Reviewerly/exHarmony huggingface dataset:
SME-in-the-loop: Interaction Preferences when Supervising Bots in Human-AI Communities

Subject matter experts play an important role in customer support communities by responding to user queries. Some communities have adopted chatbots in addition to SMEs to address commonly asked questions. Yet, SME-bot interactions, particularly teaching paradigms between SMEs and bots remain understudied. We investigate human-AI machine teaching interactions in a scenario-based study (n=48). Participants selected their preferred teaching method in simulated community interactions with a consumer, an SME, and an AI Bot. We investigated preferences across three interactions: demonstration (Showing), preference elicitation (Sorting), and labeling (Categorization). Participants preferred the Showing interaction, followed by Sorting and Categorizing. Participants changed their preferences from lower-effort interactions when considering downstream outcomes. Users considered the community’s perception of interactions between the bot and the SME, specifically transparency of learning outcome, orientation of the feedback, querying the bot and disruptiveness of the interaction. We discuss implications for our findings for teaching interactions in human-AI communities.
Interactions with Climate Change: a Data Humanism Design Approach

Interactions about climate change have been mostly focused on a negative or neutral form of communication, in line with the so-called "doom-and-gloom" narrative. However, recent research and guidelines point to the need to engage audiences in a more positive, story-focused and actionable way. In this pictorial, we describe a Data Humanism design approach formulated from its original manifesto. We present this proposal through a prototype that engages users with climate change data related to the oceans in a contextualised, personalised and action-focused way. To create this approach, we operationalised data humanism into design steps that guided the design process. Through the analysis of the applied study, we identify opportunities and challenges faced with this approach and with engaging diverse audiences "in the wild" with climate issues, guiding the design of future data humanism climate narratives through interactive data visualisations.
Understanding how to Design Health Data Visualizations for Chilean Older Adults on Mobile Devices

Mobile devices, including activity trackers and smartwatches, can help older adults monitor health parameters passively and unobtrusively. Most user interactions with small devices consist of brief glances at the time or notifications. Consuming information from small displays poses challenges, which have been seldom studied from the perspective of older users. In this paper, we worked with older adults towards creating health data visualizations for them for small devices. We conducted a mixed-methods study with 30 older adults, in which we (1) conducted group discussions to understand participants’ opinions, (2) measured times taken to interpret health data visualizations with and without progress information, (3) measured how much information they could manage to see during brief glances. When data was visualized without progress indicators, participants took less time to understand the data and made fewer errors. Participants preferred health data visualizations that featured peaceful, and positive pictorial representations. We present design opportunities for older adults’ data visualizations in small devices.
Dual Body Bimanual Coordination in Immersive Environments

A common way to enable immersion in VR is to render a virtual body that mirrors the user’s physical movements. VR allows us to design interaction schemes that go beyond direct avatar embodiments. In particular, there is a growing body of literature investigating the simultaneous control of multiple bodies in VR. We contribute to this literature by investigating the important case where multiple bodies perform a coordinated interaction with each other. Such actions directly question what kind of embodiment users experience. Concretely, we investigate people’s abilities to perform coordinated bimanual selection and handoff tasks between a first-person and third-person body through a user study with 19 participants. Results provide quantitative & qualitative evidence for people’s ability to perform complex coordinated tasks through two bodies. Furthermore we characterize participant performance in different task and interaction configurations, summarize the strategies they employed, and discuss qualities of user’s proprioception.
A Notebook of Data Imaginaries

The processes of data collection and transformation are often opaque to users. This means they rely on their imagination to make sense of the data they produce. The images data conjure up, however, tend to be homogenous and flat: black screens, ones and zeros, big server farms in the desert. For designers and researchers who work with data as a material, this small repertoire can be stifling. For device users, it can lead to a removal of agency in how they make sense and engage with the data they produce. In this pictorial, we draw from a two-year data fictionalization project to start building an expanded repertoire of data imaginaries. We worked with seven households and seven writers to transform smart home data sets into fiction stories. Based on the interviews we conducted, we present the images participants shared with us as a step towards more expressive and varied imaginaries of data.
“It’s not just for the Past but it’s for the Here and Now”: Gift-Giver Perspectives on the Memory Machine to Gift Digital Memories

