Reviewerly/exHarmony huggingface dataset:
Cognitive Simulations for Adaptive Instructional Systems: Exploring Instruction Strategies with Simulated Tutors and Learners

Computational models of learners have been recognized to play various roles in training and learning environments. While optimized tutoring strategies should be determined through empirical investigation, the adaptive instructional system design space is too large to fully validate empirically. Synthetic data generated by simulated learners could be one approach to explore the interaction between learner behaviours and adaptive instructional system strategies. The current paper reports on a computer simulation design and results for modelling the effects of learning and training strategies on the learning and performance of simulated learners. The application domain is marine navigation. The computer simulation included a fairly autonomous learning agent with self-assessment capabilities (reinforcement learning), and other means to acquire knowledge and skills including learning from instructions, and declarative memory base-level activation. Three instructional strategies were simulated: 1) a minimalist method leaving the simulated learner to proceed only by trial and error, 2) a discovery method where the simulated learners are left on their own but with an added capability to store a declarative representation of successful rules, and 3) a briefing then practice method, where all the declarative rules to execute tasks are in declarative memory prior to executing navigation tasks.
How Remote-Controlled Avatars Are Accepted in Hybrid Workplace

Due to Covid-19 outbreak, more people in workforce started working from home. Especially, hybrid work style is widely accepted at workplace as more flexible and inclusive way. However, a challenge of the satellite side of hybrid meeting has also gradually recognized, namely being easily ignored by co-located participants. Regarding the issues that hinder the participation and collaboration of hybrid participants, only a limited study has been made with no clear solutions. Hypnotizing physical embodiment in hybrid work as one of the potential solutions for avoiding satellite participants being neglected in remote work environment, this work has implemented remote-controlled avatars as physical embodiment of a remote participant and investigated its impact on communication and collaboration in hybrid meetings. Our preliminary analysis of the field experiments indicated that the Avatar with physical embodiment increased satellite participant’s social presence, and interestingly, the subjective satisfaction level of the satellite participant was significantly higher than the remote participation with typical meeting tools, such as Zoom. In this paper, two observed effects of avatars with physical embodiment on participating at remote work are discussed; firstly, acceptance of satellite participants through embodiment and, second, social presence and potential collaboration between AI and Human. Since the hybrid work is expected to increase further in our society, there are a lot of potentials for improvements to design better remote work environment through avatar as physical embodiment.
Detect and Interpret: Towards Operationalization of Automated User Experience Evaluation

The evaluation of user experience (UX) with software products is widely recognized as a critical aspect of supporting a product lifecycle. However, existing UX evaluation methods tend to require high levels of human involvement in data collection and analysis. This makes the ongoing UX monitoring particularly challenging, especially given the increasing number of products, growing user base and associated data. Thus, there is a strong demand in developing UX evaluation systems that are able to automatically track UX and provide insights on required design improvements. The few existing frameworks for such automated systems can help identify user-centric metrics for UX evaluation, but mostly focus on providing recommendations on best practices of determining metrics and tend to reflect only parts of the UX. Moreover, these frameworks predominantly rely on high-level UX concepts, but do not necessarily allow measurements to reveal the underlying causes of UX challenges. In this paper, we demonstrate how the above-mentioned challenges can be addressed through a combination of data gathering and analysis paths employed by the traditional UX evaluation methods. Our paper contributes to the field by providing a review of existing automated UX evaluation approaches and common UX evaluation data collection methods, and offering a two-tier measurement approach for developing automated UX evaluation system, which augments the reflective power of traditional UX evaluation methods.
Artificial Intelligence in Decision Making – An Algorithmic Approach

The need of keeping ethics in mind while making big strategic moves has been emphasised by both experts in the area of management and academics. However, there is a lack of theoretical research into the decision-making processes, the choosing of certain ethical positions and methods, and the post-decision accounting for these choices that people and organisations take when it comes to HRM. To this end, we provide a Throughput model framework for algorithmic human resource management that describes how individuals make decisions.
Differentiated Learning for Disabilities in Inclusive Class : Learning Groups On Inclusive Class By Using Multiple Strategies

