Reviewerly/exHarmony huggingface dataset:
The Effect of Paper Dolls on Literacy Ability in Elementary Students through Diferrentiation Learning

This study aimed to determine the effect of paper dolls as a storytelling medium on literacy skills in elementary school students. Students consider that literacy is not essential, resulting in low interest in reading students and the impact of online learning; parents do not support student literacy, so students' literacy skills still need to be improved. This study uses a quantitative approach with a Pre-Experimental research design with the One Group Pretest Posttest Design type. The population of this research is elementary school students in Pati, Central Java. Data collection techniques using test techniques. The research data was examined through the normality test, homogeneity test, hypothesis testing, and n-gain test. The results showed that the effect of paper dolls as a storytelling medium on elementary school students' literacy skills was significant change. This can be seen from the increase in value after being given treatment in the form of using paper doll media as a storytelling medium which has increased. The lowest score in the pretest data was 40, and in the posttest data, it increased to 47, while the highest score in the pretest data was 67, and in the posttest, it increased to 97. The results of the data normality test obtained the sig value data in the pretest value of 0.102, and the sig value in the posttest value is 0.130 or greater than 0.05. So the data has a normal distribution. The paired sample mean difference test results showed an equal variance assumed value of 0.000. The decision was made based on the significance value; the result was a significance value of 0.000 &lt;0.05, so Ho was rejected, meaning there was a difference in the average score between the pretest and posttest. Suggestions in this study are that students are expected to be able to optimize their literacy abilities.
IoT-based Health Risk Monitoring System for Immediate Medical Response

We discussed the development of a health monitoring system involving a wearable health monitoring device, website, and application. The system monitored vital signs such as body temperature, heart rate, and oxygen level wherein all data is stored in the respondent’s profile. An area mapping was also included in the system where all respondents are pinpointed in a map with designated colors for classification of severity of infection. Results showed that the measurements of the created device yielded 99.43% accuracy for body temperature, 99.59% accuracy for oxygen level, and 99.85% for heart rate. The area mapping was also done with the help of Google Maps API where a specific local area was focused and shows all pinpoints.
Pilot Study on Gaze-Based Mental Fatigue Detection During Interactive Image Exploitation

Human mental fatigue occurs during various tasks due to increased load and time-on-task. As it might impair human performance, it could be beneficial detecting it automatically and subsequently implement measures to mitigate fatigue. To accomplish this, mental fatigue has to be detected, preferably as unobtrusive as possible. Recent research proposes that remote eye-tracking could be a promising method. The background of this contribution is interactive image exploitation as it might occur in safety or security applications. We consider wide area motion imagery which typically covers several square kilometers and includes a huge number of tiny vehicles and persons. A human operator has to perform lots of search, zoom and pan operations in order to find relevant objects. We conducted a pilot study (N = 20 non-expert image analysts) where subjects preformed several basic image exploitation tasks. During the sessions, we collected their gaze data using a 500 Hz eye-tracker. From the recorded gaze data protocols, we extracted saccadic and fixational gaze parameters using the I-VT algorithm. Mean and maximum saccadic velocity as well as mean saccadic amplitude decrease over time. This corresponds to findings by the research community in terms of observed gaze behavior under mental fatigue. However, the effects are small and need confirmation by future work.
Security and Privacy in Academic Data Management at Schools: SPADATAS Project

The introduction of cloud technology in educational settings over the past ten years has enabled organizations to embrace a data-driven decision-making paradigm. Schools and colleges are undergoing rapid digital updating procedures due to the use of outside technological solutions in the cloud, affecting how students learn and are taught. Regarding data, teaching and learning processes are improved by technology that gathers and analyzes student data to present useful information. With this technological shift comes the pervasiveness of data thanks to cloud storage. This means that in many instances, outside the purview of schools and universities, certain actors may gather, manage, and treat educational data on private servers and data centers. This privatization allows data leaks, record manipulation, and unwanted access. To help primary and secondary schools understand what data-driven decision-making entails for an educational institution and what problems with data fragility are related to current educational technology and data academic management, the current paper outlines the main goals of the SPADATAS project, its organizational structure, and its key issues. It also offers tools and frameworks to safeguard the privacy, security, and confidentiality of students' data.
The Relationship Between Pauses and Emphasis: Implications for Charismatic Speech Synthesis

