Reviewerly/exHarmony huggingface dataset:
Barrier-Free Design Leaf Vein Model for People with Disabilities

The objective of this study was to explore the barrier-free design process and design thinking models for people with disabilities. As a design proposition, barrier-free design has continued to evolve in the direction of diversification and humanization in conjunction with human-computer interaction technologies in recent years. Our research experiments were conducted by user demand, combined visualization and data statistics methods, conducted big data research on the current situation of people with disabilities. We also conducted a quantitative survey and analysis of their design needs, built virtual user models and virtual scenarios. By using sampling and data analysis methods, we collected the views of over 80 professional designers about the barrier-free design and investigated the most important factors that designers need to consider in relevant design process. Therefore, these design characteristics were summed as the leaf vein model of barrier-free design based on HCI. By analyzing relevant design examples, we have qualitatively assessed the feasibility of the leaf vein model. The results show that a more functional, inclusive and standardized design product can be achieved in this design area by using the leaf vein model. These results can serve as a reference for forward-looking design and research directions for the application of HCI in the field of barrier-free design.
Skull Hunt: An Educational Game for Teaching Biology

Difficulties in learning biology (and thus, science) can be associated with abstract concepts, overloaded curricula, and the traditional teaching methodology, which all lead students to learn through memorization, and consequently do not achieve meaningful and enjoyable learning. Given this scenario, our objective was to develop a digital educational game for mobile devices called "Skull Hunt" which aims to be a playful strategy in teaching biology, especially vertebrate anatomy, and zoology, to secondary students. The game has a backend and a front end. The backend uses a Gateway API and a Main API, using C# language (.NET Core) with a monolithic approach and a Client-Server style. The front is managed by a Dashboard, that is responsible for all game activities and allows future insertions, corrections, and analyses. The dashboard uses the ASP.NET framework, with Blazor's cooperation, and the database uses PostgreSQL. Besides, the game uses Augmented Reality via Unity 3D and AR Foundation, allowing it to be played in different operational systems, such as Android and iOS. The basic game concept is a treasure hunt, in which students must search for QR codes in the environment that allow the visualization and interaction with vertebrates' skulls using Augmented Reality. From recognizing the skull, students can then answer questions related to the anatomy, biology, and physiology of the observed object. At the end of the game, the person can recover their scores and compare their collectibles with their peers. School teachers can register a class in the dashboard and recover student performance.
Modeling Foraging Behavior in GitHub

We operationalized GitHub using Information Foraging Theory to built a semi-supervised learning model to aid developers in their pursuit for the relevant repository among its variants.
Which is Better Individualized Training for a Novel, Complex Task? Learner Control vs. Feedback Algorithms

Providing feedback during training can help trainees address errors and deficiencies to improve performance. One method for presenting feedback is to implement adaptive training (AT) algorithms that assess trainees’ performance and present feedback tailored to their current needs. Despite the precision with which adaptive feedback addresses trainees’ needs, this algorithmic approach does not offer trainees agency during training. Providing trainees the opportunity to select their own instructional interventions may facilitate performance gains through increased motivation and improved self-regulatory strategies. Unfortunately, trainees inexperienced in a domain may struggle to choose appropriate feedback as a result of their naiveté. We conducted the present research to examine performance differences between trainees presented algorithm-controlled feedback and those who chose their instruction during an electronic warfare (EW) task. Based on the novel nature of the EW task, we hypothesized trainees receiving algorithm-controlled feedback would display improved performance at immediate (H1) and delayed retention (H2) compared to trainees who choose their feedback. Similarly, we hypothesized a differential effect across groups such that trainees who score higher at pretest would score higher at immediate posttest, but that this effect would be more pronounced for trainees’ choosing their instructional interventions (H3). Our results revealed partial support for H1 and full support for H2 and H3. These results may reflect trainees’ difficulty choosing appropriate feedback in a novel, complex task, as well as increased cognitive load associated with that choice.
Study of Development of Library Cultural and Creative Products from the Perspective of the Metaverse

