bluuebunny/crossref_metadata_2025 huggingface dataset:
Cognitive Systems Challenges of Virtual Reality (VR) and Simulated Air Traffic Control Environment (SATCE) in Flight Training: The Purdue Case Study
Authors: Ziakkas Dimitrios , Tomko Linda , Eirini Synodinou Dimitra
Published: January 2024

Adaptive training capabilities based on AI can provide learners with a personalized learning path. It is a capability that customizes the trainee's learning experience to their identified learning preference while providing the quickest route through the pilot training program. To accomplish this, the training design and process is supported by cognitive theories, providing a succession of contextualized recommendations based on the training program goals and learner performance. The aviation industry seeks novel methods for pilot training that are more efficient. Competency-Based Training and Assessment (CBTA) is a method that proposes an assessment process to help understand how a flight crew manages both foreseen and unforeseen incidents, and uses this data to help the crew achieve a higher level of efficiency and performance. By training pilots in a virtual environment, instructors introduce evidence-based scenarios testing the pilot's performance while collecting relevant data. Biometric data allows for accurate training and assessment of pilot behaviors and performance parameters in competencies like, but not limited to, application of procedures, proper use of automation, manual flying, communication, workload management, situation awareness, decision making, and resilience. Considering communication competencies from a training perspective, AI (Virtual Reality - Simulated Air Traffic Control Environment; VR-SATCE) would allow pilots to improve their communication skills, enable pilots to ask questions with a specifically trained Generative Pre-Trained Transformer (GPT) model, and receive a validated answer. The virtual instructor updates the training scenarios in real-time and corrects the trainees instantly during the training session – in the same or better and safer way an experienced Type Rating Instructor would. Moreover, the same AI crewmember – a virtual instructor – can also function as an uncooperative co-pilot, which will enhance the student's training in managing difficult situations when lacking support from team members. The Purdue School of Aviation and Transportation Technology (SATT) case study focuses on the cognitive aspects of flight training using immersive technologies. This research aims to improve training effectiveness by incorporating immersive technologies in aviation training. Dynamic real-time visualization, automatic human (pilot) profile assessment, and adaptive training system technologies can potentially improve flight training's overall efficacy and efficiency. By using these technologies, all persons participating in flight training will obtain comprehensive insight into the participants' performance and cognitive limitations, ultimately optimizing the training lifecycle.
First Probe into Frontal EEG Dynamic Cross-Entropy associated with Virtual Sexual Content
Authors: Brideau-duquette Mathieu , Saint Pierre Côté Sara , Pfaus James , Renaud Patrice
Published: January 2024

This study investigates the brain's response to virtual sexual content using EEG dynamic cross-entropy and physiological measures of arousal. It aims to elucidate the neural underpinnings of “sexual presence”—a state of arousal influenced by personal predispositions and technological affordances. The research integrates concepts of sexual affordances within embodied cognitive processes, suggesting that the brain optimizes responses to minimize free energy when processing sexual cues. The findings show that sexual avatars trigger specific arousal and attention, evidenced by physiological arousal responses. Notably, frontal cross-entropy in the low alpha band decreased during exposure to sexual content, suggesting a more streamlined frontal information transfer during arousal. The results contribute to understanding how virtual environments can induce sexual presence, indicating that sexual affordances in virtual settings significantly influence cognitive engagement and neural efficiency. The study's outcomes have implications in the understanding of human-machine interactions with virtual content mobilizing sexual cognition.
The Neural Algebra and its Impact on Design and Test of Intelligent Systems
Authors: Fehlmann Thomas , Kranich Eberhard
Published: January 2024