Animated voice is engaging, memorable, and entertaining. It is also an important aspect of charismatic behavior. For animated voices, the variations in speed, intensity, and intonation play a role in the perception of charisma. Changes in speed give rise to pauses. And speakers, especially charismatic ones, often use the silence created by pauses to contrast with the emphasis to follow, such as the words spoken with high intensity. How can we realize such behaviors in a virtual character? In this paper, we discuss our work toward the synthesis of charismatic speeches. We collected voice recordings of a tutorial on the human circulatory system in both charismatic and non-charismatic voices using actors from a crowd-sourcing platform. Those recordings were then annotated for occurrence of emphasis. In this paper, we present the analysis of the pauses and emphasis of charismatic and non-charismatic voice recordings, and discuss how they relate to each other and how such findings can inform the synthesis of charismatic speeches for virtual characters.
Proposing Gaze-Based Interaction and Automated Screening Results for Visual Aerial Image Analysis

Visual aerial image analysis occurs in various application domains. Recently, high-resolution optical sensors became more and more available. This results in more captured image data and increased workload for the human expert image analysts. In this contribution, we address the situation of a human operator performing a visual screening task in aerial images in order to find certain vehicles. This task is common in the safety and security domain. Based on discussion with expert image analysts about typical image analysis challenges, we implemented an experimental system in order to investigate whether gaze-based interaction and automated image exploitation would provide an appropriate and efficient user interface. The system provides (1) screening results generated from an automated screening algorithm and (2) gaze-based interaction using a low-cost remote eye-tracker and a keyboard for panning/zooming the image as well as for selecting/framing of targets. The results of a pilot study (N = 12 non-expert image analysts) show, that the availability of automated screening results reduces error rates, completion time and perceived workload (NASA-TLX). Ratings of the gaze-based interaction using the ISO 9241–411 questionnaire are good to very good, except for eye strain for users with glasses.
Using Virtual Reality to Evaluate the Effect of the Degree of Presence on Human Working Memory Performance

Background This research utilizes Virtual Reality as a non-conventional, informal educational setting to measure the impact of presence on human working memory performance. Many researchers have assessed human working memory and working memory performance (WMP) by computerizing a task and calculating the participant's score. Objective In this work, we investigate the impact of the degree of presence on working memory performance. First, we evaluate the user's feeling of being in the environment (i.e., presence), and then we investigate the correlation between WMP and presence. Method Participants experienced three presence levels (desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR)) and conducted the same working memory task (N back task) in each environment. Result Our results show that the presence level significantly affects participants' mean scores. Likewise, it has a significant impact on the participant response time. Hence, the participant score increases as the presence level increases, and the response time decreases as the feeling of presence increases.
Wayfinding and Navigation in the Outdoors

Persona development in human-centered design processes is mostly done in a qualitative process involving procedures like interviews, focus-groups and workshops. These are methods that are criticized for being prone to biases, as not being based on rigorous empirical data and for using small and possibly non-representative populations. Quantitative approaches are an alternative or supplement to qualitative methods. Through a survey (n = 693) we have investigated how people navigate and find their way in the nature. The questionnaire contains questions on demographics, activities, and wayfinding behaviors when out in the nature. The study's aim was twofold: First we wanted to investigate the use of a quantitative approach for exploring user behaviors and attitudes when having access to a sufficiently large data material. Secondly, we wanted to provide for persona-development for way-finding systems used in the nature. The methods applied in this study is a combination of Principal Component Analyses (PCA) and Cluster Analyses (CA). Based on these methods three factors where identified, which again lead to three clusters of respondents. The study concludes that when having access to quantitative data as we managed to have in this study, the combination of PCA and CA is an efficient and precise way to describe requirements and develop Personas. Results also indicate significant effects of demographic variables like age and gender for technology preferences. as well as for confidence in abilities when navigating and finding the way in nature.
An interpretable attention branch convolutional neural network for identifying geochemical anomalies related to mineralization