We present the design of the Memory Machine (MeMa), a technology probe that can store, contextualise, and document media to represent memories. We accumulate vast physical and digital possessions throughout our lives, making it difficult to distinguish value in amassed images, albums, videos, mementos, and music. One option we wanted to explore via MeMa was to frame personal memories as a gift, in turn providing a way to revisit, share, and collate personal archives. We deployed MeMa into participants’ homes and tasked them to create a digital gift involving an autobiographical memory. Through qualitative methods we uncovered the experience of twelve gift-givers. We found that the framing as a gift brought meaning to a collection of media, promoting reflection and emotional reminiscence in participants. Our contributions include design implications involving the relationship between emotions, technology, and gifting.
EVALUATION OF SOLAR ENERGY POTENTIALS FOR POWER ENERGY GENERATION IN MAIDUGURI, BORNO STATE

Today solar radiation is known as the largest renewable energy that has importance to power generational potential.Also solar radiation is the fundamental component all-natural events and activities in the atmosphere and biosphere.Solar radiation has significance to humanity cannot be overstated because it can be used to generate electricity.Solar energy is an abundant free, clean and it has the potential to provide energy.The goal of this paper is to obtain the solar irradiance potential for Maiduguri and also to obtain the PV power output.Hargreaves Equation is used as the methodological technique for analysis of the data.The solar irradiance potential for Maiduguri has been obtained.The PV power output also has been achieved.Data convention from weather station into radiation on an inclined surface has been observed at an angle of 19˚02'39' N degree latitude.We recommend that the general public should be sensitizing about the benefits of solar energy and also the government should develop a blue print for solar energy generation as soon as possible.
"We’re Not Decorators": Fostering Interdisciplinary Exchange in STEM–Artist Collaborations

In recent years, there has been a growing interest in the relationship between art and HCI. New HCI research draws on artistic practices as a source of design inspiration, turns to the arts for assistance in solving wicked problems, or uses design research to understand artistic collaboration. Despite the widely noted potential of art-HCI research, the relationship between the two fields remains poorly understood, and precise descriptions of what makes art-HCI collaboration successful remain elusive. In this paper, we look at artist-in-residence (AiR) programs within STEM organizations as a way of learning about these collaborations. Drawing on interviews with individuals with recent involvement in these programs, we identify a series of design considerations for these residencies and note recurring concerns. Finally, we argue that many challenges in these programs arise from the instrumentalization of art, and recommend ways to foster more meaningful relations through AiR programs.
Sharing Play Spaces: Design Lessons from Reddit Posts Showing Virtual Reality in the Home

With the increasing availability of consumer virtual reality (VR) devices for personal and recreational use, the domestic contexts of VR design are increasingly important. Given that much of the current interaction design research for VR is conducted in lab-based settings, there is a need for design considerations that engage with the complexities of these real-world spaces. We present an analysis of visual data (e.g., GIFs, videos, photographs) collected from a manual search of Reddit posts that show “play spaces” and other home-based contexts of VR. Our findings offer insight into the diverse and dynamic characteristics of VR spaces, with set-ups ranging from bedrooms to garages, and with the people, objects, impediments, and affordances of individual spaces demonstrating a variety of ways that VR is used in the home. We conclude by discussing directions for future interaction design research that seeks to incorporate physical actions and environments while also engaging with the complex realities of domestic VR.
Evaluating design guidelines for hand proximate user interfaces

Our study investigates the design practices of Hand-Proximate User Interfaces (HPUI) which are displayed on and around a user’s hand in a head-mounted display (HMD). Specifically, we examine one-handed inputs where the main mode of interaction is thumb-to-finger contact. Our focus is on the user interface (UI) design of these displays, and we aim to develop design guidelines and heuristics for this novel design space. To achieve this, we conducted a participatory design study involving 15 participants who provided feedback on 120 different design examples, as well as their thoughts surrounding the HPUI design. Participants favored designs that were ergonomically comfortable and flexible, and those that provided clear visibility regardless of hand positioning. Based on this feedback, we developed 7 design guidelines for Hand Proximate User Interfaces. In applying these guidelines we find that common application interfaces can easily be accommodated using HPUI for use on head-mounted displays.
What do corporate learners experience in the Metaverse?

