Reviewerly/exHarmony huggingface dataset:
Math Education with Large Language Models: Peril or Promise?

The widespread availability of large language models (LLMs) has provoked both fear and excitement in the domain of education.On one hand, there is the concern that students will offload their coursework to LLMs, limiting what they themselves learn.On the other hand, there is the hope that LLMs might serve as scalable, personalized tutors.Here we conduct a large, pre-registered experiment involving 1200 participants to investigate how exposure to LLM-based explanations affect learning.In the experiment's learning phase, we gave participants practice problems and manipulated two key factors in a between-participants design: first, whether they were required to attempt a problem before or after seeing the correct answer, and second, whether participants were shown only the answer or were also exposed to an LLM-generated explanation of the answer.Subsequently, all participants were tested on new test questions to assess how well they had learned the underlying concepts.Overall we found that LLM-based explanations positively impacted learning relative to seeing only correct answers.The benefits were largest for those who attempted problems on their own first before consulting LLM explanations, but surprisingly this trend held even for those participants who were exposed to LLM explanations before attempting to solve practice problems on their own.An accompanying qualitative analysis revealed that these boosts in performance were indeed due to participants adopting the strategies they were shown, and that exposure to LLM explanations increased the amount people felt they learned and decreased the perceived difficulty of the test problems.
Continuous-Time Model Identification of the Subglottal System

Mathematical models that accurately simulate the physiological systems of the human body serve as cornerstone instruments for advancing medical science and facilitating innovative clinical interventions. One application is the modeling of the subglottal tract and neck skin properties for its use in the ambulatory assessment of vocal function, by enabling non-invasive monitoring of glottal airflow via a neck surface accelerometer. For the technique to be effective, the development of an accurate building block model for the subglottal tract is required. Such a model is expected to utilize glottal volume velocity as the input parameter and yield neck skin acceleration as the corresponding output. In contrast to preceding efforts that employed frequency-domain methods, the present paper leverages system identification techniques to derive a parsimonious continuous-time model of the subglottal tract using time-domain data samples. Additionally, an examination of the model order is conducted through the application of various information criteria. Once a low-order model is successfully fitted, an inverse filter based on a Kalman smoother is utilized for the estimation of glottal volume velocity and related aerodynamic metrics, thereby constituting the most efficient execution of these estimates thus far. Anticipated reductions in computational time and complexity due to the lower order of the subglottal model hold particular relevance for real-time monitoring. Simultaneously, the methodology proves efficient in generating a spectrum of aerodynamic features essential for ambulatory vocal function assessment.
Differential Equations and Dynamical Systems

Mathematical modelling of real world phenomena usually requires an understanding how a system evolves over time. If the change is continuous over time, then a differential equation can be used to model the system.
USE OF TECHNOLOGY PARK AND QUANTORIUM RESOURCES IN THE EDUCATIONAL ACTIVITIES OF SCHOOL

Analytical information on conducting advanced training courses education system workerson the topic: “USE OF TECHNOLOGY PARK AND QUANTORIUM RESOURCES IN THE EDUCATIONAL ACTIVITIES OF SCHOOL” within the framework of the federal project “Use of Technopark and Quantorium resources to solve problems of transfer of digital educational technologies into teacher training programs” in accordance with the Agreement on the provision of subsidies from the federal budget for financial support for the implementation of the state task (additional agreement No. 073-03-2023-017 /4 from 08/04/2023)
Generation of High Quality Density Map Using USkipGAN

In intelligence video surveillance, crowd analysis tasks like counting are gaining much importance. It is applied in urban planning, traffic management, and avoiding untoward situations due to overcrowding. The main challenge lies in considering varying crowd sizes, distances, and features while precisely counting and building a high caliber density map. Considering the above challenges in the crowd, this paper presented UskipGAN architecture comprising Unet skip connection, Unet generator, and discriminator to construct a good quality density map. The Unet skip connection fabricated as an encoder-decoder structure executes semantic segmentation by including global and local spatial features. The unet generator concatenates input from the Unet skip connection to its varying kernel size to detect finer and more diverse details of the people. The resulting density maps are refined in the discriminator by deploying a binary entropy loss function. The observation is evaluated on the datasets of ShanghaiTech A, B, and UCFF_CC_50, having varied scenes and densities deploying mean square error (MSE) and mean absolute error (MAE) as metrics. The preliminary test proves the recommended model's effectiveness on the MSE metric on the above three datasets, and it outperforms on UCFF_CC_50 datasets.
Cybervictimology. Methods and Metrics

