. As well as providing an increased understanding of private citizen and SME attitudes to cybersecurity, we conclude that SMEs need not be overwhelmed by their responsibilities. On the contrary, they can take the opportunity to innovate based on their experience with cybersecurity tools.