Reviewerly/exHarmony huggingface dataset:
Multi-Frequency Fringe Projection Profilometry: Phase Error Suppression Based on Cycle Count Adjustment

Fringe projection profilometry is one of the most widely used three-dimensional measurement techniques at present, in which phase is the key factor for the accuracy of dimensional measurements. Jumping errors may occur due to improper handling of truncation points in phase unwrapping. Meanwhile, projective dual-frequency grating has the shortcomings of a narrow measurement range and coarse projection fringe due to the requirements of an overlapping grid. To address the above problems, this paper puts forward an improved multi-frequency heterodyne phase unwrapping approach. Firstly, the phase principal values of three frequencies are obtained by the standard four-step phase-shifting approach, and two wrapped phases with lower frequencies are obtained through the dual-frequency heterodyne phase unwrapping approach. Then, the decimal part of the fringe order is again calculated using the dual-frequency heterodyne principle, and the actual value of the current decimal part is calculated from the phase principal values of the grating fringe corresponding to the fringe order. Then, a threshold is set according to the error of the phase principal value itself, and the differences between this threshold and the above calculated and theoretical values are compared. Finally, the absolute phase is corrected by adjusting the number of cycles according to the judgment results. Experiments show that the improved approach can achieve a correction rate of more than 96.8% for the jumping errors that occur in phase unwrapping, and it is also highly resistant to noise in the face of different noises. Furthermore, the approach can measure the three-dimensional morphology of objects with different surface morphologies, indicating the certain universality of the approach.
Simphony: Enhancing Accessible Pattern Design Practices among Blind Weavers

The maker movement has garnered significant attention as democratizing design; yet, recent work has called attention to the challenges disabled people encounter in making. Although researchers have built systems to improve accessibility of maker technologies, limited studies have centered disabled people's engagement in traditional forms of making like fiber arts. We examine the practice of fabric pattern design among a community of blind weavers who create hand-woven products with sighted instructors. Grounded in seventeen interviews with blind weavers and sighted instructors, we built Simphony, an audio-tactile system that aims to support blind weavers in creating and perceiving patterns. Findings from eight design exploration sessions at the community studio reveal how blind weavers used Simphony to learn the process of pattern design and generate patterns with sighted instructors. We reflect on collaborative understanding of pattern design among blind and sighted individuals and discuss opportunities for integrating technological augmentations into traditional craftwork.
Industrial Metaverse

We present a 5G mixed reality toolbox that supports hands-free remote assistance in industrial settings. It provides mixed reality and virtual reality views for on-site and office workers linked via a shared digital space. Working on actual machines in a real production line, our system uses the actual CAD-data of those machines to provide for a realistic prototyping-environment. We focus on data-scarcity with cloud-services to protect intellectual property, while embracing the possibilities offered by new technology, such as remote rendering over wireless networks. The presented prototype exhibits several key characteristics of an industrial metaverse application.
Exploring the future of design tooling: The role of artificial intelligence in tools for user experience professionals

Recently, artificial intelligence (AI) has been introduced into a variety of consumer applications for creative work. Although AI-driven features in design tooling are nascent, there is growing interest in utilizing AI to support user experience (UX) workflows. In this case study, we surveyed industry UX professionals to understand how they perceive AI-driven assists in their tools, their concerns about accepting AI in design tools and which design-related workflows could be promising for future research. Our results suggest that UX professionals are overall positive about AI-driven features in design tools; looking to AI as a creative partner to iterate with and as an assistant with mundane tasks. We offer practical directions for the future of AI in UX tooling, but caution against developing tools that do not sufficiently address UX professionals' concerns around bias and trust.
Longing to be the Mountain: A Scoping Review about Nature-Centric, Health-Minded Technologies

Engaging with nature enriches people's life greatly, and it is a particularly powerful wellbeing activity. Unsurprisingly, researchers in HCI and beyond seek to augment and extend the relationship people have with nature through technology, to positively enhance their health as a result. In this paper, we report on a scoping review that examines research exploring health, nature, and technology research. By charting 29 papers from the last five years, we produce a situated snapshot of the current research landscape and identify three trends within the paper pool: Despite the potential for rich, experiential engagements, human-nature interaction is often understood as an endeavour that is 1) universal, 2) flattened and 3) disconnected from everyday life. We reflect on our findings to outline design opportunities for human-nature interaction that extend and re-orientate it; to design for multi-dimensional caring experiences that allow for a more-than-just-human understanding of nature.
Designing for Uncontrollability: Drawing Inspiration from the Blessing Companion

