Reviewerly/exHarmony huggingface dataset:
Research on Gesture Interaction Design for Home Control Intelligent Terminals

With the development of artificial intelligence, more and more attention has been paid to ho me intelligent terminal products. Compared with the common products, the family control intelligent terminal products are more complex in functional architecture and hierarchy, and the existing interactive gestures can not meet the functional requirements. The aim of this paper is to design a new interaction gesture for home control intelligent terminal. Analyzes the need and feasibility of using gesture interaction in this type of product and explores several factors that affect the accuracy of gesture interaction. We obtained user needs for product functions through questionnaire surveys, and then proposed four principles for gesture design for smart home products based on home control and designed a set of interactive gestures based on this criterion. Finally, we use Kinect V2 to perform gesture recognition experiments and issue a Likert scale questionnaire to obtain users’ subjective experience. The recognition rate of the gesture system is more than 80%, and it has good recognition ability. 0.5 m–4.5 m is the best recognition area. When the distance increases, the accuracy will decrease. However, due to the limitation of family space, there are few areas over 4.5 m. The subjective scores of users are over 9 points, indicating that the gesture system of the device has good recognition and user experience.
Developing a Data Analytics Toolbox to Support CPS-based Services

The fast growth of Cyber-Physical Systems (CPSs) has brought us new opportunities to benefit from ever-increasing quantities of data describing our environment and behaviours. These data have a strong potential to become the basis of novel innovative services and products. However, the nature of CPS data streams makes it challenging to apply known data analytics methods and tools in an efficient way. This contribution discusses these challenges and shows how they could be tackled. Specifically, we present the initial development of a Data Analytics Toolbox designed to deal with some of them, like the streaming nature of the information they provide, and the need for efficient filtering techniques. As a case study, we further describe an application of the toolbox based on a real business case, aimed at improving high resolution weather forecast models.
The Design and Development of a Custom Text Annotator

Researchers involved in work that entails annotation of text information are usually faced with the challenge of choosing an appropriate tool to use in their work. Such work usually involves establishment of an annotation scheme to guide the annotation exercise and the identification of a tool that matches the established scheme. The team may also be required to work with a huge team of annotators who may be geographically dispersed, and a huge dataset that needs to be annotated within a fairly short period of time. This paper seeks to demystify text annotators and to establish a simple approach for the development of a custom annotation tool based on a project specific annotation scheme. We also introduce an unconventional annotation approach that speeds up the annotation exercise without a significant loss of reliability.
Real-Time Motion Detection and Surveillance using Approximation of Image Pre-processing Algorithms

A typical computer vision task for surveillance may include the following step; Image Acquisition, Image Pre-processing, Image Enhancement, Image Segmentation, Feature Extraction and Identification of object. Each step in the pipeline is critical since poor performance at any stage may affect the overall result of a computer vision application. Among the steps indicated, the image pre-processing step is crucial for the performance of a model. However, the time taken by the pre-processing algorithms to complete their tasks generally contributes to the overall running time of a computer vision application. Various techniques and algorithms have been proposed to help reduce the time complexities associated with image pre-processing algorithms. Among the many algorithms are the Adaptive Approximated Median Filtering Algorithm for Impulse Noise Reduction, A Robust Median-based Background Updating Algorithm and Fast Generation of Image's Histogram Using Approximation technique for Image Processing Algorithms. These proposed methods used approximation of existing techniques to significantly reduce the time complexity associated with the algorithms. However, their resultant effects in the pipeline of a typical computer vision application had not been evaluated. This paper therefore evaluated the effectiveness of the algorithms on motion detection and movement tracking computer vision application. The experimental results indicate that these pre-processing algorithms can significantly reduce the overall running times for motion detection and scene boundary monitoring, and therefore can easily replace original ones for real-time motion and object tracking.
A Reconfigurable Implementation of Elliptic Curve Cryptography over GF ($$2^{n}$$)

