Reviewerly/exHarmony huggingface dataset:
Semantic Fast-Forwarding for Video Training Set Construction

We introduce the concept of semantic fast-forwarding of video streams for efficient labeling of training data for activity recognition. We show that this concept can be realized by combining deep learning within individual frames, with spatial and temporal entity-relationship reasoning about detected objects. We describe a prototype that implements this concept, and present preliminary experimental results on its feasibility and value.
Being Meaningful: Weaving Soma-Reflective Technological Mediations into the Fabric of Daily Life

A one-size-fits-all design mentality, rooted in objective efficiency, is ubiquitous in our mass-production society. This can negate peoples’ experiences, bodies, and narratives. Ongoing HCI research proposes design for meaningful relations; but for many researchers, the practical implementation of these philosophies remains somewhat intangible. In this Studio, we playfully tackle this space by engaging with the nuances of soft, flexible, and organic materials, collectively designing probes to embrace plurality, embody meaning, and encourage soma-reflection. Focusing on materiality and practices from e-textiles, soft robotics, and biomaterials research, we address technology’s role as a mediator of our experiences and determiner of our realities. The processes and probes developed in this Studio will serve as an experiential manifesto, providing practitioners with tools to deepen their own practices for designing soma-reflective tangible and embodied interaction. The Studio will form the first steps for ongoing collaboration, focusing on bespoke design and curation of meaningful, personal relationships.
Vibmory - Mapping Episodic Memories to Vibrotactile Patterns

Travel in time is possible. We do it every day by recollecting past experiences, called episodic memories. Episodic memories, being a key in defining self-identity, are very sensitive, especially to the effects of aging and dementia. What are the ways to relive our experiences, to make them brighter? While much HCI work has been dedicated to developing memory aids, it has not looked into the direction of physicalizing episodic memory by means of vibration. We present a method to map past experiences to specific vibrotactile patterns. The method includes in-depth interviews, materialization, and co-design sessions. As a result, eight vibrotactile patterns were co-designed to represent four positive and four negative memory episodes. We finalize by reflecting on the process, commonalities in mappings, and future work. We hope our research insights will inspire novel methods and technologies to give tangible forms to memorable experiences.
Unreality– Tangible learning anytime, anywhere

This article intends to explain the project "Unreality", which is a system developed to make learning remotely and physically more tangibly, socially, and emotionally efficient. Using Augmented Reality (AR) and Extended Reality (XR), interactive holograms will be introduced, and will enable the remotely and physically present students to interact as they normally would. Emotion Tree and Emotion bracelet are designed to encourage more discussions pertaining to their emotional health. Lastly, the Note-Making system takes into account the different learning styles of every student who may not thrive under the traditional learning techniques. The use of Unreality application to input the required data increases ease of access. The report would also explain each element used in the system and its process of how they would be used while learning.
When Realities Interweave: Exploring the Design Space of Immersive Tangible XR

Tangible devices and interaction in Extended Reality (XR) increase immersion and enable users to perform tasks more intuitively, accurately and joyfully across the reality-virtuality continuum. Upon reviewing the literature, we noticed no clear trend for a publication venue, as well as no standard in evaluating the effects of tangible XR. To position the topic of tangible XR in the TEI community, we propose a hands-on studio, where participants will bring in their own ideas for tangible XR from their application fields, and develop prototypes with the cutting-edge technology and a selection of virtual assets provided. Additionally, we will collectively reflect upon evaluation methods on tangible XR, and aim to find a consensus of a core evaluation suite. With this, we aim to foster a practical understanding and spark new developments in tangible XR and its use cases within the TEI community.
Designing with the Body in Unhabitual Movements using Visual and Textual Elicitation Tools

The goal of this studio is to explore the qualities of unhabitual body movements to inform the design of close-to-the-body touch technologies. After engaging with unhabitual kinesthetic activities, we will use visual and textual elicitation tools to communicate emerging felt sensations. We propose the use of photography as an open-ended visual medium and a repertoire of textural metaphors as a textual tool - a vocabulary list of felt qualities that will be extended through the participants’ contribution. We will then collectively explore how these expressions of felt sensations can be translated into concrete design elements via tangible design ideation and making.
Rejected By My Own Robot: Studying the Potential for Artists to Subvert Technological Expectations Using Critical Design

