Reviewerly/exHarmony huggingface dataset:
Research on Intelligent Cabin (scenario) Design from the Perspective of Tangible Interactive Narratives

The intelligent cabin is a complex multi-scene spatial carrier that lacks a practical and reusable perspective in constructing its scene space and interaction actions, and design participants have fewer efficient visual presentation means to help understand this process. Narrative is a flexible approach, from the overall framework to the interaction feedback, to the dialogue interpretation of each character. The introduction of a narrative perspective on tangible interactions better restores the state of spatial interactions in the cabin and stimulates participants to think more deeply about the cabin concept, spatial location, and modes of interaction. In this article, we investigate the role that tangible interactive narratives play in the development of intelligent cabin scenarios. We show how participants can use these narratives to test the applicability and usability of conceptual ideas by engaging in realistic and coherent tangible interactive narratives.
Health Communication: An Investigation on Emoji, Perceived Visual Informativeness and Social Media Engagement

Compared with traditional channels of information dissemination, social media allow users to explore, to reveal and to share all kinds of information via web, reinforcing word spreading effect with such online interactivities. Convincing health information often contains clear data, distinct hierarchies and strong visual appeal. This study investigated how the application of emoji and design complexity affects social media engagement and the level of perceived visual informativeness of health information. We conducted an online experiment with a 2 (emoji: with versus without) X 2 (information design complexity: high versus low) between-subjects research. A total of 277 subjects participated in this study. Results show that, firstly, health information with emoji leads to higher social media engagement and perceived visual informativeness. Secondly, high complexity information was more convincing in terms of increasing perceived visual informativeness. Thirdly, a significant interaction effect was found on perceived visual informativeness between emoji and the design complexity of health information. In addition, visual symbols, such as emoji, are more meaningful in health information with higher design complexity than those without visual intervention or low complexity. The evidence from this study provides strategies for making visual information in health more persuasive and engaging.
Attention Military/Commercial Simulation Developers, Users, &amp; Trainers: Visually-induced or Motion-induced Sickness is not Necessarily More Severe for Women

Extended reality (XR), head-mounted displays (HMD), simulators, and advanced vehicle/teleoperation display-control systems show promise for augmenting job skills training or aiding mission decision-making among aviators, astronauts, ship handlers, emergency responders, etc. Unfortunately, such systems require unnatural sensorimotor integration which often induces motion-sickness and/or visually-induced motion sickness (VIMS). NATO and other groups are studying who is most vulnerable, which will inform system design and training protocols. A common assertion is that most studies find women far more susceptible to motion sickness/VIMS, and a recent article called one type of virtual reality (VR) “sexist in its effects.” We reviewed how many studies support the notion that women are more susceptible. We amassed the largest known sample of relevant literature involving direct empirical or survey studies of potential sex difference among studies of motion sickness or VIMS. To date, 76 relevant studies have been identified, among which only 37 (48.7%) are consistent with the assertion that women are more susceptible than men. Such findings require researchers, developers, and trainers to refrain from concluding a sex difference exists presently, especially since many studies are not tightly controlled. Premature judgments could harm military/workforce readiness, career prospects of women, and dissemination of useful technologies.
Cross-silo federated learning in enterprise networks with cooperative and competing actors

The performance and generalizability of AI-based enterprise applications depends on the quantity, quality, and diversity of training data. However, data usually exists in the form of data silos at individual sites. With cross-silo federated learning knowledge extracted from data silos that are distributed across multiple enterprises can be combined to improve the predictive performance of AI models without sharing and centralizing potentially sensitive raw data. The decentralized learning approach thus offers new privacy-preserving opportunities for cross-company collaboration, knowledge management, and the development of intelligent applications and services in federated enterprise networks. Since federated learning enables collaboration between both cooperating and competing companies, this literature review of application-based papers analyzes the differences in the design and strategic management of federated enterprise networks as a function of the actors' relationships.
Human Factors in Managing Strategic Funnels of Innovation

