Reviewerly/exHarmony huggingface dataset:
Demonstrating Trusscillator: a System for Fabricating Human-Scale Human-Powered Oscillating Devices

Trusscillator is an end-to-end system that allows non-engineers to create human-scale human-powered devices that perform oscillatory movements, such as playground equipment, workout devices, and interactive kinetic installations. While recent research has been focusing on generating mechanisms that produce specific movement-path, without considering the required energy for the motion (kinematic approach), Trusscillator supports users in designing mechanisms that recycle energy in the system in the form of oscillating mechanisms (dynamic approach), specifically with the help of coil-springs. The presented system features a novel set of tools tailored for designing the dynamic experience of the motion. These tools allow designers to focus on user experience-specific aspects, such as motion range, tempo, and effort while abstracting away the underlying technicalities of eigenfrequencies, spring constants, and energy. Since the forces involved in the resulting devices can be high, Trusscillator helps users to fabricate from steel by picking out appropriate steal springs, generating part lists, and producing stencils and welding jigs that help weld with precision. To validate our system, we designed, built, and tested a series of unique playground equipment featuring 2-4 degrees of movement.
Exploring Interaction, Movement and Video Game Experience in an Educational VR Experience

Findings of increased engagement and preference for XR learning are well-established. However, there are concerns that the high sense of presence that virtual reality can engender may increase cognitive load and actually decrement learning outcomes [16]. Recent research has highlighted the importance of understanding the contributions of embodiment to learning in virtual reality [13]. In this paper, we analyze previously unpublished secondary data of participant interactions, movements, and presence ratings to investigate how user behavior may predict learning in embodied, immersive virtual environments, and how this can guide the development of broadly useful XR interventions. We find that increased global movement predicts higher post-test scores, but more embodied interactions (i.e., dragging the Moon using hand gestures rather than button presses) do not improve learning. Rather, actions linked to greater familiarity with video game play predict greater learning of the subject matter.
Experiencing Rapid Prototyping of Machine Learning Based Multimedia Applications in Rapsai

We demonstrate Rapsai, a visual programming platform that aims to streamline the rapid and iterative development of end-to-end machine learning (ML)-based multimedia applications. Rapsai features a node-graph editor that enables interactive characterization and visualization of ML model performance, which facilitates the understanding of how the model behaves in different scenarios. Moreover, the platform streamlines end-to-end prototyping by providing interactive data augmentation and model comparison capabilities within a no-coding environment. Our demonstration showcases the versatility of Rapsai through several use cases, including virtual background, visual effects with depth estimation, and audio denoising. The implementation of Rapsai is intended to support ML practitioners in streamlining their workflow, making data-driven decisions, and comprehensively evaluating model behavior with real-world input.
Designing Interactive Experiences For Gut Health Engagement and Reflection

Human gut health is the epicentre of human health and well-being. We engage in microscopic interactions in our day-to-day lives that influence our gut health, however, our understanding of this relationship is scarce. Current approaches to engage people on gut-related factors are heavily jargonised, lacking real-world application and focus on disease-causing aspects, thus limiting motivation to engage with gut health. Research suggests that games can act as powerful tools for engagement and reflection on this topic. This PhD research explores the design of two games to understand the key game design features that enable engagement with gut health. The results from testing these games will be generalised to inform the design of physical and digital games for engagement and reflection on health.
Autonomous overtaking control considering the velocity change of obstacle vehicles on two-lane highways

Aiming at the speed change of obstacle vehicles in the process of autonomous ground vehicle (AGV) overtaking on two-lane highways, an overtaking control method including trajectory planning and trajectory control is proposed. First, the reference overtaking trajectory of the AGV is planned in stages (lane changing, passing and merging) using fifth order polynomials satisfying stability and comfort constraints. The initial planning trajectory may be unsafe due to the speed change of obstacle vehicles. So a collision prediction algorithm is built to predict two kinds of dangerous situations in real time: AGV collides with the leading vehicle during lane changing, and AGV collides with the oncoming vehicle during merging. Secondly, the potential field of the obstacle vehicles embedded with the relative speed is established and combined with the road potential field as the risk indicator. Then, combining the nonlinear model predictive control algorithm and risk index, the overtaking trajectory is replanned in real time with the initial trajectory as reference. Finally, a lateral path tracking controller based on model predictive control and a longitudinal speed tracking controller based on sliding mode control are established to track the planned trajectory rapidly and stably. To verify the performance of the proposed method, overtaking in three cases is simulated, and vehicle responding curves are obtained. The results show that the proposed control method can achieve safe and stable overtaking.
May I Still Define Myself? Exploring How Dissonance in Displaying Personal Information Through Head-Mounted Augmented Reality Can Affect Personal Information Sovereignty

