Reviewerly/exHarmony huggingface dataset:
A localized ensemble of approximate Gaussian processes for fast sequential emulation

More attention has been given to the computational cost associated with the fitting of an emulator. Substantially less attention is given to the computational cost of using that emulator for prediction. This is primarily because the cost of fitting an emulator is usually far greater than that of obtaining a single prediction, and predictions can often be obtained in parallel. In many settings, especially those requiring Markov Chain Monte Carlo, predictions may arrive sequentially and parallelization is not possible. In this case, using an emulator procedure which can produce accurate predictions efficiently can lead to substantial time savings in practice. In this paper, we propose a global model approximate Gaussian process framework via extension of a popular local approximate Gaussian process (laGP) framework. Our proposed emulator can be viewed as a treed Gaussian process where the leaf nodes are laGP models, and the tree structure is learned greedily as a function of the prediction stream. The suggested method (called leapGP) has interpretable tuning parameters which control the time‐memory trade‐off. One reasonable choice of settings leads to an emulator with a training cost and makes predictions rapidly with an asymptotic amortized cost of .
Exploring a Digital Art Collection through Drawing Interactions with a Deep Generative Model

New Snow is an interactive drawing table that investigates human interaction with a deep generative model based on Edvard Munch's sketching practice. Through drawings with pen and paper, the user can interact with the model which will return synthetic sketches based on the input drawings in real time. The model is a reflection of the training data, and it is thus constrained to representing images within the latent space of Edvard Munch's sketching practice. As the user familiarizes themselves with the model it allows them to become sensitized to the visual aesthetic belonging to this practice. This potential for familiarization with the aesthetic of a dataset via the model has implications for human-AI interaction and non-verbal art mediation.
Cryptocurrency with Blockchain Technology — A Literature Review

Blockchain is a new and secured way to store data. Multiple computers connected to form a series of blocks that holds transaction data and the information of the previous block. It is a technology used to develop first cryptocurrency Bitcoin. Blockchain technology is generating new opportunitiesin other industry domains along with financial sector. Thus, in this technology era, Blockchain becomes the future of internet. The growing popularity of cryptocurrencies as financial assets is an indicator of a revolution in the financial sector. It led to understanding the need-to-know blockchain technology in depth while investing money in cryptocurrencies. In this article, we will discuss the evolving blockchain technology related to cryptocurrency. We will outline the concept of cryptocurrency with blockchain technology in general along with strength and weaknesses, real world use cases, future trends and more. Cryptocurrencies currently havesignificant commercial value in the financial sector, so knowing the technology behind the implementation of cryptocurrencies will help investors and businesses easily predict financial market trends. This article will provide the general overview of blockchain technology and its features by studying various research papers, articles, news media and many more.
A Cloud-Edge Collaborative Gaming Framework Using AI-Powered Foveated Rendering and Super Resolution

Cloud gaming (CG) has gradually gained popularity. By leveling shared computing resources on the cloud, CG technology allows those without expensive hardware to enjoy AAA games using a low-end device. However, the bandwidth requirement for streaming game video is high, which can cause backbone network congestion for large-scale deployment and expensive bandwidth bills. To address this challenge, the authors proposed an innovative edge-assisted computing architecture that collaboratively uses AI-powered foveated rendering (FR) and super-resolution (SR). Using FR, the cloud server can stream gaming video in lower resolution, significantly reducing the transmitted data volume. The edge server will then upscale the video using a game-specific SR model, recovering the quality of the video, especially for the areas players pay the most attention. The authors built a prototype system called FRSR and did thorough, objective comparative experiments to demonstrate that this architecture can reduce bandwidth usage by 39.47% compared with classic CG implementation for similar perceived quality.
Assessing saliency models of observers’ visual attention on acquired facial differences