In this chapter, a high-performance area-efficient reconfigurable design for the Elliptic Curve Cryptography (ECC), targeting the area-constrained high-bandwidth embedded applications, is presented. The proposed design is implemented using pipelining architecture. The applied architecture is performed using n-bit data path of the finite field GF ( $$2^{n}$$ ). For the finite field operations, the implementation in the ECC uses the bit-parallel recursive Karatsuba-Ofman algorithm for multiplication and Itoh-Tsuji for inversion. An improved Montgomery ladder algorithm is utilized for the scalar multiplication of a point. Balanced-execution data paths in components of the ECC core are guaranteed by inserting pipelined registers in ideal locations. The proposed design has been implemented using Xilinx Virtex, Kintex and Artix FPGA devices. It can perform a single scalar multiplication in 226 clock cycles within 0.63 $$\upmu $$ s using 2780 slices and 360 Mhz working frequency on Virtex-7 over GF ( $$2^{163}$$ ). In GF ( $$2^{233}$$ ) and GF ( $$2^{571}$$ ), a scalar multiplication can be computed in 327 and 674 clock cycles within 1.05 $$\upmu $$ s and 2.32 $$\upmu $$ s, respectively. Compared with previous works, our reconfigurable design reduces the required number of clock cycles and operates using fewer FPGA resources with competitive high working frequencies. Therefore, the proposed design is well suited in the low-powered resource-constrained real-time cryptosystems such as online banking services, wearable smart devices and network attached storages.
Applying Storycraft to Facilitate an Experience-Centric Conceptual Design Process

The design profession is shifting from designing objects towards designing for experiences, and the main premise of this paper is that designers need strategic guidance in bringing the emotional, contextual, and temporal aspects of experiences into discussion. Existing externalization strategies are not obviously equipped to help incorporate the transient characteristics of experiences into the designer’s creative thinking. In this paper, we propose that designers may be able to achieve this by including visual storycraft into their creative process. Storycraft is the skilled practice of generating/building stories. Stories and experiences share a sequential structure with a beginning, middle, and end that can be crafted and influenced through design to evoke and affect the emotions of their experientors. Several activities of designers are already very similar to those of professionals in storycraft, as the tools and techniques used in both domains are aimed at creating emotionally satisfying experiences. While harnessing the power of storycraft to elevate strategies in designing for experiences is an attractive idea, which has been embraced earlier by the design research community, it is not a proposal that can easily be put into practice. We have iteratively designed, evaluated, and improved Storyply as a method that combines ‘conceptual design’ and ‘story planning’. Our studies have confirmed that incorporating storycraft within conceptual design by means of Storyply resonated well with design teams and indeed helped them to discuss and frame ideas in an experience-centric fashion.
A Framework for System Interfacing of Voice User Interface for Personal Computers

Human Computer Interaction has changed significantly throughout the years. The introduction of the screen and keyboard gave rise to the command line interface. Subsequently, the Graphical User Interface (GUI) was introduced. However, the complexity of applications grew with the increase in the computing power of personal computers. The introduction of voice to interact with personal computers as the principal method of interaction was thus indispensable. Voice User Interface (VUI) is such an interfacing mechanism that makes use of auditory information (speech) provided by the user to interact with a computer. While proposing an architecture for a Voice User Interface we also propose a framework that can be used by a general VUI to integrate with the underlying Operating System. The framework overcomes the difficulty in interfacing with low-level system APIs and integrating multiple application software APIs.
Support Vector Machine Algorithm to Classify Instagram Users’ Accounts Based on Users’ Interests

Instagram is an application on smartphones used to share photos and videos of users' life events. Instagram saves users' time to arrange a post based on users' interests. However, users still have a problem with some post appears that they don't want to see it because it's less important to them. Also, users spend a lot of time when searches for a particular account from the list of following. In this project, we proposed the classification of users' accounts and using content recommendation which aims to classify Instagram users' accounts based on users' interests. We use Support Vector Machine (SVM) algorithm as a particular class of machine learning to classify Instagram users' accounts. Then it used to sort the following list and rank the post. Also, we use content-based recommendation system to rank the post under each classification by analysis of the user's practice. We provided an improvement method suitable for users' interests that preserve time, effort and to make the users feel enjoyable when using Instagram.
PISA: A Privacy Impact Self-assessment App Using Personas to Relate App Behavior to Risks to Smartphone Users

We present an educative self-assessment app intended to increase awareness of app-related privacy risks. The privacy impact self-assessment (PISA) app is intended to stimulate smartphone user reflection over risks of data sharing and data extraction from their smartphones. An interactive user interface performs an end-user targeted dialogue about apps using personas with a variety of vulnerabilities. The guided dialogue about threats is intended to engage the user’s reflection about own app risk. We describe the underlying model and interaction design, summarize the personas and discuss the user interfaces implemented in the app.
Sleeping with the Enemy: Does Depletion Cause Fatigue with Cybersecurity?