Head-mounted Augmented Reality enables individuals to overlay digital information onto the physical world, consequently influencing how they assess and react to augmented social situations. While prior work has shown that augmenting social situations with faithful personal information can benefit a conversation, honest mistakes or an attempt to deceive might lead to a dissonance between augmentation and verbally disclosed information. In this work, we take the first steps towards understanding the happenings in case of information dissonance by conducting a preliminary within-subject online video study (N=30), investigating how it affects users, perception of the interlocutor, and if augmentation or interlocutor would act as the more trusted instance. We found that only 26.7% trusted the interlocutor's verbally uttered information, while a majority believed the AR device (46.7%) or were undecided (26.7%). We discuss this split in trust and argue for the importance of and factors for a follow-up study on this topic.
Demonstration of CoilCAM: an Action-Oriented Toolpath Programming System for Clay 3D Printing

Clay 3D printing provides the benefits of digital fabrication automation and reconfigurability through a method that evokes manual clay coiling. Existing design technologies for clay 3D printing reflect the general 3D printing workflow in which solid forms are designed in CAD and then converted to a toolpath. In contrast, in hand-coiling, form is determined by the actions taken by the artist's hands through space in response to the material. We theorized that an action-oriented approach for clay 3D printing could allow creators to design digital fabrication toolpaths that reflect clay material properties. We present CoilCAM, a domain-specific CAM programming system that supports the integrated generation of parametric forms and surface textures through mathematically defined toolpath operations.
Graphical Password Authentication

A pattern password is an authentication system that works when a user selects images in a specific sequence displayed on a graphical user interface (GUI). For this reason, the graphical password method is called Graphical User Authentication (GUA). The most common way to authenticate a computer is by using an alphanumeric username and password. This method has been shown to have significant drawbacks. For example, users tend to choose passwords that are easy to guess. On the other hand, if a password is difficult to guess, it is often difficult to remember. To overcome these security issues, researchers have developed an authentication method that uses colours and images as passwords. In this research paper, we present a comprehensive overview of existing pattern password methods and introduce our own theory. Graphic cryptosystems have been proposed as a possible alternative to text-based schemes because people can remember colours and images better than text. Colours and Images are usually easier to remember or recognize than text. In this composition, this paper provides a comprehensive overview of existing graphical password ways. These ways fell into two orders: recognition-based and memory-based approaches. Thereafter the strengths and limitations of each approach and coming research directions in this field will be talked over in detail.
From Bin to Playin’: Give Vintage Objects a New Purpose as Game Controllers

Alternative game controllers offer opportunities to explore player interactions and enhance game enjoyment. This paper presents an approach to creating playful game controllers using everyday objects that have outlived their usefulness. By incorporating an Arduino microcontroller, we aimed to upcycle them and create unique controllers that can enhance the gaming experience while reducing waste and promoting sustainability. To demonstrate our approach, we created three alternative game controllers from an alarm clock, a transistor radio, and a rotary phone. We also conducted an initial user study to get feedback on the gameplay compared to traditional controllers (keyboards or mice). The results showed that our custom controllers were more enjoyable, even when participants scored lower, and that the utility, usability, and user experience were comparable to standard controllers. Further user studies are needed to ensure that the controllers are as intuitive and comfortable as possible.
From Point A to Point B: Identity-Informed Safety in Navigation Technology

HCI scholars have explored how safety and mobility intersect in urban environments, particularly for women and people with disabilities. However, existing work has yet to explore how intersecting identities shape perceptions of safety and navigation strategies. To better understand these relationships, we conducted 12 semi-structured interviews with a diverse group of Seattle residents who regularly navigate the city. Age, gender, race, ability, and addiction recovery shaped how participants characterized a route's safety and their navigation practices. Technology served multiple roles in safe navigation — some in tension — by surfacing route information, distracting from surroundings, and empowering decision-making. Our findings highlight opportunities for future research and navigational technology design to meet the needs of differing safety experiences by incorporating personalization, relevant data, and guidance.
QRUco: Interactive QR Codes Through Thermoresponsive Embeddings