PurposeSaliency models that predict observers’ visual attention to facial differences could enable psychosocial interventions to help patients and their families anticipate staring behaviors. The purpose of this study was to assess the ability of existing saliency models to predict observers’ visual attention to acquired facial differences arising from head and neck cancer and its treatment.ApproachSaliency maps predicted by graph-based visual saliency (GBVS), an artificial neural network (ANN), and a face-specific model were compared to observer fixation maps generated from eye-tracking of lay observers presented with clinical facial photographs of patients with a visible or functional impairment manifesting in the head and neck region. We used a linear mixed-effects model to investigate observer and stimulus factors associated with the saliency models’ accuracy.ResultsThe GBVS model predicted many irrelevant regions (e.g., shirt collars) as being salient. The ANN model underestimated observers’ attention to facial differences relative to the central region of the face. Compared with GBVS and ANN, the face-specific saliency model was more accurate on this task; however, the face-specific model underestimated the saliency of deviations from the typical structure of human faces. The linear mixed-effects model revealed that the location of the facial difference (midface versus periphery) was significantly associated with saliency model performance. Model performance was also significantly impacted by interobserver variability.ConclusionsExisting saliency models are not adequate for predicting observers’ visual attention to facial differences. Extensions of face-specific saliency models are needed to accurately predict the saliency of acquired facial differences arising from head and neck cancer and its treatment.
From Thoughts to Interaction: Designing Controls for Video Playback Gestures with Embodied Schemata

Interactive public displays are now pervasive; however, designing gestures to interact with them is still a challenge for embodied interaction. We introduce a methodology, based on Conceptual Metaphor Theory (CMT) and Elicitation Studies, that can inform the work of interaction designers when they craft gestures that "make sense" to their users. Our approach is structured in three phases: elicitation, analysis, and design. Through the use case of an interactive video player, we describe how we collected data from participants in an elicitation study, how we extracted the embodied schemata that users associated with each video function, and how an interaction designer can use those schemata to design multiple gestures. We then present the results of a survey that show that the gestures generated with embodied schemata made more sense to people than those crafted without using embodied schemata.
The Successive Approximation Genetic Algorithm (SAGA) for Optimization Problems with Single Constraint

A limited feasible region restricts individuals from evolving optionally and makes it more difficult to solve constrained optimization problems. In order to overcome difficulties such as introducing initial feasible solutions, a novel algorithm called the successive approximation genetic algorithm (SAGA) is proposed; (a) the simple genetic algorithm (SGA) is the main frame; (b) a self-adaptive penalty function is considered and the penalty factor is adjusted automatically by the proportion of feasible and infeasible solutions; (c) a generation-by-generation approach and a three-stages evolution are introduced; and (d) dynamically enlarging and reducing the tolerance error of the constraint violation makes it much easier to generate initial feasible solutions. Then, ten benchmarks and an engineering problem were adopted to evaluate the SAGA in detail. It was compared with the improved dual-population genetic algorithm (IDPGA) and eight other algorithms, and the results show that SAGA finds the optimum in 5 s for an equality constraint and 1 s for an inequality constraint. The largest constraint violation can be accurate to at least three decimal fractions for most problems. SAGA obtains a better value, of 1.3398, than the eight other algorithms for the engineering problem. In conclusion, SAGA is very suitable for solving nonlinear optimization problems with a single constraint, accompanied by more accurate solutions, but it takes a longer time. In reality, SAGA searched for a better solution along the bound after several iterations and converged to an acceptable solution in early evolution. It is critical to improve the running speed of SAGA in the future.
Supporting Social Movements Through HCI and Design

The use of digital technologies in grassroots community organizing has multifaceted implications. It has extended the scope of sharing information and experiences, building solidarities and coordination, and fostering common identities to enable participation and amplify the voice of diverse actors in social movements. However, the rise of surveillance technologies, computational propaganda and internet shutdowns are creating novel barriers to democratic action, particularly affecting the participatory parity of marginalized grassroots groups. This one-day hybrid workshop will invite conversations on the complex interrelation between ICTs and social movements and devise ways to support grassroots movements by bringing together HCI researchers, activists and designers. We invite formal position papers to participate in workshop and encourage participants to ideate and contribute to creating zines that can serve as a helpful resource for supporting grassroots movements.
EyesOnMe: Investigating Haptic and Visual User Guidance for Near-Eye Positioning of Mobile Phones for Self-Eye-Examinations

The scarcity of professional ophthalmic equipment in rural areas and during exceptional situations such as the COVID-19 pandemic highlights the need for tele-ophthalmology. This late-breaking work presents a novel method for guiding users to a specific pose (3D position and 3D orientation) near the eye for mobile self-eye examinations using a smartphone. The user guidance is implemented utilizing haptic and visual modalities to guide the user and subsequently capture a close-up photo of the user's eyes. In a within-subject user study (n=24), the required time, success rate, and perceived demand for the visual and haptic feedback conditions were examined. The results indicate that haptic feedback was the most efficient and least cognitively demanding in the positioning task near the eye, whereas relying on only visual feedback can be more difficult due to the near focus point or refractive errors.
Features of the Application of Digital Technology in Criminal Proceedings of the BRICS Countries