Cybersecurity training and awareness programs can act to exacerbate rather than improve the cybersecurity threat posed by naïve and non-malicious actions of employees [1, 2]. Employees report being unable to keep up with cybersecurity demands while also managing their core workload [1]. Cyber Fatigue is a weariness, aversion, or lack of motivation regarding cybersecurity [3]. It manifests due to overexposure to cybersecurity and a lack of available cognitive or workplace resources to cope with its demands. The current study examined the effect of non-attitudinal fatigue, which results from repetitive cybersecurity actions, on password-creation behaviour. Data collection involved an online experimental task and a set of standardised and adapted psychometric measures. Based on previous research [4, 5], cyber fatigue was induced in the two experimental conditions using a CAPTCHA task. The study was completed by 187 (97 male, 90 female) employed adult participants. However, we found no significant relationship between depletion and password creation behaviours. Our findings have important practical implications for interventions and provides insight for training aimed at improving employee behaviour.
Proposal of Kansei Communication Tool for SNS Based on Combining Verbal and Non-verbal Communication

In recent years, communication on chat via SNS has increased by the spread of information technology. Therefore, this research aims to verify the effectiveness and possibility of communication by converging Non-verbal and Verbal communication. To support more emotional communication, we propose an emotional communication tool combining drawing that is Nonverbal communication and voice that is Verbal communication. An experiment was conducted to clarify which degree of emotions sent by the messages on chat communication via SNS. And, the system of this research was proposed based on analyzing experimental results. In the future, this system will be essential for the users to communicate happily on SNS. Here is important to use them happily regardless of the ability of drawing and voice.
Experiential Instruction of Metacognitive Strategies

Learners often have metacognitive deficits that limit their ability to select material at appropriate levels in independent studying situations. The increasing prevalence of intelligent recommender systems can assume this role, while also fostering a kind of experiential meta-instruction. The creation of hybrid tutors (federated systems of both adaptive and static learning resources with a single interface and learning record store) provides an opportunity to test this experiential instruction of metacognitive strategies. As a test case, we examine the hybrid tutor ElectronixTutor, which has two distinct intelligent recommender engines corresponding to distinct use cases. Each of these constitutes a method of providing scaffolding to learners so that they can internalize the principled, theoretically informed reasons for the order of their progression through learning content. However, the learning described is speculative and requires evaluation. By examining expected efficacy, perceived efficacy, actual efficacy, and especially the relationships among these three concepts, actionable insights should arise pertaining to adaptive instructional system design, learning science generally, and other areas.
A Hybrid Approach for Clustering and Selecting of Cloud Services Based on User Preferences Evaluation

With the increasing use of cloud computing, it is very important for the Cloud users to analyze and compare performance of the Cloud services. Since Cloud services selection problem contains several conflicting criteria, it is considered as a multi-criteria decision making (MCDM) problem. On another side, one of the most popular unsupervised data mining methods is Clustering which is used for grouping set of objects. The contribution of this paper is to propose an approach based on clustering, Pareto Optimal and MCDM methods. Our approach allows users to specify the quality requirements of the cloud services they want to use. It consists of three steps: in the first step, we use the clustering, more precisely the artificial neural network, to minimize the very large number of cloud services on the Net. In the second step, we apply Pareto Optimal algorithm to select non-dominated services. Finally, in the third step, we use the weights provided by the user to select the most appropriate cloud service for these requirements. To demonstrate the effectiveness of the proposed approach, a case study is presented.
Estimating Immersed User States from Eye Movements: A Survey

The cognitive state of a person affects their task performance and learning success. This holds particularly for immersed states like flow and immersion. Hence, estimating immersed user states appears useful for adapting computer systems in order to maintain or achieve user flow or immersion. For practical use, the estimation method must provide continuously quantitative measurements in real-time in order to allow capturing short-term user state changes. In addition, the method should work as unobtrusive as possible in order to impose as less additional load on the user as possible. Tracking eye movement behavior using a remote eye-tracking device meets both requirements. Eye movement parameters are related to various cognitive processes and might therefore be useful for the estimation of immersed user states. This contribution gives an overview on the potential of the eye movement parameters fixation duration, pupil dilation, and spontaneous eye blink rate. As immersed states are complex cognitive states and as the three parameters provide complementary information it appears appropriate to capture all three parameters for the estimation. However, all three parameters are affected by multiple other factors besides the characteristics of the task. Hence, even the estimation using the combination appears to be a challenging issue.
Image Superimposition Quality Estimation Algorithms

The article formulates the task of image superimposition quality estimation. Two algorithms for obtaining a quantitative estimate of the combination degree are proposed. General recommendations on the application of the proposed algorithms are given and the results of their work in relation to real images are provided.
Participatory Design Workshops for Adapting a Form for Deaf Respondents