The article suggests the author's methods of assessing the victim’s potential of an individual on the Internet. These methods mean certain cognitive techniques and practical activities aimed at identifying two most important factors: firstly, the frequency and experience of cybervictimization an individual has (the retrospective level of cognition); secondly, the degree of the unrealized victim possibilities (the prospective level of cognition). For these purposes, appropriate diagnostic tools have been developed: a) a victimological questionnaire of Internet victims; and b) a scale of cybervictimization. The first one is aimed at describing facts of victimization in the Internet space, their registering and stating. The questionnaire is the fullest possible list of forms and types of cybervictimization from which the respondent can choose the ones he personally experienced. The second tool is a test method for diagnosing existing victimogenic trends that can be implemented in the future. The test was completed in the form of a standardized task covering four subscales (provoking behavior on the Internet, defensive strategies, digital immersion, and experience of cybervictimization). The answer to each of the questions is differentiated by the degree of depth of victimization of the individual, ranging from the highest degree to the degree close to zero.
Research of the computer model of the web service for testing knowledge

Testing is widely used as one of the methods of monitoring students' assimilation of knowledge and has a number of certain advantages over traditional methods of assessment. At schools and universities, tests can be used for monitoring and evaluate students' behavior, psyche, career guidance, or motivation. For a long time, paper tests have been used by educational institutions and private companies to assess student or employee performance. State exams and contests often include a multiple-choice test. Conducting such tests requires preparing a location for the test, spending time on checking and notifying students. Currently, there are a large number of different ways to monitor and evaluate knowledge. A tool for measuring a student's achievements is a properly designed test that corresponds not only to the subject of study, but also to its tasks and serves to develop a systematic approach to studying the discipline. Testing in educational institutions is used as a means of objective control of students' knowledge of the curriculum. Systematic monitoring of students' level of knowledge, on the one hand, determines the student's academic performance, and on the other hand, it is an indicator of the effectiveness of teaching methods and organization of the educational process. The inclusion of various forms of test tasks in the learning process motivates students to step up work on mastering educational material and forms a desire to develop their abilities. Comparing the testing performed with the help of paper questionnaires and online testing, it is obvious that online testing is much more effective. The computer models of web-based knowledge verification services have been investigated in this paper by using methods of statistical and computer modeling. The research of knowledge control methods has been carried out and it has been shown that the time required to create a test and analyze the results in the perspective system could be minimized by using the modern technologies in the field of web development. The choice of the system architecture and a specific set of technologies depends on the requirement of maximizing speed of the system-user interaction. The analytical component of the system should answer the users’ most popular questions concerning the test results. The results obtained provide the main characteristics for creating a computer model of a web service for testing knowledge.
Making A Real Connection: Pro-Social Collaborative Play in Extended Realities – Trends, Challenges and Potentials

Extended reality (XR) has emerged as new cutting-edge technology, encompassing augmented, virtual and mixed reality. Extended reality redefines and elevates the game user experience within immersive and blended environments and opens new horizons, not just for gaming but also for enhancing pro-social connections through collaborative play. This workshop is dedicated to charting the course of trends, identifying and dissecting challenges, and probing the potential inherent in pro-social collaborative play within extended realities. We invite researchers, designers, and practitioners to come together, offering a platform to showcase different approaches. The core objective is to foster the exchange of knowledge and rigorous research findings within this emerging field. By doing so, we aim to build a network and lay a robust foundation for the future implementation of collaborative play in extended reality, paving the way for its seamless integration into the scientific discourse and practice.
Through the Looking Glass: The Role of Virtual Mirrors in Shaping Empathy in Virtual Reality Perspective Taking

In this study, we explored the effect of seeing one's avatar in a virtual mirror during a virtual reality (VR) perspective taking experience. Participants were divided into two groups, with one experiencing the VR environment with the presence of a mirror showcasing their avatar and the other without. Results revealed that the sense of presence was comparable across both groups. However, a notable difference emerged in terms of empathy; participants who viewed their avatars in the mirror exhibited reduced empathic responses. These findings illuminate the nuanced dynamics of self-representation in virtual environments, suggesting that inducing self-awareness through a virtual mirror in VR might have unintended emotional consequences.
FridgeSort - Improving Fridge Sorting behaviour to reduce Food Waste through a Mobile Serious Game

