Reviewerly/exHarmony huggingface dataset:
Introduction

In this chapter, we introduce the aim, area, process and methodology, and findings of the research project “PARIDE” (Prototipi Avanzati per la RIcerca di DEsign, Advanced prototypes for design research). The Department of Design of Politecnico di Milano funded the study, which investigated prototypes’ role in today’s design research. With this study, we intended to get a big picture of this phenomenon highlighting new insights and perspectives for design researchers. When defining the research area, we decided not to focus just on academic findings but also to comprise direct input from the industrial and professional world. As a research methodology, we made the literature review using two parallel approaches: Grounded Theory for a bottom-up analysis and a clustering of collected data for a bottom-down analysis. We developed four theoretical concepts that frame the main phenomena related to the evolution of the role of prototypes and developed a set of essential criteria that describe all prototypes. To show this outcome, we created an interactive visual map. Then we shared our theoretical framework with nine experts who shared their thoughts on our findings and a case study. Through this study, we realized that the meaning of “prototype” has changed over the years because the design is tackling more complex projects—and foremost—more significant issues (i.e., the impact of technology on society, social innovation). Overall, we understood that the multifaceted landscape of today’s design research opens to a wide range of meanings that define what a prototype is and does.
Structure of Particle Swarm Optimization (PSO)

PSO is an evolutionary algorithm for solving the optimization problem. This chapter explains the mathematical model and structure of PSO. The PSO is initialized with random positions and the velocity of random particles. Then, it searches for the global optimum solution by adjusting each particle’s moving vector based on each particle’s personal (cognitive) and global (social) best positions at each iteration. Also, this chapter reviews the application of PSO in different fields. In summary, many climatic and agricultural studies have proposed applying the PSO as an appropriate approach for solving related problems.
Prototypes for Speculative Design Research

The activity of speculating through artefacts (from the more material and tangible to the more immaterial and intangible), produces fictional worlds and opens up possibilities. Prototyping is a way to explore the borders of the possible, questioning different forms of materialization that are not meant to reproduce or reshape products but to explore scenarios embedded in materials, actions, performance, and possible futures. The aim of a prototype is not to predict the future but engaging with possible future solutions addressing the preferable one with a critical perspective. As authors of this chapter, we selected two cases in which prototypes are considered tools for dialogue and reasoning along the development process. For the first case, we interviewed Bastien Kerspern, Co-Founder of Design Friction, Nantes, France, who shared a research project called “The Rules for the Game for the Smart Streets”. They organized workshops involving citizens to collectively define a set of recommendations regulating the experiments of new technologies and new uses taking place in the public space on Nantes Island. In the second case, we shared the research “CornStalk DIY-Material for Social Innovation”, where using cornstalk-based DIY materials to foster social innovation among Colombian small farmers.
Predicting Infiltration Using Kernel Extreme Learning Machine Model Under Input and Parameter Uncertainty

This study develops the optimized kernel extreme learning machines (KELMs) for predicting the infiltration rate. The rat swarm optimization algorithm (RSOA), shark optimization (SO), and dragonfly algorithm (DRA) were used to find the KELM parameters. This study also used generalized likelihood uncertainty estimation (GLUE) for quantifying input and parameter uncertainties. The furrow length had the highest importance among other input parameters. Also, the KELM-RSOA outperformed the other models. The MAE of the KELM-RSOA, KEML-SO, KELM-DRA, and KELM models was 0.02, 0.05, 0.07, and 0.10 at the training level. The MAE of the KELM-RSOA, KEML-SO, KELM-DRA, and KELM models was 0.04, 0.08, 0.10, and 0.12 at the testing level. The results revealed that the model parameters provided higher uncertainty than the input parameters.
Final Considerations on Prototypes in Design Research

The study Paride presented in this book was developed by a team of researchers from the Department of Design of Politecnico di Milano. The aim was to have a general understanding of how the role of prototypes in design research is evolving. The investigation started with the literature review and analysis that let us frame a general overview of the matter, later examined through interviews with experts and a collection of case studies. We concluded that the general role of prototypes in design research is to support the transition from abstract concepts to defined design solutions. Prototypes can be used in specific phases of the research process to reach particular aims throughout the design research process. Prototypes are purposeful and transient objects made to concretize a conceptual idea. Playing these roles and reaching these aims, prototypes can support the generation of new knowledge—about and beyond the prototype itself—that can be translated into theoretical findings. These roles are evolving with the availability and integration of advanced technologies and the development of design discipline that is broadening and finalizing fields of research, methodology, and tools. The study had some limitations given to the time and extent of the investigation and other starting options on the approach. Nevertheless, during the research, we also came across some interesting extra insights, aside from the central topic of our discourse, that are worth mentioning and considering for further development.
Sunflower Optimization Algorithm