The Graph Model of Combinatory Logic (Engeler, 1981) is also a mathematical model for "how does the brain think". It attempts to explain how complex scripts of behavior and conceptual content can reside in, combine, and interact on large neural networks (Engeler 2019). This has an impact on building intelligent systems that interact with humans. Intelligent systems should employ the same kind of concepts humans do; otherwise, their actions remain incomprehensible and erratic to human users, concepts can be represented in the Graph Model by using the "Lambda-Theorem" found be Barendregt in 1977.Both the Graph Model and the mathematical model for the human brain have been published as part of Theoretical Computer Science and remain thus out of the reach of normal AI engineers. Nevertheless, they suggest solutions for today's problems with Intelligent Systems, such as autonomous vehicles mastering the traffic in Palermo, or robots caring for people and working together with them. Intelligent Systems need to adhere to concepts quite similar to humans that follow certain rules in their behavior.The paper explains what a “Concept” is in AI, how to state requirements for AI, and how to test them. Intelligent Systems using concepts behave similar to humans, following rules but are still able to break the rules when need arises, and can be certified for safety and security; solving certain difficulties for Learning Machines that can learn and unlearn.ReferencesH. P. Barendregt, "The Type-Free Lambda-Calculus," in Handbook of Math. Logic, vol. 90, J. Barwise, Ed., Amsterdam, North Holland, 1977, pp. 1091 -1132.E. Engeler, "Algebras and Combinators," Algebra Universalis, vol. 13, pp. 389-392, 1981. E. Engeler, "Neural algebra on "How does the brain think?"," Theoretical Computer Science, vol. 777, pp. 296-307, 2019. T. M. Fehlmann, Autonomous Real-time Testing – Testing Artificial Intelligence and Other Complex Systems, Berlin, Germany: Logos Press, 2020. H. Curry and R. Feys, Combinatory Logic, Vol. I, Amsterdam: North-Holland, 1958. K. Bimbó, Combinatory Logic - Pure, Applied and Typed, Boca Raton, FL: CRC Press, 2012.
Causal Discovery for Observational Image Datasets: A Vision Paper
Authors: Rawal Atul , Raglin Adrienne , Tang Ziying , Wang Qianlong
Published: January 2024

Artificial intelligence (AI) and machine learning (ML) systems have seen tremendous growth within the last few decades. Even with unprecedented new levels of autonomy for artificial reasoning systems, there are still challenges that remain. Challenges related to causal reasoning act as a roadblock for AI/ML systems to achieve human-like intelligence. For these systems to achieve human-like intelligence they must be able to gather causal information from given information. While causality for machine learning has made progress within the past years, there is still a lack of ability for AI/ML systems to generate causal relations from image datasets. To this end, this paper proposes a novel new perspective on discovering causal relations with image data by utilizing existing tools and methodologies.
Multimodal HCI: a review of computational tools and their relevance to the detection of sexual presence
Authors: Galaup Clement , Séoud Lama , Renaud Patrice
Published: January 2024

Cybersexuality, referring to sexual interactions facilitated by or involving sexual technologies, for better or worse, is poised to play an increasingly significant role in people's lives. The psychophysiological states stemming from such interactions with sexual technologies, and especially virtual reality (VR) scenarios, is termed "sexual presence" (SP). To automatically assess such a state may help detect problematic sexual responses, particularly for forensic purposes. This work aims to review the different methods used to analyse and algorithmically evaluate multimodal electroencephalography (EEG) -centric physiological signals through a multimodal human-computer interface (HCI) and to pinpoint those who prove relevant to the detection of (SP).Multimodal HCI are defined as the processing of combined natural modalities with multimedia system or environment. Each modality engages different human capabilities (cognitive, sensory, motion, perceptual). These capabilities, in response to the multimedia environment, can be quantified through psychophysiological signals such as EEG, electrocardiography (ECG), skin conductance, skin temperature, respiration rate, eye gaze, head movements, to name only the most common.While existing surveys have focused on the specific use of EEG to analyse emotions or on the measurement techniques and methods that have been used to record psycho-physiological signals, this work reviews the computational tools, mostly using machine and deep learning, to process, analyse and combine various physiological signals in HCI.Papers published in the last 10 years, combining at least two psycho-physiological signals in an HCI system were collected and reviewed, regardless of the field of application. The focus was mostly on the methodological aspects such as signal synchronization and calibration, fusion approach, model architecture, learning strategy. We put an emphasis on the methods that can be used to detect a subject’s condition in real time. At the light of this review, we can identify a research gap in terms of computational tools for multimodal data classification and prediction.This review will allow us to draw on existing work in other fields of application to address our specific application: to analyse EEG, oculometry and sexual plethysmography (penile for the men and vaginal for the women) signals together, using deep learning, to detect SP in subjects immersed in a VR environment with sexual content.
A serious game for the cognitive stimulation of seniors
Authors: Escudeiro Paula , Campos Márcia , Escudeiro Francisca , Escudeiro Nuno
Published: January 2024