As the underlying technology that supports the development of the metaverse is gradually improving and maturing, new technologies and new thinking under the concept of metaverse are constantly pushing the development and change of the existing industry. The library industry needs innovative ideas of design and marketing. Firstly, the current research status of library cultural and creative product development are analysed through literature and the problems faced by the library cultural. Secondly, the solutions to problems and product opportunities brought about by new technologies and new thinking for library cultural and creative product development in the context of the metaverse industry are examined. Afterwards, a model of library cultural and creative product development are outputted from a metaverse perspective on the basis of the existing development models. Finally, this model is used for product practice.
Revealing Chatbot Humanization Impact Factors

Chatbots are software that simulates human conversational tasks. They are used for various purposes, including customer service and therapeutic conversations. A challenge encountered in developing chatbots is making them more humanized. This demands differentiating conversations of conversational agents from conversations between human agents. This article defines humanization impact factors as characteristics that strongly influence users’ perception of humanity about chatbots, analyzing in-depth such impact factors on chatbots’ humanization. We identify, analyze and compile established impact factors from literature studies and contribute with an organized selection of impact factors. Our investigation provides a starting point for identifying relevant impact factors for the humanization evaluation of chatbots. Based on this compilation of impact factors, we evaluate a set of available chatbots on the market to understand which and how the impact factors are manifested on them. We found that our analysis based on the impact factors is relevant to evaluate different types of existing chatbots.
A Learning Support System for Programming that Promotes Understanding of Source Code Function Through Behavior Modeling

When learning programming, it is important to learn the source code of others, and to do this one must understand what functionality corresponds to each part of the source code. In this study, we define a behavior as a change in the initial and final states of a variable in the source code and propose a learning method in which the learner is asked to think about how the behavior is modeled and to interpret it as a function. We also proposed a learning support system including feedback functions for the trial-and-error process.
Refining the Understanding of Usable Security

Cybersecurity technologies and processes must be usable if users are to make effective use of protection. Many security practitioners accept the value of usable security, but few can precisely define it in practice and in terms of how it influences users' security behaviour and the wider security culture in organisations. This paper investigates how different sources characterise usability and usable security to identify the key aspects that affect usability and determine the degree to which usability aspects are relevant in cybersecurity. This has resulted in a definition of usable security and a framework that supports the cybersecurity community's efforts to make security more usable. The motivation for examining the definitions of usable security in detail is to characterise the potential linkage between usable security and the wider security culture within an organization (with the usability of the technology being a factor that could clearly help or impede the acceptance and operation of security, and therefore impact the related culture). The study suggests that, to some degree, the cybersecurity community is catching up with notions that the HCI field has understood for longer. The lack of consistency in defining usable security motivates the proposal of a working definition. Furthermore, a primary outcome of assessing the usability and usable security studies is establishing a framework of usable security, integrating the key aspects identified in the literature. The proposed framework offers a mechanism for operationalising usable security by incorporating principles from both IT/HCI and cybersecurity perspectives.
A Study on Communication by Verbal: Focusing on Image Formation of Electric Vehicles

This study used the laddering method to evaluate "electric car-like" characteristics, and the following findings were obtained. First, we obtained a rough image of the front of a car that is likely to be perceived as an electric car. In addition, the classification of the front design areas and their characteristics revealed areas that influence the judgment of electric car-like structures. Finally, the words used by students in their 20s with no driving experience were identified. These findings can be used as a reference for designing electric vehicles. However, it was pointed out that research is still insufficient on how the characteristics of the modeling are connected to the image, the degree of influence is yet to be confirmed, and that issues remain in the number and diversity of the samples. Further research is required to gain deeper insight. Overall, this study is expected to be valuable in providing electric vehicle designs that are attractive to conservative Japanese consumers.
Training an EOG-Based Wordometer Without Reading – A Simple HCI Application to Quantify Reading Metrics

Reading is the activity through which humans decipher written symbols in an effort to extract information from written text. Whether written on paper, or displayed on a screen, literacy can be considered as a valuable tool to one's social and educational development. Through the use of electrooculography (EOG), as a means of tracking one's eye movements, this work presents the development of a novel Wordometer application, capable of measuring the quantity of reading. Through the incorporation of a novel light-weight cue-based training protocol, this application obtained an average word estimation error of 8.23 $$\%$$ when tested across five human subjects using EOG data.
Investigating Mobile Instant Messaging Phishing: A Study into User Awareness and Preventive Measures