This chapter explains the mathematical model and structure of sunflower optimization (SFO). The algorithm acts based on the life of the SFO. When the distance of a flower from the sun increases, the radiation intensity decreases. The sunflower seeks the best orientation toward the sun. The SFO has a high ability to solve optimization problems. The SFO can be easily implemented for solving complex problems. The SFO outperformed the other optimization algorithms, such as particle swarm optimization (PSO), genetic algorithm (GA), and other algorithms. The SFO can be used for solving complex problems in different fields. It also can be used for training soft computing models. The SFO can be coupled with other optimization algorithms for solving complex problems.
Making Use of the Research Framework

The main objective of this research phase was to validate the findings of the first part of the research and to develop a framework for the role of prototypes in design research. We decided to validate our results by sharing them outside our research group to gather feedback and deepen the discussion. Thus, we interviewed nine researchers and practitioners in the design field. We shared our four theoretical concepts with them and collected their opinions, which we later shared among the research team members. Additionally, we asked the interviewees to share a case study of one of their research projects where the prototype played a relevant role. We asked for a short description of the research and prototype using the set of categorization criteria developed in the analytical phase of the study. The collection of these data proved to be valuable and complex. We anticipated the existence of interesting relations among the criteria. Therefore, we made an interactive visual tool that enabled us to discover and highlight such relationships. For instance, we highlighted the relationship between the context and research aim or between the prototype’s nature and the research phase. Eventually, as a discussion tool, it let us observe our data and elicited further debate. Through this research phase, we developed our general understanding of the phenomena.
A Vector Tensor Calculus Description of a Euclidean Space

We present a tensor description of Euclidean spaces that emphasizes the use of geometric vectors which leads to greater geometric insight and a higher degree of organization in analytical expressions.We demonstrate the effectiveness of the approach by proving a number of integral identities with vector integrands.The presented approach may be aptly described as absolute vector calculus or as vector tensor calculus.
A Cloud Computing Service Framework for Guided Life Long Learning

This paper deals with the challenges faced by young engineering graduates for lifelong learning which has now become inevitable for them for keeping themselves relevant in professional life. Knowledge and skill requirements are changing very fast and it becomes almost impractical for them to do necessary research individually for identification of proper road map for their career path and accordingly go for lifelong self-learning. This research work proposes a concept of AI based Guided Lifelong Learning (GLLL) in a Cloud Computing Environment hosted by Universities for their respective alumni as an additional support system. This cloud-based support system will provide necessary information related to individual needs using various state of art computing techniques. The crisis faced by the pass outs are studied, service requirements have been identified, and accordingly the cloud service framework for the purpose has been designed.
Automatic Short Answer Grading Using Universal Sentence Encoder

Automatic Evaluation of Text Answers, popularly known as Automatic Short Answer Grading (ASAG) is an area of research and development currently. The widespread acceptance of online learning and increased number of enrolments in such courses has necessitated the creation of a method that can be applied across platforms for all types of supply based answers. The current paper proposes a simple technique using the Deep Learning Based Universal Sentence Encoder to generate vectors for each answer. These vectors can then be compared against vectors generated from model answers to get the final score for the student’s answer. Experimental results show that for a sizeable dataset, the approach works well and can be considered a reliable approach.
Assessing Students’ Motivation in a University Course on Digital Education

In this paper we explore aspiring teachers’ motivation in using digital technology. Referring to the self determination theory, we examine changes in their perceived competence, autonomy and relatedness before and after a University course on “Digital Education” in the two consecutive winter terms of 2020/21 and 2021/22. This course aims at contributing to students’ digital empowerment and critical perspective on digitalisation. To get insight on students’ motivation, we arranged a questionnaire. Apart from their motivation, we asked for students’ technology use continuance intention. The validation of the questionnaire along with its evaluation is based on several statistical approaches: We compare the internal validity of content-related group of questions through correlation and factor analyses. Further, we explore the outcomes for two specific student cohorts in two succeeding years. Students perceived competence and realisation of digital media’s usefulness increased in both cohorts after course participation.
Lego Technology as a Means of Enhancing the Learning Activities of Junior High School Students in the Condtions of the New Ukrainian School