With the increasing number of elderly individuals in the Portuguese population and the consequent rise in cognitive decline associated with normal aging, there is a growing need to invest in mental health. This investment can be realized through the promotion of active aging and cognitive stimulation. Developing interactive tools that provide stimulation and motivation for everyday activities proves to be an effective strategy in slowing down cognitive decline. These tools aim to simulate familiar everyday scenarios for end-users, thereby encouraging regular use. This project focuses on the design and implementation of a platform to assist in evaluating and training the cognitive capacities of adults. The platform facilitates early awareness of cognitive deficiencies and stimulates users with pre-clinical symptoms, eliminating the need for visits to a medical office. It presents an innovative alternative to traditional tests conducted in clinical environments. Specifically, the platform recreates scenarios encountered during appointments with psychologists, transforming them into a game consisting of minigames. These minigames mimic real-world tasks, enabling a seamless integration of users' daily life results and enhancing their interaction with the environment. This approach aims to prevent the stress often associated with traditional cognitive stimulation programs and yield more accurate results without the pressure of a clinical setting. The primary goal is to develop a serious game that efficiently links simulation results to the daily activities of the targeted audience. This game adapts a scientifically validated cognitive training program to an Information Technology (IT) platform. The most significant outcome of this work is the cognitive stimulation of users and the effective integration of stimulation results. Through this serious game, the project strives to promote active aging, cognitive stimulation, and mental health using an interactive platform tailored to individual everyday life and activities.
IDS with hybrid sampling technique: combination over and under-sampling technique and comparison with deep convolutional approach
Authors: Ghislain VLAVONOU Davy , Gangbo Isckyros , Nsabimana Thierry , Bimenyimana Christian , Jacques Houngbo Perpetus , T. Hounsou Joël , Frati Fulvio
Published: January 2024

Digital is constantly evolving with the appearance of connected objects and on top of the popularization today of artificial intelligence. One of the direct inductions remains the excessive proliferation of various kinds of attacks in computer systems. Hackers exploit these vulnerabilities to break in and attack systems with increasingly complex attacks. The consequences of intrusions are destructive and ruinous for businesses and organizations such as electronic ransom ware, data alteration and loss, financial and brand image loss.It is important for those involved in computer systems to equip any computer centre with adequate tools to prevent malicious individuals from accessing the systems. To remedy these setbacks, several IT tools are developed including IDS intrusion detection systems. IDS intrusion detection systems are devices designed to monitor a computer system, give alerts and trigger real-time counterattacks in the event of attacks. These intelligent systems use several detection approaches and various algorithms. The performance of the IDS is increased when the features dimensionality are reduced significantly.This study proposed feature dimensionality reduction techniques such as Principal Component Analysis (PCA) and  Auto-Encoder (AE). The output from the reduced dimensional features are used to build machine Learning algorithms.  The performance results is evaluated on the  CSECICIDS2018 datasets.  The proposed public intrusion data sets suffer from the Imbalance class. In order to handle this issue, we propose hybrid sampling technique by combining Over and undersampling technique.The performance results from the reduced features in terms of true positive, False positve, recall, precision, F-Measure, ROC Area, PRC Area show the better performance. In addition, the obtained results are compared with deep convolutional approach.
Comparative Analysis of a Machine Learning model for Water Quality forecasting of the Guayas River based on the Internet of Things
Authors: Enrique Valverde Landivar Galo , Perez David
Published: January 2024

The objective is to propose the design of an intelligent model of real-time data capture based on IoT for monitoring and visualization of monitoring of the environmental variables of the water of the Guayas River of a network, through a Machine Learning Model for water quality forecasting: to be able to carry out a study to determine the economic and technical impact of the case in a specific area of the Guayas River. Oriented on cases or study models of water quality or treatment; the design of the network formed by IoT Sensors, Communication Network, and Cloud; and the design of the Dashboard of prediction model in the quality of the water in stages to present the indicators according to the data obtained from the sensors. The initial cost of the model in implementation for data capture, transfer, prediction and presentation may be high, but the long-term benefits and advantages in data management are transcendental for making different decisions related to water quality and the environment in the Guayas River
Statistical assessment of physico-chemical pollution of Sebou river in Mechraa Bel Ksiri, Morocco
Authors: Khalid Fariri , Thami Hraira , Jalal Ettaki , Khalid Doumi , Manal Maaroufi , Driss Belghyti , Ztit Ghizlane , El Kharrim Khadija
Published: January 2024

The pollution of groundwater and surfaces is a major problem around the world. In Morocco due to population growth, industrial, agricultural and climate change the country is currently experiencing water stress (less than 1000 m3 / inhabitant / year) and is expected to experience a water shortage in 2025 (less than 500 m3 / inhabitant / year). In addition, according to the WHO, around 30,000 people per day, approximately 10 million per year, die due to insufficient or poor qualities water supply and deplorable hygienic conditions (WHO, 1977).The Sebou basin is located in the western region of Morocco, which is a very important agricultural area and therefore experiences high pollution. The aim of this study is to carry out an updated survey on the pollution of the Sebou by Urban, Agricultural and Industrial activities. To achieve this objective, several series of samples of the Sebou waters and their physicochemical analyses were carried out (pH, Ca++, Na+, Mg++, Cl-, SO4--, NO3-, BOD5, COD ...).To verify the hypothesis of pollution of the Sebou river by domestic and industrial wastewater and by its tributaries, we compared its physico-chemistry with those of the two main rivers, namely the Oued Beht and the Oued Ouergha. The results show that Oued Sebou is very loaded with salts (10581 µs / cm or 11g / L). On the other hand, the waters of Oued Beht are less polluted by nitrates (14.34 mg / L) and sulphates (51.51 mg / L) but more loaded with Potassium (55.87 mg / L) and Magnesium (107.62 mg / L). Finally, the waters of Oued Ouergha are even cleaner than other rivers.
Computational Aesthetics-based Model Evaluation Method for Industrial Robots
Authors: Ding Shuai , Sun Beibei
Published: January 2024