Objectives The purposes of this study was to explore how corporate learners perceive and experience the learning environment in the metaverse.&#x0D; Methods In this study, in-depth interviews were conducted with 17 employees from Company A who experienced an educational program in the metaverse. The data were analyzed through coding, categorization, and classification in three stages to investigate the experiences of learning through the metaverse.&#x0D; Results The learning experiences were categorized into six top-level categories: adaptation to the metaverse environment, utilization of avatars, interaction within the learning process, acquisition of knowledge, perception of presence, and outcomes of metaverse experiences. Each category was further subdivided into 14 subcategories.&#x0D; Conclusions Learners adapted to the metaverse without difficulty and attributed significant meaning to being the agents of action by moving and engaging with avatars within the learning process. Furthermore, they experienced a sense of presence through self-directed interactions. It is important to design learning content that considers the learning space and encourages learner-centered activities, rather than traditional classroom settings. Additionally, designing instructional environments that take into account the diverse interactive functionalities of the metaverse is necessary.
ARLang: An Outdoor Augmented Reality Application for Portuguese Vocabulary Learning

With recent computer vision techniques and user-generated content, we can augment the physical world with metadata that describes attributes, such as names, geo-locations, and visual features of physical objects. To assess the benefits of these potentially ubiquitous labels for foreign vocabulary learning, we built a proof-of-concept system that displays bilingual text and sound labels on physical objects outdoors using augmented reality. Established tools for language learning have focused on effective content delivery methods such as books and flashcards. However, recent research and consumer learning tools have begun to focus on how learning can become more mobile, ubiquitous, and desirable. To test whether our system supports vocabulary learning, we conducted a preliminary between-subjects (N=44) study. Our results indicate that participants preferred learning with virtual labels on real-world objects outdoors over learning with flashcards. Our findings motivate further investigation into mobile AR-based learning systems in outdoor settings.
Walking and Talking: Place-based Data Collection and Mapping for Participatory Design with Communities

This paper explores the value of a participant-led walking method, during which matters of place in urban or rural contexts are explored. While walking, a diverse dataset is collected, including audio recordings, photographs, GPS tracks, as well as three words that participants are prompted for at each stop along the walk via a bespoke web application. We used this approach in an urban community in the UK and a rural community in Greece as part of ongoing place-based initiatives. Our findings show how participants connected personal and emotional stories with structural issues, countered official, ‘authorised’ discourses about both places, and how maps and videos created after the walks acted as boundary objects. We reflect on the claims of walking as a method that fosters equitable researcher-participant relationships, outline future design directions for participatory walking and mapping technologies, and consider the value of walking methods and map-making for participatory design.
Professional culture and its role in the formation of professional skills of guides (on the example of the Republic of Tatarstan)

In modern integration processes, society needs specialists competent in a variety of activities: professional, social, social and cultural. This study is devoted to the scientific problem - the role of professional culture in the formation of the guides’ professional skills. Based on the analysis of foreign and domestic scientific literature on cultural issues, approaches to the definition of the concept of "professional culture" were considered, its inherent properties were identified. The main emphasis of the study is on determining the influence of professional culture in the formation of professional competencies of the guide.
The screen as a determinant of time acceleration

The subject of the study is the current trend of accelerating cultural dynamics, as well as the real reason for the emergence of a subjective sense of acceleration of socio–cultural time - the acceleration of the pace of STP and the diversity of the technosphere surrounding the individual. Another such reason is the overuse of information. The classical model of time, which assumes that all possible changes in the continuously moving world are interconnected in space and time, is partially deformed, partially annulled in the conditions of modern information culture. The process of revising classical models of time perception in combination with its individualization was initiated by the philosophical trends of existentialism and postmodernism. The research is based on the concept of digital capitalism by J. Weissman, is a purposeful consideration and comprehensive analysis of a number of new views on the phenomenon of the screen, as well as on the features of structuring and representation for the recipient of his internal virtual space, which have a direct impact on perception, resulting in the appearance of the effect of subjectively perceived acceleration of time. Special attention is paid to the analysis of the nature of the interactions formed between the screen and the viewer (user, viewer, gamer, etc.). The existence of a modern person is increasingly becoming a simulation, and the time of existence is commercialized and becomes the subject of symbolic exchange and consumption. According to the results of the study, the most noticeable features of the formed interactions, their imitative and simulation nature, forcibly modeling the effect of time acceleration are identified and analyzed. The screen of an electronic device (smartphone, tablet, TV) located next to a person in the conditions of a network society forms a new type of intersubjectivity, within which it acquires many functions, the number of which is constantly growing. In conclusion, the author's philosophical interpretation of the problem of screen-human interaction is presented, based on the concept of J. Weissman, the analysis of modern cultural trends of acceleration and deceleration is carried out, the general socio-cultural prospects of these processes are evaluated.
Cultural heritage in educational programs of the department of museology of the Russian state humanitarian university: theory, practice, prospects