Nowadays business environment is influenced by continuous discontinuities and change. That leads to the need for a methodology that can be used to manage innovation activities in the longer run. For ensuring competitiveness in business, it is important to have more than one innovation project in funnel on various innovation phase running on it. Utilizing innovation funnels makes it easier to understand operations and allocate expertise to the right projects and manage the partnerships. Through systems thinking and conceptual progression model it is possible to manage several development projects interactively at the same time. The goal of this article has been to create a system model for continuous management of the outcomes of ideation and innovation activities. This article introduces strategic innovation methodology using innovation funnels executed by cohesion building opportunities in teamwork. A reference framework has been developed and used in implementation of innovation phases. This makes it possible to manage strategic innovation activities much better. Successful strategy- based innovation management by innovation funnels needs value- based approach and clear common innovation strategy, goal setting practice and innovation environment. Human centric aspect to teamwork and its workflow is essential in success. The article introduces as case study a proof-of-concept of the growth- based start-up business idea “Training of Working Dog's Handler” which was created in group- based free ideation. The digital twin and the gamified environment illustrate and present the training progression model, considering the needs of dog-specific training.
Security and privacy for interoperable organizations

There are organizations for whom interoperability is crucial for the accomplishment of their mission, such as in the areas of disaster management, security, and defense. However, those organizations also must comply with the constraints and rules for information security and privacy. The ISO 27001 provides a global standard framework to help organizations to protect their information in a systematic way, through the adoption of an information security management system. Furthermore, the ISO 27701, provides specific data privacy controls, allowing the organization to demonstrate effective privacy data management. A challenge organizations face is how to comply with information security and privacy policies and procedures together with the accomplishment of their mission. In this paper, we argue this can be achieved with an Enterprise Architecture (EA) framework. Particularly, the NATO Architecture Framework (NAF) provides a methodology to develop EA artifacts, however it lacks the tools amenable to enforce information security and privacy. In this paper, we propose the integration of ISO 27001 and ISO 27701 in NAF, in order that the EA artifacts delivered by NAF framework, could have embedded the information security and privacy principles by design.
Analyzing Social Presence Factors in Experience Design of Online learning

With the advancement of computer and Internet technology, online learning and hybrid learning have progressively become the new norm in education. The lack of interaction and communication in the experience design of online learning platforms has resulted in the forced weakening of the teacher's role, and the problem of lower student engagement and learning results has become increasingly evident which brings new requirements and obstacles to the design of online learning experiences.Since social presence has a direct impact on the effectiveness of online learning, which has been confirmed in the Col framework, this article will investigate user experience design in the context of online learning with the aim of enhancing users' social presence.User research methods, such as user interviews and questionnaires, are combined with theories associated with online learning to analyze the interaction experience design factors in the process of online learning, which are summed up as initial perception experience, learning process experience, and effect value experience. Second, the literature research technique is used to determine the formation mechanism and influencing factors of social presence: the formation of social presence depends on the triangle structure of "sociability-social presence-social space," and the mapping relationship of "social space orientation, perception of others, perception of self, evaluation of others and self, shared presence, perceived social presence" can be summed and promotes the formation of social space and social interaction in turn.The influencing factors, including control, sensory, distraction and realism, are what finally build the link between experience and design. This research constructs an experience design model for online learning from the perspective of social presence based on the aforementioned research methods, and utilizes it as a basis to guide the design process, which is verified by applying the social presence evaluation scale.Based on social presence theory, this study suggests a model for experience design for online learning to direct design procedures that can satisfy users' needs for online learning, promote social interaction in online learning, optimize the online learning experience, and enhance learners' engagement and learning motivation. It offers fresh perspectives and a framework for experience design in this situation.
Augmented Reality in Heat Stroke Emergency Medical Developing Design

Global temperature extremes have increased both the incidence and fatality rate of heat stroke, and the majority of cases take place outside of hospitals, without the assistance of medical personnel. People who work in manual labour ignore vital physiological signals and are unaware that heat stroke is happening, losing the crucial 30 minutes for rescue and risking permanent physical harm or death.The general public is unaware of the proper treatment for heat stroke, even though medical specialists can frequently recognize labour-related heat stroke rapidly. With the development of technology, augmented reality (AR) technology has been incorporated into a variety of industries, providing the medical sector with cutting-edge applications in the area of emergency care. Medical practitioners can swiftly and repeatedly exercise their medical skills by using the advantages of visual medicine when augmented reality technology is used in conjunction with applications for clinical training and practice. Numerous studies have adapted augmented reality technology into applications to help first responders make crucial ambulance decisions in increasingly complicated situations with a visual aid interface, improving the effectiveness of emergency care. In conclusion, this study focuses on how augmented reality technology may be used to create an interface that enables members of the general public to obtain care for heat stroke victims most quickly and effectively possible. This project adopts a Quality function Deployment to develop a user interface for heatstroke first aid that will satisfy users' demands and design criteria. The user interface is meant to give them a quick and easy way to understand how to manage heat stroke victims before they seek medical attention.
Relationship between Bird's-Eye View Cognition and Visual Search Behavior

