Reviewerly/exHarmony huggingface dataset:
Head mounted display based augmented reality device for medical applications

Augmented Reality (AR) is emerging as an innovative frontier in medical applications. The ability to provide preoperative training, thorough explanation and demonstration of procedures to patients, and intra-operative information and navigation are among many valuable use cases. Head mounted display (HMD) based AR devices are particularly promising for use in medical settings due to their hands-free capabilities. HMD AR devices have shown immense promise in the effort to produce better trained surgeons and to pioneer new risk-reduced surgical protocols to advance modern medicine. Current studies on the benefit of HMD AR in medical applications have been limited to off-the-shelf devices which are not specifically tailored for their use cases. Most FDA approved devices for AR in medical applications are off-the-shelf as well. However, specific use case tailoring may potentially improve HMD AR device use further for medical settings. This study proposes a HMD AR device tailored for use in medical applications. This proposed design shall contain the expected hallmarks of a user-friendly HMD AR device such as lightweight design and high see-through transmittance, with particular attention paid to facets that affect medical applications: battery longevity (for continued use during surgery) and display brightness (for use in bright operating room environments).
Multifractal approach for a biological porous media: Human dentin case

A multifractal characterization to human dentin porosity is made. Micrographs of human dentin samples gotten from scanning electron microscopy (SEM) were studied in order to characterize porosity. We got the generalized dimensions (multifractal moments) Dq for pore space and matrix skeleton on gray scale and binary images for samples of both gender. For the case, we found that superficial porosity ηs is linked to mass fractal dimension D0 in an approximately linear relationship as D0≈ηs+d¯ for binary images. In addition, probability density distribution (PDD) for pore diameters is found a normal PDD type. Other quantities of interest like mean, standard deviation, maximum and minimum pore diameters, voit ratios, and percentage of chemical composition are reported. RESEARCH HIGHLIGHTS: SEM sample, images and procedure for multifractal analysis are detailed. Micro patterns in grayscale are multifractal and in binary scale are monofractals. Superficial porosity is relate to mass fractal dimension approximately linearly. From the porosity values, voit ratios are determined. Pores diameters obey a normal PDD.
Hardware and software demonstrator of universal microwave photonic quantum key distribution system for youth WorldSkills championships and educational purposes

The requirements of the mass consumer and educational market impose great restrictions on the cost of hardware-software demonstrators with relatively low requirements for the characteristics of the quantum key distribution process. This means that these devices do not have to be advanced and, as such, can provide a dramatic reduction in size, weight, and power compared to other quantum key distribution systems. The article presents the stages of development and creation of an experimental prototype of a hardware-software demonstrator of a universal quantum key distribution system that implements existing methods based on amplitude and phase modulation, as well as the proposed method of tandem amplitude-phase modulation of an optical carrier. The evaluation of the technical, economic and operational characteristics of the hardware-software demonstrator was carried out; practical recommendations were formulated for its development, creation and operation, as well as for the choice of an import-substituting element base, which ensured its low cost and the possibility of wide use at various research and educational sites, including World Skills youth championships and Future Skills process. In addition, the proposed demonstrator, embedded in a desktop computer, can act as access devices that can be connected to a terminal combined with a quantum network node to replenish a secret key store, which can then be used to encrypt daily activities on conventional platforms such as the Internet.
Video image processing of Daphnia magna Straus (Cladocera, Crustacea) as a basis for automated biotesting methods

Computer processing of a video sequence with test organisms is a promising direction in the development of biotesting, as the throughput of methods per unit time increases significantly and several test reactions are taken into account simultaneously. The aim of the work is to develop and test an automated method for considering a complex of D. magna test functions for further assessment of the toxicity of aquatic environments. Videos with D. magna were processed using the Python programming language and the OpenCV computer vision library. The developed algorithm makes it possible to detect D. magna individuals of different ages, to determine their linear dimensions, velocities and accelerations. This functionality, applied to model groups of D. magna, makes it possible to assess the acute toxicity (by lethal and sublethal effects) and chronic toxicity of samples (by the number of juveniles born and their physiological reactions).
evaluation of the impact of demographic heterogeneity in the environment on the management of territorial educational systems

The article presents an analysis of the adaptation of mechanisms for managing the development of territorial systems to changes in the external environment. Based on the study of changes in the network of educational organizations, the number and ethnic composition of students, projects and programs for the development of education in Yakutsk city, the characteristics of institutional changes in the educational system aimed at the development of human capital are given. The framework of the analysis is set by the transformation of the role of education management in the conditions of growing demographic heterogeneity. The transition to adaptive management of educational development based on taking into account the features of the educational landscape and the changes in the external environment is shown.
Investigating Security Folklore: A Case Study on the Tor over VPN Phenomenon