This paper presents an inspirational concept for companion technology design, uncontrollability, and a corresponding artefact, the Blessing Companion. Both originated from a research through design project exploring companion technologies for blessing rituals. We established an exchange with Protestant theologians, explored believers’ experiences of blessings, co-speculated on potential technologies, and refined the resulting ideas through ideation, prototyping, and testing. Inspired by believers’ descriptions of blessing experiences as not plannable, predictable, controllable, or enforceable, we adopted the concept of uncontrollability, explored how it might be implemented in companion technologies, and designed the Blessing Companion. The Blessing Companion embodies uncontrollability through its ambiguous appearance and (partly) uncontrollable behaviour. It thus stands in contrast to the prevailing on-demand and user-driven interaction paradigms. We discuss how uncontrollability can be reflected in content, form, and interaction, highlight respective possibilities for companion technologies, and reflect on the Blessing Companion as an example of designing for religious rituals.
The Influence of Human Factors on the Intention to Report Phishing Emails

Phishing attacks are a main threat to organizations and individuals. Current widespread defenses based on spam filters and domain blacklisting are unfortunately insufficient. Prior work identifies phishing reporting as a key, largely untapped resource to mitigate phishing threats. Yet, its practice suffers from very low reporting rates and generally too low an uptake from users. Whereas it is known that phishing reporting behavior is affected by a number of 'human factors', a comprehensive view of the different theories and their effects on (intent to) report is not yet developed. To address this gap, we evaluate theories and factors analyzed in the extant literature, build a cohesive theoretical view of their effects and constructs, and develop, model, and empirically evaluate (by means of an online questionnaire, n=284) the resulting hypothesis structure. We discuss both theoretical implications of our findings and research directions for practice at a research and organizational level.
SkinPaper: Exploring Opportunities for Woven Paper as a Wearable Material for On-Skin Interactions

Paper circuitry has been extensively explored by HCI researchers as a means of creating interactive objects. However, these approaches focus on creating desktop or handheld objects, and paper as a wearable material remains under-explored. We present SkinPaper, a fabrication approach using silicone-treated washi paper to weave lightweight and easy-to-fabricate on-skin interactions. We adopt techniques from paper weaving and basketry weaving practices to create paper-woven structures that can conform to the body. Our approach uses off-the-shelf materials to facilitate a highly customizable fabrication process. We showcase eight case studies to illustrate our approach's two to three-dimensional forms. To understand the expressiveness of the design space, we conducted a workshop study in which weavers created paper-woven on-skin interactions. We draw insights from the studies to understand the opportunities for paper-woven on-skin interactions.
HandyCast: Phone-based Bimanual Input for Virtual Reality in Mobile and Space-Constrained Settings via Pose-and-Touch Transfer

Despite the potential of Virtual Reality as the next computing platform for general purposes, current systems are tailored to stationary settings to support expansive interaction in mid-air. However, in mobile scenarios, the physical constraints of the space surrounding the user may be prohibitively small for spatial interaction in VR with classical controllers. In this paper, we present HandyCast, a smartphone-based input technique that enables full-range 3D input with two virtual hands in VR while requiring little physical space, allowing users to operate large virtual environments in mobile settings. HandyCast defines a pose-and-touch transfer function that fuses the phone's position and orientation with touch input to derive two individual 3D hand positions. Holding their phone like a gamepad, users can thus move and turn it to independently control their virtual hands. Touch input using the thumbs fine-tunes the respective virtual hand position and controls object selection. We evaluated HandyCast in three studies, comparing its performance with that of Go-Go, a classic bimanual controller technique. In our open-space study, participants required significantly less physical motion using HandyCast with no decrease in completion time or body ownership. In our space-constrained study, participants achieved significantly faster completion times, smaller interaction volumes, and shorter path lengths with HandyCast compared to Go-Go. In our technical evaluation, HandyCast's fully standalone inside-out 6D tracking performance again incurred no decrease in completion time compared to an outside-in tracking baseline.
Collaborative Creativity in TikTok Music Duets

On the social media platform TikTok, users are able to engage with each other's content by using the Duet feature, which allows them to re-share another user's video while also layering on additional content to the original video. Through this, the affordances of the Duet feature facilitate a distributed and collaborative creative process, in which we can observe the evolution of cultural artifacts through the different versions that are produced from user contributions. As a result, the open-ended nature of these collaborations positions engagement as both a creative and social act. In this paper, we identify the ways in which the Duet feature supports decentralized co-creativity and engagement between users. We find that the cumulative nature of an artifact's creative evolution, along with the ability for multiple iterations of an artifact to develop in parallel, facilitates development of diverse creative artifacts.
DynamicRead: Exploring Robust Gaze Interaction Methods for Reading on Handheld Mobile Devices under Dynamic Conditions