Food waste in private households in industrialized countries is a growing concern. Inadequate food storage practices can lead to storing items in a way that leads to forgetting them until they become spoiled, increasing food waste. In this paper, we present FridgeSort, a serious mobile game that aims at teaching users how to sort their refrigerators with the underlying goal of reducing household food waste. The game was evaluated with 14 participants, and the results show that the participants were able to quickly learn the sorting method and recall it after an extended period of time. Overall, the results suggest that FridgeSort succeeded in teaching users how to sort a fridge that can be applied to the real world and lead to a reduction in food waste.
Developing an Emoji-based User Experience Questionnaire: UEQ-Emoji

Emojis are increasingly used in tools to evaluate user opinions, typically through happy-to-sad rating scales. We extended this concept by developing an emoji-based User Experience Questionnaire (UEQ), a well-established UX evaluation tool. Our design process involved selecting emojis corresponding to UEQ adjectives and creating bipolar emoji scales. The final tool covered 11 scales but could not represent the novelty subscale due to limitations of the emoji language. A comparative user study showed statistically similar results for 7 out of 11 scales between the emoji-based and word-based UEQs. Although the word-based version was preferred, our findings suggest that emoji-based scales can be a viable alternative for UX evaluation. Our work provides new insights into the potential and limitations of using emojis in UX research. Supplementary materials include a ready-to-use UEQ-Emoji form and an analysis tool.
Investigating the Effect of Material and Shape Abstraction on Object Recognition for Private Objects in Augmented Reality Environments

Shared Augmented Environments (AEs) introduce both opportunities and challenges in terms shared content and privacy. We present three abstraction techniques to balance privacy and context in collaborative Augmented Reality (AR) applications. We developed three abstraction techniques, polygon count reduction (PCR), blurring, and blurred PCR (BPCR). We conducted a study aimed to evaluate the effects of these techniques on object recognition in AR. Results indicate that altering shape and material significantly impacts the certainty and ability of object recognition, with variations observed across different object types. The implications of this research extend to the design and implementation of privacy-aware collaborative AR applications, emphasising the need to strike a balance between providing context and respecting user privacy.
Feel the Art: Digital, Tangible Postcards for Accessible Cultural Experiences

Access to art and cultural heritage is an important aspect of the well-being of humans. Within the BeauCoup project, we aim to create solutions to improve access to cultural heritage for older adults with and without impairments. In this paper, we present tangible, interactive postcards, which were developed in a user-centered design process within the project. These digital tangible postcards are a cheap, ubiquitous and easily transportable solution to make artworks - especially paintings - interactively accessible to people with visual impairments. We describe the developed solutions and will strive to discuss with the community the general concept, improvements and further application areas.
Pilots' Considerations Regarding Current Generation Mixed Reality Headset Use in General Aviation Cockpits

Pilots in non-commercial aviation have minimal access to digital support tools. Common 2D maps, displayed on tablets, are often the only digital information source that fails to adequately capture the 3D airspace and its surroundings, challenging the pilot's workload and awareness. In this work, we developed and tested a Mixed Reality (MR) prototype with twelve General Aviation (GA) pilots using a full-sized flight simulator environment. The prototype's demonstration showcased the capabilities of contemporary technology and its potential applications. Following the simulation, in-depth interviews were conducted with the participating pilots to discern their perspectives on integrating MR solutions into cockpit environments. The study revealed valuable insights into pilots' concerns, design prerequisites for future systems, and potential use cases. This work not only highlights the feasibility of MR implementations but also provides a foundation for the development of enhanced digital tools for GA, aiming to alleviate pilot workload and augment situational awareness.
Vasi-Light: Using Everyday Decorative Items as Smarthome Interfaces