The current pace of technological development creates new opportunities for improvements in various spheres of human activity, including the sphere of criminal proceedings. In the BRICS countries, the achievements of modern technological developments, in particular the use of digital technology in criminal proceedings, have their own unique characteristics. This article describes the current state of criminal proceedings in the BRICS member countries. The authors analyze practices in criminal proceedings with the aim of identifying best practices, advantages and disadvantages of using digital technology in the criminal justice sector, as well as outlining prospects for the development of this technology in the BRICS countries. The authors come to the conclusion that the use of digital technology in criminal proceedings should contribute to increased access to justice, procedural economy and effective investigation, and as a result, a fair verdict in criminal cases in all of the BRICS member states.
Engaging the Discourse of Empowerment for Marginalized Communities Through Research and Design Participation

This paper goes beyond the current empowerment discourse in the SIGCHI community to address how we primarily focus on research and design contexts and technological contributions. It argues that existing literature on empowerment does not fully account for the complexity of marginalized communities, including factors such as poverty, lack of digital literacy, or access to technology, which can affect a community's decision to participate in research and their effectiveness during participation. The paper presents two provocations: 1) research must adopt methods of partnership that empower the community, and 2) researchers must consider how empowerment is sustained both within and outside of research and design settings and technological contributions. The paper concludes with a call to action for a holistic empowerment strategy within HCI to stimulate further discussion on empowering marginalized communities beyond research and design.
Design and Fabrication of Body-Based Interfaces (Demo of Saarland HCI Lab)

This Interactivity shows live demonstrations of our lab's most recent work on body-based interfaces. The soft, curved and deformable surface of the human body presents unique opportunities and challenges for interfaces. New form factors, materials and interaction techniques are required that move past the conventional rigid, planar and rectangular devices and the corresponding interaction styles. We highlight three themes of challenges for soft body-based interfaces: 1) How to design interfaces that are optimized for the body? We demonstrate how interactive computational design tools can help novices and experts to create better device designs. 2) Once they are designed, how to physically prototype and fabricate soft interfaces? We show accessible DIY fabrication methods for soft devices made of functional materials that make use of biomaterials. 3) How to leverage the richness of interacting on the body? We demonstrate on-body and off-body interactions that leverage the soft properties of the interface.
Drifting Off in Paradise: Why People Sleep in Virtual Reality

Sleep is important for humans, and past research has considered methods of improving sleep through technologies such as virtual reality (VR). However, there has been limited research on how such VR technology may affect the experiential and practical aspects of sleep, especially outside of a clinical lab setting. We consider this research gap through the lens of individuals that voluntarily engage in the practice of sleeping in VR. Semi-structured interviews with 14 participants that have slept in VR reveal insights regarding the motivations, actions, and experiential factors that uniquely define this practice. We find that participant motives can be largely categorized through either the experiential or social affordances of VR. We tie these motives into findings regarding the unique customs of sleeping in VR, involving set-up both within the physical and virtual space. Finally, we identify current and future challenges for sleeping in VR, and propose prospective design directions.
Morphome database summary

Subject Grammar, Syntax and Morphology Collection: Oxford Scholarship Online
Effective Paths of Junior Middle School English Autonomous Learning Under the Background of “Internet+”

Under the background of “Internet +” learning method, junior high school English independent learning is individualized, autonomous, and interactive. “Internet +” learning can not only improve students’ learning efficiency and learning quality, but also promote their comprehensive development. Therefore, in this paper, we analyzed the significance of developing junior high school English autonomous learning under the background of “Internet+,” explained the theoretical basis of autonomous learning, and how the concept of “Internet +” can be integrated into English teaching.
Making models probabilistic and estimating the value of information

Subject Public Health Epidemiology Series Handbooks in Health Economic Evaluation Collection: Oxford Scholarship Online
Experience: Barriers and Opportunities of Wearables for Eating Research

Wearable devices have long held the potential to provide real-time objective measures of behavior. However, due to challenges in real-world deployment, these systems are rarely tested rigorously in free-living settings. To reduce this challenge for future researchers, in this paper, we describe our experience developing several generations of a multi-sensor, neck-worn eating-detection system that has been tested with 130 participants across multiple studies in both laboratory and free-living settings. We describe the challenges faced in the development and deployment of the system by (1) presenting example deployment details captured either by the sensing system or the ground truth collector and (2) using structured interviews and surveys with developers and stakeholders of the system, collecting qualitative data on their experience. We performed thematic analysis and provided detailed lessons learned explaining factors that impact the experience of building and deploying such a wearable in a free-living setting, reducing challenges for future researchers. We believe that our experience will help future researchers develop successful mobile health (mHealth) systems that translate into reliable free-living deployments.
Point of no Undo: Irreversible Interactions as a Design Strategy

