Reviewerly/exHarmony huggingface dataset:
Healthy Talks: Facilitating Collective Speculations and Co-design for Local Content Services

Despite 800 million additional individuals joining the Internet between 2019-2021, a significant digital divide persists. Moreover, monopoly over Internet Infrastructure has led to people having little control over their data. Community Networks (CNs) are an emerging solution providing autonomy and safe spaces in the digital context. While CNs can improve accessibility to the Internet, another critical component is local content, which makes the Internet more relevant for users. This paper explores methods and practices that can be adopted to promote local content production and dissemination. The research/study was conducted with the local front-line health workers (Health Navigators/HNs), the primary content creators of the COWHKI initiative. The Co-design and Speculative design activities reveal insights about the challenges and experiences of the HNs in engaging with content and technology. These insights have been translated into recommendations for Papad, the digital interface used for creating and curating content in the COWHKI initiative.
Methodical approach to the development of the case-based method to create digital accessibility competencies in the e-learning

The article proposes an approach to the application of case-based method for the creating of digital accessibility competencies in the e-learning. The following method tools have been developed: a scheme for the creating of digital accessibility competencies using the case method, a procedure for solving a case, a template for describing a case and a collection of 11 cases. The original data sets posted in the public domain were used as empirical material for situational tasks. These data sets contained the results of: expert assessment of the e-learning digital accessibility; analysis of the students’ needs in e-learning digital accessibility; assessment of the teachers’ motivation and readiness for providing e-learning digital accessibility; analysis of the content of digital accessibility web services; analysis of the regulatory bases in e-learning digital accessibility. During the solving of each case, students should perform their own study of the data set according to the task, compare the results with those published earlier, and, if possible, identify additional patterns. In teaching the basics of digital accessibility, it is advisable to combine the case-based method with traditional forms of learning (lectures, traditional practical work and testing). The developed tools can be used by teachers to design their own situational tasks using open data.
Building a Participatory Data Design Approach to Examine Gender Bias in English-Twi Machine Translation

This project attempts to build a data-design approach to examine the detection and mitigation of gender bias in an English– Twi machine translation. This project makes use of an open-source data English-Akuapem Twi parallel corpus. Training the dataset on a sequence-to sequence model reveals a stereotypical bias in the machine translation system associated with a high-status profession like 'engineering.' The quality of translation for sentences associated with 'he' is higher than 'she.' Hence, a proposed data design approach is made to help examine bias in the dataset. The quality of the translation of sentences associated with either 'he' or 'she' improved and got either identical bleu scores or just a little difference in the bleu scores.
Wheel time interaction: A demonstration of PedalMouse for healthy interaction

We present PedalMouse a new kind of under desk input device. Sedentary behaviour has been identified as a contributing factor to the proliferation of various health conditions in developed countries. To mitigate the negative effects of prolonged sitting, researchers in the field of Human-Computer Interaction have examined the use of fitness devices that can be used concurrently with computers. Specifically, the focus has been on developing active interfaces, which aim to unobtrusively prompt and motivate users to remain physically active while engaged in computer-based tasks. Recent findings suggest that one reason individuals may cease movement while using computers is to devote their cognitive resources to high-demand tasks. This demonstration introduces PedalMouse, a device that utilises a set of under-desk pedals to manipulate the scrolling function of a desktop computer through a standard graphic user interface. The hypothesis underlying this innovation is that the integration of physical activity into the primary task will not divert the user's attention.
GERP: A Personality-Based Emotional Response Generation Model

It is important for chatbots to emotionally communicate with users. However, most emotional response generation models generate responses simply based on a specified emotion, neglecting the impacts of speaker’s personality on emotional expression. In this work, we propose a novel model named GERP to generate emotional responses based on the pre-defined personality. GERP simulates the emotion conversion process of humans during the conversation to make the chatbot more anthropomorphic. GERP adopts the OCEAN model to precisely define the chatbot’s personality. It can generate the response containing the emotion predicted based on the personality. Specifically, to select the most-appropriate response, a proposed beam evaluator was integrated into GERP. A Chinese sentiment vocabulary and a Chinese emotional response dataset were constructed to facilitate the emotional response generation task. The effectiveness and superiority of the proposed model over five baseline models was verified by the experiments.
Effect of a Cursor Warping Left and Right of the Notch