This paper provides a framework for how artists can use critical design to subvert deeply ingrained expectations around technology. I begin by defining the technological understanding of being as introduced by Martin Heidegger and break down expectations of technology into efficiency, control, and pleasure. I then ask if the burgeoning HCI practice of critical design could be an effective tool for artists in subverting these expectations. My methodology to study this question is to install a provocative object, in my case a disobedient kissing robot, in a public space and analyze participants’ reactions to it using both video and survey analysis. Results show over 70% of users experienced some degree of surprise, friction, or disappointment with the device due to broken expectations about how they assume technology should work. Our study concludes with a discussion of what value there is in challenging the status quo, how artists can take this work further, and what element humor has in provocative critical design.
“Periodic Fable Discovery” Using Tangible Interactions and Augmented Reality to Promote STEM Subjects

This pictorial presents Periodic Fable (PF), an educational game's design and graphic interface that promotes a constructivist approach to engage young children with Science, Technology, Engineering, and Math (STEM) subjects. The game presents children with scientific content supported with an exploratory activity using physical cubes manipulable through Tangible Interaction and Augmented Reality. The game's objective is to entertain children while engaging them with the basics of chemistry and the Periodic Table. We reflect upon the combination of these immersive technologies, game-play mechanics, and aesthetics geared towards conveying accurate scientific information through a ludic and entertaining approach. The quantitative and qualitative results of a study with 20 children, showed significant positive results in the participants’ learning outcomes and engagement, thereby encouraging us to continue evaluating our design system as a tool that can promote STEM Education.
Speaking from Experience: Co-designing E-textile Projects with Older Adult Fiber Crafters

Researchers support race, gender, and age diverse groups of people to create with maker electronics. These groups include older adults, who are often overlooked as not interested or capable of learning new technologies due to ageist stereotypes. One approach, often involving e-textiles, leverages crafting as a bridge to broaden participation in making. We investigated ways to broaden participation in maker electronics for older adults by remotely co-designing e-textile projects with 6 older adult crafters over the course of 5 workshop sessions for a total of 45 hours. We developed a deeper understanding of their practices, identifying a Planner-Improviser Spectrum for how they approached their craft, and created medium fidelity prototypes. Our design implications draw on our participants’ crafting experience and their experience in the workshop to highlight what e-textile toolkit designers can learn from skilled older adult crafters, such as selecting familiar materials, supporting aesthetic goals, and making electronics more attainable.
InTangible: A Reflection On Digital vs. Physical Co-Ownership

InTangible is a mixed media artwork and connected object that captures images of a handwoven fabric and sends them through the network. A digital camera with built-in RGB LEDs, configured with a combination of digital parameters, glides over the fabric and allows remote users to enjoy a new, intimate dimension of the textile. The once static and monochrome texture is transformed into colourful, abstract digital dreamscapes, while, at the same time, becomes a material object meant to be exhibited in a physical space.
“Hey, can we talk?”: Exploring How Revealing Implicit Emotional Responses Tangibly Could Foster Empathy During Mobile Texting

In face-to-face communication, people can often achieve empathy by understanding the explicit and implicit emotions shared through body-language, word usage, and tone. But in digital communication it becomes difficult to share or identify these (non)verbal cues, especially after ambiguous conversation starters such as “hey, can we talk?” are sent. In this paper, we explore how a tangible artefact could enhance empathy in text-based communication by physically sharing implicit emotional feedback. We conducted two workshops to understand the emotions involved in ambiguous conversation starters and how they can be expressed through an artefact. These workshops resulted in a prototype of a phone case that sends the sender of a text message the initial implicit emotional reaction of the receiver using haptic patterns to inform the receiver how best to proceed. This paper concludes by discussing the nuances of designing for emotions in text-based communication as well as suggestions for future work.
Rethinking Domestic Food Consumption through a Multi-modal Open Pantry

The fast-paced lifestyle and the conveniences of urban food storage contribute to an increase in domestic food waste, wherein we end up not consuming everything that we buy. This issue has been tackled within HCI through different awareness tools; however, the design of domestic food storage in itself has received limited attention from designers. We present FoodChestra, a smart open pantry that displays perishable food items in shared households. FoodChestra supports multimodal interactions and offers timely feedback to help users understand and reflect on their shared shopping and eating practices. In this pictorial, we present the key design decisions that were undertaken to develop the five main components of FoodChestra. Through this work, we aim to inspire new design thinking for reimagining the food storage systems of urban households that can encourage people to reflect on their food consumption practices.
Protecting Proprietary Information in on-Device Machine Learning Models

The growth and ubiquity of machine learning (ML) models in distributed applications implies that ML inference can no longer be conducted in a centralized fashion. This has led to ML models being evaluated in a decentralized manner so that personalization and recommendation decisions can be made closer to where the content is served. For instance, a model that predicts the next location of a user may take as input the context of the user, and provide content on predicted locations. This inference can be performed on the person's mobile phone.
A Grain of

