bluuebunny/crossref_metadata_2025 huggingface dataset:
ARunning: A Discussion on the Role of Augmented Reality-assisted Application in Amateur Runner Athletes
Authors: Zhu Jiayi , Zheng Xi , He Xin , Yun Yu
Published: April 2022

This research aims to explore and demonstrate the advantages of ARunning compared with traditional sports methods by studying the research status and development trend of augmented reality assisted sports applications, so as to realize the design and development of ARunning and enrich the form and development of ARunning. It also conducts usability testing and evaluation for the user experience, so as to realize the preliminary exploration on how AR can complement the practical application of sports psychology. In order to test the impact of ARunning on amateur runners' decision-making, experience during running, and feeling after running, we conducted live and online research on amateur runners. The results show that the popularization and application of this program will improve amateur athletes' exercise level to a certain extent and reduce their emotional burden, and it is likely to become the main motivation for users to participate in sports.
The Impact of ICT on The Virtual Education of Students of The Salesian Polytechnical University as A Challenge Due to The Pandemic
Authors: Angel Quiroz Martinez Miguel , Paola Torres Morales Cynthia , Teodoro Castro Arias Santiago , Yelandi Leyva Vazquez Maikel
Published: April 2022

Despite the Covid-19 pandemic, Ecuadorian university institutions have started a new academic period in the virtual modality. The objective of this study was to evaluate the impact of ICT in the virtual teaching of students of the Salesian Polytechnic University as a challenge due to the pandemic. A structured questionnaire with a Likert scale was used, applied to 5432 students. The questionnaire yielded high-reliability coefficients in the pilot test and the real stage of the study, α = 0.95 and α = 0.98 respectively. The results indicate that ICT has allowed students to carry out tasks, evaluations, and receive feedback from their teachers. However, the effectiveness of the virtual environment compared to the traditional environment is discussed. In conclusion, ICT applied in virtual education allows students to develop a rhythm of self-taught learning strategies, whose knowledge can be applied to solving tasks and evaluations.
Design computer application for memory rehabilitation using the method of Loci
Authors: Perez Doris , Varela-Aldás José , Buele Jorge , Palacios-Navarro Guillermo
Published: April 2022

Memory rehabilitation involves the processes of memory assessment and training. Nowadays, with the help of technology, customized applications can be designed, but they require an efficient prior design. This paper presents the design of an application for memory rehabilitation using the method of Loci. In the development of the methodology three stages are included, where the first phase contemplates the design of breathing exercises that relax the patient and promote the use of imagination. In the second stage, two cognitive exercise activities are designed, one with element matching and the other with the assignment of elements in four places in a home. The last stage is for evaluation and measures the user's performance, using response times and scores obtained as metrics. The application is designed through screens at different levels, orienting the system to be implemented on a computer, but without limiting the implementation to other types of devices. The results show the final design sketches, evidencing the characteristics of the proposed application. Finally, the proposed design is analyzed concerning recent literature, concluding with its advantages and disadvantages.
Effect of Balance and Symmetry on web aesthetic: Computational modeling and experimental investigation
Authors: Wang Yuqi , Zhou Lei
Published: April 2022

In order to objectively evaluate the beauty of webpage colors, balance and symmetry are selected as rating indicators, using HSV color model to quanti-fy the evaluation through the principle of visual weight, and the main inter-face of the search engine is used as an example to verify the calculation model of the beauty of the color layout. In the experiment, 10 subjects eval-uate the stimulus pictures, which verified the rationality of the computation model.
Understanding Harmful Blue Light in a group of Thai People
Authors: Jongprasithporn Manutchanok , Yodpijit Nantakrit , Nunthawarasilp Thanaporn , Treekanjanothai Nopphavee
Published: April 2022

Blue light is harmful to health in the long term and exposure. Therefore, knowing about the dangers from the Blue light is the prevention of hazards that might occur. This research aims to study the dangers of blue light and how it harms people by using electronic devices as well as to assess the level of knowledge about usage and dangers of blue light. Moreover, the producer team provides corrective recommendations direction for everyone. The research team studies the behavior of using electronic devices and collecting data by using a questionnaire. The target population is 150 peoples. The questionnaire consists of four parts: Personal information, Evaluation form of knowledge about the dangers of blue light and how they prevent it. According to data analysis, the majority of the sample is knowledgeable about blue light. In the second part of the questionnaire: how they prevent the blue light danger. For the third part of the questionnaire, we found that our sample group in every age range clearly understand in good level the knowledge that we gave via the infographics and for the last part of our questionnaire we found that people in 18-30 years old are most damaged by blue light more than 30 years old and less than 18 years old respectively. If the people do not protect their eyes to have good eyes health enough, would be very regretful that they might have to wear glasses or have blurred vision for a long time or in the worst case they might lose their vision. Therefore, the producer team hopes that this research will make everyone interested and take care of their eyes health as much as they can to decreasing the risk which can cause a bad situation.
Analysis and Prevention of Office Syndrome of people in Thailand
Authors: Jongprasithporn Manutchanok , Yodpijit Nantakrit , Panichtamrong Peemapol , Ratanajarusiri Narawit
Published: April 2022

