bluuebunny/crossref_metadata_2025 huggingface dataset:
A Framework for Usability Testing using EEG Signals with Emotion Recognition
Authors: Aledaily Arwa , Gannoun Soffien , Aboalsamh Hatim , Belwafi Kais
Published: April 2022

The analysis of emotions has utility in several applications that cross multiple fields, including education, medicine, psychology, software engineering, accessibility in-habitation studies, healthcare, robotics, marketing, and business. Studying emotions can play an essential role in software engineering, particularly in the domain of usability testing. For example, emotions can be used to determine whether a specific software application achieves acceptable levels of user satisfaction. Furthermore, emotions can be used to test product usability and all its aspects. Emotion detection in usability testing is a first-of-its-kind tool that has the potential to improve software production (designing and interaction), thus enabling the ongoing revolution in software development to continue onwards.This work aims to build an original framework for emotion detection using electroencephalography (EEG) brain signals, which is then applied in usability testing as a case study. This will create opportunities to gain an in-depth understanding of user satisfaction in a precise and accurate way, especially when compared to traditional approaches.
Balanced HSI for Energy – A System Dynamics Model for Energy Systems
Authors: Baltzer Marcel , Usai Marcel , Flemisch Frank
Published: April 2022

New technologies offer new potentials to tackle everyday challenges, but this has only a chance to become true if technology is intelligently integrated with humans, organizations and environment. A good balance between different stakeholders and tension fields is one of the most challenging research questions of Human Systems Integration. Especially in the field of energy, where huge pulls from en-vironmental and societal demands into different directions meet technological pushes from new energy sources and methods. First, a short introduction to the electricity market in Europe is given. Afterwards, the relations between different systems are modelled into a system of systems, fo-cusing on the electricity offering and electricity demanding systems. Relevant sys-tem qualities are analysed. The paper continues developing the system dynamics model and brings the subsystems into relation with each other. It concludes by testing the system dynamics model with alternative approaches in the transfor-mation of the European energy system.
Ready, Steady, Go: professionally designed virtual reality physical training sessions during the COVID-19 pandemic
Authors: Banerski Grzegorz , Abramczuk Katarzyna
Published: April 2022

This article analyses a study conducted as part of the VR technology as a tool for remote physical education (PE-VR) project. The main objectives of the study were to thoroughly evaluate 15-minute fitness training sessions and to determine the extent of participants’ motivation to engage in such sessions in virtual reality (VR) environments. The analysis was conducted using of a qualitative data collection technique known as in-depth interviewing, which in each case was preceded by a 15-minute individual fitness training session held in reality with a professional male (subject: male) or female (subject: female) trainer, according to a predetermined plan. We recruited five participants, both male and female, who differed in their experiences of VR and in the intensity of their weekly physical activity. The results demonstrate that individuals who had already experienced VR technology were the most willing to engage in VR training sessions; those who actively participated in physical exercise and had had never experienced VR were the most reluctant. A key perceived advantage of VR training is the presence of trainers, which seemed to motivate the participants strongly. The subjects exhibited no difficulty performing exercises as they were shown by the trainers. To increase motivation to train, it is necessary to: a) explain the reasons for performing specific exercises; b) adjust the order of exercises during training sessions; and c) utilise the capabilities of VR environments. This article presents solutions that serve to enhance the attractiveness of VR fitness training.
A Hybrid Approach Entropy - TOPSIS for the Selection of Machine Learning Classifiers for Software Defect Prediction
Authors: Angel Quiroz Martinez Miguel , Xavier Moreira Bermello Eduardo , Paul Carrillo Leon Wilmer , Briones Luis
Published: April 2022

The software is developed with much more complex functionalities to meet user requirements. Therefore, it is more vulnerable and subject to defects during the software development life cycle (SDLC). There are many efforts to avoid and reduce the number of defects, ensure good performance, and achieve defect-free software before releasing it to the market. To minimize the effort and optimize testing using Machine Learning, classifier models can be created to classify and predict which modules of the developed software may or may not be more prone to defects. There is a wide variety of classifier models; however, there is no classifier model that performs better than another in general terms. Various performance metrics can be used using multiple historical data sets to compare and evaluate classifier models. To select the best classifier model, a hybrid approach combining two multi-criteria decision making (MCDM) methods, Entropy and TOPSIS, is proposed. Entropy is used to calculate the criteria weights, and TOPSIS compares and ranks the alternatives. The results show that the proposed hybrid method can make the distribution of weights more reasonable and the selection of other options more efficient.
The Automatic Recommendation and Color Testing Method for Lip Gloss Based on Image Recognition
Authors: Liu Jin , Niu Yafeng , Zuo Hongrui , Wang Jiahao , Xiao Lang
Published: April 2022