Due to their low cost and ease of deployment, fiducial markers – primarily Quick Response (QR) codes – gained widespread popularity over the past decade. Given their original use cases in logistics, these markers were created with the goal of transmitting a single static payload. We introduce QRUco as an approach to create cheap yet interactive fiducial markers. QRUco uses thermochromic paint to embed three secondary markers into QR code finder patterns. Users may interact with these markers through rubbing or pressing/touching, thereby changing the appearance of the marker while leaving the primary QR code intact. In this paper, we present the QRUco concept and demonstrate that our proposed approach is effective. We emphasize that QRUco markers can be created cheaply and that they do not require any specialized scanning equipment. We furthermore discuss limitations of the proposed approach and propose application domains that would benefit from QRUco.
Interacting with Neural Radiance Fields in Immersive Virtual Reality

Recent advancements in the neural radiance field (NeRF) technology, in particular its extension by instant neural graphics primitives, provide tremendous opportunities for the use of real-time immersive virtual reality (VR) applications. Moreover, the recent release of an immersive neural graphics primitives framework (immersive-ngp) brings real-time, stereoscopic NeRF rendering to the Unity game engine. However, the system and application research combining NeRF and human-computer interaction in VR is still at the very beginning.
Series preface

Extract Modern diachronic linguistics has important contacts with other subdisciplines, notably first-language acquisition, learnability theory, computational linguistics, sociolinguistics, and the traditional philological study of texts. It is now recognized in the wider field that diachronic linguistics can make a novel contribution to linguistic theory, to historical linguistics, and arguably to cognitive science more widely. This series provides a forum for work in both diachronic and historical linguistics, including work on change in grammar, sound, and meaning within and across languages; synchronic studies of languages in the past; and descriptive histories of one or more languages. It is intended to reflect and encourage the links between these subjects and fields such as those mentioned above. The goal of the series is to publish high-quality monographs and collections of papers in diachronic linguistics generally, i.e. studies focussing on change in linguistic structure, and/or change in grammars, which are also intended to make a contribution to linguistic theory, by developing and adopting a current theoretical model, by raising wider questions concerning the nature of language change or by developing theoretical connections with other areas of linguistics and cognitive science as listed above. There is no bias towards a particular language or language family, or towards a particular theoretical framework; work in all theoretical frameworks, and work based on the descriptive tradition of language typology, as well as quantitatively based work using theoretical ideas, also feature in the series.
Appendix

Subject Computational Linguistics Historical and Diachronic Linguistics Collection: Oxford Scholarship Online
Semantic guided level-category hybrid prediction network for hierarchical image classification

Hierarchical classification (HC) assigns each object with multiple labels organized into a hierarchical structure. The existing deep learning-based HC methods usually predict an instance starting from the root node until a leaf node is reached. However, in the real world, images impaired by noise, occlusion, blur, or low resolution may not provide sufficient information for the classification at subordinate levels. To address this issue, we propose a novel Semantic Guided level-category Hybrid Prediction Network (SGHPN) that can jointly perform the level and category prediction in an end-to-end manner. SGHPN comprises two modules: a visual transformer that extracts feature vectors from the input images, and a semantic guided cross-attention module that uses categories word embeddings as queries to guide learning category-specific representations. In order to evaluate the proposed method, we construct two new datasets in which images are at a broad range of quality and thus are labeled to different levels (depths) in the hierarchy according to their individual quality. Experimental results demonstrate the effectiveness of our proposed HC method.
Perception and Awareness Towards Usage of E-Books (A Study with Reference to Students in Thane City)

Books are the most vital source of knowledge diffusion, personality development, and for leisure reading. In present-days, e-books have gained incredible acceptance due to numerous recompenses associated with it. E-resources too are now a fragment of every academic and research library. The study aims to understand the perception and awareness of students towards usage of e-books. It also attempts to understand the relationship between variable like gender, age, Area of Discipline level of course and Frequency of using E-books &amp; Purpose of Usage of E-books. Demographic and other pertinent facts have been collected through a well-structured questionnaire and the chi-square test has been applied for analysis. The result of analysis, decipher that most of the students prefer e-books for the completion of assignments due to convenience of its usage, affordability and 24x7 accessibility. Some disadvantages associated with e-books use were: Difficult to read, eye strain, Costly and Compulsory smart device and Internet. The finding of this study will be useful to academic libraries and stakeholders to build closer communication with students to address their need in e-books assortment and to impart the skills for locating and using e-books and thus the study would contribute in development of composed and apposite library resources.
Understanding Instructional Communication towards Elementary School Students in English Classroom

