Reviewerly/exHarmony huggingface dataset:
Improving Code Summarization Performance with Model Fusion

Source code summaries provide concise natural language descriptions aiding in software maintenance. In traditional deep learning-based code summarization techniques, a single model with the same architecture is typically used to handle all data, without considering the differences in source code characteristics. This paper presents a model fusion strategy that integrates multiple model architectures. This strategy dynamically allocates weights through the gating network, using different single models for summary generation based on the distinct characteristics of the code. It fully leverages the various embedding methods and model structures of multiple single models, finding the appropriate processing combination for codes with different characteristics. The strategy harnesses the advantages of the supervised learning model’s explicit knowledge learning and the pre-trained model’s deep semantic understanding. Coupled with various code feature extraction methods, it effectively generates high-quality summaries for code snippets of varying types and complexities. Two widely recognized public datasets are used to train and evaluate our method. The results show that our model fusion strategy substantially elevates code summarization quality over single models, enhancing semantic alignment between source code and summaries.
Augmented Reality in Books: An Evaluation of Alan Turing Book

Augmented reality technology has become popular due to its portability on smartphones and glasses. The literature presents studies on the efficiency of using augmented reality. Despite the demonstrated efficiency, books must be prepared to be recognized and provide interaction. This paper aims to assess whether a children’s book written without the purpose of using augmented reality can be identified by the leading augmented reality SDKs. As a case study, we chose the book Alan Turing: his machines and secrets [4] because it is illustrated a fact that facilitates recognition. Our tests were on two of the main SDKs for augmented reality development currently found on the market. Although one of the SDKs demonstrated that approximately 76% of the book is recognizable, we have identified some human-computer interaction challenges and research opportunities discussed in this work.
Design Considerations for Real-Time Payment Systems and Emerging Users

Real-time payment systems have become popular in many countries. In Brazil, with the emergence of Pix in 2020, several people are migrating to this tool to obtain new payment and income acquisition forms. However, the social characteristics of people facing longitudinal barriers, access to formal education, and computational systems (emergent users) must be considered to improve digital and financial access. Our work aims to provide design considerations to develop affordable real-time payment systems for emergent users. Software development professionals, riverside dwellers, and residents of an Amazonian city participated in this study. The research combined a set of methodological procedures: literature review, questionnaires, interviews, and case studies. The communicability assessment method was used in case studies. As a result, we present 29 considerations that can be used to develop accessible real-time payment systems for emergent users.
IoT Games and Gamified Systems: Summertime Sadness or Lust for Hype?

The Internet of Things (IoT) has gained much space in people’s everyday lives in the last few years, and it is already possible to see IoT applications widely used in various domains, such as healthcare and industry. The convergence of IoT and digital games also creates opportunities for HCI & Digital Games research, supposedly opening countless possibilities for innovative games and challenging research. However, research on this topic appears to suffer from a generalized lack of clarity in its basics. Following this thread, we conducted a systematic mapping study and analyzed 22 papers that proposed or evaluated IoT games and gamified systems (IoTGGS), aiming to identify characteristics, patterns, and research opportunities related to HCI design and evaluation. However, our own frustrations in this endeavor also led us to identify shortcomings in commonly-used approaches. Thus, this paper contributes to the debate not only by focusing on the convergence between games and IoT with a systematic approach but also discussing the apparently dead-end we have found when closely analyzing this research topic. We present a brief panorama of the field and the identified gaps and raise possible new directions that could help take IoTGGS research to the next level.
Usability and User Experience Evaluation of Touchable Holographic Solutions: A Systematic Mapping Study

Interacting with holograms using the hands is on track to reach a broad audience in the coming years. Therefore, a current challenge is understanding how to evaluate this new interaction scenario concerning Usability and User eXperience (UX). In this use context, the user interacts with virtual objects in your real environment. Some already known evaluation technologies have been applied to this type of solution, although they were not created considering aspects such as immersion and presence, typical in this interactive environment. Thus, this paper presents a Systematic Mapping Study (SMS) that sought to identify usability and UX evaluation technologies applied to touchable holographic solutions in augmented reality or mixed reality environments. Furthermore, the SMS sought to answer questions about evaluation technologies and holographic solutions. The SMS examined 3551 publications and selected 40 that presented 106 usability or UX evaluation technologies in a touchable holographic solution. The results shed light on methods and aspects little addressed and showed patterns and preferences for combinations of devices, gestures, and feedback types. This work contributes to HCI researchers by better understanding the state of the art of usability and UX evaluation technologies applied to touchable holographic solutions, classifying them, and discussing the main gaps and opportunities.
Gesture Recognition Methods Using Sensors Integrated into Smartwatches: Results of a Systematic Literature Review

