Reviewerly/exHarmony huggingface dataset:
Manipulation by Ocular Operations for Real-time Effect (MOORE): A Concise and User-Friendly Method for Eye-Based Interaction

The rapid development of information science and technology has significantly enhanced people's quality of life. Electronic products are now indispensable in both professional and daily contexts. However, there exists a segment of the population who suffer from movement disorders and diseases, limiting their ability to benefit from the convenience offered by technological advancements, especially in utilizing computer-based electronic products. Eye-tracking technology has emerged as a promising interactive method to address this challenge. However, the current mainstream eye-tracking applications (e.g., Windows’ built-in Eye Control software) exhibit limitations or insufficiency in terms of operation accuracy and user experience. To resolve these issues, this paper proposes a concise and user-friendly method based on eye-tracking technology to assist individuals with movement disorders in utilizing computers. The user experiments show that the present solution overperforms Windows’ built-in function. This approach offers a cost-effective and easy-to-learn solution, enabling this specific population to regain interactive control over computers and reintegrate into the modern information society.
Cascade: A Meta-language for Change, Cause and Effect

Live programming brings code to life with immediate and continuous feedback. To enjoy its benefits, programmers need powerful languages and live programming environments for understanding the effects of code modifications on running programs. Unfortunately, the enabling technology that powers these languages, is missing. Change, a crucial enabler for explorative coding, omniscient debugging and version control, is a potential solution. We aim to deliver generic solutions for creating these languages, in particular Domain-Specific Languages (DSLs). We present Cascade, a meta-language for expressing DSLs with interface- and feedback-mechanisms that drive live programming. We demonstrate run-time migrations, ripple effects and live desugaring of three existing DSLs. Our results show that an explicit representation of change is instrumental for how these languages are built, and that cause-and-effect relationships are vital for delivering precise feedback.
Cripping Data Visualizations: Crip Technoscience as a Critical Lens for Designing Digital Access

Data visualizations have become the primary mechanism for engaging with quantitative information. However, many of these visualizations are inaccessible to blind and low vision people. This paper investigates the challenge of designing accessible data visualizations through the lens of crip technoscience. We present four speculative design case studies that conceptually explore four qualities of access built on crip wisdom: access as an ongoing process, a frictional practice, an aesthetic experience, and transformation. Each speculative study embodies inquiry and futuring, making visible common assumptions about access and exploring how an alternative crip-informed framework can shape designs that foreground the creativity of disabled people. We end by presenting tactics for designing digital access that de-centers the innovation discourse.
Sign Spotter: Design and Initial Evaluation of an Automatic Video-Based American Sign Language Dictionary System

Searching unfamiliar American Sign Language (ASL) words in a dictionary is challenging for learners, as it involves recalling signs from memory and providing specific linguistic details. Fortunately, the emergence of sign-recognition technology will soon enable users to search by submitting a video of themselves performing the word. Although previous research has independently addressed algorithmic enhancements and design aspects of ASL dictionaries, there has been limited effort to integrate both. This paper presents the design of an end-to-end sign language dictionary system, incorporating design recommendations from recent human–computer interaction (HCI) research. Additionally, we share preliminary findings from an interview-based user study with four ASL learners.
A Reference GLL Implementation

The Generalised-LL (GLL) context-free parsing algorithm was introduced at the 2009 LDTA workshop, and since then a series of variant algorithms and implementations have been described. There is a wide variety of optimisations that may be applied to GLL, some of which were already present in the originally published form.
Comparing Locomotion Techniques in Virtual Reality for People with Upper-Body Motor Impairments

Although virtual reality (VR) is becoming increasingly popular and many interaction techniques for navigating virtual environments, known as “locomotion techniques,” exist, data regarding the accessibility of locomotion techniques for people with upper-body motor impairments do not exist, making it difficult to understand which locomotion techniques work well for users and why. To address this gap, we conducted a study with 19 participants with upper-body motor impairments who completed a navigation task in VR using six seated locomotion techniques. We collected task performance data and elicited participant feedback using questionnaires and interviews. We found that participants performed similarly well with three techniques that required one controller input, little to no upper-body movement, and had a low perceived workload: Teleport, Astral Body, and Sliding Looking. However, Teleport was consistently favored in interview responses and could be considered the best technique for this group of participants. On the other hand, participants performed similarly poorly with three techniques that required arm, head, and torso movement and also rated these techniques as having a high workload: Chicken Acceleration, Grab and Pull, and Throw Teleport. However, participants did not necessarily prefer or want to use the techniques with which they performed best or had the lowest perceived workloads. Factors such as enjoyment, exercise, and presence sometimes outweighed accessibility. This finding suggests that accessibility alone should not override all other considerations when designing or recommending locomotion techniques to people with upper-body motor impairments, and that users with disabilities should have a range of accessible locomotion techniques to choose from based on their preferences.
Understanding Peer-to-Peer Instructional Support in an Online Community for Blind Audio Producers

