Reviewerly/exHarmony huggingface dataset:
Features of Monetization of Internet Media: on the Example of Internet Periodicals of the Belgorod Region

This article is devoted to the study of methods of monetization of online periodicals, the study of its features, as well as the analysis of online periodicals of the Belgorod region for the use of various approaches to the issue of monetization. The subject of the research in the article are the Internet periodicals of the Belgorod region, leading the rating of the Information and analytical online service "Medialogia" for 2020, as the most cited periodicals of the Belgorod region for the specified year. The research method includes content analysis and comparative analysis of the techniques and methods used to monetize online media. The main objective of the study was to identify current ways of monetization of online periodicals and to detect trends in their further development. Such a study of online periodicals of the Belgorod region was carried out for the first time, which explains its significance and novelty. During the analysis, the following conclusions were made: currently there is no single business model for monetization of online media. However, further expansion of the range of advertising services offered is inevitable: almost any media outlet has an electronic analogue on the Internet, which means it is becoming increasingly difficult to compete. In order to attract advertisers and audiences, online publications need to take a comprehensive approach to monetization issues and regularly analyze feedback. Online publications of the Belgorod region mostly offer advertisers exactly this approach, but banner advertising is predominant. The least used way of monetization is a paid subscription to content.
The Role of Digital Pathology in The Assessment of PD-L1 Expression in HER2-neu Positive Breast Cancer

Digital pathology is a technology for representing whole stained tissue sections from glass slides and viewing them by a pathologist on a computer. We aim to find out the role of digital pathology in the assessment of “PD-L1 in HER2-neu-positive breast cancer” and the effect of storage time on PD-L1 expression. This is a case series study that evaluates “PD-L1 protein immunohistochemical expression” using monoclonal mouse Anti-PD-L1 (Dako), clone 22C3 on “50 formalin-fixed paraffin-embedded tissues (core biopsy)” in Iraq over 7 months and scored using a combined positive score. “PANNORAMIC® Flash DESK DX slide scanner (3DHISTECH digital pathology firm)” was used to scan the slides. The PD-L1 stained slides were stored for 7 months, then a reassessment of the 50 slides was done using a light microscope in the same methods and compare the results with digital images. The results of reassessment of the 50 glass slides after 7 months under a light microscope found that there is slight fainting in the staining and slight changes in the combined positive score in 11 cases. Digital pathology contributes to documenting the PD-L1 assessment score, the storage time of PD-L1 immunohistochemical slides will cause fainting of the staining.
Virtual Wheelchair Accessibility Evaluation Tool for Virtual Environments: Design and Preliminary Tests

The growing demand for inclusivity towards accessibility in various social settings leads to stricter global standards, which emphasize the importance of having an assessment tool to gauge the virtual environment experience of wheelchair users.
Challenges on the Practical Use of Augmented Reality by Non-technical Users: A Case Study

We describe an experiment to assess the ease of use of Augmented Reality (AR) tools and techniques by end-users. We are particularly interested in the user-facing limitations of current AR technologies, both from the device and operating system support of open standards and from specific low-complexity tasks that users must perform to publish and consume AR content. For this, we design and implement a simple e-commerce architecture, where two user profiles interact, a retailer and a customer. A store-like platform is created for registering and publishing web-based 3D models by retailers. Customers then access this platform through smartphones, selecting and interacting with 3D content through markerless AR. We examine a small set of technologies in this particular context, briefly covering platform APIs and interoperable storage formats. We realize that there are still gaps in the content-consumption pipeline for AR that hampers straightforward usage by end-users. Moreover, even when choosing the simplest standards and widest available tools, we still notice device limitations and hardware incompatibilities. For evaluation, we discuss our human interface protocol, which shows that most users have no problems understanding AR interaction or perceiving the added value of this medium. Yet, users struggle with technical and interoperability issues, most of them outside of the scope of Augmented Reality techniques.
Modeling and Designing Clinical Sessions with Hybrid Environments in the Metaverse

The Metaverse, an immersive virtual environment enabling real-time interactions, presents a novel opportunity to enhance workflows in healthcare, particularly in clinical sessions. The necessity for immersive, collaborative, and device-friendly environments has become increasingly apparent in the age of remote work and the rapid advancement of XR technologies. This paper explored how to model and design clinical sessions using hybrid environments in the Metaverse. We considered users’ needs across diverse devices like HMDs, notebooks, and smartphones and integrated interactions available in the Metaverse. The study began by outlining the existing protocol followed by healthcare professionals during clinical sessions. Our research identified specific tasks within the clinical session process that could be improved by integrating Metaverse interactions. Based on these findings, we proposed and developed a prototype, which was evaluated by HCI, XR experts and stakeholders. Our findings provide valuable insights for healthcare professionals and Metaverse designers, pointing directions for future research.
Hand gestures for continuous locomotion and snap turn for VR Experiences

