Reviewerly/exHarmony huggingface dataset:
Gaze Interaction Design for Displaying Characters of Taiwanese Glove Puppetry

Taiwanese Glove Puppetry is a traditional performance art form deeply rooted in Taiwanese culture. Glove puppetry has cultural and historical significance, and its visual design and craftsmanship of puppet design make it a promising area of focus for engagement. This study demonstrates the potential of gaze interaction to enhance the audience’s understanding and appreciation of traditional puppetry characters. The interaction was implemented with eye-tracker Tobii Nano and Unity SDK. The puppet costume design’s intricate details, and the symbolic patterns are displayed and emphasized through the gaze-based user interface. By merging traditional art forms with eye-tracking technology, this study presents the potential for a more meaningful and engaging experience that deepens one’s appreciation of Taiwanese Glove Puppetry.
Design and Performance Analysis of a Smart Bag Reminder System for Parents

The parents of a newborn must pay close attention at all times in order to keep track of the many details involved in caring for their child. When leaving the house with a newborn, it can be difficult for parents to remember and pack all of the necessary items. In this paper, we show a light-feedback reminder bag and a light-sound feedback reminder bag that use a pressure sensor to remind parents when anything is missing from the bag. A user study was conducted with 13 participants (8 fathers and 5 mothers) to understand their experiences with our two reminder bags. The results show that light-sound feedback facilitates parent reminders better than light feedback. This work transfers the attention from babies to new parents in order to help them adjust to their new role with less stress.
Empowering Virtual Humans’ Emotional Expression in the Metaverse

The Metaverse is defined as an interconnected network of 3D environments that enable multisensory interactions with virtual environments, digital objects, and people. A central component of a Metaverse is the realism of human interaction with the environment and each other, which is achieved through emotional expression. However, there are limitations in realistically representing human emotions and facial expressions in real time through virtual avatars. In this paper, the authors present a research project called Meta-EmoVis aimed at improving the realism of the Metaverse by detecting human facial expressions and translating them into emotional feedback that influences aspects of the virtual avatar and environment. The Emoj tool is used to collect data and map facial expressions to basic emotions, as well as detect the human engagement level. The goal is to create a world of real social interaction and emotional sharing in virtual spaces that are sensitive and adaptive to human emotional and mental states. Preliminary user tests to evaluate the effectiveness of the application are presented.
Connected: How Virtual Experiences Are Redefining Margins by Expanding Opportunities for Students at Historically Black Colleges and Universities

According to the American Council on Education, HBCUs (Historically Black Colleges and Universities) are historically underfunded, and often have lower alumni contributions and endowments when compared to predominantly White institutions. [1] This disparity of funding directly and indirectly impacts institutional budgets for academic units, resulting in many departments of art and design receiving little yearly support for visiting artists, designers, gallery programming, operational supplies, and facility maintenance. In this paper, I consider how art and design students from Tennessee State University–an HBCU in Nashville, TN, USA–benefit from utilizing virtual platforms as a means to facilitate new knowledge and expand their network. This is examined through four cases. The first examines the use of Zoom as a learning tool, where artists and designers share time and connect with students. The second explores virtual reality as digital placemaking. The third case examines how Zoom was used in an industry-to-student exchange as students participated in a global brand scoping project. The fourth case explores how Zoom was used as amplification, allowing student voices to be shared during a national design conference. The essential question that guides this inquiry is “how has virtual programming opened the door for equitable learning?”.
Exploring the Mobile Usability of Argumentative Dialogue Systems for Opinion Building

Nowadays speech-driven interfaces such as mobile digital assistants and chatbots can support collaborative information seeking and are becoming increasingly commonplace. Especially, mobile dialogue assistants offer innovative approaches to deliver and access information and thus, display a promising approach to assist humans in their opinion building process. Still, due to the complexity of argumentative tasks mobile argumentative speech interfaces are still very scarce. Hence, the effect of such interfaces on a user's opinion building process is quite unexplored. In this paper, we investigate the influence of such interfaces on the interest and opinion building process of users. Both categories Therefore we introduce two (I/O) modalities (menu/speech) of the argumentative dialog system (ADS) BEA ("Building Engaging Argumentation" [2]) which enables the user to scrutinize arguments on both sides of a controversial topic. In particular, we reflect on the influence and advantages of a spoken hands-free versus a clickable drop-down menu-based ADS with regard to "mobile" dialog systems use cases. Therefore the users' expectations and experiences in a self-assessment questionnaire are evaluated and discussed in comparison to our user interest and opinion model.
Exploring Mental Models for Explainable Artificial Intelligence: Engaging Cross-disciplinary Teams Using a Design Thinking Approach