The inclusive education is an innovation where there are no boundaries for everyone in getting education. But there were some problem, students with special needs still left behind by the others. In this case teacher also having a difficult position, one side they want to achieve the goals but on the other side, they have to teach and learn new thing at the same time to guide student with special needs on their learning process. This research held by using descriptive qualitative approach through interview, observation, documentation and systematic literature review, on this topic through google search engine and field observation we collected data through semi-structured interviews and descriptive observations to teachers and selected students at SDIT Al Firdaus. The results highlight that there are some ways on learning groups that can be applied on inclusive class through multiple strategies that will fit each student’s needs by making learning groups.
Communication Complexities of Leakage-secure PKE Cryptosystems and Generic Transformations

In this paper, we present the communication complexity results of several chosen-ciphertext attack (CCA2) secure public key cryptosystems that are resilient to certain classes of secret key leakage attacks. In particular, we discuss the communication complexity trade-off between cryptosystems and generic transformations that rely on the random oracle model and those that are designed under the standard model. For this purpose, we propose a communication complexity measure for public key cryptosystems that equals the total amount of bits involving the receiver’s public key and a ciphertext transmission by the sender. Using this complexity measure, we show that random oracle model-based cryptosystems and transformations are more efficient in terms of communication complexity, albeit relying on the stronger assumption that some cryptographic primitives behave like truly random functions. As corollaries of our results, we also address the problem of establishing communication complexity lower bounds by which leakage-secure communication between two parties can occur, and show that our cryptosystems and generic transformations achieve polynomial lower bounds in communication complexity relative to the security parameter of an adversary.
Adaptive enhancement design of non-significant regions of a Wushu action 3D image based on the symmetric difference algorithm

&lt;abstract&gt; &lt;p&gt;The recognition of martial arts movements with the aid of computers has become crucial because of the vigorous promotion of martial arts education in schools in China to support the national essence and the inclusion of martial arts as a physical education test item in the secondary school examination in Shanghai. In this paper, the fundamentals of background difference algorithms are examined and a systematic analysis of the benefits and drawbacks of various background difference algorithms is presented. Background difference algorithm solutions are proposed for a number of common, challenging problems. The empty background is then automatically extracted using a symmetric disparity approach that is proposed for the initialization of background disparity in three-dimensional (3D) photos of martial arts action. It is possible to swiftly remove and manipulate the background, even in intricate martial arts action recognition scenarios. According to the experimental findings, the algorithm's optimized model significantly enhances the foreground segmentation effect of the backdrop disparity in 3D photos of martial arts action. The use of features such as texture probability is coupled to considerably enhance the shadow elimination effect for the shadow problem of background differences.&lt;/p&gt; &lt;/abstract&gt;
LIAR PARADOX SOLUTION

“Liar paradox” is that we are not able to resolve if the person who states “I am lying” is indeed lying or if they are telling the truth. Actually, there is no other choice. If they were lying, the statement would be false, thus, in fact, they were not lying but telling the truth, so they are not liars. Since, if they are telling the truth, it means that the statement uttered by them is true, so, accordingly, they are liars. Pure madness. From a logical point of view, however, one of the two options must be true: they are either lying, or telling the truth, as, in binary logics, there is no other solution. But, which one of them should we chose ?
The Attractor-Based Search System

This chapter describes the attractor-based search system, which search process is carried out by two search phases: the local search phase and the exhausted search phase. The task of the local search phase is to eliminate many unnecessary tours and construct the attractor; and the task of the exhausted search phase is to search the attractor to identify all globally optimal tours. Some experiment results are presented.
Developing Virtual Reality and Computer Screen Experiments One to One Using Selective Attention as a Case Study

Designing cognitive experiments that allow for meaningful comparisons between different types of displays presents significant challenges. In the current study, we successfully implemented a number of solutions to conduct a virtual reality (VR) selective attention experiment with a personal computer (PC) control condition. We focused on three aspects: input hardware, multisensory experience and the perceived output, which have posed difficulties in previous research. Input hardware pertains to how users interact with the displays, multisensory experience involves the integration of senses within the experiment, and perceived output concerns the software configurations ensuring visually equivalent scenarios. A multisensory selective attention paradigm for six-seven-year-old children was developed for VR and PC environments. We found no evidence of differences in experienced task difficulty and participant distraction measured as off-task behaviours between the conditions. However, the overall reaction time was faster for the PC control condition than the VR but this reaction time difference is unlikely to impact cognitive effects of interest. There was no evidence to suggest different multisensory attentional processing between the two conditions. We demonstrate a robust approach for effectively minimising and controlling confounding technological variables inherent in the disparities between VR and PC conditions. Practical guidance for future development of PC control conditions for VR studies are provided.
Web Usability Practice at ARL Academic Libraries