Geochemical anomalies play a crucial role in geochemical prospecting as they directly indicate the existence of mineralization. Deep learning algorithms (DLAs) have received increasing attention in the domain of multivariate geochemical anomaly recognition due to their extraordinary ability to extract complex and nonlinear geochemical patterns. However, the black-box nature inherent in DLAs typically prevents one from understanding the potential operational mechanisms behind the recognition procedure, resulting in lack of confidence in the identification results. In this study, visualization techniques and attention mechanisms were integrated into a convolutional neural network (CNN) as an attention branch in order to construct an interpretable attention branch convolutional neural network (ABCNN) model for geochemical anomaly identification. Specifically, the class activation mapping was applied to visualize the spatial features extracted by the model and to identify important regions during model inference. The attention mechanism was further incorporated into a CNN to generate attention maps for enhancing spatial features associated with mineralization and interpreting the recognition results based on attention weights. A case study for identifying multivariate geochemical anomalies linked to Au polymetallic mineralization in the western Henan Province of China was presented to illustrate and validate the feasibility of the ABCNN model. The geochemical anomalies delineated by the ABCNN model coincide well with known gold deposits and ore-controlling geological features. The comparative studies between the ABCNN and a traditional CNN further manifested that the incorporation of an attention mechanism can both effectively improve the model interpretability and performance.
Identification of document paper using hybrid feature extraction

Abstract Document forgery is a significant issue in Korea, with around ten thousand cases reported every year. Analyzing paper plays a crucial role in examining questionable documents such as marketable securities and contracts, which can aid in solving criminal cases of document forgery. Paper analysis can also provide essential insights in other types of criminal cases, serving as an important clue for solving cases such as the source of a blackmail letter. The papermaking process generates distinct forming fabric marks and formations, which are critical features for paper classification. These characteristics are observable under transmitted light and are created by the forming fabric pattern and the distribution of pulp fibers, respectively. In this study, we propose a novel approach for paper identification based on hybrid features. This method combines texture features extracted from images converted using the gray‐level co‐occurrence matrix (GLCM) approach and a convolutional neural network (CNN), with another set of features extracted by the CNN using the same images as input. We applied the proposed method to classification tasks for seven major paper brands available in the Korean market, achieving an accuracy of 97.66%. The results confirm the applicability of this method for visually inspecting paper products and demonstrate its potential for assisting in solving criminal cases involving document forgery.
Research on detection techniques for pattern modifications of playing cards used in illegal gambling operations

Abstract We investigated pattern‐modified marked cards used in fraudulent gambling cases in Korea. These cards are printed with modifications to some of the repeated marks on the back, revealing the hand on the front and enabling fraudsters to deceive their victims. We proposed a method for identifying the modified part by first enhancing the card's color difference using an image processing technique and then calculating the similarity between the repeated basic patterns with a Siamese network. This method is fast and convenient, as it can determine the deformation with only 1 or 2 cards and can be implemented in mobile applications, allowing law enforcement officers to investigate quickly. The proposed method serves as a useful tool to aid document examiners in making judgments, as it does not require expensive equipment and effectively visualizes the alterations.
A Metaverse Interactive Experience Space Based on Oriental Prayer Culture

With the development and maturity of the new generation of information technology, the concept of the metaverse is becoming more and more popular. Major technology companies are investing a lot of money to create the metaverse [1], and governments around the world have also introduced policies to support the development of the metaverse industry [2]. As a product of the integration and development of various cutting-edge technologies [3], the metaverse can inject strong impetus into the development of economic and cultural industries. This research aims to combine the oriental prayer culture with the metaverse concept, to design an interactive space with an immersive experience, to provide people with a place for spiritual sustenance, and to explore a new direction for the development of the prayer culture industry, and to provide other cultures industry development inspiration. This study sorts out the development history of the metaverse and the current development status of virtual technology, analyzes the new characteristics of prayer culture in Chinese youth groups, understands user needs through questionnaires, collects user feedback, and verifies the interactive experience through scene simulation Interesting. The study concludes that the interactive experience space of the Oriental Prayer Culture Metaverse can be used in shopping malls, theme parks, and other public places to provide interesting and immersive interactive experiences for young groups mainly aged 18–35, which has great commercial value and is achievable.
Inner Voices: Reflexive Augmented Listening

This paper discusses the concept of reflexive augmented listening using three sound art projects realized by the authors as examples. Presenting a new take on the traditional soundwalk experience, two of the projects are location-specific and engage with historic events, and one of them employs machine learning to create an emergent form of location-specificity that adapts to the place where the audience is located. Facilitated by the custom-developed hardware platform of a combined sensor and transducer headset, the projects use a form of augmented reality that is focused on listening and the experience of sound and body movement in service of a reflexive engagement with historic events, space and sound. The paper discusses the conceptual, aesthetic and technological developments made in the realization of these projects. It contrasts the author’s approach with augmented reality experiences of current, predominantly visual, forms.
Realtime-3D Interactive Content Creation for Multi-platform Distribution: A 3D Interactive Content Creation User Study