Based on existing research on the development of an evaluation system for industrial robot modeling and beauty assessment, this paper proposes a method to evaluate the aesthetic appeal of industrial robot models. The method initially establishes a set of beauty indices based on the morphological characteristics of industrial robots and computational aesthetics theory. Subsequently, hierarchical analysis is employed to determine the weights assigned to each index, enabling the calculation of a comprehensive evaluation value for industrial robot modeling that can be ranked accordingly. Finally, subjective questionnaire evaluations are conducted in order to experimentally compare and verify the feasibility and accuracy of this method. The results demonstrate that by utilizing hierarchical analysis and computational aesthetics, it is possible to accurately and objectively assess the beauty of industrial robots, thereby providing a novel approach for evaluating their aesthetic qualities.
Optimization of the temperature field inside a forced convection oven
Authors: Yan Zhen , Chen Minhua , Chen Hao , Zhang Yan
Published: January 2024

This study takes a comprehensive approach by integrating numerical simulation and experimental validation to address the issue of uneven temperature distribution in ovens. Precise simulations of gas flow and heat transfer inside the oven are conducted using CFD software. Subsequently, temperatures at different points on various planes inside the oven are experimentally measured. The comparison between numerical simulation results and experimental data reveals a minimal difference of only 0.97%, confirming the high accuracy of the simulation results. Building upon this foundation, the paper introduces a series of optimization solutions, including the adjustment of fan blade folding angles and the optimization of baffle structures. Simulation results demonstrate the effectiveness of both optimization strategies in enhancing the uniformity of the original oven's internal plane temperature. In conclusion, experimental validation confirms that simultaneous improvements in fan blade folding angles and baffle structures not only significantly enhance temperature uniformity, reducing the plane temperature variance from 5.75 to 1.61, but also raise the overall average temperature from 185°C to 190°C. This study provides a practical and effective optimization solution for the design and manufacturing of ovens, with significant implications for practical applications and broader dissemination.
How does it work? Collecting mental models for the user-centered design of assistance systems: a construction machinery case study
Authors: Prinz Theresa , Joshi Rutuja , Ehrle Philipp , Bengler Klaus , Hujo Dominik , Krüger Marius , Vogel-Heuser Birgit , Beerkircher Sebastian , Kerausch Cornelia
Published: January 2024

This paper proposes a three-step procedure to systematically include human operators in the development and design process of an assistance system for complex construction machinery. The central element of the procedure is the collection of mental models to gain validated information on the context of use and the human-machine interaction from the operator's perspective. The procedure was used in a case study to develop a control assistant for hydraulic grab carriers. The results demonstrate the feasibility of the proposed procedure.
Interaction between designers and AI: literature review of research to highlight the characteristics of co-creation and methods for analyzing it
Authors: Cavallin Elena
Published: January 2024

The proposal begins with a literature review and aims to investigate how the user experience of designers changes when transitioning from traditional software to artificial intelligence. AI tools automate tasks and take on a more active role compared to traditional computer-aided design tools, often referred to as "co-creators." This work seeks to identify the differences between using traditional software and software integrated with AI. In particular, it aims to outline the characteristics of the interaction between designers and AI, such as user satisfaction, trust, or surprise with the outcomes, role coordination, and more. Subsequently, the methods used by studies to analyze these aspects will be defined. This analysis serves as a foundation for creating protocols to systematically study designer-AI co-creation interactions and shed light on the unexplored aspects in existing research
A preliminary analysis of a nuclear power plant startup for a physics-based model of a digital twin
Authors: Arigi Awwal , Aliyu Ibrahim , Kim Jinsul
Published: January 2024