In today's rapidly evolving technological landscape, the convergence of innovation and tradition has given rise to a fundamental question: Can we embrace the convenience of smart devices without sacrificing the aesthetics and emotional resonance of our cherished everyday objects? We help answer this question through our demo, Vasi-Light, a decorative vase enhanced with concealed sensors and conductive ink to allow end-users to control a smart bulb. Vasi-Light seeks to blend the beauty of familiar household items with the intelligence of modern technology. While a smart bulb and vase are used in the demo, the design process and technologies apply to various everyday object/smart appliance pairings and offer exciting opportunities for research into rich interactions with everyday objects and surfaces for future smart homes.
Glove Navigator for Skiing in the Mountains

Wearable displays can be helpful in the winter outdoors, where using a mobile phone is difficult due to gloves. In this paper, we explore the concept of integrating a graphical navigator display into a skiing glove. We created a prototype that was trialed on the slopes while snowboarding. After this, we organized a focus group with snowboarders and downhill skiers to evaluate the concept and wearable display use cases in the winter mountain context. The results emphasize use cases that focus on the awareness of group members for safety, navigation, and unobtrusive and simple design.
The Friend’s Egg: A Prototype for Spatially Aware, Interpersonal, Audiovisual Remote Communication to Maintain Friendship over Distance

Space is an essential part of social communication. The distance individuals choose when communicating with each other conveys non-verbal information and social signals. In remote, audiovisual communication, though, spatial information is hardly considered in the technical set-ups, often arbitrary and unequally perceived by the participants. In this article, we describe an audiovisual communication system that takes distance into account. Based on a display equipped with depth sensors, we divide the space into different zones and use human position in the room to enable interaction between remote participants. This way, the physical availability of a communication partner is imitated and distance between individuals can be used naturally to convey non-verbal information in remote set-ups.
Exploring the Design of Social Robot User Interfaces for Presenting Data-Driven Stories

Tabletop social robots are becoming increasingly common, not only as social companions but as presenters and orators of information. We present an exploration of utilizing robots as a multimodal presentation tool to communicate data-driven facts. Our exploration is inspired by the wealth of research on data videos (DVs) as these have become mainstream sources for swiftly conveying data-driven information to a mass audience. We first analyze 48 DVs that contain visible narrators (presenters who are visible in the video frames) as our source for understanding the techniques used to convey factual information via presenters. Twelve dimensions across four factors (presenter-grounded; narrative-grounded; viewer-engagement-related; and data-visualization-related) were identified. These factors were carefully arranged in designing presenters to engage the audience with the video content. We adapt these findings to the design of an expressive social tabletop robot that can communicate data-driven knowledge to its audience. Supported by four design sessions with expert content creators and designers, we provide nine design implications for designing multimodal presentations with an expressive tabletop social robot. We conclude with the possible application potentials of this unique data presentation modality.
Design and Field Study of Syn-Leap: A Symmetric Telepresence System for Immersion Switching and Walking Across Multiple Locations

Outdoor activities, such as traveling and sightseeing, become challenging to realize when individuals are geographically distant. This paper introduces Syn-Leap, a symmetrical wearable telepresence system designed to allow multiple users to explore outdoor settings while mutually sharing their environments. With Syn-Leap, users wear a 360° camera and AR glasses, allowing them to share their environment through video streaming while simultaneously viewing the videos of other users while walking outdoors. To investigate the experiences and communication generated by this system, we conducted a field study in Kyoto, Japan, focusing on tourism scenarios. The results revealed that participants could achieve a sense of walking together by seamlessly switching between exploring their own environment and viewing the video feeds of other users, occasionally overlaying the AR content from other users onto their own environment.
“Oh, could you also grab that?”: A case study on enabling elderly person to remotely explore a supermarket using a wearable telepresence system

This paper describes a case study wherein we realized a novel remote shopping experience by using T-Leap, a wearable telepresence system with an integrated 360° camera, to connect a supermarket in the city center with elderly participants living far from the store. The participants of our case study operated T-Leap via a PC/tablet and remotely joined a surrogate shopper to explore the supermarket and shop for products. In this study, we revealed that a real-time 360° view provides opportunities for accidental, serendipitous purchasing activities, despite being difficult for the elderly participants to control. Reflecting on our findings, we discuss the design of future remote shopping services from an HCI perspective. Our design implications will contribute to assisting people who have difficulties regularly shopping for their daily needs, like our participants, have rich, in-store experiences that have never been provided by existing online shopping services.