Exploring end-users’ understanding of Artificial Intelligence (AI) systems’ behaviours and outputs is crucial in developing accessible Explainable Artificial Intelligence (XAI) solutions. Investigating mental models of AI systems is core in understanding and explaining the often opaque, complex, and unpredictable nature of AI. Researchers engage surveys, interviews, and observations for software systems, yielding useful evaluations. However, an evaluation gulf still exists, primarily around comprehending end-users’ understanding of AI systems. It has been argued that by exploring theories related to human decision-making examining the fields of psychology, philosophy, and human computer interaction (HCI) in a more people-centric rather than product or technology-centric approach can result in the creation of initial XAI solutions with great potential. Our work presents the results of a design thinking workshop with 14 cross-collaborative participants with backgrounds in philosophy, psychology, computer science, AI systems development and HCI. Participants undertook design thinking activities to ideate how AI system behaviours may be explained to end-users to bridge the explanation gulf of AI systems. We reflect on design thinking as a methodology for exploring end-users’ perceptions and mental models of AI systems with a view to creating effective, useful, and accessible XAI.
Development and Discussion of an Authentic Game to Develop Cleaning Skills

Recently, there has been an increase in the number of children who do not help clean their homes. This is claimed to be due to children’s negative perception of cleaning as “tedious” and “boring.” We focused on vacuuming as a part of the cleaning process and developed a serious game using real-world vacuuming as a game content to encourage children to enjoy cleaning. Although studies on entertainment have been conducted using vacuum cleaners, these studies focused on vacuuming virtual garbage projected by projectors, not on vacuuming garbage in the real world. The Monster Cleaners that we have developed take advantage of vacuum cleaners’ original function, which is to vacuum up trash in the real world, but with the setting that virtual monsters are hidden among the trash. Monster Cleaners is a vacuum cleaner that can collect virtual monstrosities based on the amount of garbage that it sucks up in the real world. The winner is the one who sucks up more monstrosities while competing with two other people. It is recommended to use the vacuum cleaner slowly, and by setting the vacuum cleaner so that it cannot suck up any monstrosities if it is used too fast, the player can learn how to use the vacuum cleaner correctly. In this study, we implemented and demonstrated a game system. Although the proposed game system can be enhanced, we suggest that the system can be used to learn how to use a vacuum cleaner correctly.
Detecting Signs of Depression for Using Chatbots – Extraction of the First Person from Japanese

In a fast-paced urban life and an increasingly competitive environment, social pressures are increasing and people cannot help but put the pressure on themselves. So many people now suffer from depression. Depression is becoming a modern social dis-ease. If the bad mood can be resolved in time or medical attention can be sought, recovery is quick, but if it is left un-checked, it often leads to tragedies such as self-harm or suicide. The argument of this paper is not based on medical findings (CONTENTS) as in the past, but more on signs that can be detected from the content and style of users' writing. For example, depressed people use too many negative mood words, especially negative adjectives and adverbs; depressed people use a lot of first-person singular pronouns. All these can be seen as the writing style of depressed people. It can be seen as a major characteristic of depression, in this case indicating less interest in others. The objective of this study is, therefore, to automatically extract the signs of depression from the chat texts, and to use these features to detect signs of depression from the chat texts. By detecting the signs of depressed patients in their daily conversations through a chatbot based on a diagnostic method for depression, we aim to enable people with signs of depression to be advised to see a doctor at an early stage.
Analyzing the Design of Online VR Platforms for Accessing Cultural Heritage Resources and Services: Multiple Case Studies in European and American Countries

To explore the current design of online VR platforms for assessing cultural heritage resources and services, this research selected 20 platforms run by European and American countries as case studies. These cases are analyzed from a user experience perspective with multiple case study methods. It further analyzes the success factors, differences, and causes of the design of these selected VR platforms by following the 5 dimensions proposed by Jesse James Garrett in 2003, they are (1) user needs and product objectives; (2) functional specification and content requirements; (3) interaction design and information architecture; (4) interface design, information design, and navigation design; (5) sensory design. It suggests that the platform design should be planned strategically and systematically, having clear user groups, setting up sustainable cooperation models, providing more diverse interaction experiences for users, developing better functions, and making the platforms easy to use.
An Analysis of the Origin, Integration and Development of Contemporary Music Composition and Artificial Intelligence and Human-Computer Interaction