“A Grain of” is an art installation made by the authors: a small cube (25 x 25 x 25cm) of custom-made matter, sitting on a plinth, emitting sound from within. Its underlying idea is to take a “grain” from a dense, contemporary urban space and translate it into an art installation that makes the city experienceable for the audience. This small cube holds some of the material and sonic ecology of the city from which it stems embedded in it. In this paper, the authors describe the technical processes that they have used to sample and reinterpret the city’s material and sonic ecologies, including Atomic Force Microscopy (AFM), 3d printing, field recording, and sound synthesis. They offer some theoretical notes towards the grain of the city in order to investigate how this process of technical translation produces an experience with affective, poetic, and speculative potential. They argue that this experience lets its audience critically rethink the old enduring binaries between natural and artificial or between the city and nature.
Xs: Interactive Scissor Mechanisms as Portable and Customizable Shape-Changing Interfaces

Scissor mechanisms are commonly used extension mechanisms for developing lifts, robotic grippers, and mechanical shape-changing toys. The scissor mechanism has several unique features when applied to shape-changing interfaces, namely (1) simple mechanism with 1DoF transformation, (2) expandable transformation capability for interaction design, and (3) modular and customizable linkage design. In this paper, we present Xs, a novel type of shape-changing interface based on scissor mechanisms. The architecture design of Xs is introduced to construct a range of configurations based on the concept of global and local segment modules. Our implementation introduces modular prototypes that allow rich geometric configuration and I/O customization for users/designers to construct different transforming, interactive systems. Based on the prototypes, we present a variety of applications such as a shape-changing gaming controller, scalable and adaptable sensing, and mobile attachments.
Psychedelic Forms - Ceramics and Physical Form in Conversation with Deep Learning

Psychedelic Forms is a series of case studies that explore deep learning (DL) possibilities for creating a tangible form guided by text prompt and 3D object. The selected generated digital 3D objects were manually altered and prepared for 3D printing in ceramics (Figure 1). Glazing happened by hand, often inspired by the AI-generated objects’ vertex colors. And the pouring technique used for painting, it is a metaphor of the thermodynamics of meaning spaces in the latent spaces.
Sentinel Species: Towards a Co-Evolutionary Relationship for Raising Awareness About the State of the Air

Interactive technologies are increasingly being used as discursive objects for raising awareness about the environment in the cultural sector, but little is known about the user’s lived experience during an interaction. In this study, we present the development and evaluation of an interface designed to raise awareness about the environment within a speculative art installation. For this purpose, we drew on the concept of sentinel species, specifically the miner’s canary, to enable a multisensory experience with the state of the air. We then evaluated the interface with 14 participants while interacting in a prototypical arrangement in the laboratory. Overall, the findings indicate promising directions towards a sentinel-species-mimicking interface that communicates the state of the air through its physiological behavior and thus also engages with the user’s empathy on a cognitive and emotional level. Based on the findings, we highlight the implications of this study and point to further directions for human–atmosphere interactions.
LWR-based Quantum-Safe Pseudo-Random Number Generator

Learning with Rounding (LWR) is a lattice-based cryptographically hard problem which quantum computers find difficult to solve. LWR problem is a derandomized variant of Learning with Errors (LWE) where deterministic rounding is used to generate errors efficiently. LWR can construct a secure seed for Quantum-Safe Pseudo-Random Number Generator (QSPRNG). This study is an endeavor to construct a QSPRNG to generate a stream of pseudo-random bits through a Linear Feedback Shift Register (LFSR). The proposed QSPRNG uses secure seed as an input and a Homomorphic Function for preserving the security of the internal states of LFSRs. NIST statistical tests, ENT, and DIEHARD tests are performed on constructed PRNG for randomness analysis. Also, security and speed analysis for the proposed QSPRNG has been done to illustrate its possible future utilization in cryptography.
Anaphoric potential of bare nominals, incorporated objects and weak definites in German

In many languages, syntactic objects can be realized in a variety of ways, from maximally distinct DPs to morphologically integrated nominal stems. For example, German allows for viele Fische fangen, Fische fangen, am Fischefangen sein, beim Fischfang sein and fischen. We also find strong definite and weak definite DPs, e.g., in das Kino gehen vs. ins Kino gehen, and bare singular nouns such as Zeitung lesen. While the syntactic differences between these examples are obvious, their semantic differences and their functions in discourse are less clear. We present experimental evidence about differences in the likelihood of anaphoric uptake of such expressions. We suggest semantic representations that help explain the options of anaphoric potential of these expressions within a version of Discourse Representation Theory (DRT).
Who creates reference?