Users face security folklore in their daily lives in the form of security advice, myths, and word-of-mouth stories. Using a VPN to access the Tor network, i.e., Tor over VPN, is an interesting example of security folklore because of its inconclusive security benefits and its occurrence in pop-culture media. Following the Theory of Reasoned Action, we investigated the phenomenon with three studies: (1) we quantified the behavior on real-world Tor traffic and measured a prevalence of 6.23%; (2) we surveyed users' intentions and beliefs, discovering that they try to protect themselves from the Tor network or increase their general security; and (3) we analyzed online information sources, suggesting that perceived norms and ease-of-use play a significant role while behavioral beliefs about the purpose and effect are less crucial in spreading security folklore. We discuss how to communicate security advice effectively and combat security misinformation and misconceptions.
comparative analysis of the effectiveness of isotherapy in the rehabilitation of children with intellectual disabilities

Art therapy technologies are widely used in educational, rehabilitation and social institutions. It is believed that the use of various methods of art therapy helps children and adolescents with disabilities to integrate into educational and rehabilitation processes. In the special and psychological-pedagogical literature, a wealth of material has been accumulated about the adaptive, corrective and therapeutic effects of art-therapeutic technologies, where the creative nature of the process of interaction between the psychologist and the wards serves as the basis. One of the most common and available methods of art therapy can be called isotherapy. The special literature emphasizes the effectiveness of isotherapy in the correction of the perceptual and emotional-volitional sphere, promotes the development of higher mental functions. This article presents the experience of monitoring the dynamics of mental activity of children with varying degrees of intellectual disability during rehabilitation, where one of the psychological and pedagogical influences was isotherapy. Research methods: observation maps for children with disabilities during isotherapy classes. The questions of the observation map are compiled on the basis of a three-level rehabilitation program using the method of isotherapy. To identify the links between the indicators of mental activity of the subjects, the r-Pearson correlation coefficient was used. In order to determine the effectiveness of isotherapy, Wilcoxon’s W-test is used. Results of the study a comparative analysis of the effectiveness of isotherapy in three different groups of children with disabilities is presented. The most noticeable positive changes are observed in the samples of children with moderate and mild mental retardation. For a group of children with severe intellectual and psychophysical disabilities, isotherapy classes help to pull some children up to an average level. The lack of positive dynamics in children of this group lies in the peculiarities of sensorimotor activity disorders, weak or almost absent differentiation of mental processes. Imagination deserves special attention in isotherapy classes, the study of which in children with intellectual disabilities is relevant in modern correctional psychology.
Eye into AI: Evaluating the Interpretability of Explainable AI Techniques through a Game with a Purpose

Recent developments in explainable AI (XAI) aim to improve the transparency of black-box models. However, empirically evaluating the interpretability of these XAI techniques is still an open challenge. The most common evaluation method is algorithmic performance, but such an approach may not accurately represent how interpretable these techniques are to people. A less common but growing evaluation strategy is to leverage crowd-workers to provide feedback on multiple XAI techniques to compare them. However, these tasks often feel like work and may limit participation. We propose a novel, playful, human-centered method for evaluating XAI techniques: a Game With a Purpose (GWAP), Eye into AI, that allows researchers to collect human evaluations of XAI at scale. We provide an empirical study demonstrating how our GWAP supports evaluating and comparing the agreement between three popular XAI techniques (LIME, Grad-CAM, and Feature Visualization) and humans, as well as evaluating and comparing the interpretability of those three XAI techniques applied to a deep learning model for image classification. The data collected from Eye into AI offers convincing evidence that GWAPs can be used to evaluate and compare XAI techniques. Eye into AI is available to the public: https://dig.cmu.edu/eyeintoai/.
"Honestly, I Think TikTok has a Vendetta Against Black Creators": Understanding Black Content Creator Experiences on TikTok