Office syndrome is dangerous in long-term health such as headache, soreness around the eyes, neckache, dizziness, chronic muscle pain, numbness in wrists or feet. In severe cases, it may cause the muscles to contract and hold tight. Therefore, understanding the cause can prevent the danger of this illness. The objectives of this research are to study the behaviors causing office syndrome, test the basic knowledge about the illness and inform useful information that can help people with office syndrome. Sample groups are 312 people in the age range of 20-40 years using an online questionnaire as a tool for data collection. The questionnaire includes 3 sections which are questions asked about personal data of respondents, the risk of office syndrome in each person, and basic knowledge of the illness. The results show that most of the research participants are female, age between 20-27 years old, study for Bachelor’s degree and work 5-8 hours a day. For the section 2 results, respondents incline to risk from office syndrome with the number of 244 people who have back pain during the day and only 83 people received training in this illness and there are 183 people aware of the sickness. In the last section asked the general knowledge, we found that respondents have well-knowledged in office syndrome but there is some misunderstanding about the symptoms of the illness so respondents still need to study more and their company or school should provide quality equipment in the workplace to reduce the risk form office syndrome and create good habits to all employees and students.
Modeling and Explanation of Driver Steering Style: An Experiment under Large-Curvature Road Condition
Authors: Shao Puheng , Fang Zhenwu , Wang Jinxiang , Lin Zhongsheng , Guodong Yin
Published: April 2022

Before the maturation of vehicle’s self-driving, human-vehicle shared control would be a dominant solution in a certain period. Understanding driver’s maneuver behavior is an important prerequisite for providing drivers with different levels of assistance in the collaborative driving system. This research aims to classify the characteristics of drivers’ maneuver modes and establish a general model of driver steering styles.Firstly, an experiment is designed to collect the behavioral data under a certain circumstance of the drivers. As driving simulating has significant advantages over the real vehicle, for instance, the replicability and stability of the testing scene, this experiment is conducted on a driving simulator platform with six degrees of freedom (6-DOF). 38 participants (21 males, 17 females) with different personalities and driving experiences are required to drive through a U-shaped testing scene. Meanwhile, data such as velocities, lateral deviations, and steering wheel torques are recorded at a frequency of 60Hz. Secondly, in the data processing part, the Principal Component Analysis (PCA) is utilized to extract key features from original data, aiming to reduce redundancy between steering characteristics. Two principal components are calculated to represent the original features. And then, determining the clustering number as three by both Elbow Method and Silhouette Coefficient, three types of driving styles are classified by the K-means cluster. Finally, after the explanation based on the corresponding original data of lateral deviations, steering wheel torques, and its change rate, the drivers’ proficiencies and path tracking abilities are compared, and the three styles are defined as moderate, radical, and conservative types. In the result analyzing, the driver’s path tracking ability is reflected by smaller lateral deviation, a middle steering wheel torque represents higher proficiency, and the change rate of the torque can show the extent of radicalness. The results show that the moderate driver type has high proficiency in vehicle control, who has more direction adjustments and strong path tracking accuracy. The radical type drivers also manipulate the steering wheel a lot, but their routes have relatively violent fluctuations. While the conservative drivers operate the steering wheel carefully, which displays their lack of driving adeptness.This study identifies the specific characteristics of drivers’ steering behaviors and obtains the parametric boundary of driving styles. In further work, the results can be used as a design basis for customizing shared steering controllers for different driver types in collaborative driving. After identifying the driving style by measuring certain steering indexes, a personalized co-drive mode can be confirmed, which makes the driver feel “the vehicle drives like him/herself”, then the human-vehicle trust and driving experience can be greatly improved.
“IT’S MY WAY OR THE HIGHWAY”; Location Markup Prompts and Interaction Caveats in VR
Authors: Memarian* Bahar , Koulas Christos , Fisher Brian
Published: April 2022