Virtual Reality (VR) allows users to move through a plethora of immersive 3D worlds without leaving their spot with techniques such as smooth continuous locomotion. Nowadays, the standard is to do those sorts of inputs with controllers, however, hand tracking is an ever-growing technology that is gradually becoming relevant as one of the main input modalities available. The purpose of this study is to investigate which gestures works better to allow the user to move continuously in Virtual Environments (VEs) while also allowing it to do quick rotations in 45 and 180 degrees (snap turns). The inputs are compared in terms of efficiency, usability, and user preference.
A Pilot Study of the User Experience in an Augmented Reality Mobile App to Support Teaching of Hematology

This paper presents the development and pilot study of the user experience of the AnemiaAR Mobile App, an Augmented Reality serious game to support teaching of hematology. We created two versions of the game: marker-based (using Vuforia resources) and markerless (using MRTK resources). Our counterbalanced study considered assessing the two app versions by 12 volunteers, Medicine undergraduate students, enrolled in a hematology course. At the post-test, the subjects answered the User Experience Questionnaire (UEQ) and responded to an interview about the strengths and weaknesses of each version. The results showed 17 of the 26 UEQ aspects with better evaluation means for the markerless support, suggesting a more positive user experience for this version. This panorama is corroborated by the subjective interview data, showing a user preference for markerless interaction for this AR mobile game.
DeAR: Combining Desktop and Augmented Reality for Visual Data Analysis

Combining different interfaces and displays might enhance the capabilities of data analysis, particularly in the context of Immersive Analytics. In this work, we design a prototype, called DeAR (Combining Desktop and Augmented Reality for Visual Data Analysis), which integrates a desktop environment with an augmented reality one. DeAR enables users to interact with both environments simultaneously, facilitating visualizations comparisons and diverse data analysis tasks. With our prototype, users can interact with two visualization paradigms, with changes made to visualizations in one being reflected in the other. We describe a use case scenario to demonstrate how our proposed design could facilitate exploration and selection tasks. The primary contribution of our work lies in the design and implementation of a proof-of-concept prototype, named DeAR, that allows interaction with data in hybrid environments. This prototype combines heterogeneous interfaces and displays, providing new opportunities for data analysis.
Revisiting 25 years of Healthcare Studies in the SVR History

Healthcare is a relevant field for applications of Extended Reality (XR) technologies, allowing to aid professionals and students in the procedures training, improving the concepts and skills learning process. Over a quarter of a century, the Symposium on Virtual and Augmented Reality became one of the main channels in Brazil to discuss XR research and applications in the healthcare area. The current paper revisits past editions of the SVR, addressing studies in the healthcare area published over the years and offering an updated area overview, including categories (application, simulation, tool development, and technique). The results highlight the Rehabilitation area as one of the main fields of study; however, we might find studies in the most different medical areas. New technologies (hardware and software) create trends, such as haptic devices (Geomagic Touch), visualization devices (Oculus Rift), and game engines (Unity3D), and cost-benefit are considered. The games were employed in various studies. Statistical tests and machine learning could be further explored in the validation experiments of the applications and simulations to analyze the data.
Towards Generating Digital LIBRAS Signers on Mobile Devices

Sign language is an effective way to communicate with people who have some degree of hearing impairment. However, mastery of such languages is limited to a relatively small number of people. In this context, the use of assistive technologies is an excellent ally in social inclusion. Approaches based on graphics and deep learning have emerged as an effective non-intrusive way to perform sign language recognition (SLR), translation (SLT), and production (SLP). Pose transfer for sign language reenactment by digital signers is one of the tasks that can be carried out with these techniques. Despite the existence of methods addressing this problem in the literature, few of them tackle the deployment of such models on platforms accessible to real users. Therefore, in this paper, we propose the adaptation and implementation of a deep generative model for Brazilian Sign Language (LIBRAS) production on a mobile device. This effort aims toward the generation of synthetic digital LIBRAS signers which could be used to enhance real-time communication with hearing-impaired people.
Metaverse and cultural preservation: an alternative through NFTs of social sustainability in Brazil