Expanding on previous research, the authors applied quantitative and qualitative methods to investigate Web usability policies, standards, and guidelines (PSGs); resources; and usability testing, including mobile testing and usability laboratories, at the academic members of the Association of Research Libraries (ARL). Survey results indicated that less than 50 percent of the libraries have Web usability PSGs. The perceived importance of usability testing has a significantly positive correlation with the testing performed, ARL ranking, mobile website testing, and availability of usability laboratories. Limited resources hindered initiatives aimed at improving usability. The authors suggest that library administrators integrate Web usability into their strategic priorities, thereby enhancing users’ experience in academic endeavors.
Synthesis of an Adaptive Algorithm for Estimating Spectrozonal Video Information of Images Based on the Expansion Principle

The problem of increasing the efficiency of aerospace monitoring and recognition of dynamic objects under a priori uncertainty of the signal-interference environment based on methods of statistical adaptive evaluation of information of multispectral images under a priori uncertainty of the signal-interference environment is investigated. An image model of deterministic-likelihood type, an observation model of dynamic object of uncertainty-stochastic type, and a model of a meter of object state variables in spectral channels of the observation system are constructed. The approach to the problem solution of the reconstruction of the image object state vector in conditions of anomalous observation results on the basis of synthesis of the statistical nonlinear filter, which realizes the adaptive algorithm of video information estimation, is offered. To realize the nonparametric method of maximum likelihood estimation and filtering of observation data, we synthesize a recurrent algorithm for adaptive estimation of bandwidth parameter and type of basis function (kernel) based on the method of penalty functions and sequential extensions of approximate solution of extremum finding problem. The illustration of possibilities of application of the stated approach and methods in a model problem of multichannel processing of multispectral image and statistical estimation of posterior distribution density function is given. #CSOC1120.
Developing a Human Behavior Simulation Technology Based on Multiuser Immersive Virtual Reality in an Atypical Architectural Design Process

The use of immersive virtual reality technology in the field of architectural design is increasing, particularly in commercial settings, where virtual reality technology allows clients to experience the designed building in advance during the architectural design process. The application of multiuse immersive virtual reality provides an environment in which users can directly experience the designed space through their avatars. According to the research results, multiuser immersive virtual reality applications aid creative collaboration and problem-solving in architectural design. The aim of this study was to develop a technology that applies multiuser immersive virtual reality devices and technologies to human behavior simulation in atypical architectural design. By improving ActoViz, a previously developed human behavior simulation technology for atypical spaces, we established a computerized environment in which architects and clients, through their avatars, can experience atypically designed spaces. As the technology described herein uses immersive virtual reality technology, it has the advantage of allowing users to experience the characteristics of an atypical architectural space as if they were in the actual space. In addition, the actions of other users allow participants to experience the "presence" of others, including their behaviors, which is difficult for single agents/avatars to experience. In addition, it aids in creative collaboration.
Full-Face Animation for a Virtual Reality Avatar

This research paper proposes a real-time and realistic full facial animation method for virtual reality (VR) applications. Currently, VR applications lack natural upper-face animation, which limits the immersive experiences of self-avatars. Our proposed approach combines existing lip-sync methods for the lower part of the face with a deep-learning method for the upper part. This allows us to achieve natural full-face animation with minimal latency and high computational efficiency. We demonstrate the effectiveness of our approach through experimental results and show that it is suitable for use in VR applications. Our proposed method can help to enhance the realism and immersion of self-avatars in the metaverse.
Addressing Sustainability Through 360° Video Design &amp; Research