The use of augmented or virtual reality (AR/VR) wearables is becoming popular in command-and-control tasks such as location markup on a virtual map for remote training or collaboration purposes. Studies in this domain capitalize personalization through unique technological features to improve the situation awareness and performance of users, without probing onto the information requirements for functions such as markup that must be consistently presented across technologies and users’ abilities. We aim to characterize and visualize location markup interactions in VR by proposing a systematic perspective to code and formulate mission prompts and identify variables that may contribute to the operator’s credible task execution. We find that future research needs to focus on developing universal multimodal communication conventions so that they can be consistently used in virtual or real environments. This can in turn have a significant contribution to the users’ appropriate skill training and error prevention.
Necessity of distance learning implementation during the pandemic: modern reality of Ukrainian universities
Authors: Boichevska Ilona , Veremiuk Liudmyla , Nesterenko Inna , Ivanchuk Anna , Liubchenko Inna , Polishchuk Lesia
Published: April 2022

The article deals with online platforms through which blended learning takes place at Pavlo Tychyna Uman State Pedagogical University on the example of the discipline “Foreign Language” taught to students of the speciality Tourism and Hotel and Restaurant Business. The mechanism of e-learning courses creating in the Moodle information environment system has been analyzed. The advantages of the platform are indicated, in particular free access, ease of use, a large number of activities that increase the motivation and interest of students. At the same time, the difficulties of work in the Moodle information environment system for both students and teachers are highlighted. It is determined that technical and computer training of both teachers and students is important to achieve high positive results. It is recommended to conduct pieces of training and seminars to improve the professional level of foreign language teachers who administer Moodle courses and students who use them.
Youth Center Management: Training the Trainers for The "Effective Management of Youth Centers" Program
Authors: Nataliia Levchenko , Koliada Nataliia , Klymenko Yuliya , Matros Olha , Gonchar Inna
Published: April 2022

The most important factor in the development of youth policy in Ukraine is the implementation, organization and implementation of youth centers. As of 2017, the network of youth centers, the procedure for monitoring the activities of youth centers, financial support, organizers of youth spaces and youth work are clearly defined. During 2018-2021, the competencies of youth center managers will be improved through a number of training programs. In the study, we highlighted the purpose and objectives of each training program for leaders of youth centers and revealed the features of training future coaches to implement training in the program "Effective Management of Youth Centers".The purpose of the experimental work was to determine the features of the training of future coaches for the implementation of training in the program "Effective management of youth centers" on the basis of theory and practice. Methods: systematic, problem-targeted, normative-comparative analysis of sources; content analysis of documentation, training program of "Effective management of youth centers", and other training programs. The program covered 40 participants from different regions of Ukraine. The selection of participants took into account their motivation, desire to learn and teach others, to promote their positive experience. According to the participants of the program "Effective management of youth centers" is an effective innovative form of non-formal education, which promotes the development of a responsible leader to increase the level of civic activity in the decisions of their community. Conclusions. Each training program "Effective management of youth centers" and others are aimed at: improving, effective operation of youth centers; development and improvement of professional competencies of managers, specialists and volunteers of youth centers and spaces; acquisition of new knowledge and skills regarding the financial direction of the centers; providing quality services by specialists of youth centers.
Design of Three-Dimensional Pine Tree Geometry and the Radiation Heat Exchanges in Fire Environments
Authors: Conceição Eusébio , Gomes João , Manuela Lúcio Maria , Raposo Rafael , Viegas Xavier , Teresa Viegas Maria
Published: April 2022

This work presents a design of a three-dimensional pine tree geometry and the ra-diation heat exchanges in forest fire environments. Using Computer Aided De-sign software, the pine tree geometry design is developed in this study. The radia-tion heat exchanges are evaluated between the pine tree and the forest fire plan surface. The geometry, applying mesh generation, is used to evaluate the view factors, which in turn are used to calculate the heat exchanges by radiation. The virtual pine tree geometry has a height of 7.5 m and is constituted by 8863 cylin-drical elements. The pine tree is constituted by trunks, branches and leaves. The fire front has 10 m long and 1 m high, which is located at a distance of 5 m from the virtual pine tree. The numerical results of the geometry, mesh generation, the view factors and Mean Radiant Temperature (MRT) are obtained. In this study, a statistical function was used to randomly place the leaves determined to be includ-ed in the numerical model of the pine tree. The results show that the use of a per-centage of 20% of the total number of leaves makes it possible to guarantee that the distribution of MRT in the various elements of the pine tree remains practical-ly equal to the use of the total number of leaves.
Design of a Ventilation System Using a Vertical Confluent Multi-jets System
Authors: Conceição Eusébio , Correia Vasco , Inês Conceição Maria , Manuela Lúcio Maria , Gomes João , Awbi Hazim
Published: April 2022