This work addresses the importance of gesture recognition in smartwatches and aims to conduct a systematic literature review to identify the most commonly used methods and sensors in this field. The selected works were obtained from renowned databases, such as ACM Digital Library, IEEE Xplore, Scopus, and ScienceDirect. Initially, 265 articles were identified, and after applying inclusion and quality criteria, 43 articles were selected for detailed analysis. The systematic review allowed for the consolidation of existing knowledge and the identification of the most relevant approaches in this area. The results revealed a diversity of algorithms employed, such as Naïve Bayes, Artificial Neural Network, Support Vector Machine, Dynamic Time Warping, Symbolic Aggregate approXimation, Long Short-Term Memory, Random Forest, Multiple Dimensional Dynamic Time Warping, Gated Recurrent Unit, K-nearest Neighbors, Hidden Markov Model, Latent Dirichlet Allocation, and Convolutional Neural Network. Additionally, we found that accelerometers were the most commonly used sensors, followed by gyroscopes, magnetometers, barometers, vital sensors (EMG, FMG, PPG), and infrared sensors. The findings highlight the relevance of gesture recognition in smartwatches and provide valuable insights for researchers and professionals interested in this constantly evolving field.
Investigating politeness strategies in chatbots through the lens of Conversation Analysis

Despite gaining popularity in recent years, chatbots frequently fall short of meeting user expectations. These interaction challenges arise from the limitations of chatbots, including their capacity to accurately understand user queries, deliver appropriate responses, and engage in natural conversation. Previous studies have investigated the effective employment of various linguistic strategies in conversational interfaces, particularly focusing on the use of politeness, to significantly enhance user perception and overall experience. This study focuses on exploring the variation of politeness in conversational design, specifically analyzing the role of indirectness in human-chatbot mockup dialogues created by Brazilian teenage students in a workshop. The analysis considers conversational features such as tone, structure, and intent to identify the conversational profiles associated with different politeness strategies. The findings reveal distinct conversational profiles and a prevalence of indirectness during the opening phase of conversations. Additionally, the study extends the analysis to electronic government chatbots from different countries, showing similar strategies. The study contributes by introducing analytical categories, identifying culturally-grounded politeness strategies, and proposing a visualization approach for analyzing conversational data. This research provides valuable insights and methodologies for designing culturally-informed politeness in chatbots, advancing the field of conversational design, and enhancing user experiences.
How Social Media Platforms Manipulate Kidinfluencers? Analysing the Adoption of Deceptive Design Patterns by Big Techs

The term kidinfluencer denotes children who produce entertaining content for social media platforms such as TikTok and Instagram. These young artists frequently publish videos or pictures that highlight their skills, pastimes or general activities in their daily routines, which draws a sizable audience. This can result in business collaborations with platform partners, providing children and caregivers with several options for income. Despite the success and fame of a few kidinfluencers, their use of social media has also sparked worries about their privacy, safety, and potential exploitation. This article explores this phenomenon from the perspective of risks brought by social media platforms, which treat children as relevant content creators but neglect their well-being and autonomy online. By mapping previous studies on the topic, we investigate the scenario of young influencers, using the notion of deceptive design patterns as a lens of analysis of platform manipulation of children’s decisions and interests. To address the identified problems caused by these patterns, we present a set of prototypes as suggestions for changing platforms’ features in order to safeguard children’s rights and best interests online.
The interface is on the table: Systematic Literature Review about interaction design to applications for tangible tabletops.

Tangible tabletops enable natural and social interaction, fostering collaborative applications that leverage human capabilities to manipulate physical objects. The potential use of tangible tabletops spans various fields of knowledge, and shared interfaces represent a growing trend. These devices find their place in interactive environments, where applications, once specific to particular uses, are becoming more generic and applicable to broader contexts. It is crucial to understand all elements involved in the interaction process on tangible tabletops and their impact on application design. In this way, this article presents a Systematic Literature Review (SLR) of scientific production over the past five years (starting 1256 articles) to delineate the state-of-the-art in tangible tabletops and their applications. By analyzing 53 articles, this review identifies interaction design challenges for applications that use this technology. The overall aim is to encourage discussion about developing applications that consider both the possibilities and limitations of tangible tabletops and to define essential elements for a future interaction design framework.
Socorro Chatbot: Promoting regular blood donation through a conversation agent