Enabling gaze interaction in real-time on handheld mobile devices has attracted significant attention in recent years. An increasing number of research projects have focused on sophisticated appearance-based deep learning models to enhance the precision of gaze estimation on smartphones. This inspires important research questions, including how the gaze can be used in a real-time application, and what type of gaze interaction methods are preferable under dynamic conditions in terms of both user acceptance and delivering reliable performance. To address these questions, we design four types of gaze scrolling techniques: three explicit technique based on Gaze Gesture, Dwell time, and Pursuit; and one implicit technique based on reading speed to support touch-free, page-scrolling on a reading application. We conduct a 20-participant user study under both sitting and walking settings and our results reveal that Gaze Gesture and Dwell time-based interfaces are more robust while walking and Gaze Gesture has achieved consistently good scores on usability while not causing high cognitive workload.
ODSS-RCPM: An Online Decision Support System Based on Regional Co-location Pattern Mining

Regional co-location pattern mining (RCPM) is a branch of spatial co-location pattern mining, and is usually used to discover some sets of spatial features that do not often co-occur in large spatial scales, but co-occur in local regions. The decision-making effect can be maximized through the RCPs when regional decision-making is required. In this demonstration, an RCPM-based online decision support system, named ODSS-RCPM, is designed to improve the shortcomings of the regional division stage and the RCPM stage, respectively. First, the ODSS-RCPM divides the sub-regions through the distribution density of maximal cliques (MCs) of spatial instances, and mines RCPs based on MCs, which accelerates the RCPM process while solving the rationality of the divided sub-regions. Second, in ODSS-RCPM, users can select a sub-region to obtain the most suitable patterns within this sub-region or select an RCP to obtain the sub-regions of this RCP, when they need to make some decisions about regional planning.
PandaDB: An AI-Native Graph Database for Unified Managing Structured and Unstructured Data

In many applications, data are organized as graphs (e.g., social network and smart city). There could be unstructured data on such a graph, for example, the users’ avatars and images included in a post. It is natural to think of these unstructured data as attributes of nodes or relationships. Then the users would tend to query the semantic information of unstructured data on the graph, namely hybrid queries. To meet the demand of hybrid queries, this paper introduces PandaDB, an AI-native graph database, and it has the following characteristics: (1) Unified management of unstructured data and graph data. (2) Online extracting and indexing semantic information of unstructured data. (3) Optimization of hybrid queries. The system and its concept have been verified by multiple applications based on it. Users could deploy PandaDB to support hybrid queries and data mining.
Recalibrating Features and Regression for Oriented Object Detection

The objects in remote sensing images are normally densely packed, arbitrarily oriented, and surrounded by complex backgrounds. Great efforts have been devoted to developing oriented object detection models to accommodate such data characteristics. We argue that an effective detection model hinges on three aspects: feature enhancement, feature decoupling for classification and localization, and an appropriate bounding box regression scheme. In this article, we instantiate the three aspects on top of the classical Faster R-CNN, with three novel components proposed. First, we propose a weighted fusion and refinement (WFR) module, which adaptively weighs multi-level features and leverages the attention mechanism to refine the fused features. Second, we decouple the RoI (region of interest) features for the subsequent classification and localization via a lightweight affine transformation-based feature decoupling (ATFD) module. Third, we propose a post-classification regression (PCR) module for generating the desired quadrilateral bounding boxes. Specifically, PCR predicts the precise vertex location on each side of a predicted horizontal box, by simply learning the following: (i) classify the discretized regression range of the vertex, and (ii) revise the vertex location with an offset. We conduct extensive experiments on the DOTA, DIOR-R, and HRSC2016 datasets to evaluate our method.
AiCEF: an AI-assisted cyber exercise content generation framework using named entity recognition

Abstract Content generation that is both relevant and up to date with the current threats of the target audience is a critical element in the success of any cyber security exercise (CSE). Through this work, we explore the results of applying machine learning techniques to unstructured information sources to generate structured CSE content. The corpus of our work is a large dataset of publicly available cyber security articles that have been used to predict future threats and to form the skeleton for new exercise scenarios. Machine learning techniques, like named entity recognition and topic extraction, have been utilised to structure the information based on a novel ontology we developed, named Cyber Exercise Scenario Ontology (CESO). Moreover, we used clustering with outliers to classify the generated extracted data into objects of our ontology. Graph comparison methodologies were used to match generated scenario fragments to known threat actors’ tactics and help enrich the proposed scenario accordingly with the help of synthetic text generators. CESO has also been chosen as the prominent way to express both fragments and the final proposed scenario content by our AI-assisted Cyber Exercise Framework. Our methodology was assessed by providing a set of generated scenarios for evaluation to a group of experts to be used as part of a real-world awareness tabletop exercise.
Project Mihr: Enabling Gestural Interactions on a Keyboard using a Graphene-based Fabric