The design of a ventilation system using a vertical confluent multi-jets system is analyzed in this study. In this work is made not only the design, but also the de-scendent airflow calculation. In the inlet system, the vertical confluents jets sys-tem is made with two horizontal ducts located above the head level. The outlet system is built with six vertical ducts located in the central area above the head level. The design was developed inside an experimental chamber with dimensions of 4.50×2.55×2.50 m3 and was built with an inlet and an outlet systems using ducts with 0.15 m diameter. The vertical ducts are made with consecutive nozzles in both sides of the horizontal main duct. The vertical, longitudinal and transversal airflow fields are evaluated. The results show that this ventilation system furthers the extraction of contaminating human bio-effluents and guarantees low levels of Draught Risk.
Trends in Remote Learning-based Google Shopping in the United States due to COVID-19
Authors: Hall Isabella , Thakur Nirmalya , Y Han Chia
Published: April 2022

The United States of America has been the worst affected country in terms of the number of cases and deaths on account of the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) or COVID-19, a highly transmissible and pathogenic coronavirus that started spreading globally in late 2019. On account of the surge of infections, accompanied by hospitalizations and deaths due to COVID-19, and lack of a definitive cure at that point, a national emergency was declared in the United States on March 13, 2020. To prevent the rapid spread of the virus, several states declared stay at home and remote work guidelines shortly after this declaration of an emergency. Such guidelines caused schools, colleges, and universities, both private and public, in all the 50-United States to switch to remote or online forms of teaching for a significant period of time. As a result, Google, the most widely used search engine in the United States, experienced a surge in online shopping of remote learning-based software, systems, applications, and gadgets by both educators and students from all the 50-United States, due to both these groups responding to the associated needs and demands related to switching to remote teaching and learning. This paper aims to investigate, analyze, and interpret these trends of Google Shopping related to remote learning that emerged since March 13, 2020, on account of COVID-19 and the subsequent remote learning adoption in almost all schools, colleges, and universities, from all the 50-United States. The study was performed using Google Trends, which helps to track and study Google Shopping-based online activity emerging from different geolocations. The results and discussions show that the highest interest related to Remote Learning-based Google Shopping was recorded from Oregon, which was followed by Illinois, Florida, Texas, California, and the other states.
Investigating the Emergence of Online Learning in Different Countries using the 5 W’s and 1 H Approach
Authors: Thakur Nirmalya , Hall Isabella , Y Han Chia
Published: April 2022

The rise of the Internet of Everything lifestyle in the last decade has had a significant impact on the increased emergence and adoption of online learning in almost all countries across the world. E-learning 3.0 is expected to become the norm of learning globally in almost all sectors in the next few years. The pervasiveness of the Semantic Web powered by the Internet of Everything lifestyle is expected to play a huge role towards seamless and faster adoption of the emerging paradigms of E-learning 3.0. Therefore, this paper presents an exploratory study to analyze multimodal components of Semantic Web behavior data to investigate the emergence of online learning in different countries across the world. The work specifically involved investigating relevant web behavior data to interpret the 5 W's and 1 H - Who, What, When Where, Why, and How related to online learning. Based on studying the E-learning Index of 2021, the study was performed for all the countries that are member states of the Organization for Economic Cooperation and Development. The results presented and discussed help to interpret the emergence of online learning in each of these countries in terms of the associated public perceptions, queries, opinions, behaviors, and perspectives. Furthermore, to support research and development in this field, we have published the web behavior-based Big Data related to online learning that was mined for all these 38 countries, in the form of a dataset, which is available at https://dx.doi.org/10.21227/xbvs-0198.
Cognitive dissonance affecting information ergonomics in AI supported situational awareness context
Authors: Okkonen Jussi , Jalava Matti , Masikka Heikki , Hakulinen Jaakko , Turunen Markku
Published: April 2022

Simple algorithms are a promising avenue to enhance the state of situational awareness in time-critical operation control context. In non-time critical setting the excellent situational awareness in built on complete information with sufficient time to process it is prerequisite. Making sound judgement with limited time the flight controllers suffer poor information ergonomics as demanding situations cause cognitive load as well as incoming information start to cumulate. This paper brings about the experimental setting of flight controllers operating with support of AI in filtering and highlighting information in their mission control system. This paper further develops the way to augment humans for better SA. Paper presents results of design, implementation and expert assessment of the method concentrating on acceptance of AI and trust in technology pertaining to its designated effect on SA. The acceptance is especially critical when considering the role of AI. Above, the role of AI was set as an assistant enhances human information processing capability and augments knowledge related processes. Despite the augmenting role of the AI, human technology interaction perspective should be considered when implementing it. Acceptance and trust are related to several factors such as motivation, user perception of the presence, and expectations on performance and utility. Expectations of human-like behaviour and delivery of process virtues as well as the securing of operations also relate to acceptance. If there is a lack of trust, there will be a high risk of cognitive dissonance and double checking, which leads to vicious cycle of increased cognitive load and poor information ergonomics. The issues of trust and acceptance should also be taken on the agenda and examined through different personality factors. The pilot user study will also provide important data on several knowledge-processing related factors. The increased accuracy of SA along better information ergonomics is the proposition for the test phase. Cognitive The possible conflict between detected experienced and projected is an highly relevant issue to investigate as source for cognitive dissonance, i.e. is it caused by technology or mental factors.
Comparison of Activation Function for Offline Handwritten Kanji Document Detection Using Convolutional Neural Network
Authors: Anthony Adole , Eran Edirisinghe , Li Baihua , Bearchell Chris
Published: April 2022