Users of mobile instant messaging (MIM) applications (apps) are increasingly targeted by phishing attacks. MIM apps often lack technical countermeasures for protecting users from phishing. Thus, users need to take preventive measures against phishing threats. Measures include awareness of the threat and the adoption of phishing preventive behaviours. This study adds to the literature by exploring these measures. Using an online survey, we collected data from 111 users of MIM apps and examined their awareness of the phishing attacks targeting them and the preventive measures they take. Previous studies showed that smartphone users exhibit poor security behaviour, which was mostly not the case in our sample, as we have found moderate awareness of phishing and the adoption of preventive measures by the participants. The results also showed several correlations between the participants' adoption of preventive measures and their phishing self-efficacy, knowledge, and concern about phishing. These findings may be useful in developing user awareness strategies for combating phishing in MIM apps.
Analysis of Effects of Raggedy Student CG Characters in Face-to-Face Lectures and Their On-Demand Streaming

With the changing circumstances of the COVID-19 disaster, many conventional face-to-face lectures are being conducted, but on-demand streaming of lectures is also expected to continue in the future. The authors have conducted on-demand lectures in which student characters' raggedy actions are introduced from the viewpoint that these actions are important, but the raggedy actions' effect has not yet been clarified. In this study, we analyzed the effects of introducing student characters' raggedy actions by conducting face-to-face lectures and on-demand streaming that were based on recorded face-to-face lectures. We analyzed students' behavior in a face-to-face class by setting "DOLA (Degree of the Learning Attitudes)," which is a scale of learning attitudes. In addition, we analyzed on-demand classes using the audience retention. We then compared these results. The results suggest that changing the actions of the characters in the class can attract students' interest and encourage them to continue watching.
Weather Forecasting Limitations in the Developing World

The first high performance computing (HPC) capability any developing country deploys is weather forecasting. In the developed world, we take for granted widely available, high quality forecast models that give us 48–72 h of excellent quality and up to 10 days of good quality forecasts. These forecasts enable planning to protect life and property. One recent example of the importance of this capability is in Mozambique. Days of torrential rains led to catastrophic flooding and loss of life. Good quality weather forecasting and effective communication could have warned people to either reach higher ground or otherwise evacuate low lying and flood prone areas. With extensive computational resources, the developed world continuously not only offers models, but also checks forecasts against measurements to find gaps and errors in the models. As these are identified, they are being tweaked continuously improving forecasting models for that country or group that supports the forecasting center. This persistent need for extensive, high capacity HPC resources to better protect the population is not available to developing countries that lack the resources to even operate a basic forecasting model. For example, on the African continent, the most advanced HPC resource, by far, is the Lengau machine in South Africa installed in 2016. It is now old and far behind the needs of current forecasting models. The rest of Africa has been receiving machines South Africa’s CHPC and CSIR have been accepting as donations from the developed world and redeploying them, generally in much smaller pieces, across the continent. Even with these resources, the forecasting models are too complex to complete their calculations to offer timely forecasts for the areas in which these machines are installed. The recent developments of Machine Learning (ML) models to replace complex physics in systems where humanity either does not understand the physics sufficiently or the physics is too complex to model with current computational resources is extremely promising for rapid solutions on limited hardware. The development of initial weather forecasting models using ML components have been deployed, but these models, like all forecasting codes, are tightly held property of the creating institutions. Ethically, what obligations does the developed world have to share these potentially slightly less accurate, but vastly more efficient and computationally compact systems with the developing world? This paper explores this topic from many directions seeking to understand the issue more completely.
Ethical Concerns of COVID-19 Contact Tracing: A Narrative Review

Contact tracing has been widely adopted during COVID-19 to curb the spread of infection. Despite its effectiveness, ethical issues abound and many people are not willing to use it. Toward understanding the ethical issues arising from contact tracing and informing future epidemic intervention, we conducted a narrative review of 26 papers addressing ethical concerns of COVID contact tracing (N = 26). The issues identified by researchers included data leakage, surveillance, lack of accessibility, etc., and proposed solutions included data minimization, transparency, voluntary and temporary use, adhering to data protection standards, designing affordable wearable devices, etc. Based on the findings, we propose research and design implications to make future epidemic contact tracing effective and ethical at the same time.
Exploring Tertiary Orality in Virtual Reality