The conversation agent Socorro is a project that aims to promote voluntary and regular blood donation through the exchange of text messages between the donor and the chatbot. The solution was developed using the Dialogflow platform complemented by a webhook in NodeJS and integrated with the Telegram instant messaging platform. In Brazil, blood donation is a voluntary practice that requires motivation, availability and interest on the part of the donor. Socorro seeks to promote regular donation, allowing donors to access their donation history, receive reminders about the availability of donating again, form donation groups with friends. It also creates a communication channel between the blood center and the user to invite specific blood types seeking to enhance the donor experience. In the case study presented in this research, we also sought to demonstrate the implementation of specific usability heuristics for chatbots in interactions carried out by Socorro. Conversation robots have significant potential to accomplish tasks normally performed by graphical interfaces, the implementation of this type of solution can bring benefits to users in terms of familiarity, practicality and routine, since it uses instant messengers, solutions that are already in common use.
Inspecting the Accessibility of Instant Payment Systems from the Perspective of Low Literacy People

Digital banking services are embedded in people’s daily lives. Despite this, these services are not accessible to everyone for various reasons, especially for people with low literacy. The objective of this work was to develop a method of accessibility inspection in instant payment services, and the examination was directed toward the public mentioned before. For this reason, an inspection was carried out in five Brazilian banking applications, guided on design considerations based on the literature and case studies applied in the contexts of a riverside community and around elderly people with less experience of digital technology. The results found in the inspection indicate how much the design considerations are satisfied, not satisfied, and partially satisfied in the inspected applications. Additionally, it was possible to review and evaluate design considerations and propose improvements aimed at professionals who intend to develop accessible digital banking services.
An Analysis of Authorship and Co-authorship Networks in the Papers of Two Relevant Events in the Brazilian Computing Scenario

This work presents the results obtained by an undergraduate student who, throughout their studies, conducted research at the Brazilian Symposium on Human Factors in Computing Systems (IHC), the main national conference in the Human-Computer Interaction field, where bibliometric techniques were applied to investigate this conference scientifically. During the research, a series of studies on IHC were developed, ultimately serving as the foundation for the undergraduate thesis, which analyzed two relevant events in the Brazilian Computing scenario, namely, the IHC itself and the Workshop on Requirements Engineering (WER). The research presented in this work brings several contributions about the achieved results for the two analyzed communities, but especially for the IHC, which was the central point of the research. The methodological contribution of this work is also worth mentioning, as it was the final research challenge. At this stage, the methods of the studies developed for IHC were adapted and applied in the context of WER, demonstrating, therefore, that the methodological foundation built over the years is robust and flexible enough to be used and adapted by other researchers in different contexts.
Technologies for Hedonic Aspects Evaluation in Text-based Chatbots: A Systematic Mapping Study

Many studies present and evaluate daily-use technologies ranging from information to conversational systems. One of the technologies that have attracted the attention of researchers is chatbots through text or voice messages. In particular, User eXperience (UX) has been pointed out as one of chatbots leading aspects of evaluation. UX evaluation involves pragmatic and hedonic aspects. The first deals with the usability and efficiency of the system, while the second considers aspects related to the originality, innovation, beauty of the system, and the user’s psychological well-being. Although there are previous studies on usability evaluation and human-computer interaction in conversational systems, the absence of specific works that consider the hedonic aspects of UX in chatbots is evident. Therefore, this paper presents a Systematic Mapping Study investigating UX evaluation technologies (questionnaires, methods, techniques, models, among others) from the hedonic aspect of chatbots. We focused our investigation on studies with chatbots that are activated through text, although they may be able to display click interactions, videos, and images in addition to written text. We discovered 29 different technologies used to evaluate hedonic aspects of UX in chatbots, and the most frequent aspect found is trust. Our study provides relevant data on the researched topic, addressing the specific characteristics of human-chatbot interaction, such as identity and social interaction. Moreover, we highlight gaps in the hedonic aspect evaluation in chatbots, such as a few works investigating the assessment of user emotional state.
Evaluating a MALTU Extension for UbiComp and IoT Systems

In the Ubiquitous Computing (UbiComp) and Internet of Things (IoT) paradigms, systems have certain specific quality-of-use characteristics that traditional Human-Computer Interaction (HCI) evaluation methods may not be able to address, such as context-awareness, invisibility, attentiveness, calmness, mobility and synchronicity, considering that most HCI assessments were generally created to evaluate desktop systems. MALTU model evaluates usability and user experience based on comments left by users on social systems (e.g. Amazom, Mercado Livre, Facebook forums). This work presents an extention in the model to adress these quality characteristics. Before proposing the extension, three evaluations were peformed with the original MALTU. Then, three evaluators performed two evaluations each on the same smart device: the first was the application of the extended MALTU, and the second was a heuristic evaluation using a specific set of heuristics for UbiComp systems. After that, a focus group was held in order to verify if the extended MALTU was capable of identifying typical problems of ubiquitous devices considering its quality characteristics. The results indicate that the extension was able to identify interaction problems in ubiquitous devices, mainly related to usability and user experience, even with difficulties in understanding the concepts of quality characteristics of ubiquitous and IoT systems.
How HCI concepts are used in articles featuring interactive digital arts: a literature review.