In an offline kanji handwriting detection and recognition system, the ability of the neural network to correctly recognise each handwritten character within a document tends to be a significant problem. However, the present state-of-the-art neural network adopted for the object detection task settle for the object location principle but cannot achieve complete detection and lacks the proper use of an activation function. Also, there appears to be a lack of research focusing on developing an activation function that can perfectly enhance the learning ability of an artificial neuron used in a deep neural network model. Therefore, this research paper presents a visual evaluation between monotonic and non-monotonic activation function performance effect on a neural network. The results obtained show that the non-monotonic activation functions outperformed the monotonic activation function by achieving a fast speed for detection and recognition of the kanji handwritten characters
The Impact of Virtual Reality on Gaming Experience: A Perspective from Half-Life on Steam
Authors: Yu Fangyu , Hung Nguyen Ba , Tai Dinh Duy , Wu Xueyou , Yu Yang , Fujinami Tsutomu
Published: April 2022

The Covid-19 outbreak affected the operations of various businesses due to the temporary closure of several industries. Virtual Reality (VR) technology has experienced a surge in demand. As a new form of human-computer interaction, VR introduces new opportunities for game development. In 2020, the global market for VR games was estimated at $15.81 billion and expected to grow at a compound annual growth rate of 18.0% from 2021 to 2028. Compared with traditional computer games, the immersive nature of VR games and the use of VR headsets bring new experiences to players. A few studies of players' feedbacks and concerns for VR were carried out to enable game developers to better take of the growing VR market. Nevertheless, research conducted on the influence of VR on player reviews data uploaded in the community was limited. Thus, this paper analyzes the impact of VR on the player community by carrying out an analysis of the Half-Life series. The Half-Life series contains three generations: Half-Life (1998), Half-Life 2 (2004), and Half-Life Alyx (2020), which are available on Steam. Steam is a video game digital distribution platform maintained by Valve Corporation. In this study, we first collected the dataset of Half-Life series reviews available on Steam. Notably, we collected a new review dataset of the Half-Life series from Steam, including approximately 60,000 Half-Life 2 with its two downloaded contents (non-VR edition) reviews and 40,000 Half-Life: Alyx (VR edition) reviews up to June 2021. Next, we used the Latent Dirichlet Allocation (LDA) model, and three experts were involved in analyzing these topics to categorize reviews with 11 topics of Half-Life: Alyx. We also detected the pivotal insight that most game players are concerned with only five topics of fundamental game elements between two games. Furthermore, players' positive ratings were compared on these five topics between two games via hypothesis testing to explore the impact of VR technology on video games. Significantly, the p-value of our two-sample t-test reveals the fact that VR has no significant impact on these fundamental game elements.
What situations trigger intense emotions in automobiles?
Authors: Cha Kyungjoo , Giacomin Joseph , Skrypchuk Lee , Choi Youngok , Dyer Bryce
Published: April 2022

Driving involves a variety of events and activities that stimulate emotional experiences. The aim of this investigation was to examine automobile experiences and to identify affective themes. 245 UK-based participants were recruited using a purposive sampling strategy. One study consisted of an online questionnaire which inquired about the automotive experiences which proved most emotionally intense. The second consisted of a simulator based immersive driving experience, followed afterwards by a questionnaire which inquired about the automotive experiences which proved most emotionally intense. Questionnaire responses were clustered into themes using a content analysis method. The study identified 13 major themes and 44 sub-themes. The findings provide guidance regarding the triggers of emotional responses which designers can use to better understand and to improve automotive experiences.
Visual Image Authentication
Authors: Fiske Michael
Published: April 2022

Malware plays a critical role in breaching computer systems. Cybersecurity research has primarily focused on malware detection. Detection methods are currently up against fundamental limits in theoretical computer science. The purpose of visual image authentication is to create Artificial Intelligence (AI) problems that are easy for humans to understand, yet also hinder malware from understanding or capturing a human user’s credentials or keys. Human visual intelligence still surpasses AI visual recognition systems, particularly when a problem is undefined, or visual occlusions or distracting objects occur in the image. Our technology can exploit AI weaknesses because overlapping, outlining and distracting can help hinder AI recognition of visual images.
Developing a Virtual User’s Autonomous Social Behaviors for Advanced Human Behavior Simulation in Atypical Architectural Design
Authors: Gil Lee Yun
Published: April 2022