Digital twins are a new paradigm that can revolutionize the way we work and manage complex systems due to its varied capabilities including, remote monitoring, controls, and prediction. Models are often used in engineering to represent the physical properties of the system concerned. However, the human is a fundamental part of nuclear power plant system function. Thus, a model is considered that will adequately represent not only the physical properties but the function of the human as well. The startup operation of a NPP is a representative process where the human plays a crucial role in the success of the operation. This paper shows a preliminary analysis of a representative NPP where the knowledge of the physical parameters and realistic operational functions have been leveraged for a potential digital twin. The work is based on a set of parameters defined in literature including, the physical data, the observable data, the physical inputs, the digital inputs, and others. The aim is to develop a comprehensive probabilistic digital twin model of the desired system.
Preferences for the decision weight and accountability assignment in risky decision-making under human-machine collaboration contexts
Authors: Xiong Wei , Tsao Liuxing , Ma Liang
Published: January 2024

Collaboration between humans and machines has demonstrated considerable potential. In the future, we can assume that humans and machines will collaborate in partnerships and sharing decision outcomes. This prompts us to examine the extent to which machine inputs are introduced and to clarify the accountability for both positive and negative outcomes. We conducted a questionnaire survey through social networks, collecting 123 valid responses. Respondents were tasked with imagining a collaborative scenario with an intelligent machine for a risky decision-making task. We compared decision weights and accountability assignments for decision outcomes (profit and/or loss) under different risky decision-making descriptions. We also analyzed accountability assignments under a range of human-machine partnerships with given decision weights. Our results revealed the preference of humans to take the lead in human-machine partnerships and they were willing to assume more accountability. We also observed significant differences between decision weight and the assignment of accountability for decision outcomes. Interestingly, a gender-based analysis indicated that women tended to favor higher decision weight in scenarios involving loss-sharing descriptions and were more likely to assume more accountability for negative outcomes. Furthermore, under given human-machine decision weights, both men and women participants took more accountability for profits than for losses. In particular, women compared to their male counterparts, tended to attribute significantly more accountability to themselves for losses. This study would facilitate work designs for human-machine teams and contribute to fostering better human-machine relationships.
Design Process for Technological and Meaningful Innovation: A Case Study of Light Solar Design Lab
Authors: Camplone Stefania , D'Onofrio Alessio , Marano Antonio , Spitilli Ivo
Published: January 2024

In the context of contemporary design culture, technological innovation applied to Intelligent Light Solutions does not always align with the evolution of language and the new and potential utilitarian, symbolic, and emotional meanings that Light Solar Design products could assume to enhance the decor of the urban and territorial landscape. This subject has been addressed as an educational and design research experience, based on a multidisciplinary approach of Design Driven Innovation, using the methodologies, tools, and guidelines of Solar Design and Life Cycle Design (LCD). The paper proposes a critical discussion on the methods, tools, and design outcomes.
Haptics in Virtual Assembly Systems: Insights into the Current State of Research
Authors: Preutenborbeck Michael , Flemisch Frank , Daniel Herzberger Nicolas
Published: January 2024

In a rapidly evolving competitive landscape, manufacturing companies are under pressure to reduce the time-to-market for their products. Technological advances, particularly in immersive technologies such as virtual reality, augmented reality, or mixed reality, offer new tools to address this issue by accelerating production ramp-up. Applications for immersive technologies include product development, assembly planning, and assembly training. This paper addresses the integration of haptic feedback into virtual assembly systems. In order to provide a comprehensive overview of the current state of research, a systematic literature review is conducted focusing on applications, study designs, haptic devices used, and the effectiveness of haptic feedback. The review shows that haptic feedback can increase immersion in virtual environments and thus improve information quality. This paper highlights the potential of future virtual assembly systems and emphasizes the importance of ongoing research to fully explore and exploit the capabilities.
The Application of AR VR, and MR Technologies in the Museum Field: A Bibiometric Analysis from 2014 to 2023
Authors: Xiao Yu , Wang Yong , Fang Zhiguo
Published: January 2024

Museums have always played an indispensable role as a key place for cultural inheritance and educational dissemination. However, with the rapid development of science and technology, Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) technologies have gradually changed the traditional way of museum display and interaction, bringing brand new opportunities and challenges to the museum field. In this paper, we take the relevant literature collected by Web of Science as the data source, and comprehensively use VOSviewer and CiteSpace in the method of scientific bibliometrics to draw scientific knowledge map from the distribution of literature in terms of the year of output, countries, research institutions, authors, references and keywords, etc., and carry out the visual analysis in order to sort out the research lineage and systematically know The global characteristics and theoretical basis of the research on the application of Ar, Vr, and Mr technologies in the field of museums in the international scope, and explore the new trend of future development according to the current research hotspots. The results show that the overall number of literature within the search scope is on the rise, with Italy, China and the United States in the leading position of research, and the research hotspots are mainly focused on the research of virtual reality cultural heritage, the research of museum education, the research of museum user experience, the research of museum digitization, and so on. Together, the references cited constitute the main knowledge base of Ar, Vr, and Mr technologies in the museum field and link most of the studies together. User research, information and communication technologies, authenticity, and consumer behavior emerge as emerging trends for future development. Poor collaboration between research organizations and authors, as well as the lack of highly productive authors are the main limitations of the research at this stage. The study shows that Ar, Vr, and Mr are the technologies that are widely used in the museum field today and the research interest is increasing day by day globally. This paper provides useful insights for practitioners, researchers, and policy makers in the museum community to support the digital transformation of museums.The use of scientific bibliometric methods is a valuable tool to comprehensively analyze and understand the current status and global characteristics of research in this field.
Artificial Intelligence Generated Content (AIGC's) Cutting-Edge Practices and Challenges in The Field of Art Therapy
Authors: Guo Chang , Li Anglu
Published: January 2024