Although the mouse cursor can enter the notch of the MacBook Pro (2021), it is partially or entirely hidden by the notch. Moving the cursor around the notch or avoiding it entirely can increase the movement time. This study investigated the possibility of using a cursor warping to the left and right of the notch to shorten the path to the target and restrain the movement time increased by the notch. We conducted an experiment to compare the performance of a default cursor, a cursor twice the default size, and a cursor warping to the left and right of the notch. The results showed that a cursor warping left and right of the notch was not effective in terms of the movement time.
Educational and methodological materials of the master class “Adversarial attacks on image recognition neural networks” for students and schoolchildren

The problem of neural network vulnerability has been the subject of scientific research and experiments for several years. Adversarial attacks are one of the ways to “trick” a neural network, to force it to make incorrect classification decisions. The very possibility of adversarial attack lies in the peculiarities of machine learning of neural networks. The article shows how the properties of neural networks become a source of problems and limitations in their use. The materials of the corresponding researches of the author were used as a basis for the master class “Adversarial attacks on image recognition neural networks”. The article presents the educational materials of the master class: the theoretical background of the class, practical materials (in particular, the attack on a single neuron is described, the fast gradient sign method for attacking a neural network is considered), examples of experiments and calculations (the author uses the convolutional network VGG, Torch and CleverHans libraries), as well as a set of typical errors of students and the teacher’s explanations of how to eliminate these errors. In addition, the result of the experiment is given in the article, and its full code and examples of approbation of the master class materials are available at the above links. The master class is intended for both high school and university students who have learned the basics of neural networks and the Python language, and can also be of practical interest to computer science teachers, to developers of courses on machine learning and artificial intelligence as well as to university teachers.
Application of the Threat Modeling Method In an Operating System

Due to the increase in professionals adopting the home office model due to the COVID-19 pandemic, the threat to company information and assets has become more evident. This work aims to identify, describe and evaluate the impacts of applying the threat modeling method, using risk management standards, on corporate computers with the aid of a monitoring system. The proposed method for application suggests the adoption of processes and a system for updating, controlling and managing the Windows Operating System to reduce the threats faced. The research identified security using the STRIDE and DREAD methods and the ISO and NIST security standards. It verified 14 types of threats found in an operating system that can be properly identified and mitigated with the threat exploitation method.
TurnAhead: Designing 3-DoF Rotational Haptic Cues to Improve First-person Viewing (FPV) Experiences

First-Person View (FPV) drone is a recently developed category of drones designed for precision flying and for capturing exhilarating experiences that could not be captured before, such as navigating through tight indoor spaces and flying extremely close to subjects of interest. FPV viewing experiences, while exhilarating, typically have frequent rotations that can lead to visually induced discomfort. We present TurnAhead, which uses 3-DoF rotational haptic cues that correspond to camera rotations to improve the comfort, immersion, and enjoyment of FPV experiences. It uses headset-mounted air jets to provide ungrounded rotational forces and is the first device to support rotation around all 3 axes: yaw, pitch, and roll. We conducted a series of perception and formative studies to explore the design space of timing and intensity of haptic cues, followed by user experience evaluation, for a combined total of 44 participants (n=12, 8, 6, 18). Results showed that TurnAhead significantly improved overall comfort, immersion, and enjoyment, and was preferred by 89% of participants.
Development of Automatic Pond Reservoir System to Support Automatic Surface Vehicle

Abstract Water quality is an important segment in shrimp farming. The main factor of water in ponds is seen from several dimensions, including the amount of dissolved oxygen, pH, and temperature. The implementation of the farmers at the research site uses a waterwheel approach for toot oxygen, KOH/Lime for pH, and circulating water in the pond for temperature. As the main factor, water must meet standards, oxygen levels (3-7ppm), pH (7-9pH), and temperature (24-32°C). This standardization aims to produce optimal shrimp culture considering that shrimp is one of the sensitive and cannibalistic animals. For example, if the temperature or pH suddenly changes, the shrimp will eat each other, but this standardization is challenging for farmers due to limitations. Human Resources. This study aims to develop an Automatic Pond Reservoir. The system built in this study implements fuzzy logic control on the Arduino for the classification process. It triggers the Pond Reservoir to ensure the water remains in optimal conditions for shrimp growth and development. The results of the tests were 282 times, showing an accuracy of 90%.
The Human Factors of AI-Empowered Knowledge Sharing