The importance of user simulation has been highlighted by the recent advent of atypical buildings. In these situations, it is easy to overlook the importance of a given building’s users because atypical architecture is the result of focusing on the shape of the building. Human behavior simulations using intelligent human-shaped agents are emerging as a potential method for solving this problem. However, extant human behavior simulation technology is mostly used in limited situations that do not involve social interaction. This study therefore aims to develop simulation technology that considers social situations within the given architectural space. This study is related to the intelligence of human-shaped agents; the agent developed here can not only respond to a physical space but also perform social interaction with other agents. This paper introduces the developed technology and examines the results of testing this technology with architecture students.
Corpus-Based English Education and Translation of Ancient Chinese Terminology
Authors: DU JIALI , Alexandris Christina , YU PINGFANG
Published: April 2022

This paper discusses the corpus-based English education and translation of ancient Chinese terminology. An English education is an very important tool for academic translation. Only the researchers who are good at a particular academic subject and at conveying a variety of meaning in English can influence their international readers mostly.China has a long history of language and culture. The recorded history of Chinese ancient characters dates back to Banpo Times about 6000 years ago[ Guo, Mo’ruo(郭沫若). The Dialectical Development of Chinese Ancient Characters(古代文字之辩证的发展)[J],Archeology(考古),1972(03):3-14.(http://blog.sina.com.cn/s/blog_5e5e1e1a0102z3nt.html）]. The experiment of isotope carbon 14 confirms the age of the remains of Banpo Village ruins by Institute of Archaeology, Chinese Academy of Social Sciences in 1972[ Zuo, Min’an(左民安). A Detailed Study of Chinese Ancient Characters(细说汉字)[M]，CITIC Press Group(中信出版社)，2015. ]. With the development of characters, China began its language studies. A special academic subject, XIAOXUE, comes into being[ Li, Cheng’Yan(李成燕). The Evolution of the Meaning of "Xiao Xue" in Ancient China(中国古代"小学"含义的演变)[J].Journal of Guangxi Normal University( 广西师范大学学报), 2011,47(1):5.]. This subject focuses on studies of the characters’ YIN （phonological system）, XING (morphological system), YI (lexical semantic system). The language systems of Chinese are very different from those of English. The researchers who try to convey Chinese traditional messages into English expressively have to identify the difference between Chinese systems and English ones. Based on statistical data for the largest academic corpus in China (CNKI), we analyze the English translation of eight typical ancient Chinese terminologies in academic articles. The corpus-based results show that, except for the rough English translation of these traditional terminologies by researchers, there is no further mention of the potential meaning for these special words to avoid confusion. This undoubtedly prevents the greater spread of education of Chinese ancient terminologies. The present paper tries to answer the following questions: (1) What are the real obstacle to overcome when ancient Chinese terminologies are translated into English? (2)How are ancient Chinese terminologies translated into English when they function as keywords in academic articles? (3) What should be to done for English education to standardize the translation of ancient Chinese terminologies? The conclusion suggests that the ancient Chinese character has independent phonological, morphological, lexical semantic systems; a substantial corpus is effective to overcome the language barriers of translation; and it is necessary for researchers to receive English education for translation of ancient Chinese terminologies.
Weaponized Artificial Intelligence (AI) and the Laws of Armed Conflict (LOAC) - the RAILE Project
Authors: Broman Morgan , Finckenberg Broman Pamela
Published: April 2022

Today much has already been written about Artificial Intelligence (AI), robotics and autonomous systems. In particular the more and more prevalent autonomous vehicles, i.e. cars, trucks, trains and to a lesser extent aeroplanes.This article looks at an emerging technology that has a fundamental impact on our society, namely the use of artificial intelligence (AI) in lethal autonomous weapon systems (LAWS) – weaponized AI - as used by the armed forces. It specifically approaches the questions around how laws and policy for this specific form of emerging technology - the military application of autonomous weapon systems (AWS) could be developed. The article focuses on how potential solution(s) may be found rather than on the well-established issues. Currently, there are three main streams in the debate around how to deal with LAWS; the ‘total ban’, the ‘wait and see’ and ‘the ‘pre-emptive legislation’ path. The recent increase in the development of LAWS has led to the Human Rights Watch (HRW) taking a strong stance against ‘killer robots’ promoting a total ban. This causes its own legal issues already in the first stage, the definition of autonomous weapons, which is inconsistent but often refers to the Human Rights Watch (HRW) 3-step listing – human-in/on/out-of the loop. However, the fact remains that the LAWS are already in existence and continues to be developed. This raises the question of how to deal with them. From a civilian perspective, the initial legal issue has been focusing on liability in relation to accidents. On the military side, international legislation has been and still is, through a series of treaties between states, striving to regulate the behaviour of troops on the fields of armed conflict. These treaties, at times referred to as Laws of Armed Conflict (LOAC) and at times as International Humanitarian Law (IHL) share four (4) fundamental core principles – distinction, proportionality, humanity and military necessity. With LAWS being an unavoidable fact in today’s field of armed conflict and rules governing troop behaviour existing in the form of international treaties, what is the next step? This article will look to present a short description of each debate stream utilizing relevant literature for the subject matter including a selection of arguments raised by prominent authors in the field of AWS and international law. The question for this article is: How do we achieve AWS/AI programming which adheres to the LOAC/IHL’s intentions of the ‘core principles of distinction, proportionality, humanity and military necessity?
Deconstructing informational pathway(s) for design of haptic communicative garments
Authors: Persson Nils
Published: April 2022