Make-up already became modern day by day, especially a thing of indispensable in female daily life, appropriate make-up look can foil facial features, promote temperament, enhance self-confidence. Lip gloss is the very important part in makeup look. With the continuous development of industrial integration, personalized recommendation of lip gloss for users can improve the consumption experience of users. Based on the investigation and analysis of various factors of makeup, the paper designed a lip gloss automatic recommendation and color testing method based on color temperature recognition of skin color image. In the algorithm design, face skin color recognition is carried out based on convolutional neural network, and then the classifier is used to extract and segment the regions of interest to the face——the lips, and then the lip is colored according to the skin color judgment result. In the paper, experiments were designed to explore users' cognition of the color of lip gloss corresponding to skin color, and experiments were carried out to compare the recognition results of subjects and computers to verify the feasibility of the algorithm designed in this paper.
Applying Minecraft Education to Pedagogical Teaching
Authors: Cóndor-Herrera Omar , Acosta-Rodas Pamela , Ramos-Galarza Carlos
Published: April 2022

Emerging teaching methodologies have reached restructuring educative scenario, leading to the implementation of novel teaching ways, using not conventional elements, such as videogames in the teaching process, it is the case of Minecraft education. This is a learning platform based in games, promoting creativity, collaboration and problem-solving in a digital immersive environment, that allow teachers to work with their students on lessons or projects of different subjects. Applying as basis, gamification and transforming educative scenarios into ludic environments, complementing them with STEM learning, which improves and increases students’ motivation.
Transdisciplinary Approach in Social Robots: A Repertory Grid Analysis on Perception and Anticipated User Experience
Authors: Semizoğlu Sena , Cem Alppay Ekrem
Published: April 2022

Social robot can be defined as a physical robot with capabilities of interacting with their surrounding in a social manner. Social robots should be designed both physically and socially. Designing them requires more than technical knowledge and should be taken as a transdisciplinary process in which engineers, program-mers, behavioral scientists and designers co-work. This study aims to explore the transdisciplinary nature of social robots as an emerging social artefact.A repertory grid study is conducted with 13 participants from different back-grounds to reveal the perceptual keywords about social robots. 50 potential users contributed to an anticipated user experience survey to understand their percep-tions. Outcomes of these two studies are compared. Results show that different professions involved have their own approach and way of understanding that cover varying aspects of social robotic field. This highlights the position of this study which supports transdisciplinary work, and believes transdisciplinarity’s positive contributions in the future research.
Considering the need for new aspects in route planners
Authors: Abrantes Diogo , Maria Campos Ferreira Marta , Costa Paulo , Felicio Soraia , Hora Joana , Dangelo Camila , Silva Jorge , Teresa Galvão Dias Maria , Coimbra Miguel
Published: April 2022

The rising number of people living in city centers is connected to an increase of private vehicles, traffic, and associated harmful effects. Efforts have been made to promote a modal shift to the use of more sustainable transportation means, such as walking and cycling, but several factors hinged to safety, comfort, and accessibility, still hinder this goal. Current route planners often focus on two particular dimensions, time and distance, which might not be enough to support other personal perceptions. We need to consider new aspects and different dimensions, such as air quality, noise levels, or people density, fueled by the recent advances in the area of sensorization and the Internet of Things. We tested the idea of an innovative route planner with surveys and focus groups and concluded that there is an interest for more power to customize personal routes, which could be a key element boosting soft mode mobility.
Predictive method of influencing factors on air flow instability using black propagation artificial to optimize mining ventilation monitoring and control
Authors: Raymundo Carlos , Ramos-Barrial Juan , Leon-Plasencia Erick , Vasquez-Olivera Yaneth , Arauzo-Gallardo Luis
Published: April 2022

Existing techniques for monitoring and controlling the ventilation system in un-derground mines are limited; since they only detect areas of low oxygen level or use software to model systems based on standardized data, but not, they evaluate the factors and identify the causes that generate the deficiency in the system. For this reason, a predictive method of factors influencing the airflow of the ventila-tion system is proposed as a possible solution with the use of artificial neural networks (ANN) to strengthen the monitoring and control process. The method-ology proposed in this research includes the analysis of air flow factors in critical mining areas to identify the study parameters. In the case study, a database of rec-ords of ventilation conditions of a mine was used. A test of 11 predictive neural networks was developed, with approximately a base of 250 standardized data.
People interaction as the driving force of the knowledge city
Authors: Cueva Ortiz Sonia , Guevara Cesar
Published: April 2022