Exchange of peer-to-peer support in online Q&A communities plays an instrumental role in helping people learn and use complex software tools. While prior work has documented how disabled people support each other in finding accessible practices and workarounds in different contexts, research on understanding their participation in dedicated online Q&A communities has been limited. Through the analysis of 180 conversation threads consisting of 1140 posts in an online text-based Q&A community of blind and low-vision audio producers, we reveal various strategies members in this community use to formulate their queries and provide effective solutions regarding screen reader based navigation of complex graphical user interfaces. We reflect upon our findings to discuss the complexities blind and low-vision software users face in developing a shared understanding during collaborative troubleshooting through textual conversations and reimagine how online Q&A platforms could enhance peer-to-peer instructional support among screen reader users.
FingerSpeller: Camera-Free Text Entry Using Smart Rings for American Sign Language Fingerspelling Recognition

Camera-based text entry using American Sign Language (ASL) fingerspelling has become more feasible due to recent advancements in recognition technology. However, there are numerous situations where camera-based text entry may not be ideal or acceptable. To address this, we present FingerSpeller, a solution that enables camera-free text entry using smart rings. FingerSpeller utilizes accelerometers embedded in five smart rings from TapStrap, a commercially available wearable keyboard, to track finger motion and recognize fingerspelling. A Hidden Markov Model (HMM) based backend with continuous Gaussian modeling facilitates accurate recognition as evaluated in a real-world deployment. In offline isolated word recognition experiments conducted on a 1,164-word dictionary, FingerSpeller achieves an average character accuracy of 91% and word accuracy of 87% across three participants. Furthermore, we demonstrate that the system can be downsized to only two rings while maintaining an accuracy level of approximately 90% compared to the original configuration. This reduction in form factor enhances user comfort and significantly improves the overall usability of the system.
SignIt! An Android Game for Sign Bilingual Play

The Deaf or Hard-of-Hearing (DHH) community constitutes over 430 million people globally, with about 70 million of them using sign language as their primary means of communication. Learning sign language poses significant challenges, and researchers have explored the potential of digital games as educational tools for teaching sign language. However, existing educational games are limited to a narrow range of words and feature only single-player modes. Consequently, our objective was to design a sign language-based game that not only facilitates learning but also enables social gameplay and encourages user-generated content. In this work, we present SignIt!, an accessible quiz platform co-designed with the DHH community. SignIt! empowers DHH players to play sign language-based quizzes either individually or in competitive settings, as well as to create their own quiz content. Through a user study involving five DHH participants, we found SignIt! was deemed easy-to-learn, intuitive, and accessible by our participants. They expressed various motivations for using SignIt!, including passing time, learning quiz content, and connecting with friends.
Online Name-Based Navigation for Software Meta-languages

Software language design and implementation often involve specifications written in various esoteric meta-languages. Language workbenches generally include support for precise name-based navigation when browsing language specifications locally, but such support is lacking when browsing the same specifications online in code repositories.
Exceptions all Over the Shop: Modular, Customizable, Language-Independent Exception Handling Layer

The introduction of better abstractions is at the forefront of research and practice. Among many approaches, domain-specific languages are subject to an increase in popularity due to the need for easier, faster and more reliable application development that involves programmers and domain experts alike. To smooth the adoption of such a language-driven development process, researchers must create new engineering techniques for the development of programming languages and their ecosystems. Traditionally, programming languages are implemented from scratch and in a monolithic way. Conversely, modular and reusable language development solutions would improve maintainability, reusability and extensibility. Many programming languages share similarities that can be leveraged to reuse the same language feature implementations across several programming languages; recent language workbenches strive to achieve this goal by solving the language composition and language extension problems. Yet, some features are inherently complex and affect the behavior of several language features. Most notably, the exception handling mechanism involves varied aspects, such as the memory layout, variables, their scope, up to the execution of each statement that may cause an exceptional event—e.g., a division by zero. In this paper, we propose an approach to untangle the exception handling mechanism dubbed the exception handling layer: its components are modular and fully independent from one another, as well as from other language features. The exception handling layer is language-independent, customizable with regards to the memory layout and supports unconventional exception handling language features. To avoid any assumptions with regards to the host language, the exception handling layer is a stand-alone framework, decoupled from the exception handling mechanism offered by the back-end. Then, we present a full-fledged, generic Java implementation of the exception handling layer. The applicability of this approach is presented through a language evolution scenario based on a Neverlang implementation of JavaScript and LogLang, that we extend with conventional and unconventional exception handling language features using the exception handling layer, with limited impact on their original implementation.
Automatically Generated Supernodes for AST Interpreters Improve Virtual-Machine Performance