Exploring the potential of NFTs and metaverses can make them tools for cultural preservation and social sustainability in Brazil. This article provides an overview of the recent evolution of the metaverse and the adoption of these technologies by Brazilian communities. The main focus of this study is on the involvement and inclusion of Indigenous peoples in this technological sphere, emphasizing the importance of ensuring respect and preservation of forest peoples when including them in NFT projects. Several existing solutions that can facilitate social initiatives are exemplified, and one such solution is the 3.land marketplace/metaverse, which holds great potential for social actions due to its community-driven dynamics and 3D education promotion. The article concludes by suggesting possible directions to enhance technological development for Brazil’s Indigenous communities, promoting the appreciation and protection of cultural expressions from the forests through blockchain and cryptocurrency technologies.
Porting and Enhancing a Mental Health Narrative Game for VR: Redesign Insights and New Features for the Meta Quest Platform

This paper delves into the intricate process of porting and enhancing a mental health narrative game for the Meta Quest 2 virtual reality (VR) platform. We chose Meta Quest 2 due to its unique combination of user accessibility, standalone capability, and high-performance tracking and rendering—traits that align closely with our mental health education and engagement objectives. Our meticulous journey focused on adapting to the platform’s unique capabilities and limitations and innovatively incorporating new features to improve gameplay and enhance mental health awareness. These new features include updated object interactions, the integration of direct VR interactions, an overhauled user interface, and the incorporation of a virtual body to intensify the player’s sense of presence and immersion. Our work offers valuable insights and lessons for future VR game design and development, including performance optimization, aesthetics preservation, comfort and safety considerations, motion sickness prevention, player guidance, 3D tracking, object interaction mechanics, and immersion. Ultimately, these findings provide a roadmap for developers undertaking the challenging task of adapting and enhancing games for VR platforms.
Integration of Smartwatches in Low-Cost Virtual Environments: A Systematic Literature Review with Emphasis on Cardboard Devices

In this work, we investigated the integration between smartwatches and Cardboard devices for interaction in low-cost virtual environments. We analyzed five related works that explored this integration and discussed the main trends and challenges identified. The results revealed that different interaction methods, such as on-screen gestures, physical movements, and physiological sensors, were employed in the works. The integration between smartwatches and Cardboard devices presents a promising field for future research. New interaction methods, improvements in gesture recognition algorithms, and the expansion of additional device options are some of the identified research opportunities. This integration can offer a more immersive and interactive experience in virtual reality, making it more accessible and engaging for users. Future work can focus on refining these approaches, considering different devices, and exploring aspects related to usability and user acceptance. This work contributed to understanding the evolution and possibilities of integrating smartwatches and Cardboard devices, paving the way for innovations in this promising field of low-cost virtual reality.
Manual Assembly Augmented Reality Systems Implementation: A Systematic Literature Mapping

Manual assembly operations can benefit from AR-based systems but the industry seems not to follow the idea. A gap between conceptual systems and actual ones on the shop floor in the industry might exist. Recommendations and guidelines for the development of AR-based manual assembly systems can be found, however, the prevalence of such applications in everyday industry remains relatively low. Due to the absence of reviews targeting systems’ application and usage, we performed a systematic literature mapping focusing on the implementation of AR-based manual assembly systems in real settings and the adaptations required. This paper reviewed the research on using AR to assist manual assembly from 2012 to 2022 and from 3330 papers a total of 77 were selected. The majority of the proposed systems were applied to a simulated environment and were evaluated by subjects that were not directly related to manual assemblies. It was also found that among the wide variety of tasks related to the presented manual assembly AR systems, the most common was Lego-based assembly. A preference was observed for manual assembly AR systems that display the actual assembly procedure, and provide guidance by presenting instructions within the visual field where the assembly is taking place. Regarding the main aspects of AR systems that have been evaluated to validate the results, we found: assembly time, number of errors, user experience, and cognitive load. Regarding implementing a manual assembly AR system in actual settings, it was found that the system should display only essential orientation to the task and be adaptative to the user’s knowledge. Our analysis indicates that current AR-based manual assembly systems are still in the process of identifying the necessary requirements for achieving an efficient and ergonomic system. Therefore, they have yet to reach widespread adoption as a common technology in the industrial setting.
A Pedagogical Virtual Reality Environment for Children in Early Childhood Education