The article discusses the main stages and content of educational programs of the Department of Museology of the RSUH. The combination of theoretical, historical and practical components is the basis for training future specialists in the field of studying and preserving of cultural heritage. This approach goes back to the classical training programs for museum specialists, but also allows us to consider current problems at the level of modern scientific knowledge and practices.
Photography in the Museum: Problems of Research

The article is devoted to problems during research work with photographs belonging to the Russian Federation Museum Fund within the framework of historical science, from heuristics to information value of photographic documents. Within the context of the problems of identifying and selecting photographs from museum collections, possibilities and disadvantages of electronic catalogs are considered on the example of the State Catalog of the Russian Federation Museum Fund. The problem of insufficient and incorrect attribution of the national photographic heritage is considered. The reasons for the rare appeal of historians to photography as a full-fledged historical source are analyzed. In this regard, a number of source problems have been identified, without solving which, the formation of photography as a historical source seems difficult. Attention is also paid to the problem of archeography of photographic documents in publications of both typographic and non-typographic forms. Possibilities of photography as an informational source and prospects of its use in historical research are analyzed.
GLCM Based Feature Extraction and Medical X-ray Image Classification Using Machine Learning Techniques

The automated system is now created with excellent accuracy to detect abnormalities in X-ray images. To enhance the appearance of medical photographs, image pre-processing methods are applied, so that high accuracy can be achieved with constrained means. Images are often classified based on their textural properties, which are measured using the Gray Level Co-occurrence Matrix (GLCM). The grey level correlation matrix provides statistical information of the second order on the grey levels of neighboring pixels in a picture (GLCM). In this proposed paper, medical X-ray images are classified and their features are extracted using an ensemble learning model. By extracting image features using the GLCM feature extraction method, this proposed model is able to distinguish between healthy and sick images (Gray level co-occurrence matrix).to improve the efficiency of the Ensemble learning classification method, it is compared against various algorithms using performance indicators, including Logistic regression, Gaussian Naive Bayes, as well as Random Forest. When this approach is compared to existing methods, the proposed ensemble model has an accuracy rate of 97% in classifying normal and diseased images.
A Survey on Deep Recurrent Q Networks

Reinforcement learning (RL), one of the branches of machine learning, enables a system to learn through trial and error. RL helps in solving control and decision-making tasks. Applying Deep Learning to Reinforcement learning has made it much better at solving many problems. Deep Reinforcement learning, a combination of deep learning and Reinforcement Learning is gaining a lot of interest and application in solving real-world problems. Among Deep Reinforcement learning, Deep Q networks emerged as a popular algorithm. While Deep Q networks have been successfully applied to a lot of scenarios, their application is based on the notion that the agent can completely perceive the environment. In real-time applications, this notion has a fallacy as complete observability is a difficult and sometimes impossible endeavor in real-time and the real world, therefore the use of recurrent networks along with Deep Q networks has been suggested for application to partially observable environments. This paper provides a literature review on various deep recurrent Q network applications. The paper first provides a brief introduction to the concept behind Deep Recurrent Q networks, and the various modifications to improve its performance and then proceeds to review its various applications in different fields.
Movie Recommendation System Using Composite Ranking

In today’s world, abundant digital content like e-books, movies, videos and articles are available for consumption. It is daunting to review everything accessible and decide what to watch next. Consequently, digital media providers want to capitalise on this confusion and tackle it to increase user engagement, eventually leading to higher revenues. Content providers often utilise recommendation systems as an efficacious approach for combating such information overload. This paper concentrates on developing a synthetic approach for recommending movies. Traditionally, movie recommendation systems use either collaborative filtering, which utilises user interaction with the media, or content-based filtering, which makes use of the movie’s available metadata. Technological advancements have also introduced a hybrid technique that integrates both systems. However, our approach deals solely with content-based recommendations, further enhancing it with a ranking algorithm based on content similarity metrics. The three metrics contributing to the ranking are similarity in metadata, visual content, and user reviews of the movies. We use text vectorization followed by cosine similarity for metadata, feature extraction by a pre-trained VGG19 followed by K-means clustering for visual content, and a comparison of sentiments for user reviews. Such a system allows viewers to know movies that “feel” the same.
Quantum Data Management and Quantum Machine Learning for Data Management: State-of-the-Art and Open Challenges

Quantum computing is an emerging technology and has yet to be exploited by industries to implement practical applications. Research has already laid the foundation for figuring out the benefits of quantum computing for these applications. In this paper, we provide a short overview of the state-of-the-art in data management issues that can be solved by quantum computers and especially by quantum machine learning approaches. Furthermore, we discuss what data management can do to support quantum computing and quantum machine learning.