In general, professional soccer players excel at situational judgment and express the game situation as if they are viewing the game from directly above the pitch.This cognitive method is called the bird's-eye view and is considered important for accurate situational judgment. It is also known that expert soccer players exhibit visual search behaviors specific to different situations, such as attacking, defending, and one-on-one play. Therefore, there is possibly a visual search behavior unique to bird's-eye view cognition. In this study, we investigated the effects of improvement in bird's-eye view ability on visual search behavior by using a training method involving virtual reality, which was already developed in a previous study. By revealing the visual search behavior specific to the bird's-eye view, we expect to develop a new training method that adds eye-gaze support. In this study, we developed a virtual reality-based bird's-eye view training system using the Unity game engine, a Head Mounted Display, and an HTC VIVE controller. The system consisted of a training task for training the bird's-eye view ability and a three-choice question for evaluating it. The training task consisted of three phases: showing a first-person video from the center of a soccer pitch, sorting player positions on a bird's-eye map of the pitch, and presenting the correct answers. First, we examined the effects of a training task on the bird's-eye view ability in a system. The experiment was conducted on nine male subjects aged between 20 and 30. The subjects were divided equally into three groups. An experimental group was assigned the training task, control group 1 were showed the first-person video and were informed about the correct answers, and a control group 2 were only provided with the first-person video. The participants answered 10 three-choice questions as a pre-task, performed the training task 10 times, and answered 10 three-choice questions as a post-task. At the end of the experiment, the participants answered a questionnaire about their experience with sports, video games, and changes in their cognition. As a result, the experimental group and control group 1 performed better on the post-task than on the pre-task in training. In particular, the growth rate of the scores of the experimental group was higher than that of control group 1. This suggests that the participants may have acquired a bird's-eye view of cognition through training. In addition, in the questionnaire, two participants in the experimental group responded that they "stopped shaking their heads a lot”. This suggests that the improvement of bird's-eye view ability may have influenced the visual search behavior. Next, we conducted an experiment to investigate the relationship between bird's-eye view cognition and visual search behavior based on eye-gaze information and head movements during training. This experiment clarified the relationship between bird's-eye view cognition and visual search behavior, and is expected to lead to the development of better bird's-eye view training using eye gaze support.
Authentication of Video Feeds in Smart Edge Surveillance Networks

Large-scale Internet of Video Things (IoVT) based smart edge surveillance systems (SESS) become essential for smart cities because of the increasing demands on situation awareness (SAW). However, the rapid development in artificial intelligence (AI) technologies enables fake video/audio streams and doctored images to fool smart city security operators. Authenticating visual/audio feeds becomes the frontier defending the safety and security of residents, properties, and critical infrastructures. To date, due to the gap between the compute-intensive video processing technologies and the resource-constraints in the IoVT environments, there is a compelling need for lightweight, real-time, online video feeds authentication technologies. Starting with the background and fundamentals of IoT and video surveillance, this Spotlight Series book provides an overview of visual layer attacks on SESS and well-known video authentication technologies. Then, following an introduction to the Electric Network Frequency (ENF) signals, this book highlights an ENF-based audio/video authentication technology. Along with a detailed discussion on the rationales and principles, the False Frame Injection (FFI) attacks is selected as a case study that illustrates the system implementation and performance evaluation of the ENF-based video feeds authentication technology.
MANAGEMENT OF THE PERSONNEL POTENTIAL OF AN EDUCATIONAL INSTITUTION IN THE CONTEXT OF SYSTEMIC CHANGES IN THE ECONOMY

