Reviewerly/exHarmony huggingface dataset:
Children’s Ideal Nature-Related Digital Tools: A Co-design Experiment

Children living in cities are interacting less and less with their surrounding green spaces. It is argued that, while online digital games can decrease children's outdoor play, emerging digital technologies have the potential to motivate children's interaction with nature. However, children, who are the end-users of such tools, are hardly involved in their design process. Over the past two decades, children are increasingly being involved in urban and technological design, yet their participation in the design process has been rather passive. To address this gap, we explore the desired characteristics of digital tools for an ideal interaction with nature, from the perspective of children. We conducted an outdoor activity and a co-design workshop with 23 children aged 12–14 years from a secondary school in the Netherlands. The findings of this participatory design process indicate the design characteristics, requirements, functions, and usage of children's ideal digital tools that can increase their interaction with nature. Our findings are not only relevant for investigating the role of children as co-designers in the whole participatory technology design process, but also helpful for urban or digital intervention designers to improve child-friendly digital tools for ideal interaction with nature.
Research Design Based on Children’s Participative Edutainment Products

Objective: To protect children’s eyesight by reducing the frequency and duration of children playing electronic products through children’s participation in the design of children’s interesting entertainment products. Methods: 15 primary school students aged 8–12 were selected by random sampling method to improve the existing incomplete design scheme of entertainment products together with designers, so that children would become the main participants in the early stage of the design of children’s entertainment products. Then GR-AES was used to calculate children’s emotional responses to each design scheme, and the final design scheme was drawn up from the perspective of children. Results: The entertainment products conforming to children’s emotional experience were designed. Children participated in the drawing of the design sketch, and the entertainment products with the highest user satisfaction were finally designed based on children’s preferences. Conclusion: It is beneficial to cultivate children’s consciousness of innovation and cooperation, make children’s entertainment projects rich and diversified, help children to train the adjustment function of the eyes, improve the adjustment ability of the ciliary muscle, so as to improve the resistance ability of the eyes.
Modular 3D Interface Design for Accessible VR Applications

Designed with an accessible first design approach, the presented paper describes how exploiting humans’ proprioception ability in 3D space can result in a more natural interaction experience when using a 3D graphical user interface in a virtual environment. The modularity of the designed interface empowers the user to decide where they want to place interface elements in 3D space allowing for a highly customizable experience, both in the context of the player and the virtual space. Drawing inspiration from today’s tangible interfaces used, such as those in aircraft cockpits, a modular interface is presented taking advantage of our natural understanding of interacting with 3D objects and exploiting capabilities that otherwise have not been used in 2D interaction. Additionally, the designed interface supports multimodal input mechanisms which also demonstrates the opportunity for the design to cross over to augmented reality applications. A focus group study was completed to better understand the usability and constraints of the designed 3D GUI.
A Study on Human-Computer Interaction with Text-to/from-Image Game AIs for Diversity Education

Education in Japan seems to have various problems: decline in children's Japanese language skills? lack of thinking? lack of imagination? lack of understanding other persons and their diversity? Therefore, the previous paper has proposed an education-oriented Text-to/from-Image game and conducts a study on its game AIs. This paper conducts an additional study on their HCI (Human-Computer Interaction) for "Diversity" education especially, which in recent years has become important for creating a future society where people can feel mental affluence and connection with other people, and shows some experimental results to investigate the effects of others' explaining texts of a given image and/or their CLIP scores in the context of manually image-to-texting the given image for diversity education.
Triple Supportive Information for Matrix Factorization with Image, Text, and Social Networks

Recommender systems are useful tools to help users to select the best item in today's information-overloaded society. Probabilistic Matrix Factorization (PMF) is a successful recommender system method that introduces a probabilistic algorithm to matrix factorization. Various supportive information can be used in PMF, such as images, text, and social networks. Examples of successful incorporation of this supportive information into PMF include the use of one or two types of such information. However, the effectiveness of using three types of supportive information, such as images, text, and social networks simultaneously in the PMF is unclear. This study describes a model that extracts information from images, text, and social networks and incorporates it into PMF. The method extracts contour information from images and contextual information from text and optimizes the user and item latent matrix in PMF. The user matrix is further optimized using an implicit social network among users. Consequently, accuracy improvements of 2.83% to 38.7% on two real world datasets compared with existing methods are achieved.
E-Newspaper in International Chinese Language Education