Despite irreversibility being omnipresent in the lifeworld, research on interactions making use of irreversibility in computing systems is still in the early stages. User freedom – provided by the undo functionality – is considered to be a pillar of "usable" computer systems, overcoming irreversibility. Within this paper, we set up a thought experiment, challenging the "undo feature" and instead take advantage of irreversibility in the interaction with physical computing systems (tangibles, robots, etc). First, we present three material speculations, each inherently utilizing irreversibility. Second, we elaborate on the concept of irreversible interactions by contextualizing our work with critical HCI discourses and deducing three design strategies. Finally, we discuss irreversibility as a design element for self-reflection, meaningful acting, and a sustainable relationship with technology. While previously individual aspects of irreversibility have been explored, we contribute a comprehensive discussion of irreversible interactions in HCI presenting artifacts, a conceptualization, design strategies, and application purposes.
Towards Understanding Sense of Inclusion in Social VR Onboarding

Being included in social interactions is a fundamental human need in both physical and virtual worlds. However, it is overlooked in the context of social VR user experience. Based on social psychology, we define the sense of inclusion as the degree to which an individual perceives a sense of belonging and authenticity from a group. We initially use non-verbal behavior, which is commonly used in social VR, as an entry point to understanding the role of the sense of inclusion in social VR. We examine how the reactive behaviors of existing community members would influence the sense of inclusion during social VR onboarding. Our between-subject experiment (N=39) with three reactive behavioral conditions confirms that positive responses from existing community members increased the sense of inclusion. And the sense of inclusion positively mediates several user experiences including enjoyment and immersion. We highlight potential design implications and future research for social VR.
The Art of Creating Code-Based Artworks

Programming has become an artistic medium for artists; it provides expression possibilities built on top of the computer's interactivity and multimedia features. However, implementing code-based artworks encloses defining characteristics that differ from traditional programming. This paper reports on an in-depth interview with 5 code artists with diverse backgrounds, levels of experience, and working on different code-based artistic expressions. Through their experience, we identified characteristics and commonalities in their development process, the tools they use, their sources of inspiration, and their expectations. Accordingly, we reflect on the particularities of Creative Coding, indicate commonalities with other domains, and suggest opportunities and challenges for HCI researchers and practitioners in proposing tools to support it better.
Mirror Placement Matters in Remote Collaboration

Video Feedback (VF) in tele-conferences is reported to contribute to ‘Zoom Fatigue’ (ZF). However, such feedback is important for many remote collaborative tasks where users must be aware of their relationship to the camera. Tele-immersion (TI) is presented as an alternative to traditional interfaces that can mitigate symptoms of ZF while maintaining the benefit of VF. The effects of TI on behaviour are understudied. Therefore, we present the findings of a novel field study of 14 domain experts performing a remote collaborative task—improvisational theatre—under all three conditions: 1) with video feedback (VF) in an isolated window, 2) within a tele-immersive environment, and 3) without video feedback at all. A qualitative study was conducted using surveys measuring improv performance metrics. ‘Physical engagement’ and ‘presence’ were perceived highest with tele-immersion, while ‘attunement’ and ‘flow’ between performers were comparable between tele-immersion and no mirror. Isolated VF was perceived worse for most conditions.
Faulty or Ready? Handling Failures in Deep-Learning Computer Vision Models until Deployment: A Study of Practices, Challenges, and Needs

Handling failures in computer vision systems that rely on deep learning models remains a challenge. While an increasing number of methods for bug identification and correction are proposed, little is known about how practitioners actually search for failures in these models. We perform an empirical study to understand the goals and needs of practitioners, the workflows and artifacts they use, and the challenges and limitations in their process. We interview 18 practitioners by probing them with a carefully crafted failure handling scenario. We observe that there is a great diversity of failure handling workflows in which cooperations are often necessary, that practitioners overlook certain types of failures and bugs, and that they generally do not rely on potentially relevant approaches and tools originally stemming from research. These insights allow to draw a list of research opportunities, such as creating a library of best practices and more representative formalisations of practitioners' goals, developing interfaces to exploit failure handling artifacts, as well as providing specialized training.