This paper will discuss digital orality in my avatar life-review and VR projects, using an emotion AI-sentiment analysis algorithm. Walter Ong wrote about primary orality, which is based on oral cultures, and secondary orality, which depends on literary culture. With the advance of speech technology, tertiary digital orality could be explored, highlighting aspects of emotion, memory, and improvisation in VR media. Orality is an important feature of shamanistic society. Korean shamanism is connected with oral culture with lengthy storytellings, singing and chanting. It is also interesting to see Women attain the opportunity to speak, mediated by a shaman, during the shaman ritual, Kut. Inspired by orality in Korean ritual, I have explored digital orality and have facilitated live speech in my avatar life-review and VR projects for underrepresented populations. In collaboration with a Computer Scientist professor, Dr. Stefano Faralli at University of Rome La Sapienza, Italy, sentiment analysis was implemented for the VoicingElder project, avatar life-review for older adults. Emotion AI- sentiment analysis was used to explore innovative ways of creating empathy, emotional analysis, evaluation, and the overall therapeutic potential in tertiary digital orality. This paper will discuss aspects of digital orality (especially in the VoicingElder avatar life-review session, through the use of sentiment analysis algorithm), and discuss potential emotional communication in VR through speech.
Exploring Emotions in Avatar Design to Increase Adherence to Chatbot Technology

A mock-up of a simulated e-commerce platform was used to evaluate the intentions to start the interaction with a chatbot during a system failure. The participants (N = 60) that volunteered to evaluate the platform’s usability were not aware that the chatbot’s design was the object of study. They were randomly assigned to one of the two experimental groups created based on the emotions expressed by the chatbots’ avatars (e.g., sad vs. humoristic) and were asked to buy a certain product as quickly as possible, under the pretext of an upcoming promotion. The purchasing process was suddenly interrupted by a system crash followed by an error message. Participants had three options: repeat the process, ask the chatbot for help, or give up the purchase. The decision to interact (yes/no) with the chatbot was the main dependent variable. Affective response to the chatbot-avatar was assessed with the Affective Slider and User Experience (UX) of the platform with the Attrakdiff questionnaire. The results suggest that the presence of an avatar tends to increase the intention to interact with the chatbot and that the inclusion of emotional expression has a significantly positive impact on adherence to chatbot technology, with greater strength in the case of humoristic expression compared to sadness. However, these differences do not seem to have been enough to affect UX. Overall, considering the various results obtained, this study supports the use of avatars to initiate interaction with chatbots and points out advantages in the use of emotional design strategies, namely humour.
The Future of the Performing Arts with Extended Reality

Extended Reality (XR), an umbrella term for AR and VR, is growing in academic and business applications. Each technology simulates reality differently regarding immersion, content, and environment interaction. This gives content providers various chances to deliver material in innovative ways and from faraway locations. XR's freedom allows for a lot of creativity in different aspects, including such as design and art. XR technology has already been included and used in several events and venues recently, but this work will discuss possibilities with XR and the performing arts. During the last several years, XR and performing arts have gotten closer. The power and necessity to integrate developing technologies into arts are becoming more apparent, especially with COVID-19. XR technology's expansion and the performing arts digital transition provide a dilemma: how to construct the future of performing arts with XR? This study theoretically addresses the challenge by building the prototype experience and testing this prototype XR performance with a live audience.
Immersive Museum: Design and Develop an Interactive Virtual Museum Experience

Shifting from an informational to experiential age, Virtual Reality (VR) represents a new revolution of natural human-computer interaction. However, pricey VR devices and the complicated setup greatly discourage the diffusion of VR and isolate users from one another. This paper proposes an interactive art installation titled “Immersive Museum”, which provides a theatrical virtual museum experience that engages sight, sound, touch, and behaviors. The proposed system focuses on enhancing interaction and immersion in a Virtual Environment (VE) by allowing a user to interact with the virtual museum through head orientations, body movements, and facial expressions.