The physical keyboard has long been the de facto input mechanism for computers, despite advances in other input forms and modalities. Even with these advances, the augmentations of physical keyboards have still been limited to keystroke-based entry. We leverage the inevitable physical touch and motions over a keyboard during keystroke-based input to present Project Mihr, a physical keyboard that has been augmented to be touch-sensitive. We leveraged passive capacitive sensing with a graphene-based textile to detect and classify rich and expressive gestural interactions over a keyboard. We conclude this work by describing our characterization on the sensing performance and presenting several different application scenarios that are enabled by our technique over keyboards.
DOIT: The Design of Interactive Things. Selected methods for quickly and effectively designing interactive systems from the user’s perspective

The Design of Interactive Things teaches participants how to quickly and effectively design innovative interactive systems from the user's perspective. Intended for both UX designers and HCI researchers, the course provides a coherent overview of the interaction design process, with detailed descriptions of four key design methods: story interviews, video brainstorming, video prototyping, and generative walkthroughs. Participants will apply these methods to design a novel interactive system, using materials and tools provided in the course. Each method has been tested in both industry and research settings, and is especially appropriate for participatory co-design with users.
Conformal, Seamless, Sustainable: Multimorphic Textile-forms as a Material-Driven Design Approach for HCI

Technology embeddedness in HCI textiles has great potential for enabling novel interactions and enriched experiences, but unless carefully designed, could inadvertently worsen HCI’s sustainability problem. In an attempt to bridge sustainable debates and practical material-driven scholarship in HCI, we propose Multimorphic Textile-forms (MMTF), as a design approach developed through a lens of multiplicity and extended life cycles, that facilitate change in both design/production and use-time via the simultaneous thinking of the qualities and behaviour of material and form. We provide a number of cases, textile-form methods and vocabulary to enable exploration in this emerging design space. MMTF grants insights into textiles as complex material systems whose behaviour can be tuned across material, interaction and ecological scales for conformal, seamless, and sustainable outcomes.
Criminal Liability for Cybercrimes in the BRICS Countries

One of the areas of cooperation among the BRICS countries is tackling the misuse of information and communication technologies for criminal activities. Each year, the number of cybercrimes continues to grow. Furthermore, the criminal regulation of cybercrimes in each country differs. This article aims to identify the features of criminal liability for cybercrimes in the BRICS countries and offer potential solutions for developing joint legislation initiatives. The primary focus of this discussion is on cybercrime provisions that can be found in the legal acts of the Federative Republic of Brazil, the Russian Federation, the Republic of India, the People’s Republic of China and the Republic of South Africa. The main finding of this research is that the criminal law of each country contains different corpus delicti for dealing with crimes committed in cyberspace. There are also differing conceptions of what constitutes cybercrime. The author proposes the enactment of a common document for the BRICS countries that would contain a shared understanding of cybercrimes as well as the various types of cybercrimes. It is possible to divide cybercrimes into two categories: special cybercrimes committed in the field of computer information and general criminal cybercrimes executed using information technology to commit any other common criminal offences. The results of this research can be used to study the problems of criminal responsibility for cybercrimes in the BRICS countries as well as analyze the ways in which the rules under consideration are actually applied in practice.
The Effects of Frame Rate Variation on Game Player Quality of Experience

For gamers, high frame rates are important for a smooth visual display and good quality of experience (QoE). However, high frame rates alone are not enough as variations in the frame display times can degrade QoE even as the average frame rate remains high. While the impact of steady frame rates on player QoE is fairly well-studied, the effects of frame rate variation is not. This paper presents a 33-person user study that evaluates the impact of frame rate variation on users playing three different computer games. Analysis of the results shows average frame rate alone is a poor predictor of QoE, and frame rate variation has a significant impact on player QoE. While the standard deviation of frame times is promising as a general predictor for QoE, frame time standard deviation may not be accurate for all individual games. However, 95% frame rate floor -– the bottom 5% of frame rates the player experiences –- appears to be an effective predictor of both QoE overall and for the individual games tested.