English teachers and students face difficulties grasping the meaning, leading to misunderstanding. This study aims to analyses the use of conversational implicature focusing on instructional communication in an English classroom. The research used qualitative methodology and descriptive analysis as the design. The instrument consisted of observations and documentation. The research data used video recording during an English classroom process. The participants of this study involved an English teacher and students in grade 5 at an Islamic private elementary school. This study used an interactive analysis model consisting of collection, reduction, conclusion and verification. This study indicated that English teachers and students used the four maxims of conversational implicature focusing on instructional communication, with 18 utterances. The maxim of quantity consisted of 3 utterances. The maxim of relation consisted of 5 utterances. The maxim of manner consisted of 4 utterances. The most dominant conversational implicature was the maxim of quality consisting of 6 utterances. It showed that the interaction between English teachers and students needs to provide factual and accurate information. Therefore, it becomes necessary for English teachers and students to understand the language's meaning in instructional communication by involving the conversational implicature or four maxims, particularly in elementary school.
From perception to intensionality

Abstract This chapter introduces a notion of perception of an object or situation as making a judgement that it is of a type. It presents basic notions of TTR, which builds to a great extent on ideas taken from the type theory of Per Martin-Löf. The overall approach owes much to the theory of situations and situation semantics presented by Barwise and Perry in the 1980’s. A central notion in TTR is that of record. The term “record” is used in computer science for what is often called an attribute-value matrix (AVM) or feature structure in linguistics. We use records and record types to model situations and situation types in a sense related to that of situation semantics as developed by Barwise and Perry. The records and record types are also related to discourse representation structures as introduced by Kamp
MCA: It’s Implementation Based on Teachers’ Perspective

Minimum Competency Assessment (AKM) is one of Indonesia's newest National Assessment instruments for students' literacy and numeracy competencies. In policy implementation, the teacher is the spearhead in preparing students for AKM. This study aims to analyze the teacher's perspective in dealing with AKM. This phenomenon is studied through phenomenological-type qualitative research. Data collection was carried out through semi-structured interviews. The participants in this study were fifth-grade elementary school teachers. A total of 11 participants were recruited voluntarily. Qualitative data analysis was carried out using the Bodgan and Biklen model, with data reduction, data presentation, and conclusion. The study results show that teachers' confusion in preparing for MCA is caused by; first, teachers' understanding of AKM still needs to be improved and seems partial. Second, the ability of students to show unpreparedness in terms of skills in working on computer-based problems. Third, the condition of facilities and infrastructure in schools needs to be improved. In preparing for the implementation of AKM, teachers are faced with problems originating from aspects of teachers, students and facilities and infrastructure.
Tri Kaya Parisudha's Image-Oriented Story Media to Increase The Interest in Reading of Three Grade Elementary School Students

Lack of media literacy so that students are less interested in reading. It has an impact on students' understanding that needs to be improved. This study aimed to develop a Tri Kaya Parisudha Oriented Picture Story Book to increase reading interest in third-grade elementary school students. This research is a research and development (research and development). The subjects of the research trials were class III students. Methods of data collection using a questionnaire. The data collection instrument used was an evaluation sheet (questionnaire). Data analysis used descriptive qualitative and quantitative descriptive analysis. The results of the evaluation of this e-module product are based on six aspects, namely: content aspect of the field of study / with a percentage of the achievement level of 87.00% with a proper predicate. Judging from the aspect of learning design with an achievement percentage of 87.50% (feasible). Aspects of learning media with a percentage of the achievement level of 90.60% predicate very good / very decent. Aspects of the trial, small group trials, with a percentage of achievement rate of 93.70%, the title is very feasible. Aspects of field trials with a percentage level of achievement of 94.50% predicate are feasible. Thus the product in the form of a picture storybook oriented towards Tri Kaya Parisudha has a good level of validity and is suitable for use in the learning and literacy process.
Website-Based Learning Media on Reading and Numeracy Content for Third Grade Elementary Schools

Learning technology continues to improve along with the times. The role of technology currently has very rapid development in various fields. Many media can help improve the quality and quantity of learning, one of which is the application of website-based learning. This study aims to develop web-based learning media on reading and arithmetic content for third-grade elementary school students and test the feasibility of these learning media. This study used the R&amp;D (Research and Development) development method with the Luther Sutopo version of the MDLC development model. The method used to collect data is suryev. The instrument used to collect data is a questionnaire. The research subjects were two learning media experts and two learning material experts. The data analysis technique used is quantitative. The research results, namely the assessment given by learning media experts, have an average value of coefficient V 0.87, declared valid. The material expert validator has an average efficiency value of V 0.81, declared valid. The average result of a user questionnaire, namely grade III elementary school students, is 83.12 in the excellent category. Based on the results of tests, Web-based learning media on reading and arithmetic content for grade III elementary school students is feasible.