1. Human-computer interaction has become the core concept of artificial intelligence, and the deep integration of music and artificial intelligence makes contemporary music creation including literature, philosophy, aesthetics, and big data research, etc. From the leading, forward-looking, integration, high-end, and anticipation all elaborate that the collaborative innovation and development of music and artificial intelligence will provide fruitful theoretical research results for the new cognition of the new era as well as human innovation and development. 2, until now through various signal capture so that more and more things as a medium to participate in electronic music composition, the way of music composition has become more rich and diversified than ever before. In the new era of artificial intelligence and human-computer interaction in the direction of contemporary music, especially electronic music composition tools like a dark horse, gradually more and more composers to recognize, accept and use in the actual composition. 3. In the field of serious music composition, in order to solve the problems of electronic music in terms of human vacancy and distance in terms of emotional communication with listeners, some composers began to try to combine electronic music with live instrumental music. 4. Entering the second decade of the twenty-first century, the popularity of mobile intelligent terminals, such as smartphones and tablet computers, has brought new developments in human-computer interaction in music composition. 5, artificial intelligence and human-computer interaction in the field of music composition on the application, so with the discipline of computer science development, along the regular and reasonable direction of the rising dimension. 6, music artificial intelligence has been deeply developed.
A Comparison of Form Navigation with Tabbing and Pointing

The form is a widely used metaphor in information gathering. Users typically navigate between form elements using a keyboard or a pointing device. This study set out to empirically compare tabbing and pointing in form navigation using keyboards, mouse, and touch. A controlled experiment was conducted with 20 participants. The results show that there was no difference between the input methods for form completion, but the pointing input was significantly faster for correcting mistakes. Yet, most of the participants preferred tabbing over pointing.
UX and UI Fundamentals for Mixed Reality: Research and Categorization of Interactions

Conducting interface design research in XR contexts, it was observed the scarcity of studies and documents that compile analyses of interactions in this medium, usually only presenting a brief technical description of its functionality on the platform of the brand or reality device company virtual or augmented. In this way, there was a need to develop a document that would group many interactions in extended reality, describing them technically and presenting an analysis of their visual character and their influence on the user experience. Compiling the main aspects in a single document, with writing that communicates more easily with different professionals who may come to consult such file, in addition, showing positives, negatives, and good practices in scenarios of use of these interactions, valuing the valuing content sharing and democratizing access to a detailed analysis document on a topic that is growing rapidly in technology research today.
Building the Knowledge Base of Folk Beliefs Based on Semantic Web Technology

There are various folk beliefs (religions) in Chinese society. Due to the current limited system for querying beliefs and the lack of intelligent content editing, it is difficult for the public to retrieve in-depth information. The purpose of this research is to develop a knowledge-based system, using semantic web technologies to develop a knowledge base, and then using chatbots as the front end to provide user-friendly knowledge queries. The three designs include: (1) Upgrade existing open data to linked Data in the form of RDF resources; (2) Build a knowledge model to describe the knowledge composition and relationship of folk beliefs. This knowledge model is established by OWL to support logical reasoning. Linked data and knowledge model are finally combined into a knowledge base; (3) Develop a chatbot system to utilize the power of knowledge bases. In conclusion, this study verifies the utility of knowledge base in knowledge composition, relationship description and reasoning by establishing the application of folk beliefs.
Usability Evaluation Techniques for Virtual Environments: An Exploratory Study

Virtual reality is a concept of specialized hardware that generates an experience with different levels of intensity and interactivity within environments in which users feel immersed in an apparently real world and is defined based on the technology. Currently, several fields, such as education and health, use virtual reality. Due to the wide range of users (children, youth, adults, and even older adults) who can interact with virtual environments, it is essential to consider the usability of this type of software system. The evaluation of usability is carried out through usability tests. Research on evaluating virtual environments’ usability is scattered in several scientific databases. To the best of our knowledge, no research work compiles and reports globally on which techniques are used to evaluate the usability of such software systems. We conducted a systematic mapping study to assess the general panorama of techniques related to usability evaluation that are being used in virtual environments. We identified a total of 30 primary studies. The main techniques for usability evaluation are interviews, heuristic evaluation, surveys, usability experiments and expert evaluation. Some of these techniques are being used together. In addition, we have identified some works that propose frameworks or methodologies for evaluating the usability of virtual reality systems.
Text Reconstructing System of Editorial Text Based on Reader's Comprehension