Many industries are facing the challenge of how to capture workers' knowledge such that it can be shared, in particular tacit knowledge. The operation of complex systems such as a manufacturing line is knowledge-intensive, especially if the operator must frequently reconfigure it for different products. Considering the breadth and dynamic nature of this knowledge, existing solutions for sharing knowledge (e.g., word-of-mouth, issue reports, document creation, and decision support systems) are inefficient and/or resource-intensive. Conversational user interfaces are an efficient way to convey information that mimics the way humans share knowledge; however, we know little about how to design them specifically for this purpose, especially regarding tacit knowledge. In this work, my main goal is to investigate how a cognitive assistant can be designed to facilitate (tacit) knowledge transfer between users of dynamic complex systems. I aim to achieve this by outlining the design requirements, challenges, and opportunities in factories; by collaboratively designing, implementing, and evaluating a cognitive assistant for sharing knowledge; studying the effects of design characteristics on aspects such as user experience; and finally, creating a set of design guidelines.
Blockchain (not) for Everyone: Design Challenges of Blockchain-based Applications

Upon its arrival, the Ethereum blockchain promised to introduce a new paradigm of Internet-based applications that would revolutionize multiple fields, from finance to IoT to the public sector. Until now, scientific efforts have been primarily focused on theoretical discussions about the implications of the technology and on technical proposals to improve and consolidate the underlying infrastructure, neglecting the experience of people using blockchain-based systems. However, for this technology to permeate the mainstream, blockchain technology should be easily accessible to the general public. This paper reports on evaluations conducted with first-time blockchain users of two Internet-mediated communities using prototype applications built on Ethereum. Results unveil that even users familiar with technology experienced severe difficulties using blockchain-based apps. Also, we saw how blockchain metaphors and transaction-mediated interactions challenge established mental models for modern applications, imposing heavy workloads on users. We conclude the paper by discussing design implications resulting from blockchain's paradigm change.
Persona Co-Design for Improving Digital Accessibility

This paper examines approaches to developing authentic accessibility personas that can help improve the design of products for persons with disabilities. Personas have been a controversial empathy-building tool that have been shown to have potentially harmful effects on the design of accessible products when they are not well-made or used appropriately. In this study we describe a nested co-design approach that involves personas as product and tool, and that includes persons with disabilities at multiple stages and in multiple functions within the design process. These approaches are used in the context of the improvement of digital accessibility teaching and learning materials at higher education institutions.
Perspective Chapter: A New Space of Storytelling

Following decades of inventing new display and sensing technologies, augmented, virtual, and mixed reality (XR) devices, platforms, and communities provide a new space for storytellers to tell their desired stories. While we are in the process of developing new conventions for fully immersive storytelling, we must first define the properties and functionalities of the new digital medium. This chapter is based on my research in the field of virtual reality (VR). I would like to share some insights I have gained through exploring a wide range of VR works from various countries.
Demonstrating FoodSkin: A Method for Creating Electronic Circuits on Food Surfaces by Using Edible Gold Leaf for Enhancement of Eating Experience

In this demonstration, we introduce FoodSkin, a method for fabricating an electronic circuit on food surfaces by using edible gold leaf. The circuit is easily fabricated using three readily available materials: gold leaf, water, edible paper, and potato starch. Previous methods for enhancing the eating experience, including the presentation of an electrical taste, by making food part of an electronic circuit are difficult to apply to foods with low water content because of their low conductivity. Our method enables the incorporation of dry foods into an electronic circuit by using edible gold leaf to form a circuit on the surface of the food. FoodSkin thus contributes to expanding the design space of the computer-augmented dining experience. We demonstrate the use of FoodSkin for three applications: controlling food taste through electrical stimulation, controlling food temperature, and providing auditory feedback when eating sweets.
An Evaluation of Other-Avatar Facial Animation Methods for Social VR

We report a mixed-design study on the effect of facial animation method (static, synthesized, or tracked expressions) and its synchronization to speaker audio (in sync or delayed by the method's inherent latency) on an avatar's perceived naturalness and plausibility. We created a virtual human for an actor and recorded his spontaneous half-minute responses to conversation prompts. As a simulated immersive interaction, 44 participants unfamiliar with the actor observed and rated performances rendered with the avatar, each with the different facial animation methods. Half of them observed performances in sync and the others with the animation method's latency. Results show audio synchronization did not influence ratings and static faces were rated less natural and less plausible than animated faces. Notably, synthesized expressions were rated as more natural and more plausible than tracked expressions. Moreover, ratings of verbal behavior naturalness differed in the same way. We discuss implications of these results for avatar-mediated communication.
Investigative Analysis of Hospital Module In MIMIC-IV Database for Neonatal Patients