Abstract syntax tree (AST) interpreters allow implementing programming languages in a straight-forward way. However, AST interpreters implemented in object-oriented languages, such as e.g. in Java, often suffer from two serious performance issues. First, these interpreters commonly implement AST nodes by leveraging class inheritance and polymorphism, leading to many polymorphic call sites in the interpreter implementation and hence lowering interpreter performance. Second, widely used implementations of these interpreters throw costly runtime exceptions to model the control flow. Even though Just-in-Time (JIT) compilation mitigates these issues, performance in the first stages of the program execution remains poor.
Embodied Exploration: Facilitating Remote Accessibility Assessment for Wheelchair Users with Virtual Reality

Acquiring accessibility information about unfamiliar places in advance is essential for wheelchair users to make better decisions about physical visits. Today’s assessment approaches such as phone calls, photos/videos, or 360° virtual tours often fall short of providing the specific accessibility details needed for individual differences. For example, they may not reveal crucial information like whether the legroom underneath a table is spacious enough or if the spatial configuration of an appliance is convenient for wheelchair users. In response, we present Embodied Exploration, a Virtual Reality (VR) technique to deliver the experience of a physical visit while keeping the convenience of remote assessment. Embodied Exploration allows wheelchair users to explore high-fidelity digital replicas of physical environments with themselves embodied by avatars, leveraging the increasingly affordable VR headsets. With a preliminary exploratory study, we investigated the needs and iteratively refined our techniques. Through a real-world user study with six wheelchair users, we found Embodied Exploration is able to facilitate remote and accurate accessibility assessment. We also discuss design implications for embodiment, safety, and practicality.
Bhutanese Currency Recognition using Yolo

In the course of this research, we conducted an examination of Yolo V3 to test its capabilities as a currency recognition model. Accuracy score was used as the evaluation metric and the highest accuracy scored on the testing dataset was 91%. Key Words: Bhutan,currency
Motivation and Development of Cosmetology Skills for Female Prisoners of Class II B Bengkulu Detention Center by Utilizing Domestic Production Technology

Criminals or convicts placed in detention centers or prisons with the provisions of the law actually aim to provide a deterrent effect and provide religious understanding so that after the detention period is over they can behave better and not make the same mistakes. However, many of them, after leaving detention, no longer have the trust of the local community where they come from, so that it is difficult for these ex-convicts to get jobs and do not have the skills to become entrepreneurs. This is what makes ex-convicts lose confidence and even repeat the same mistakes. The method of delivering learning material uses a participatory learning approach by providing material and implementing practices. The implementation of this community service activity was carried out at the Bengkulu IIB Prison which was attended by 30 convicts. The Community Service Implementation Team has provided motivation and tips for success for prisoners, conducted cosmetology and beauty training based on the use of domestic production technology, and introduced other alternatives for sources of income such as the manufacture and marketing of organic masks intended for women. convicts as provisions in improving their health. skills at the Class IIB Correctional Institution of the Bengkulu Ministry of Law and Human Rights. Therefore, the service team hopes that from this service the prisoners will gain alternative skills in welcoming the prisoner's free period later.
Letter of reply to ‘Breaking a feedback loop: A reassessment of an investigator‐initiated <scp>OS‐AID</scp> study’ by Braune et al.