The purpose of this study is to explore how AIGC (Artificial Intelligence Guided Creation) can be applied in the field of art therapy, and to discuss its potential challenges. We hope to provide insights into the tremendous potential of AIGC in art therapy through the practice design of AIGC in art therapy. This study designs possible ways of using AIGC in art therapy. Through the use of human-computer collaboration by AIGC, users can create personalized sand art works to assist in expressing emotions, helping doctors better understand the unspoken thoughts in the user's mind. This method not only increases the diversity of therapy, but also provides users with a novel way of self-exploration and self-understanding. However, the use of AIGC in art therapy also faces many challenges. These include how to ensure the safety and appropriateness of the generated content, and how to deal with data privacy issues. In general, AIGC shows tremendous potential in the field of art therapy, but we still need to face and overcome some challenges in practice. Future research should further explore how to safely and effectively integrate AIGC into art therapy practices to provide a better therapy experience.
Comparative Analysis and Evaluation of the Accuracy of Pixels Observed using Tobii Eye Tracker 5
Authors: Hansen Logan , Conway Maya , Byrd Cody , Au Quinn , Khan Mohd Tauheed
Published: January 2024

The Tobii Eye Tracker 5 is industry-leading technology in the eye tracking space. Although originally created for gaming, technology can have a big impact in many other fields. For example, it could also be used for people with disabilities to give them access to the web. It also has other possibilities in the medical field, education, help with web development, and many more fields. We also researched and tested the accuracy and precision of the Tobii eye tracker 5. We looked into how different data points form different users doing the same test. For the experiment, we calibrated the Tobii eye tracker for each individual person. From there we took data from two experiments. The first experiment measures the average distance in pixels from where the eye tracker thought the target was versus where it really is. For the second experiment, we collected data from one target and saw how precise to tracer is rather than accurate. We also have referenced a study that was looking at the same types of data however their experiment had a wide range of ages in the experiments.
Streaming applied to entertainment: analysis of the constant evolution of a perpetual industry
Authors: Daniela Gomez Rios Monica , Alvarado Eduardo , Mora Daniel , Angel Quiroz Martinez Miguel
Published: January 2024

This article explores the evolution of the entertainment industry driven by streaming technology, from its inception in 1993 to the impact of platforms like RealAudio Player, RealPlayer, YouTube, Twitch, and Netflix. The research aims to promote the use of streaming platforms for accessing entertainment content, considering the ease of accessibility but limited awareness among some users. The study employed a descriptive methodology with cross-sectional online surveys conducted via Google Forms, sampling 200 participants aged 18 and older to encompass generational diversity. Interestingly, the generation gap doesn't significantly affect the recognition of these services and their attributes. The results indicate that around 93% of respondents either use or are interested in these platforms, with 84% acknowledging the variety of content as the primary advantage. Nearly 50% expressed concerns about the need for an internet connection, even with the availability of alternatives. The study underscores the importance of further exploration and promotion of streaming platforms to unlock their full potential, making users aware of their various entertainment options.
Bridging the Cognitive Gap: Optimizing Gesture Interaction Design for the Elderly
Authors: Liang Cao
Published: January 2024

With the advancement of technology, individuals are on the verge of embracing an era of artificial intelligence (AI). While the utilization of innovative products enhances convenience in people's lives, it often brings forth new challenges and problems. The elderly, in particular, face additional obstacles in using AI products due to physical and cognitive aging. However, gestural interaction, as a new means of interaction, has the potential to address this issue.In this paper, we employ qualitative research methods to explore the guidelines for gesture interaction between AI systems and elderly users. By conducting focus group interviews, we identify a suitable set of gesture commands and analyze the factors that impact the elderly's comprehension of gestures. The results of our study provide valuable research methods and guidelines for future gesture command design.
User Preferences for Smart Applications for a Self-Powered Tabletop Gestural Interface
Authors: Almania Nora , Alhouli Sarah , Sahoo Deepak
Published: January 2024