In writing an editorial, an author constructs a logical structure to form an argument. A reader, meanwhile, determines the topics presented in that text and the relationships between them to understand that logical structure and arrive at the argument. However, if the reader cannot correctly read the logical structure, the text that can be reconstructed from the logical structure understood by the reader will differ from the original editorial text. We have developed a system that helps a reader recognize one's own errors in understanding logical structure by reconstructing the text based on the understood logical structure. In this paper, we provide an overview of the system and discuss the results of an experiment that we performed to evaluate the effectiveness of the system.
Promoting Independence Through a Novel e-Learning Solution to Practice Online Purchasing

This paper presents the development and testing of an innovative e-learning solution where persons who find it challenging to understand e-commerce and digital payment services can learn about and practice online shopping in a safe environment without stress and fear of errors. The core of the solution is a series of exercises that break down the online purchasing experience into small steps where the user can practice specific steps in the process at their own leisure. User tests conducted with persons with cognitive impairments and older adults confirmed that the solution was perceived as useful for improving ability and confidence to use online shopping services. The main difficulties encountered by the users in the tests concerned the understanding of concepts and vocabulary involved in online shopping. Further to the user feedback, the solution was adapted to provide further support in terms of explanations of difficult terms and illustrations of words. Nevertheless, the results of the user testing raise questions on the importance of reading level and vocabulary support as part of the accessibility of e-commerce websites in general. More research is needed to investigate the impact of understandable text on the inclusion of users of all abilities in the expansion of e-commerce across the EU and beyond.
Trust Acceptance Mapping - Designing Intelligent Systems for Use in an Educational Context

Intelligent systems are not a new concept. It is generally accepted that the term ‘artificial intelligence’ or AI was first coined by Professor John McCarthy in 1956 and prior to that Alan Turing introduced what became known as the Turing Test in his 1950 paper, The Imitation Game. Given this relative longevity, it is perhaps surprising that the uptake of AI based systems in some sectors such as healthcare and education has been limited. This paper considers the deployment of an intelligent system in an educational context and proposes a model to inform the design of such based upon the relationship between trust and acceptance.
Virtual Reality in the Teaching of History of Architecture and Urbanism: A Literature Review

Virtual reality has become popular recently, and many Colleges now have immersive labs. However, the application of this tool still needs to be widely consolidated, mainly in teaching theoretical subjects related to the field of design, such as the History of Architecture and Urbanism. In addition, only some publications still discuss the advantages of using VR on this theme. The objective of this research is to map the scientific articles published in the last 25 years related to the use of virtual reality in teaching the history of architecture and urbanism. The scientific research sites ScienceDirect.com, CuminCad.org and GoogleScholar.com were chosen to perform data collection. The keywords “history of architecture”, “virtual reality” and “learning” were used in the advanced search of each of the three sites mentioned. Subsequently, a two-stage filtering was carried out, the first related to reading the titles and the second aimed at reading the abstracts. Finally, the works found were all classified according to their own methodology, as well as their main contributions were identified. The main conclusion from this study is that, although VR is not yet consolidated in most architecture courses, especially in history teaching, the studies showed several benefits of applying the tool. However, the ways to do so still require further investigation, especially considering the emergence of new applications that are increasingly easy to use.
Research on User Emotion Experience of Short Video Based on Cyclic Interaction Model

Purpose In the context of the gradual integration of self media into the life of the public, short videos have become a popular focus of entertainment. The purpose of this paper is to explore how to improve the emotional experience of we-media user interaction, so that we-media can be integrated into the public's Internet life in a better way. Methodology Based on the schematic energy theory and Hartson's cyclic interaction model, this paper explores the behavioral cycle of users' browsing short video works, constructs a user behavior framework of "planning-conversion-execution-result-evaluation", and looks for ways to enhance the emotional experience of short video by combining the influencing elements of users' emotional experience. Results The construction of a behavioral framework model of user interaction when browsing short videos can provide a more intuitive understanding of the connection between user behavior, media content and interaction and user emotional experience, and provide a reference for self media platforms to realize more comfortable and efficient human-computer interaction.