New technologies show promise for cultural and environmental sustainability. Yet the processes of production, use, and disposal of digital devices involve the exploitation of natural resources and human labor and have dramatic impacts on social systems and people's lives. This research explores the use of 360° video as a specific technology for sustainability, as well as the sustainability of such technologies in academic research, through a series of case studies. These three cases studies can be taken together as a work of sustainable human-computer interaction as well as multi-sited, multimodal anthropology using research-creation as a method. This research addresses the overall question, How can anthropologists, media makers, and human-computer interaction scholars understand sustainability through their professional practices? This work contributes to the exploration of new technologies for cultural and environmental sustainability as well as to more sustainable technology lifecycles in academic research by examining systemic change at the university level.
Comparison and analysis of structural relationships among test stress, mental health, school adjustment, and school satisfaction of general and specialized high school students

Objectives This study aimed to compare and analyze the structural relationships among test stress, mental health, school adaptation, and school satisfaction of students from general high schools and specialized high schools, and to find ways to improve policies.&#x0D; Methods To this end, the Busan Education Longitudinal Study (BELS) data (6th year, 2021) was used for analysis, and test stress as an independent variable and mental health, school adaptation, and school satisfaction were selected as dependent variables. As for the characteristics of each variable, test stress and mental health are negative factors (-), and school adaptation and school satisfaction are classified as positive factors (+).&#x0D; Results The main research findings are as follows. First, the correlation between the variables examined in this study shows a negative correlation that the lower the mental health level, the higher the school adjustment and school satisfaction. On the other hand, school adaptation and school satisfaction have a very close relationship and show a high correlation. Second, in the causal effect analysis of the &lt;research model (final)&gt; established for this study, the coefficients of general and specialized high schools were found to be similar approximate values. First, the effect of test stress on mental health was higher in general high schools than in specialized high schools, which was a negative effect. The effect of test stress on school adjustment was higher in general high schools than in specialized high schools, but the direct effect was static, and indirect negative effects through mental health appeared to cancel each other out, and the total effect was slightly higher in specialized high schools. The effect of mental health on school adjustment was higher in general high schools than in specialized high schools, and a direct, static effect was found. The effect of school adaptation on school satisfaction was higher in specialized high schools than in general high schools, with the largest direct effect among the pathways set in the research model.&#x0D; Conclusions Therefore, increasing school satisfaction is to adapt well to school, which reduces test stress and improves mental health.
Mediating Effect of Self-acceptance on the Relationship between Parents' Psychological Control and Career Decision Level in college students

Objectives The purpose of this study is to explore the mediating effect of self-acceptance in the relationship between the psychological control of parents and the level of career decision in college students.&#x0D; Methods For this study, 411 copies of data collected from university students in five regions through a self-report questionnaire were analyzed using statistical programs PASW Statistics 18.0 and AMOS 18.0. The specific procedure to achieve the purpose of this study is: first, the level of each variable was identified through frequency analysis, and then whether there was a significant difference in each variable according to general characteristics was identified through t-test and ANOVA verification. Second, after conducting the correlation analysis with this variable, a partial mediation model and a full mediation model were established, and the level of the mediation effect was identified through the X2 test. Third, the goodness of fit of the model and the path coefficient between variables were calculated through the AMOS program, and the Sobel-test was conducted to verify the mediating effect.&#x0D; Results The results of the analysis are as follows. First, the level of parents' psychological control, self-acceptance, and career decision showed significant differences according to gender, major, and university type. The level of female students and junior college students was high in all three variables, and the level of parents' psychological control toward science students was high, but the level of self-acceptance and career decision was higher in liberal arts students. Also, the level of self-acceptance and career decision of students living separately from their parents was the lowest, and the highest level of career decision in the first grade decreased as it progressed from the second grade to the third grade, and then increased again in the fourth grade. Second, Parents' psychological control had a negative effect on the level of self-acceptance and career decision, and the level of self-acceptance had a positive effect on the level of career decision. Third, for college students, self-acceptance showed a complete mediating effect in the relationship between parents' psychological control and career decision level.&#x0D; Conclusions The results of this study are significant in providing extensive basic data that can effectively improve the career decision level of college students. Therefore, it will be able to contribute to finding and presenting the direction of career education, guidance, and career counseling programs for college students.