Nowadays, technologies and applications have become remarkably widespread and versatile. This versatility lies in their ability to be adapted and controlled by users through different kinds of interfaces. A self-powered tabletop gestural interface presents a significant technological advancement in a sustainable manner, resulting in energy-harvesting technologies that alter the concept of power consumption. However, determining the applications for some gestural interfaces to align with users' requirements and preferences requires further consideration. To this end, we conducted a survey and a semi-structured interview through a user-centred design (UCD) approach with 20 end-users in pairs to increase engagement between participants in selecting a smart application for a self-powered gestural interface. We presented the self-powered gestural interface with eight different applications and domains determined from the literature. Our findings indicated that users may find one application more beneficial than the other based on the quantitative data. In addition, our qualitative investigation focused on the reasons behind the ratings, where we used open coding from participant interviews and conducted a thematic analysis that revealed three high-level themes: touchless gestures, user experience, and other applications. Ultimately, the combination of users' feedback from quantitative and qualitative means led us to capture the selected application by users and build on it in future research.
Effects of Digital Art Emotional Expression Therapy on the Rehabilitation of Children with Autism Spectrum Disorder
Authors: Liu Zhenyu , Yao Cheng , Ying Fangtian
Published: January 2024

Evaluating the Effectiveness of Digital Art Emotional Expression Therapy in Combination with Conventional Rehabilitation to Relieve Autism in Children. Methods: Thirty Children with Autism were selected and randomly divided into the Experimental and the Control Groups, with fifteen children in each group. In the Control Group, the children with Autism Spectrum Disorder were given regular Psychological Rehabilitation Training; in the Experimental Group, they were given eight weeks of Digital Art Emotional Expression Therapy in addition to the regular Psychological Rehabilitation Training. In the Experimental Part, the Autism Treatment Assessment Scale and the Childhood Autism Rating Scale were used to score and compare the thirty children to verify their validity. Conclusion: The result showed that Digital Art Emotional Expression Therapy combined with conventional Psychological Rehabilitation Training could enhance the Rehabilitation Effect of children with Autism, alleviate their Autistic Symptoms, and improve their ability to interact with others and their language expression.
Vibration Discomfort of Hand-Arm Vibration influenced by Energy Content, Frequency, Waveform and Exposure Duration
Authors: Fotler Diana , Lorenz Klara , Matthiesen Sven
Published: January 2024

The ergonomics and user satisfaction when using technical systems, such as power tools like hammer drills, are greatly influenced by the perceived vibration. So far, the harmful effects of vibrations, based on frequency weighting equivalent to DIN EN ISO 5349-1, have been focused in the context of hand-arm vibration. However, the sense of discomfort caused by hand-arm vibration has not been considered so far. To address this research gap, a study was conducted using a full factorial experimental design with two levels of factors. The study aimed to explore the influence of energy content, frequency, waveform, and exposure duration on perceived discomfort caused by hand-arm vibration. Six subjects evaluated 16 different vibration patterns on a CP50 scale. To minimize potential confounding variables, the subjects were provided with blindfolds and in-ear hearing protection in the form of noise-cancelling headphones with white noise. Significant correlations were found between vibration discomfort and the factors of energy content, frequency, exposure duration, and waveform. These findings provide a solid foundation for further research on perceived discomfort caused by vibration, and subsequently, for enhancing the ergonomics and user satisfaction of technical systems.
Flight Simulation In Geography Teaching: Experience Reports In Two Scenarios
Authors: Bittencourt Machado Christiano
Published: January 2024

There is an increasingly innovative range of resources in education, seeking to create a motivating environment for learning. The aim of this work was to present experience reports on the use of a flight simulator in Brazilian and biblical geography classes in an elementary school and a reformed Christian theology church, respectively. Microsoft® Flight Simulator was used for this purpose. Two educational scenarios are presented here: (1) teaching of geographical aspects of Brazil for 10-years old students; and (2) teaching of biblical aspects for 8 to 10-years old children from a reformed Christian theology church. The classroom was prepared to simulate an internal airplane environment. First, in the elementary school scenario, students could learn about Rio de Janeiro, Niterói (school city), the Amazon rainforest, Brasília (Brazilian capital), Pantanal and the southern region of the country. On the other hand, in the church scenario, children were able to have a bigger picture about Egypt, Sinai desert, Dead Sea, Jordan river, the Sea of Galilee, and other important biblical sites in Palestine, providing a rich opportunity to learn the main stories of the Old and New Testaments. Children approved the use of technology to assimilate the content, and further projects are intended to present this application for adults.
Evaluating Human – AI Design Interaction From the Perspective of Cognitive Abstraction
Authors: A Middleton Deborah
Published: January 2024