The use of interactive LEGO technology as a means of enhancing learning activities allows learning through play and learning by playing. In the classroom, younger students can learn by playing with the LEGO constructor. At first glance, it may seem that creating models that you make up for yourself is easier, but it is not. You think up a model, you start to assemble it, and suddenly you realize that the parts are missing or they do not fit at all - you have to figure out what and how to use them. It is nice to find a new way in the context of the New Ukrainian School. In most cases, the use of LEGO technology begins in early childhood. Unlike adults, elementary school children enjoy the creative process of children's construction, rather than creating something and then watching and appreciating it. Any activities with elementary school children are organized for specific purposes, such as physical development, language development, memory, and drawing skills. Children's construction is no exception because construction courses also have certain practical goals. During construction activities, students learn new words and concepts related to the geometry of shapes, materials used in construction, modeling rules, etc. Therefore, when constructing develops pupils’ motor skills, attention, logic, spatial thinking, and creativity, and when modeling young students develop perseverance, a desire to see things through, ability to work both independently and in a team.
Analysis of the Learning Experience in a Chemical AR Application Using Process Mining

Augmented Reality (AR) and its use in science education are getting more attention as the technology develops. It has been proven that the current affordances of this technology enable learners to interact with knowledge as never before. For example, visualizing invisible phenomena, training with unsafe situations, or improving spatial skills. Previous studies have extensively listed AR’s advantages for learners; however, how students interact with the technology is a less explored perspective. In this study, we investigated how students with different expertise in the laboratory interact with MAR Lab, a mobile augmented reality application for teaching titration to students. Furthermore, by analysing the log data of their actions using process mining, future improvements were proposed.
Digital Communication Tools in Private and Professional Environments

In this exploratory study we assess tools for digital communication and the underlying motivation of the users to employ them. We analyse important aspects and the differences between private and professional applications and overlaps. Further, the participants reflect upon the use of digital communication tools before and during the pandemic and whether virtual worlds could provide additional benefits for them. We identified the preferred tools and the reasons why they were chosen. The results show that different tools are used in private and in professional settings. This exploratory study reflects the current state of our participant group and provides ideas for further research on digital communication tools.
Enhancing Media Literacy in Higher Education

Digitalisation affects all areas of our private and professional lives, posing new requirements to cope with new technologies and the possibilities they offer. New competences are needed for mastering these challenges. Consequently, digital transition affects learning substantially. One of the competences that gain increasing importance through digital transition is media literacy. This paper tries to answer the question of how we can devise learning settings that foster media literacy in higher education. It does so by analyzing media literacy itself on the one hand, and learning settings in higher education which address media literacy on the other hand. Key findings are that media literacy is not precisely characterized yet and that learning settings often do not address media literacy as a main competence goal. To that end, recommendations for developing suitable competence-oriented learning settings in media literacy education at universities are given.
Towards Virtualizing Structural Engineering Education

The digitalization of teaching has been accelerated recently, in particular due to the challenges posed by the Corona crisis. While courses without physical activity can be usually converted to an online format using learning platforms, laboratory courses, due to their interactive nature, are notably harder to digitalize. This work is concerned with digitalizing a specific practical university-level course in the field of Civil Engineering, using real-time Multimedia Technology. This course requires to transfer knowledge with both a temporal and spatial aspect in order to complete an experiment. After considering the available options for digitalization, a prototype for an interactive virtual learning environment is constructed, featuring two different user interfaces. The results of a subsequent evaluation with students suggest that the type of selection mechanism can influence their information intake, depending on the nature of the skills to be transferred.
Prototyping with Blockchain: A Case Study for Teaching Blockchain Application Development at University