With the recent reinvigoration of extended reality (XR) technology, including augmented and virtual reality (AR/VR), the potential of immersive technology to impact early adopters and the next generation of users is apparent. When combined with 3D visual content, real-time interactive tools can be applied across various media industries, from entertainment to studio set design. With this latest development, interest has been expressed in introducing new real-time 3D pipelines into multiple areas of the media industry. Likewise, the modern classroom employs various novel technologies to educate and inform tomorrow’s industry leaders. In the presented study, we explore the opinions of expert and novice users towards using XR technology, recording their previous experiences and knowledge of 3D technology, gathering information about their current needs and requirements, and reporting on the potential future XR. Furthermore, we provide further details on the current conditions and provisions of contemporary 3D visual artists and the perceived possible future of 3D content creation from a creative media industry and educational perspective. It is expected that this user-type-focused study will inform the design of new educational software for novice users and create new pipelines for real-time interactive content creation fro real-world applications.
Teamwork in Software Development and What Personality Has to Do with It - An Overview

Due to the increasing complexity of software projects, software development is becoming more and more dependent on teams. The quality of this teamwork can vary depending on the team composition, as teams are always a combination of different skills and personality types. This paper aims to answer the question of how to describe a software development team and what influence the personality of the team members has on the team dynamics. For this purpose, a systematic literature review ( $$n=48$$ ) and a literature search with the AI research assistant Elicit ( $$n=20$$ ) were conducted. Result: A person’s personality significantly shapes his or her thinking and actions, which in turn influences his or her behavior in software development teams. It has been shown that team performance and satisfaction can be strongly influenced by personality. The quality of communication and the likelihood of conflict can also be attributed to personality.
Gender Effects on Physical Contact in Social VR

Despite increasing research on user perception, action, and behavior via avatars in virtual spaces, few studies exist on user behavior on social virtual reality (VR) platforms. We focus on physical contact, the most fundamental mode of human communication, and investigate the effects of gender factors on physical contact among social VR users in a virtual space. Using VRChat, a social VR platform, as a field, we collected data for 168 general users by observing their responses when a confederate approached them. We analyzed three factors: the apparent gender of the avatar of the interaction partner (2 levels: male and female), the actual gender of the interaction partner (2 levels: male and female), and whether their natural voice is used (2 levels: with and without voice). The results showed that when the actual gender of a user’s interaction partner was female, the user had more frequent and intimate physical contact, such as hugging and patting the head. In contrast, the apparent gender of the avatar of the user’s partner did not affect the frequency of physical contact. Furthermore, users had more frequent physical contact when not speaking than when speaking with their natural voice. These results suggest that the actual gender of a partner affects user behavior more than the apparent gender of the partner’s avatar.
Voice Controlled Devices: A Comparative Study of Awareness, Ownership, Usage, and Reservations Between Young and Older Adults

The utilization of voice commands as a means of device control has gained widespread acceptance in consumer technology. Implementing Apple’s voice interface Siri in smartphones has significantly increased voice interface popularity among young and older adults. This article presents a comparative analysis of two similar studies: one conducted on young adults (aged 14-40) and the other on older adults (aged 55+) in Germany from Juli/August 2020, examining their familiarity with Voice Controlled Devices (VCDs), device ownership, usage, and reservations. The comparison shows, that 96% of young adults and 59% of older adults were aware of VCDs. 87% of young adults and 43% of older adults knowingly own a VCD. Out of those who knowingly own a VCD, more older adults (45%) use the VCD frequently (at least once a week) than young adults (20%). However more young adults (68%) than older adults (64%), who knowingly own a VCD, have used a VCD at least once. The main difference for non-usage between the both population groups lies in the fact that the older adults believe not to be able to operate VCDs (35%), while only 7% of the young adults think they are not able to operate VCDs. Further, older adults are more afraid of fraudsters (52%) than young adults (32%). However, young adults expresses more concerns, of being surveilled (76%) than older adults (61%).