Technological advancement has enabled the creation of new forms of digital art. Consequently, interactive digital art is becoming increasingly common. Additionally, some artists are concerned with the human aspects of the audience and their experiences, such as the feelings and emotions evoked by their artworks. As a result, there is a strong relationship between this type of art and human-computer interaction (HCI), which aims to understand the use of interactive systems in a specific context.This work presents a systematic literature review with the objective of identifying the HCI concepts present in the selected articles from the review. It aims to assist future research that seeks to comprehend how articles on interactive digital art utilize HCI concepts, and also to identify the most recurrent types of interactive digital art. Furthermore, it provides insights for the emergence of future research in relatively unexplored areas.
A Tool-Supported Approach to Adapt Web User Interfaces Considering the Emotional State of the User

The field of Human-Computer Interaction aims at developing computational systems that place the user at the center of the their development, so he/she can have the best experience when interact with the final solution. When it was acknowledged that emotions affect the relation of the individual with what surrounds him/her, scholars began to measure these emotions based on instruments that had been developed over the years. It should be emphasized that emotions can be seen as a composition of five components – physiological reactions, subjective feeling, motor expression, cognitive appraisals and behavioural tendencies. It is believed, therefore, that evaluating more than one component could bring results with greater correctness. Although some studies already measure the user’s emotional state to promote the adaptation of user interfaces and promote a better interaction experience, few worry about leading the user to achieve a desired emotional state. This work presents a new version of UIFlex [10], UIFlex 2.0. The previous version is presented as a Google Chrome plugin and it is responsible for providing interface adaptations to improve the accessibility of web pages. To do so, authors created rules of adaptation in JSON (JavaScript Object Notation) format that “injected” code into the web pages. The new proposed version brings together two major changes: (1) the architecture of the solution, which is now based on the MAPE-K model (Monitor-Analyse-Plan-Execute over a shared Knowledge) [20]; (2) new user interface adaptation rules in order to provide color change in it according to theoretical studies published previously. Finally, a double blind experiment was conducted with 44 users in which two tasks were proposed – reading and transcript – on pages with the plugin enabled. Participants of the experimental group had access to UIFlex 2.0 as participants of the control group used UIFlex 3.0, which did not perform any adaptation. Both groups had the majority of participants reaching the desired emotional state – as can be seen in the generated incidence graphs. In addition, the Chi-Square statistical test was applied, which denied the alternative hypothesis. Thus, it is suggested that new rules be developed so that there are a greater number of changes to interface elements.
AuriCheeks: Assistive Technology to Assist in Desktop´s Navigation

With the increasing effectiveness of various technologies, several devices have been introduced to help people in their daily lives. In this study, we present AuriCheeks, it functions to aid tetraplegics or amputees in navigating on desktop computers, and it is a combination of an ear-worn equipment with the functions of a mouse. It has sensors that capture the movements of the user’s head and process this data in real time. We conducted a performance evaluation and observation. In our findings, we managed to reach a sensitivity rate of 80%, specificity of 76.66%, and a precision level of 77.41%.
Towards alterity in interaction codesign

Codesign is an approach that seeks the active participation of all stakeholders, including end users, valuing their contributions and considering their needs and experiences. However, a common challenge in codesign is the issue of alterity, which involves awareness and consideration of differences among people. Alterity is crucial to ensure the inclusion and relevance of design solutions for all involved parties. One of the problems related to alterity in codesign is the marginalization or lack of adequate representation of certain voices. This can lead to solutions that do not meet the needs of all users. It is essential to address this issue by including different perspectives, active listening, and consideration of the needs of diverse groups, aiming for alterity and accessibility throughout the design process. This paper presents examples of how alterity can or cannot manifest in interaction codesign processes, even when equitable participation is prompted and encouraged. As a methodology, we will use the Semio-Participatory Interaction Design Process (SPIDe) as a codesign process in two different implementations.