Newspapers in Education prevails in many countries around the world and has great achievements. The research finds that the use of e-newspaper in international Chinese language education through the following ways has a significant effect. First, it can improve the timeliness of the Chinese Newspaper Reading course; second, it integrates with other courses to expand and enrich the knowledge of Chinese culture with the times; third, it improves the Chinese media literacy of foreign students; fourth, the students' newspaper reading proposals and teachers' comments promote class teacher-student interaction; and fifth, it promotes teachers' exploration of sustainable teaching reforms. Through the integration and use of high-quality e-news and multi-media optimization of learning contents, E-newspaper in Education innovates international Chinese language education, making it multi-dimensional and diversified, closely following China's social and cultural development, improving international students' Chinese language application ability and enhancing their Chinese cultural identity.
Wrist View: Understanding Human Activity Through the Hand

Understanding human-object interaction is important for recognizing the activity and the sequence of actions performed. Egocentric tracking of people’s actions and interactions has long been a research topic in many fields. Humans use their hands to manipulate objects in their daily lives to perform various activities. We contend that it is possible to determine human activity by watching how the wrist, palm, and fingers move and how they affect objects in the immediate area. There is a need to recognize the sequence of human actions. This is the key to understanding the activities and inferring the success or failure of the activity when manipulating objects. In this paper, we present a new perspective view, the wrist-centric view, a view from the wrist of the person while performing activities of daily living (ADLs). We explored activities of daily living (ADLs) through the wrist-centric view to identify activities where this novel view is advantageous over other egocentric views. This paper explores the importance of understanding human-object interaction in identifying activities and recognizing ADLs in finer detail. ADLs such as cooking, laundry, eating, drinking, doing dishes, interacting with people, gesturing, shopping, reading, walking, and interacting with everyday objects such as keys, glasses, and medication were selected to depict the representational motions a person needs to perform to carry out daily tasks. We provide different perspectives on these activities, including chest-centric and wrist-centric views, and demonstrate which scenarios the wrist-centric view is most advantageous.
Approaching AI: A Practical Guide to Understanding and Using AI for HCI

Artificial intelligence (AI), is an important evolution in computer science that is only beginning to take hold within the HCI communities. But while the science of AI was twice pronounced dead, it continues to evolve, so do the number of definitions, concepts, applications, and theories that are included in the study of AI. Understanding the definitions and concepts, the functions, terms and relationships associated with this sub-discipline of computer science can be challenging. Today, HCI researchers have an opportunity to begin to apply AI concepts to designing interactions and interfaces that will represent an evolution to the way humans use computers. However, because of the complexities and seemingly disconnected research efforts, HCI researchers must develop a clear and practical understanding of AI — the discipline, concepts, technologies, and terminology — to effectively develop the safe and trusted AI applications of the future. Towards this goal, this paper presents a high-level overview of AI, its history, and the key components, terms, and technologies that currently represent the constantly evolving science. Our goal is to motivate and support the adoption of AI as a safe and trusted layer of computer interactions towards the development of a new paradigm for HCI research.
Usability Assessment of Nintendo Switch

A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. With the development of modern technology, except for traditional games, people also play video games on different platforms. One of the most famous game consoles is Nintendo Switch. Because of its portability and sociability, Nintendo Switch rapidly spread among game lovers all over the world. This research is carried out with the main and specific functions of Nintendo Switch, which is measured through a series of tasks, compared with another popular game console – Xbox from Microsoft. In this research, there are users divided novice, occasional and experts, to ensure that the experimental results are authentic and credible. And this research was described as a summary usability assessment. Through a variety of usability evaluation methods, some shortcomings of the Nintendo Switch are found, and proposals with possible solutions are given.
The False Utopia of VR Gaming: The Mind and Body Under VR Video Games