After the adoption of the Law on Education, educational institutions of large cities of Russia began to participate in market economic relations (tenders, exhibitions, etc.), practicing economic management models inherent in commercial structures. This trend has caused not only positive developments in the property provision of the educational process, but also difficulties in managing the labor potential of schools and other educational institutions. The article reveals the problematic issues of managing the labor potential of an educational institution and suggests a system of measures to reduce the severity of such problems.
Introduction

This chapter introduces the topic of conversational quality and motivates the use of simulating conversations to predict the quality in VoIP conversation scenarios. Based on this introduction, five research questions are presented that will be answered throughout the book. Finally, the structure of the book is outlined.
Novel Leading Approaches to the Digitalization of Professional Education: Best World Practices

This chapter describes the novel leading approaches to the digitalization of professional education in the course of the COVID-19 pandemic as well as in the post-COVID era. Moreover, it also assesses the world’s best practices applied in the field the digitalization of professional education. Our research represents the abundant resource for teachers looking for strategies, examples, and practical recommendations to deal with the challenges of teaching and lecturing in a digital and globalized age. Our results and outcomes can be used for managing classrooms, considering the race, improving literacy, teaching in the digital age, and much more. In particular, we argue that the leading approaches of the digitalization of professional education should be targeted to teachers and instructors who are eager to use technology for learning as best as they can. This chapter explores fundamental principles guiding effective teaching in an age where everybody, and especially the students who are being taught, is using modern digital information and communication technology. We issue a useful reminder to all teachers using digital tools in the education process which is not focusing on particular tools, but rather the ways these tools should be used to improve learning. Sometimes, this is exploring ways that digital technologies might improve the professional teaching practices for fostering sustainable education and sustainable economic development.
Pemanfaatan Kulit Pisang dan Daun Gamal sebagai Bahan Baku Mikroorganisme Lokal: Sosialisasi dan Pelatihan

Local Microorganisms (MOL) is a type of organic fertilizer that is environmentally friendly, inexpensive and easy to produce independently. The hope is that MOL can support organic farming so that farmers can produce agricultural products that are safe and healthy for consumption. MOL is known to have a variety of multipurpose microorganisms and is rich in nutrients. Therefore, this information is important to be disseminated to the millennial generation on various occasions including Community Service activities carried out by lecturers at universities. The target of this activity is the students of the public school, Vocational High School (VHS) 2 Kota Komba, which is located in East Manggarai Regency, East Nusa Tenggara Province. This activity aims to provide students with an understanding of the importance of environmentally friendly agriculture by utilizing forage and household waste as raw materials for making MOL and how to make it independently. The implementation of this activity is in the form of socialization and training. The socialization was carried out to provide theoretical knowledge to partners about the benefits and advantages obtained from MOL, then continued with training and direct assistance in making it involving 22 students. The training was conducted by dividing participants into 4 working groups (5‒6 people/group). The process of making MOL is carried out according to the work procedures that have been prepared. The results of the socialization, training and mentoring activities for making MOLs can add new insights and knowledge and form work skills for partners in making MOLs. This is shown by the active participation of the students in discussions and enthusiasm in the process of making MOL until it is successful.
The Communicative Asterisk as a Methodological Strategy for the Development of Complex Science in Basic Sciences, Social Sciences, and Humanities

The research delves into the use of the communicative asterisk as a strategy that allows to generate links between the different disciplines that make up science or knowledge in general, allowing then to understand a different dynamic of the use of concepts, terms or questions within any study in basic, natural, social and human sciences, In this order of ideas, four strategies are presented that allow the consolidation of the communicative process within the disciplines of knowledge that can also be applied in art, philosophy and technology depending on the use that is wanted to be given for the development of multiple fields of knowledge.
Protocol for a distributed smart building solution using semi-physical simulation

Honeycomb is a distributed smart building system that is robust, flexible, and portable. Here, we present a protocol that uses semi-physical simulation to construct a Honeycomb prototype. We describe steps for software and hardware preparation, as well as the implementation of a video-based occupancy detection algorithm. Besides, we provide examples and scenarios of distributed applications, including node failure and recovery. We further provide guidance on data visualization and analysis to facilitate the design of distributed applications for smart buildings. For complete details on the use and execution of this protocol, please refer to Xing et al.1