The peer review history for this article is available at https://www.webofscience.com/api/gateway/wos/peer-review/10.1111/dom.15323. Data sharing not applicable – no new data generated.
Smartphone Apps for Containing the COVID-19 Pandemic in Germany: Qualitative Interview Study With Experts Based on Grounded Theory

Smartphone apps, including those for digital contact tracing (DCT), played a crucial role in containing infections during the COVID-19 pandemic. Their primary function is to generate and disseminate information to disrupt transmissions based on various events, such as encounters, vaccinations, locations, or infections. Although the functionality of these apps has been extensively studied, there is still a lack of qualitative research addressing critical issues.We will demonstrate that the use of DCT presents a challenge due to the tension between continuous health monitoring and uncertainties related to transparency and user sovereignty. On one hand, DCT enables the monitoring of various risk factors, including data-based calculations of infection probabilities. On the other hand, continuous risk management is intertwined with several uncertainties, including the unclear storage of personal data, who has access to it, and how it will be used in the future.We focus on the German "Corona-Warn-App" and support our argument with empirical data from 19 expert interviews conducted between 2020 and 2021. The interviews were conducted using a semistructured questionnaire and analyzed according to the principles of grounded theory.Our data underscores 3 dimensions: transparency, data sovereignty, and the east-west divide. While transparency is considered an essential foundation for establishing trust in the use of DCT by providing a sense of security, data sovereignty is seen as a high value during the pandemic, protecting users from an undesired loss of control. The aspect of the east-west divide highlights the idea of incorporating sociocultural values and standards into technology, emphasizing that algorithms and data-driven elements, such as distance indicators, encounters, and isolations, are also influenced by sociocultural factors.The effective use of DCT for pandemic containment relies on achieving a balance between individual control and technological prevention. Maximizing the technological benefits of these tools is crucial. However, users must also be mindful of the information they share and maintain control over their shared data.
Machine learning and data analysis for word segmentation of classical Chinese poems: illustrations with Tang and Song examples

Abstract Words are essential parts for understanding classical Chinese poems. We report a collection of 32,399 classical Chinese poems that were annotated with word boundaries. Statistics about the annotated poems support a few heuristic experiences, including the patterns of lines and a practice for the parallel structures (對仗), that researchers of Chinese literature discuss in the literature. The annotators were affiliated with two universities, so they could annotate the poems as independently as possible. Results of an inter-rater agreement study indicate that the annotators have consensus over the identified words 93 per cent of the time and have perfect consensus for the segmentation of a poem 42 per cent of the time. We applied unsupervised classification methods to annotate the poems in several different settings, and evaluated the results with human annotations. Under favorable conditions, the classifier identified about 88 per cent of the words, and segmented poems perfectly 22 per cent of the time.
PhishReplicant: A Language Model-based Approach to Detect Generated Squatting Domain Names

Domain squatting is a technique used by attackers to create domain names for phishing sites. In recent phishing attempts, we have observed many domain names that use multiple techniques to evade existing methods for domain squatting. These domain names, which we call generated squatting domains (GSDs), are quite different in appearance from legitimate domain names and do not contain brand names, making them difficult to associate with phishing. In this paper, we propose a system called PhishReplicant that detects GSDs by focusing on the linguistic similarity of domain names. We analyzed newly registered and observed domain names extracted from certificate transparency logs, passive DNS, and DNS zone files. We detected 3,498 domain names acquired by attackers in a four-week experiment, of which 2,821 were used for phishing sites within a month of detection. We also confirmed that our proposed system outperformed existing systems in both detection accuracy and number of domain names detected. As an in-depth analysis, we examined 205k GSDs collected over 150 days and found that phishing using GSDs was distributed globally. However, attackers intensively targeted brands in specific regions and industries. By analyzing GSDs in real time, we can block phishing sites before or immediately after they appear.
Scene Responsiveness for Visuotactile Illusions in Mixed Reality

Manipulating their environment is one of the fundamental actions that humans, and actors more generally, perform. Yet, today's mixed reality systems enable us to situate virtual content in the physical scene but fall short of expanding the visual illusion to believable environment manipulations. In this paper, we present the concept and system of Scene Responsiveness, the visual illusion that virtual actions affect the physical scene. Using co-aligned digital twins for coherence-preserving just-in-time virtualization of physical objects in the environment, Scene Responsiveness allows actors to seemingly manipulate physical objects as if they were virtual. Based on Scene Responsiveness, we propose two general types of end to-end illusionary experiences that ensure visuotactile consistency through the presented techniques of object elusiveness and object rephysicalization. We demonstrate how our Daydreaming illusion enables virtual characters to enter the scene through a physically closed door and vandalize the physical scene, or users to enchant and summon far-away physical objects. In a user evaluation of our Copperfield illusion, we found that Scene Responsiveness can be rendered so convincingly that it lends itself to magic tricks. We present our system architecture and conclude by discussing the implications of scene-responsive mixed reality for gaming and telepresence.