Interacting in the perceptual process by artificial means (augmented perception) involves a) capturing and conveying environmental cues, and b) designing rele-vant interfaces toward the human receiver. Expanding communication beyond vision and hearing in the visocentric paradigm is valuable for a user living with deafblindness but in the long run also for the many opening up for new informa-tional pathways. Augmented perception, regarded as a process, is highly complex spanning incommensurable domains, mental and material, natural and man-made, active agency and passive. We deconstruct augmented perception with special emphasis on getting a common model in spite of these disparate domains. We show that translation is a proper metaphor for the sequence that is necessary for achieving a). We use this deconstruction for designing an interface for haptic communication to the receiving human including b). We hope this work will be supportive for future development of new means of communication.
The emotional responses obtained from the interaction of a person with a mass-distributed virtual product derive from simple human behaviors.
Authors: Gil Tejeda Jorge , Olmos Pineda Lorena
Published: April 2022

It has been observed the need to understand the effects that are being derived from the mass-distribution virtual products. It is clear that these products affect in various dimensions to the users from the activation of the sensory mechanisms, anatomical responses until various cognitive processes. Through the observation of the interaction processes made by a group of normal vision users in a Website with the assignment of a task was detected: 1. A hierarchy on the process 2) Minimal activation of two sensory mechanisms 3) The type of experience that is obtained from the interaction with the mass-distributed virtual products is basically integrated of kinetic components and cognitive models 4) Virtual products generate aesthetic experiences. Networks were used to display and represent the information. The intention of these studies is to describe the type of emotional responses generated with virtual products and to reflect on how complex responses are obtained from simple human behaviors.
Medical Diagnosis Classification Using WEKA
Authors: Machado José , Lori Nicolas , Coimbra Ana , Miranda Filipe , Abelha António
Published: April 2022

The use of data mining techniques is not new—commonly it is used in various other industries, such as financial services, marketing and manufacturing. The main goal of data mining is to find patterns in a large dataset that yield insight and expertise. Thus, in terms of healthcare, data mining methods have a wide range of uses, including diagnosing cancers, pattern recognition and prognosti-cating patient health outcomes. Each patient's diagnosis at the University of Porto Hospital (Centro Hospitalar Universitário Universitário do Porto) has an ICD-10-CM code. This data can be used to build a predictive model to classify diag-nosis using secondary diagnosis. Three datasets were then created to be tested using data mining techniques. As a result, the algorithm that had the best perfor-mance was the Random Tree (99.8% corrected classified instances) using the third dataset with the five main diagnoses of each patient as parameters
A harmonized, user-centered, multi-lingual referential for ICT devices and services
Authors: Darmois Emmanuel , Böcker Martin , Qawasmeh Omar
Published: April 2022

Information and Communications Technology (ICT) has become central to the life of all citizens in the European Union. A vast range of powerful devices (e.g., mobile phones, smart phones) and services (e.g., media services, societal services) are proposed in order to foster exchanges, provide access to a wealth of information and improve the quality of life. However, the expected benefits – in particular those of societal relevance - materialize only when the features proposed by the devices and services may be easily understood and used by all users, including those with learning and cognitive disabilities. When users are not familiar with a new functionality and its technical background, they may be confused by an obscure and not harmonized terminology. As a result, they may be reluctant to use ICT devices and services and miss their potential benefits.The Design-for-All approach presented is addressing the provision of a harmonized terminology suggesting terms to denote more than 500 basic and commonly used ICT features in 19 European languages with a dual objective. Firstly, it is intended as a referential for the end users, taking into account elderly users as well as those with cognitive, physical, or sensory variations. Secondly, it is offered as a guideline to support the users (in particular, the industrial stakeholders) in the provision of harmonized documentation. The work has been undertaken by the “Human Factors” Technical Committee (TC HF) of the European Telecommunication Standards Institute (ETSI). An ETSI Guide (EG 203 499) has been developed with a two steps approach: a first version has been published in 2019 covering English, French, German, Italian and Spanish; a second version including 14 more languages (Bulgarian, Croatian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Norwegian, Polish, Portuguese, Romanian, Slovak, and Swedish) is to be published in the first half of 2022. EG 203 499 will address all the languages spoken in the EU by more than 5 million citizens and will be freely available.The proposed poster will outline the benefits of the proposed ETSI Guide and provide examples of the resulting terminologies together with the methodology used for developing them in the ETSI EG.This work is co-funded by the European Commission (EC) of the European Union (EU) and the European Free Trade Association (EFTA) and conducted within ETSI.
The application of machine learning and deep learning to Ophthalmology: A bibliometric study (2000-2021)
Authors: Wang Han , Li Zefeng
Published: April 2022