The research presented here describes the use of a virtual reality system focused on the teaching-learning process in early childhood education. The system comprises of four activities that aim at developing and improving skills related to perception, motor coordination, recognition of geometric shapes, and spatial location and orientation. The interaction with the virtual environment occurs through Kinect360, enabling three-dimensional tracking of the students body in real time. The SUS evaluation method was administered to pedagogues to assess the usability of the system, and the results obtained are satisfactory and give evidence of the applicability of the system.
Automating the audit of the Brazilian electronic ballot operation: A new dataset for 6DoF pose estimation of the voter terminal based on domain randomization

Performing detection and pose estimation of objects in six degrees of freedom (6-DoF) is a widely studied challenge in virtual and augmented reality, robotics and computer vision. For simulation and testing of the Brazilian voter terminal, its pose could allow automatic testing/auditing with robotics arms or virtual reality applications to simulate the voting process. For pose estimation using deep learning, it is necessary to generate large amounts of annotated real data, which is a costly task in time and resources. One way to avoid this issue is to create synthetic data through domain randomization, using 3D object modeling, to train the pose estimation technique with a reduced amount of annotated real data. In this work, domain randomization was utilized to generate a synthetic dataset, starting from a 3D model of the voter terminal, varying the lighting settings, camera position and distract insertion, to verify what impact this randomization has on training a single shot algorithm to perform the detection and pose estimation of this terminal in a different scenario. The new dataset with real and synthetic data from the voter terminal was built and will be publicly available.
Opus Imperfectum - A Mixed Reality Concert About the Origin of Life

This paper explores the integration of Virtual Reality (VR) technology in concerts, focusing on creating immersive experiences through Mixed Reality (MR) environments. By combining generative graphics, projections, and VR elements, the audience’s concert experience can be enriched and aligned with the artists’ performances and themes. The Opus Imperfectum MR experience, featuring a musical composition with four acts portraying the journey of life on Earth, exemplifies how MR can augment concert exhibitions and engage audiences in a dynamic and educational manner. The paper outlines the development process of the MR experience and discusses opportunities for further exploration of this technology.
Virtual MultiView Panels for Distant Object Interaction and Navigation in Virtual Reality

In this paper we present a technique to improve interaction and navigation in virtual reality through the use of multiple virtual cameras projecting their view to windows around the user, expanding the through-the-lens metaphor to a virtual-drone metaphor, and making it possible for users to monitor, and navigate and interact with multiple occluded locations simultaneously using these windows. With this technique, users are able to reach anywhere in the virtual environment in an easy and fast way, without causing discomfort or disorientation. We evaluate the effectiveness of the proposed technique through a user study with two different tasks and assess the task completion performance, user behavior, and preference compared to other known methods.
Evaluating Virtual Reality Simulations for Wheel Loader Inspection

In this study, a virtual reality simulation game for the inspection of a wheel loader is proposed. It has a cost-effective way to provide training and to monitor the performance of machinery operators in a mining company. This game is used during their mandatory pre-operation safety inspection, a tool that is otherwise nonexistent for their specific needs. The simulator was developed using a game engine and built to operate with different virtual reality headsets. It aims to use a guide to perform inspection procedures on a wheel loader of a mining company. A team of professional collaborators from the mining company evaluated the simulator under several scenarios. The computational results showed that the simulator provided the employees with an initial experience before conducting an actual field inspection of the wheel loader. In this sense, the simulator increases the safety of employees and does not expose them to risky situations, owing to a deeper knowledge of inspection procedures. Moreover, the simulator has a lower cost compared to an outsourced contract and can decrease machine downtime. Finally, the simulator is effective for training because it provides professional employees with a sense of realism.
Augmented Reality for Assembly Training in Industry: A Systematic Literature Mapping

Training as a basis for professional development contributes to the dissemination of knowledge in organizations. This Systematic Literature Mapping (SLM) aims to identify the approaches and instruments of corporate training for manual assembly with Augmented Reality (AR) in industries. The SLM was carried out in the ACM Digital Library and IEEE Xplore database with a total of 151 papers found and after applying the selection criteria, 28 papers were analyzed. We found that most systems were tested in simulated environment and not always assessed by users perspective. Task completion time and number of errors are two very frequent measurements. No theoretical pedagogical approach was found which suggests that the research is still focused on system´s design issues such as interface, information and graphics. Existing AR-based manual assembly training systems simply reproduce the intended task as a basis for training. The results show that AR supports the training process, but it is still in the development phase and it is necessary to investigate approaches that demonstrate the pedagogical practices used. The aspects of the AR-based learning processes are yet to be fully explored.