With the guidelines and inclusion laws of Assistive Technology (TA) features have been developed to promote accessibility. As well as for other interactive products, these must pass to usability evaluations that consider the perspective of the real users. In the traditional approaches of observation of the interaction it is common the use of questionnaires to identify the profile, satisfaction and emotional state of the participants. However, these instruments may be inadequate when their respondents are deaf, not fluent in the Portuguese language. Aiming to promote autonomy for deaf users in the evaluation process of TA resources, this paper describes the planning and conduction of 2 Participatory Design workshops to adapt forms to be answered by deaf people in the context of usability tests. The workshops were held with 2 interpreters of Libras and 20 deaf people, at FUNAD - located in João Pessoa. The results of workshops indicate how appropriate the use of multimedia elements for the questions and answers of the form, such as: videos, animations, images, etc.
Competence approach to professional education of stage directors in creating visual image in theatrical and concert in the conditions of innovative decisions

This article raises a question on the essence, types and role of competence approach to professional training of stage directors. The subject of this research is the competence approach to professional education of stage directors in creating a visual image in theatrical and concert in the conditions of innovative decisions. The goal consists in substantiation of the importance of competence approach to preparation of students in this field and their professional fulfillment, determination of acting and music competencies that could and should become the key results of professional education. The main research method is the analytical examination of sources, which allows clarifying the logic and content of the concept &amp;ldquo;competence approach to professional education of stage directors&amp;rdquo;. The methods of comparative analysis were used of identification of the quality of artistic education and its functions. The scientific novelty consists in the fact that this article is first within the framework of professional training of stage directors to consider comprehensive approach to realization of the modern ideas of stage direction. The key parameter is the ability to utilize modern innovative lightening of the audience halls. An example of advanced use of the modern technological capabilities is the events held in the State Kremlin Palace. The results of this work are reflected in the following statements: examination of any pedagogical phenomenon requires clarification of its components; many researchers pay attention to determination of the essence of competences, their elements and the need for their structurization; the questions of competence approach in the area of artistic education, and its functions in preparation of future stage directors have repeatedly become the subject of research. The analysis of scientific literature give grounds to state that professional competences of the students in this field are not sufficiently defined. Artistic education currently experiences a difficult period of modern transformations, when on the background of traditional classical methodology, advances the practice of implementation of innovative learning technologies.
Toward Zero Authoring: Considering How to Maximize Courseware Quality and Affordability Simultaneously

The past 60 years has seen tremendous development in adaptive instructional systems such as simulation-based intelligent tutoring systems and media-based adaptive interactive multimedia instruction (IMI). Solid empirical findings have repeatedly demonstrated the power of these technologies. Unfortunately, there are also well-known impediments that prevent the broad adoption of these powerful tools. Among these impediments, the cost and timelines associated with development and sustainment are prominent. To address these impediments, various researchers have worked to develop authoring tools for conventional and adaptive instructional systems. These tools speed the development and maintenance of these systems, reduce the associated costs, and allow less skilled developers to create high-quality courseware. This paper will address the development of authoring tools for adaptive IMI. In it, we will trace the development of these tools over time and explore the mismatch between the current development trajectory and the needs of consumers. Using this discordance as a point of departure, we will explore the possibility of a different approach.
Exploration of the Waves of Feminism Using Sentiment Based Text Mining Techniques

The motives and the causes behind the evolvement of the feminist thought have been in the spotlight for many researchers. This study aims to explore the evolution of the driving forces of the feminist thought using text mining and clustering techniques. To do this, first, 443 relevant literary works published in the progressive time span of three waves of feminism are explored through bag of words method. Then, to address the wide span of topics within the third wave, hierarchical clustering is used. Finally, sentiment analysis is implemented to gain insight on the emotional trends within three successive waves. Results reveal an increasing emphasis on collectivism and globalization.
Lifestyle as the Object of Design: Elements Exploration from Experience Perspective

A good lifestyle has a close relationship with people’s health and well-being. Research on lifestyle is always playing an important in philosophy, sociology, economics and other subjects. As people entering into the age of information, many products and services that change people’s lifestyle have emerged. If people’s lifestyle can be guided and changed, then what elements should lifestyle have as design’s objective? This research taking design thinking as a tool and from the perspective of experience, have concluded four elements of lifestyle through qualitative research, which are: behavior (motivation, behaviors’ changing and behavior’s habits); rhythm (intensity, repetitiveness and duration); relationship (strong and weak relationship, role relationship); and meaning (intentional meaning and accidental meaning). Dealing with lifestyle as an object of design could begin with these four elements.