Blockchain technology is believed to have a potential for innovation comparable to the early internet. However, it is difficult to understand, learn, and use. A particular challenge for teaching software engineering of blockchain applications is identifying suitable use cases: When does a decentralized application running on smart contracts offer advantages over a classic distributed software architecture? This question extends the realms of software engineering and connects to fundamental economic aspects of ownership and incentive systems. The lack of usability of today’s blockchain applications indicates that often applications without a clear advantage are developed. At the same time, there exists little information for educators on how to teach applied blockchain application development. We argue that an interdisciplinary teaching approach can address these issues and equip the next generation of blockchain developers with the skills and entrepreneurial mindset to build valuable and usable products. To this end, we developed, conducted, and evaluated an interdisciplinary capstone-like course grounded in the design sprint method with N = 11 graduate students. Our pre-/post evaluation indicates high efficacy: Participants improved across all measured learning dimensions, particularly use-case identification and blockchain prototyping in teams. We contribute the syllabus, a detailed evaluation, and lessons learned for educators.
A Virtual Interactive Environment for Arts and Design Students

Art students frequently need to draw statues as part of their assignments. Perspective, lighting, and proportion are key issues in developing students’ skills, but they can be challenging to control in real life. The work reported in this paper aims to provide better support for arts and design students in the early stages of learning by demonstrating a 3D interactive virtual environment that allows students to control all angles of the statues to acquire the required perspective. It also allows them to manipulate the lighting position to apply shading techniques. Students can choose hard lighting, which means the light would be intense and originates from a specific point, or a more natural light, where the light and shadows are softer and do not contrast as much. Instructors can likewise place further objects in the environment surrounding the statue to teach the students the concept of proportion. The 3D environment has been developed using Unity Engine and deployed for Desktop and Android devices. It accommodates both pre-existing models and models imported from a database. The utility of the 3D virtual environment has been assessed by conducting a number of studies with students and lecturers of an Arts and Design Faculty.
Effect on the Competencies Development and Collaborative Learning During the COVID-19 Lock Down from a Student Perception

During the last years, the way of teaching classes was impacted by modifying almost 100% of the university courses to digital mode, this modified the academic space for the learning and development of competencies of the students, including collaborative learning. Collaborative work helps students to exchange knowledge, solving doubts between them and complementing their skills when they are solving problems or challenges. This paper presents an analysis of the development of competencies through collaborative learning using virtual communication channels. For this purpose, the following transversal competencies were evaluated: critical thinking, scientific thinking, leadership and reasoning for complexity. The question that seeks to answer this work is from the perception of the students, if their development of competencies and their performance in collaborative learning, has been affected due to the pandemic and the permanent online connection. The statistical test used was the paired t-test, since the same population was evaluated at different times, a survey was carried out on students at the beginning of the semester and at the end of the semester. The results showed that the lockdown situation modified the compromise of most of the students to work on teams as well as their ability to stay focused. Therefore, only the competencies that involve self-work (scientific work, reasoning of complexity) or multidisciplinary work, were increased during the lockdown.
Interactive Collaborative Learning with Explainable Artificial Intelligence

In the summer term 2021, students of computer science have developed and implemented several variants of an Artificial Intelligence that is able to learn string patterns from examples. Every AI is able to answer questions about its behavior, thus, being Explainable AI (XAI). In the summer term 2022, such an XAI is deployed in higher education. Students are encouraged to collaboratively experiment with the XAI. The learning goal is to find out what the XAI is doing and why it is acting in the way observed. There is no need of a human teacher interference. Students learn collaboratively by interacting with the XAI and from chatting with the system about the way it is doing its job. In a sense, the XAI is a domain expert introducing students to its business and disseminating its topical knowledge when being asked to do so. The recent XAI deployment demonstrates the effectiveness of this approach.
Learning Units and Micro-contents in the Reinterpreted Online Teaching Space

One of the essential design elements of learning processes based on modern Digital Transition in Education principles is the formulation of educational content and requirements in learning units [1]. In the model curriculum theory, the learning unit is essential to the documentation describing the educational process (curricula, programs). As a result of the developments during the latest decade, the creation of adaptive micro-contents [2] and the analysis of their operations in the digital teaching-learning space have become one of the crucial focuses of content development and methodological renewal. This research-based on theoretical and international comparisons has had a significant research impact, resulting in an innovation model that affects teacher education, which was tested in practice. Open content development methods can also be successfully used in VET practice. These results and further dissemination may act as considerable innovation motivation and support for vocational teachers’ training, further training, and broader educational practice.