The proliferation of virtual reality (VR) video games has revolutionised the gaming industry and is expected to have at least 20% growth in the next couple of years. The success of VR games urged different game developer to focus on the development of VR technology and thus lead to a rapid advancement of the technology. While the technology of VR is being improved and become widely distributed, it is high time to look at how the players would be affected by immersing in VR games. The essay argues that VR games affect not only the body but also the mind of players, lead to a rise in new ethical issues that requires an alternative way to look VR video games, and eventually affect the relationship between players and the reality. This essay will investigate the psychological and physical impacts from long term immersion of VR games, then the essay will discuss how such impacts change the perception of players’ themselves and the real world that leads to a series of ethical issues. This essay will concluded by say that no form of media are entirely free of agenda, neither is VR which seemingly blurred the sense of human being and create an illusion of utopia.
The Evaluation of Heart Rate and Presence in Virtual Reality Games

This study explores the effects of gender, viewing time, and game category on heart rate and presence. A total of 20 participants were enrolled in a three way mixed factorial design to investigate the effects of gender (male, female), viewing time (5, 10, 15 min) and game category (horror, action) on change of heart rate and iGroup presence questionnaire (IPQ). The ANOVA results indicated that game category was significant on change of heart rate, where action games have a higher change of heart rate than horror games. However, the results indicated that no significant variable was found on IPQ.
The Context of War and Cognitive Bias: An Interactive Approach in Accessing Relations of Attitude, Behavior and Events in Ancient Texts and Online News

Access to knowledge from ancient classical texts for a comparison and understanding of current events and situations poses challenges, especially to non-experts, especially if information searched concerns behaviors, attitude and mentality linked to war and not facts, events and names. Geopolitical and diplomatic information concerning behavior and intentions is also connected to the challenge of precision, correction and capturing subtle details. These resources may be a valuable -yet often obscure- source of information to a broader User group, requiring expertise, language skills and a remarkable period of time to access and to evaluate these resources in order to combine and compare information with the current state-of-affairs. Easy access to the Classical Texts and the display of detailed and/or specific information in a user-friendly interaction is the main target of the designed user-interface and partially implemented applications. The approach integrates expert-knowledge and user requirements and also manages Cognitive Bias. The designed user-interface and partially implemented applications by-pass Cognitive Bias but also take advantage of specific types of Cognitive Bias.
Establishing an Effective Adaptive Instructional Systems Community of Practice

This paper discusses the benefits and challenges associated with a path forward toward the establishment of an adaptive instructional system (AIS) community of practice (COP). At their simplest, AISs may be described as any form of instructional approach or strategy adopted to accommodate individual differences in learners to facilitate the effective and efficient acquisition of knowledge and skill. AISs use artificial intelligence and machine learning approaches to assess learner performance and proficiency, use learner information to select optimal interventions (e.g., feedback or direction) and recommendations for future instruction, and then observe the effect of their learner interactions to enable better decisions in the future. The goal of this paper is to demonstrate the importance of adaptive instruction and make the case for a global community of practice to develop standards, collaboratively develop capabilities, and share innovative solutions. Toward this goal, we identify significant challenges that require a large, multi-disciplinary community of experts to solve. Finally, we examine the potential impact of emerging AIS solutions that address some of the most difficult challenges in tailoring education and training for individuals and teams in the context of an AIS community of practice.
Smart Home for the Elderly - A Comparative Study on Interaction Techniques

We present the findings of a study to determine which interaction technique (touch control, voice control, gesture control, or activity control) is preferred by the elderly to control smart home devices. We conducted a workshop with eight senior citizens during which they were introduced to smart home devices in a smart living laboratory and learned how to control them. After experiencing the interaction techniques, they were asked about their experience, what they liked and disliked and which was their most and least favorite interaction technique for a specific scenario. We compared the results to their previous opinion gained from a postal survey conducted a year before the workshop to validate our assumption that senior citizens, when asked about which interaction technique they like most, will pick the technique they know best, i.e. touch control, instead of what would actually be the easiest and most intuitive way to control a smart home device. In the postal survey, most participants selected touch control as their favorite interaction technique. During the workshop it became apparent that many of them would prefer voice control or gesture control as it is close to how they would interact with a human being and they experienced it as a very natural, thus intuitive, form of communication.
“Hi, My Name is Robin” – Remotely Co-designing an Embodied Conversational Agent for Empathy with Older Adults