Together abstraction and iteration are two foundational cognitive processes used by designers to expand intellectual experimentation, realize innovation, and construct theoretical positions and formulate generic models. Nersessian’s work on conceptual change highlights abstraction and the role of non-specificity in the formation of generic models, understood to be mental abstractions of a system or relationships seen in objects and dynamic processes. (Nersessian, 2005) we analyze the way small groups of designer structure data inputs for AI tools vizcom and Midjourney to rapidly materialize futuristic visualizations. The construct of consistency is used to evaluate the designers creative process utilizing AI tools and examine future applications, scenarios, design strategies, solutions, and futuristic product feasibility. The aim of this study is to identify degrees of interface abstraction in prompt inputs and AI visualization outputs that may indicate the formation of generic models characterized by non-specificity, understood here as abstraction of a design intent. The ubiquity of iteration in design projects also highlights its importance in the design process. A second aspect of this study is the way designers decompose, integrate or revise semantic structures of prompts for Human-AI integrated workflows to improve design visualization outcomes. Human-artificial intelligence (AI) visualization outputs are aligned to prompts and sketches, and examined to identify levels of non-specificity (expression of abstraction) using the domain constructs of spatial structure, social quality, and spatial quality, to indicate the possible present of a generic representational model. Nersessian, Nancy. 2005. Abstraction via generic modeling in concept formation in science, in Martin R Jones, Nancy Cartwright, Idealization XII Correcting the model: Idealization and abstraction in the sciences. Pozanan’ Studies in the Philosophy of the Sciences and Humanities, Vol. 86. Amsterdam Brill.
A framework for assessing and enhancing social and spatial presence in mediated communication to support remote collaboration
Authors: Ziegfeld Liv , Michel Maarten , Stuldreher Ivo
Published: January 2024

Although extended reality (XR) technologies offer promising new ways to interact and collaborate, adoption of XR in real world applications comes with significant challenges. This is especially true for remote collaboration settings, which are often characterized by heterogeneity. Knowledge is transferred from an expert to a novice, users are located in different physical locations with different systems and often only a limited number of users perform activities in the physical world.In this setting an especial challenge is a lack of guidance on how to measure and improve the quality of mixed reality interaction. Presence, specifically social presence and spatial presence, are two key aspects to measure the quality of experience in XR and computer-mediated communication in general. A multitude of social presence measures is available, but few studies attempt to provide a comprehensive way to measure all underlying factors of presence that affect the quality of experience, much less offer support on how to improve on these factors. Moreover, most measures of presence focus solely on XR applications, while a mix of communication systems is use. In this paper, we aim to address these issues and propose a comprehensive framework for the assessment and enhancement of social and spatial presence based on existing literature, regardless of the actual technology used. The framework provides a breakdown of relevant subscales of spatial and social presence in remote collaboration, easy-to-use means to measure these subscales and offers different degrees of system recommendations based on social cues that have been found to evoke presence on the respective subscales. Lastly, our framework includes practical suggestions for accommodating different types of users within a use case to ensure quality of experience for all users involved. Our framework should enable XR-developers and end-users to optimize their system for their specific application.
A PBL experience: Joining Human-Computer Interaction and Mobile programming
Authors: Santos Álvaro , Gomes Anabela
Published: January 2024

This paper presents a project-based learning approach based on the combination of Human-Computer Interaction (HCI) and Mobile Programming. This approach aims to develop and implement a graphical user interface and respective interaction of an application. The project was implemented in the HCI and Mobile Programming courses located in the 2nd and 3rd years of an Informatics Engineering Degree at a Portuguese Higher Institution. The objectives of this project were to specify, prototype, and implement an interactive system containing the following topics: (i) user and task analysis, (ii) problem-solving, and (iii) Gamified activity in a Problem-Solving Scenario where students must identify user needs and design tasks to address those needs were done. This proposal could be embodied in the form of a theoretical study or practical implementation on a form of connection with hardware that allows an alternative or innovative form of communication/interaction. In the presented study, the students went through four distinct phases: Ideation, User and Task Analysis, Prototyping, and Exploring New Forms of Interaction. In summary, the teacher expressed dissatisfaction with the students' work. Many tasks were completed last minute, and collaboration within groups was lacking. The students showed irresponsibility in their work distribution. The proposals lacked reflection and research on technical aspects, which is expected in engineering. Students demonstrated low curiosity about new technologies and proposed uncreative solutions. Students were also disappointed with their grades, and they preferred more closed and focused problems over open-ended ones.