The paper aims to investigate and perform mortality analysis of different neonatal data trends present in the ‘‘hospital’’ module of MIMIC-IV dataset. MIMIC-IV is an openly available medical dataset consisting of around 60000 neonatal patients. The hospital module stores digital health records of patients like laboratory tests performed, procedures or services provided by the hospital etc. Google Big query is used to access and filter the MIMIC-IV database. The data visualization is done by using Google Looker Studio. The results show that 98.6% of the admitted neonates were advised for blood tests. 40% of neonates could not survive as anticipated in laboratory tests by ‘‘abnormal’’ flag. The topmost tested lab item in case of neonates was pH’’. 47% of the neonates belonged to group‘‘neonates with birth weight greater than 2.49 kg having other problems’’ followed by group ‘‘premature newborns with significant problems The highest microbiological specimen tested for neonates was ‘‘Blood Culture’’ accounting for 45% of all specimens. It was seen from the analysis that ESCHERICHIA COLI’’ is the microorganism affecting neonatal mortality highest out of all. It was interesting to acknowledge from the analysis that 80% of the antibiotics given to non-surviving neonates fall into sensitive category. Hence, this analysis has highly contributed in finding the correlative features with respect to mortality from hospital module of MIMIC-IV neonatal dataset and will be useful for AI and medical researchers. It will also be supportive in the process of building a machine learning model for neonatal mortality prediction.
Collision Design

Collision, "the violent encounter of a moving body with another", is poorly understood in HCI. When we discuss people colliding with the physical artifacts we create, or colliding with each other while using our systems, this is primarily treated as a hazard, something which we should design to avoid. However many other human activities involve situations where deliberate exposure to risk of collision may in fact have positive aspects. In this paper we discuss how the 'risk matrix', a widely used risk-management tool, which categorizes risks in terms of likelihood and severity, may limit interaction in unintended ways. We discuss reframings of this matrix in relation to design concepts of 'adventure', 'disempowerment/agency' and 'consent'. and show that a range of design spaces for collisions exist which may be fruitful to explore.
Embodied Telepresent Connection (ETC): Exploring Virtual Social Touch Through Pseudohaptics

In search of missing tactile sensations in telepresent virtual reality (VR), we set off to explore how we might be able to apply pseudo-haptics to elicit an embodied illusion of social touch. We developed ETC (Embodied Telepresent Connection), a prototype that allows two participants to interact remotely through pseudo-haptic touch via their abstract aura avatars. ETC consists of a set of interaction patterns aimed to elicit an illusion of interpersonal touch using embodied metaphors, simulated physics, integration of visuals and sounds, biosignal representation, and embedded social connotations. We showed ETC at 5 events and 3 workshops, observing participants and gathering feedback from them. Here, we report on our design process and initial observations relating to the experience of virtual social touch. We observed that pseudo-haptics applied to social interaction afford a subtle and somewhat uncanny experience of virtual touch with the potential for intimate embodied connection.
ARephotography: Revisiting Historical Photographs using Augmented Reality

Augmented Reality (AR) opens up new possibilities for interactive experiences which can be used in a variety of circumstances. Rephotography is a photo technique commonly presented on dedicated internet pages that align a past view with a current photo, allowing you to have a comparative view of the past with the present. This project aims to combine these two concepts to create AR experiences where you can view buildings and street views from historical photography seamlessly embedded in the present environment. We report on our automated pipeline that can take a historical photograph of a building and produces a textured 3D model that can be placed in AR over the current view of the building using techniques from machine learning while also reporting on first feedback from a preliminary user study.
Bubbleu: Exploring Augmented Reality Game Design with Uncertain AI-based Interaction

Object detection, while being an attractive interaction method for Augmented Reality (AR), is fundamentally error-prone due to the probabilistic nature of the underlying AI models, resulting in sub-optimal user experiences. In this paper, we explore the effect of three game design concepts, Ambiguity, Transparency, and Controllability, to provide better gameplay experiences in AR games that use error-prone object detection-based interaction modalities. First, we developed a base AR pet breeding game, called Bubbleu that uses object detection as a key interaction method. We then implemented three different variants, each according to the three concepts, to investigate the impact of each design concept on the overall user experience. Our user study results show that each design has its own strengths and can improve player experiences in different ways such as decreasing perceived errors (Ambiguity), explaining the system (Transparency), and enabling users to control the rate of uncertainties (Controllability).