As video-sharing social-media platforms have increased in popularity, a 'creator economy' has emerged in which platform users make online content to share with wide audiences, often for profit. As the creator economy has risen in popularity, so have concerns of racism and discrimination on social media. Black content creators across multiple platforms have identified challenges with racism and discrimination, perpetuated by platform users, companies that collaborate with creators for sponsored content, and the algorithms governing these platforms. In this work, we provide a qualitative study of the experiences of Black content creators on one video-sharing platform, TikTok. We conduct 12 semi-structured interviews with Black TikTok content creators to understand their experiences, identify the challenges they face, and understand their perceptions of the platform. We find that some common challenges include: content moderation, monetization, harassment and bullying from viewers, lack of transparency of recommendation and filtering algorithms, and the perception that content from Black creators is treated unfairly by those algorithms. We then suggest design interventions to mitigate the challenges, bolster positive aspects, and overall cultivate an inclusive algorithmic experience for Black creators on TikTok
A Model of Trust in Ethereum Token ‘Ether’ Payments, TRUSTEP

Ethereum is being utilized in various ways, including smart contracts and payments. Research in cryptocurrency payments has either been general, about all cryptocurrencies or focused primarily on Bitcoin. Despite some similarities with Bitcoin, Ethereum is a different technology with different governance and support. This research focuses on payments with the Ethereum token, Ether, and puts forward a model of trust in Ethereum payments. Survey data analyzed using structural equation modeling supports the model. Firstly, the model has three variables from the person’s individual characteristics: The user’s predisposition to using innovations in (a) finance and (b) technology, influence (c) their predisposition to trust in this payment process. There are then five variables from the context: (d) Adoption and reputation, (e) stable value and low transaction fees, (f) effective regulation, (g) trust in the payment intermediaries, and (h) trust in the seller. The personal and contextual factors together influence (i) trust in the Ethereum payment process, and this leads to (j) making a payment with Ethereum.
On the Relevance of Explanation for RDF Resources Similarity

Artificial Intelligence (AI) has been shown to productively affect organizational decision making, in terms of returned economic value. In particular, agile business may significantly benefit from the ability of AI systems to constantly pursue contextual knowledge awareness. Undoubtedly, a key added value of such systems is the ability to explain results. In fact, users are more inclined to trust and feel the accountability of systems, when the output is returned together with a human-readable explanation. Nevertheless, some of the information in an explanation might be irrelevant to users—despite its truthfulness. This paper discusses the relevance of explanation for resources similarity, provided by AI systems. In particular, the analysis focuses on one system based on Large Language Models (LLMs)—namely ChatGPT— and on one logic-based tool relying on the computation of the Least Common Subsumer in the Resource Description Framework (RDF). This discussion reveals the need for a formal distinction between relevant and irrelevant information, that we try to answer with a definition of relevance amenable to implementation.
The leverage of “text type” on translation choices: An empirical study with a logical focus

This article explores the influence of text type on translation choices by attending to the case of logical meaning in Chinese-to-English translation. Drawing on the text typology in Systemic Functional Linguistics, this study analyses four different types of text—expounding, reporting, sharing and recommending. Results show that no shifts and minor shifts occur more frequently in the translation of expounding and reporting texts, whereas major shifts (such as the removal of a logical relation) are more frequently adopted in sharing and recommending texts. These preferences of translation choices can be interpreted in terms of the particularities of different text types, including the explicitness of logical relations, text complexity and text orientation. Thus, the current study can help translators make informed choices when translating texts in different types and enable them to justify their translation choices with reference to linguistic particularities of each text type.
Authorship Attribution on Short Texts in the Slovenian Language

The study investigates the task of authorship attribution on short texts in Slovenian using the BERT language model. Authorship attribution is the task of attributing a written text to its author, frequently using stylometry or computational techniques. We create five custom datasets for different numbers of included text authors and fine-tune two BERT models, SloBERTa and BERT Multilingual (mBERT), to evaluate their performance in closed-class and open-class problems with varying numbers of authors. Our models achieved an F1 score of approximately 0.95 when using the dataset with the comments of the top five users by the number of written comments. Training on datasets that include comments written by an increasing number of people results in models with a gradually decreasing F1 score. Including out-of-class comments in the evaluation decreases the F1 score by approximately 0.05. The study demonstrates the feasibility of using BERT models for authorship attribution in short texts in the Slovenian language.
CRFNet: Context ReFinement Network used for semantic segmentation

Abstract Recent semantic segmentation frameworks usually combine low‐level and high‐level context information to achieve improved performance. In addition, postlevel context information is also considered. In this study, we present a Context ReFinement Network (CRFNet) and its training method to improve the semantic predictions of segmentation models of the encoder–decoder structure. Our study is based on postprocessing, which directly considers the relationship between spatially neighboring pixels of a label map, such as Markov and conditional random fields. CRFNet comprises two modules: a refiner and a combiner that, respectively, refine the context information from the output features of the conventional semantic segmentation network model and combine the refined features with the intermediate features from the decoding process of the segmentation model to produce the final output. To train CRFNet to refine the semantic predictions more accurately, we proposed a sequential training scheme. Using various backbone networks (ENet, ERFNet, and HyperSeg), we extensively evaluated our model on three large‐scale, real‐world datasets to demonstrate the effectiveness of our approach.
Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality

Tile-based locomotion (TBL) is a popular locomotion technique for computer, console, and board games. However, despite its simplicity and unconventional movement, the transfer of TBL to virtual reality (VR) as a game platform remains unexplored. To fill this gap, we introduce TBL for VR on the example of two techniques: a controller and a feet-based one. In a first user study, we evaluated the usability and acceptance of the techniques compared to teleportation and touchpad locomotion. In a second exploratory user study, we evaluated the user experience of both TBL techniques in a maze and a museum scenario. The findings show that both techniques provide enjoyment and acceptable usability by creating either a relaxing (controller-based) or a physically active (feet-based) solution. Finally, our results highlight that TBL techniques work particularly well for small, constrained spaces that allow users to focus on exploring details in the nearby environment (important for games) in contrast to large open spaces that require faster locomotion, like teleportation.
Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play

In 2020–2021, under the restrictions associated with the COVID-19 pandemic, boardgame players around the world sought out ways to play physical boardgames with each other despite being physically apart. Their creative appropriations of digital technologies and physical tools to allow for hybrid distanced play demonstrate not only the resilience of boardgaming as a hobby, but also provide important insights into the design of novel distanced hybrid digital boardgames (DHDBs). Through a survey of over 1300 respondents, this paper explores the ways distanced players engaged in homebrew practices to make physical boardgame play possible. Through reflexive thematic analysis, we identify three themes that reflect the practical issues players grappled with, including game choice, game mode or setup, and technical implementation. Reflecting on the challenges and opportunities associated with these issues, we consider their implications for DHDB design more generally. In doing so, we present the DHYE (Distanced Hybrid plaY Experience) framework, a practical set of design considerations that emphasises an understanding of distance not simply as an obstacle to enjoyable boardgame play but as an inspiration for novel and meaningful design.
A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games

Virtual reality (VR) games intensify storytelling experiences by letting players take the role of a character. However, in contrast to films, novels, or games, VR experiences often remain centered around one single character without using the potential of complex multiprotagonist plots. Our work engages in this critical topic by investigating the design of immersive and natural transitions between different characters. First, we conducted a scoping review to identify existing multiprotagonist VR games (N=18) and grouped their used transition techniques into four categories. Based on these findings and prior research, we designed two transition techniques (Static Map vs. Rebodying) and conducted a between-participants (N=36) study to explore their effect on user experience. Our results show that Rebodying outperforms Static Map regarding the perceived realism, acceptance, and spatial understanding of the character transitions. Both conditions do not differ significantly in terms of cybersickness. Finally, we provide future directions for developing, improving, and exploring of multiprotagonist transition techniques in VR games.
The Effects of Hand Representation on Experience and Performance for 3D Interactions in Virtual Reality Games

In Virtual Reality (VR), natural 3D interactions are performed with hand representations - the visualizations and interactors used for manipulating objects. Hand representations in VR games range from abstract shapes, to graphical versions of input controllers, to realistic human-like hands. Hand representations have been shown to have an important effect on play experience and performance. However, previous work has only considered them for individual 3D interactions or an entire game, giving designers little information about how a representation might perform and be experienced across different 3D interactions (like picking up and rotating objects, or opening a container). In this work, we compare three hand representations across 12 different 3D interactions and in a longer game experience in a study of 45 participants. We find that while representation did not affect performance, representations were overall experienced differently across 3D interactions. Our work provides a deeper understanding for VR game designers about how hand representations can be used to shape play experiences.
The Aesthetics of Disharmony: Harnessing Sounds and Images for Dynamic Soundscapes Generation

This work presents an autonomous approach that explores the dynamic generation of relaxing soundscapes for games and artistic installations. Differently from past works, this system can generate music and images simultaneously, preserving human intent and coherency. We present our algorithm for the generation of audiovisual instances and also a system based on this approach, verifying the quality of the outcomes it can produce in light of current approaches for the generation of images and music. We also instigate the discussion around the new paradigm in arts, where the creative process is delegated to autonomous systems, with limited human participation. Our user study (N=74) shows that our approach overcomes current deep learning models in terms of quality, being recognized as human production, as if the outcome were being generated out of an endless musical improvisation performance.