This contribution sketches the role of hearers in the long history of reference research. Canonical approaches from semantics and (early) pragmatics as well as cognitive approaches are discussed with respect to the increasing role that hearers play in these various notions of reference. In the framework of Text-world model theory, reference objects are considered to be mental concepts that can vary as discourse progresses, as a result of a negotiation between speakers and hearers. Examples from German oral conversation corpora show that reference should be described as a collaborative, interactive procedure in order to get a notion of reference that is compatible with and useful for the analysis of conversation phenomena.
White blood cells classification of peripheral blood smear based on machine learning

In clinical practice, peripheral blood smears are observed with the naked eye to confirm the number and morphology of White Blood Cells (WBC). The pathologist’s proficiency has a great influence on the results because WBCs have diverse morphology. Many studies have been conducted on diagnostic assistance system for pathologists. However, these are still difficult to apply to images of various extracellular environments that change according to acquired conditions. Added to this is the limitation that only one WBC can be classified in one image. Therefore, in this study, we propose a robust segmentation algorithm for WBC nucleus and cytoplasm used color space, superpixel and watershed algorithm. Further, we propose a classification algorithm that classifies five types of normal WBCs using 16 morphological and texture features as well as the K-Nearest Neighbor (KNN) model. The accuracy of segmentation WBC nucleus and cytoplasm was 95.83% and 93.66%, respectively. The p-value for all the 16 features was significant (&lt;0.001). In addition, through this study, research on a diagnostic assistance system that can classify more types of WBCs will be possible in the future.
Design and implementation of plenoptic imaging system with reduced aberrations

Industrial inspection is critical for 3D semiconductor manufacturing process and automated optical inspection for 3D ICs has attracted a lot of attention in these years. Plenoptic imaging systems, based on a micro-lens array, acquire light field from parallax and computes 3D information with lower costs. To reduce aberrations from the optical design with microlens array, especially for off-axial micro lenses, the design flow for plenoptic imaging systems is proposed. Based on the parameters designed from paraxial approximation, lateral image quality is optimized by a commercial optical design software, and then depth-related performances are estimated from the simulated images of the optical system. The experimental system for validation is tested quantitatively with modulation transfer function (MTF), by the slanted-edge method of ISO 12233. The difference of MTF between the paraxial and off-axial regions is approximately 0.02, which is within the repeatability error 0.03. Moreover, the synthesized images of a PCIe card refocused on the chip and the board clearly show the elements at the refocusing depth only. The depth map and the all-in-focus image are estimated to build a 3D model. However, significant artifacts appear on depth maps when lighting is not uniform. With combination of the ring light and coaxial light, the depth maps of objects with different surface properties can be estimated with less artifacts. Furthermore, accuracy and resolution can be enhanced by deep-learning technologies, which will be implemented in the future.
System for determining the job status of individual laborers in a large-scale greenhouse

To obtain the work status of individual laborers by drawing the work progress map and determining the work speeds of individual laborers in a large-scale greenhouse, we developed a simple system comprising smartphone and web-based server applications, using smartphones, two-dimensional (2D) barcodes (called QR codes), a cloud server, and a personal computer. Using the smartphone applications, the laborers read the QR codes on their smartphones when they started or ended the designated work. The timestamps obtained when reading the QR codes were sent to the cloud server. The work progress map was drawn and the work speeds of individual laborers were estimated by the web-based server application in the cloud server based on the length of the gutter and the time difference between the start and end of the designated work. In the field trial, we placed QR codes at the end of the gutters (556 gutters) in a model greenhouse where bell pepper plants were grown in an area of 3 ha. The work progress map and work speeds of individual laborers were obtained rapidly and remotely in the greenhouse based on the collected data. Because the system has a simple structure, its installation is relatively easy, indicating lower cost than that of the commercially available systems.
Reversible demosaiced image authentication scheme with recoverability using clustering and matching techniques

In this paper, we propose a reversible and recoverable authentication technique for demosaiced images using the k-means clustering algorithm and side match technique. Prior methods generate the recovery codes directly using the most significant bits of sampled components or their compressed codes, which requires excessive bits to record them. This not only damages the image to a large extent, but also limits the quality of the recovered image. In this paper, the sampled components are clustered and their cluster indices are used as the recovery codes. A tampered block can mostly be recovered by other untampered ones with the same cluster index. For an unrecoverable block, the cluster indices of its neighboring untampered blocks are employed to predict the block, and the recovery is performed by using the side match technique. Since unrecoverable blocks are sparsely scattered in the tampered areas, the recovered blocks around them are mostly available, and therefore an accurate prediction can be made. The experimental results show that the average quality of marked and recovered images of our method increases by around 3.36 dB and 2.96 dB, respectively, compared to previous methods.