Machine learning (ML) and deep learning (DL) are an advanced technology for the latest 20 years, which has been applied for multiple fields. This study utilizes methods of text mining and bibliometric analysis to explore applications of ML and DL to Ophthalmology. 50-ML-related and 60-DL-related papers from Web of Science (WOS), 15-ML-related and 38-DL-related articles from China National Knowledge Infrastructure (CNKI) are explored from 2000 to 2021. A descriptive analysis of major article, developing trends, journal releasing, topic mapping and quotation relationships is implemented in this paper. Leading authors, institutions, and journals in the related research are identified. Findings show that there is a significant difference between DL and ML studies pertaining to the application of Artificial Intelligence (AI) for Ophthalmology, especially for the hot-topic mapping and institutions.
An Abstract Model for Compassionate Game AI: Designing a Companion for a Compassionate Game
Authors: Tece Bayrak Aslihan
Published: April 2022

The application of using digital technologies for diagnosis, treatment, and health care has increased as a strategy to provide effective and reachable services for a growing elderly population with increasing number of chronic diseases. Similarly, the interest in using game technology and game experience for these purposes is rising. This paper presents a conceptual model for a compassionate game AI that aids the player-patients throughout their gameplay experience. The model outlines how compassion can be injected in the nature of the companion to fulfill its role within a compassionate game. Compassionate game design aims to offer a comforting experience within the challenging nature of games. Complementing this, compassionate AI is up-lifting and supportive while also receptive to the dynamics of the game.
Human-computer Interaction in Connection with Conducting Online Classes: The Case of a Technological University in Russia during the COVID-19 Pandemic
Authors: Gerashchenko Alexander , Shaposhnikova Tatiana
Published: April 2022

Human-computer interaction necessarily takes place in education using information technology. In the situation of the COVID-19 pandemic, with classes to be conducted partly or totally online, the use of computers by both teachers and students is inevitable. The sudden shift from offline to online learning has made both opportunities and challenges of dealing with computer technology more evident. The opportunities of online education are numerous, including remote access and increased flexibility available for the learning process. However, there are certain challenges of human-computer interaction that make the use of these opportunities less efficient, if not impossible. In fact, the real situation of conducting online classes in a given time and place can be rather different from the suggested ideal one – and is to certain extent unpredictable (thus being the situation of uncertainty), dealing with technical, bureaucratic, behavioural and other obstacles. The particular case under analysis is that of Kuban State Technological University in the Russian city of Krasnodar. Based on the observations conducted at the university, including those provided by means of pedagogical experiment, the description of the behaviour demonstrated by the human participants of the online learning process (including students and teachers, as well as administrative and technical staff) towards computer technology is presented in its development since the introduction of the changes caused by the COVID-19 pandemic. Relevant suggestions are proposed in this connection.
Interactive graphics for multidimensional pain assessment – a human-centered design and evaluation study with patients suffering from chronic pain
Authors: Breuer Johannes , Willmann Jan , Mühlenberend Andreas , Meissner Winfried , Arnold Christin , Baumbach Philipp
Published: April 2022

In clinical contexts, pain is normally assessed by self-report using numeric rating scales and questionnaires. This practice reduces the possibility of expressing individual pain experience to a few numeric options. Developed by the research groups of Mühlenberend and Willmann at Bauhaus-Universität Weimar and the Team of the Clinic for Interdisciplinary Multimodal Pain Therapy at the University Hospital in Jena, the approach presented here, fosters an alternative form of qualitative pain documentation using interactive and parametric graphics. These allow to express the pain individually through fluidly adjustable visualizations. In this study, a set of prototypical graphics was used to characterize and validate input combinations, input forms, number of parameters and, ultimately, general visualization strategies. The results indicate that the approach is promising and beneficial in the context of pain therapy, and it could be potentially transferred to mobile and other “smart” applications.