Embodied conversational agents (ECAs) have the potential to facilitate empathic relationships between older adults and eHealth coaches, but little research has been conducted on how to effectively include appearance and personality in the design of ECAs such that older adults can empathize with the agent. In this study, we aimed first to develop design requirements for ECAs that induce empathy in older adults. Second, we developed and reflected upon a remote (online), iterative co-design methodology which can be used as an alternative when traditional physical methods cannot take place (e.g. during COVID-19). Over the course of three months, five older adults (mean age 68 years) 1) received a paper booklet, 2) were invited to an Q&A session, 3) after which they were asked develop their own ECAs at home using the booklet, 4) and came back to discuss their designs online in a group setting to determine design requirements, 5) which were used to develop an interactive ECA, 6) that was individually evaluated in an online meeting. The final ECA, called Robin, was positively perceived in terms of appearance, but the participants expected the conversation with Robin to be more flexible and deeper. Overall, the current study demonstrated the feasibility of remote co-design activities for this population and presents recommendations for researchers and practitioners interested in or in need for a remote approach. Moreover, the current findings are translated in lessons learnt to inform design and development of future ECAs for older adults.
Untapped Potential of Participatory Design - Citizen Centered Social Data Utilization for Smart Cities

Our society has shifted to digital society, where generates tremendous amount of city activity data or Social Data. This potentially rich city resource has attracted attentions of diverse city players, and often described as “the new oil”. Accumulated social data could potentially open to create better society, generate competitive industries, and improve citizen’s well-being. However, majority of societies do not know how to utilize them for future cities, yet. Challenges to social data utilization are profound. Not only technical and political challenges are there also privacy and ethical challenges. Considering these social challenges, we explored potentials of social data utilization through a series of participatory design workshops. In the workshops, participants collected their own social data and used them for collective concerns. Through the case, we found an interesting potential solution of social data utilization for designing future city, by combining concepts of data donation and citizen as co-designer. Because the combination of data donation and citizens as co-designers could provide one of the optimal solutions for utilizing social data the most without violating the data ownership. By participating in the design process, the data owner can reuse their own donated data for their own purposes, holding a right to control and interpret in the design process. This article, by introducing a smart city workshop case, proposes and discuss a potential of data donation and participatory design, which could be one way to promote social data utilization for the greater good.
Research on the Communication Mode of Mobile Applications Under the Human-Computer Interaction Mode

This article intends to sort out and analyze the model types and current status of human-computer interaction in mobile applications and explore and discuss the communication methods of human-computer interaction in mobile applications. Today's mobile applications, accompanied by the anthropomorphic and immersive design of the system, have built a bridge of communication and interaction between the sender and the receiver, making it possible for users to build social relationships in the virtual field, bringing users and the media closer. At the same time, it also provides the possibility to shorten the distance between users, users and communities in the virtual field. For users, mobile applications are no longer machines or tools. Driven by the human-computer interaction mode, mobile applications have become personal and emotional "partners", participating in various life scenes and emotional connection activities of users. The human-computer interaction mode of mobile applications based on emotional communication has comprehensively improved the user's sense of immersion, participation, and experience, and also puts forward higher requirements for the design of future mobile application products. New technologies generate and realize new interaction modes, and new technologies better enhance the user experience of mobile application human-computer interaction. New technologies also provide more possibilities for the down-spreading of mobile application human-computer interaction modes. At the same time, the communication effect in the human-computer interaction mode of mobile applications has been improved.
Discovering Best Practices for Educational Video Conferencing Systems

Digitalization of higher education is amongst the most important and most researched areas in recent years. The COVID19 pandemic ensured rapid movement into less known environments of the digitization process, online environments and synchronous teaching, otherwise known as Video Conferencing (VC). New areas of interest concerning hardware, software, pedagogical approaches, support services and regulations and rules emerged. In this paper, we present results of a study aiming at investigating how VC is being implemented and used in a Norwegian context. The study aims at identifying the challenges experienced when using online conferencing systems and specify best practices from different contexts to be used for later ideation and models for developing a new system for VC. These aims are being achieved in the study through focus group collaborative work considering different problems occurring when doing VC, and through seven in-depth interviews with different personnel employed at the Norwegian University of Science and Technology. The data collected are analyzed using content analysis and used to design a best practice according to the PACT framework. The results show that even if the resources are available, we still have a way to go working with the culture of being digital and providing good VC experiences for lecturers and students. We also derived best case scenarios for using the inherent advantages found in technology. This in turn can provide better academic learning outcomes from VC if used in a proper way.