Several authors defend that the interaction between people of diverse areas help the interchange of information, and with this the production of innovation. Barcelona's knowledge city, under the 22@Barcelona Plan, modify its land use looking for the confluency of the different interested parts and the city hall through the 22@ Society promotes the creation of the 22@Network association. The objective of this association is to start this innovative milieu through the strengthening network between the stakeholders. This organizes meetings in rotative but improvised spaces. Thus, the questions which guide this paper are: Do knowledge city spaces strengthen the spontaneous interaction? Do these interactions events contribute to the construction of an inclusive city?The objectives of this work are: i). Identify the stakeholders in the construction of the knowledge city, in the different phases of the 22 @ plan, ii). Identify the different actions, both physical and social, aimed at interaction for innovation, and iii). Describe the type of interactions that are promoted through the 22 @ Network and its variants through both public and private institutions, and an approach to spontaneous interaction. To develop these objectives, a qualitative method is used, based on a case study. It starts with a review of the official documentation of the plan and its background, interviews with various stakeholders and participant observation between 2013 and 2016. This work seeks to give greater clarity to the actions that help build the so-called innovative environment, its successes and shortcomings in terms of interaction for innovation, inclusion and equity. We found that changes in land use arise prior agreement of actors from the public, private, academic and, to a certain extent, social sectors. The process involved a constant tension among the various actors due to their different interests. It reveals a very active society, whose power struggle is taking shape on the territory, with a strong intervention of the public and private sector. The interactions of innovation are mainly preconceived by the 22@Network association. This is an interaction aimed at joining forces, with no room for dissent, with low representation of the community. We also found that there is a synergy of spontaneous interaction that goes beyond what was foreseen and the district analysed.This work delves into an important area of the knowledge city, in the construction of the innovative milieu, whose progress is of fundamental importance when a large number of cities on four continents allocate resources to its construction.
OHS Management Skill Development and Continuing Learning
Authors: Tappura Sari
Published: April 2022

Occupational Health and Safety (OHS) management focuses on employee safety and health; OHS legislation establishes the requirements for OHS management competencies. This study aims to identify measures for developing OHS management skills during a management career to support managers’ competence development and continuing learning. A qualitative multiple-case study of seven industrial companies in the energy and processing industries and industrial services was conducted. Measures for developing OHS management skills during the following stages of a management career were identified: 1) recruitment, 2) orientation, 3) competence assessment, 4) competence development, 5) performance assessment and measurement, and 6) incentives and rewards. This study suggests practical organizational measures for developing managers’ OHS competence at different career stages as general management competencies. Developing managers’ OHS competence provides them with knowledge of their responsibilities and expectations, as well as company-wide OHS objectives and practices to improve OHS and operational efficiency.
Postural hygiene in the workplace for making masapan crafts
Authors: Alvarez Ana , Zapata Rodríguez Mireya , Ango Raquel , Martínez Tocoronte Eric
Published: April 2022

A worker may suffer muscle aches or numbness in the legs and fatigue after an eight-hour workday in which they occupy a permanent position for a long time. Considering minimum requirements of postural hygiene and ergonomics, we managed to avoid these discomforts without suffering health problems in the medium and long term. This study is part of a population of fifteen artisans who make marzipan handicrafts in the town of Calderón in Ecuador. The process arises from a transformation of the bread dough into an artisan dough more than 80 years ago, consisting of an ancestral art that needs quality from the obtaining of the dough to the artistic details of the figures, where the artisan makes his creations without realizing that they are taking poor posture in their workplace. The study analyzes the operation of the Manufacture of the Glue that is carried out standing up, mixing the ingredients to obtain the dough, and it is cooked until it obtains a homogeneous consistency. It is a repetitive activity in each of the production cycles. The OWAS and RULA methods were applied to assess the risks produced by physical loads derived from the activities carried out and the postures' global characterization, which were observed and classified in various possible combinations. The process is at level 3. That is, it requires the redesign of the task and increasing the active pauses. As a result, it was obtained that the risk category is level 2. The analyzed posture has the potential to cause damage to the musculoskeletal system.
Emotion induction strategies in driving simulator for validated experiments
Authors: Dargahi Nobari Khazar , Velasquez Caitlin , Bertram Torsten
Published: April 2022

Triggering emotions in a driving simulator is not easy as the virtual environment reduces the reality of the situations. This contribution deals with the induction of emotions in drivers during the simulation and addresses the possible hindrances in the design and implementation phases. For this purpose, an experiment is con-ducted on a driving simulator with 20 participants, 5 females and 15 males, aged 22 to 30 years old. First, important emotions that may recur in driving situations are presented. Then, the process of evoking emotions in drivers is clarified, three different strategies, namely monotonous, event-driven, and combination, are de-scribed, and the intensity of emotion evoked by each modality of the stimuli is ex-amined. In addition, a mapping from three-dimensional to discrete emotion space including seven states is presented. Finally, to evaluate the concepts discussed, the results regarding driver emotion and scenario validation are presented and general recommendations are provided.
User experience: beyond decoration and usability
Authors: Barbu Roxana
Published: April 2022

A foundational method of User Experience (UX) is usability. Practitioners assess the effectiveness and efficiency of their product: can users complete a given task and can they do so with ease? However, usability is only one facet of a user’s experience. This paper draws attention to the subjective, intangible aspects of user experience. It reviews current approaches to assess subjective experiences and provides guidelines on how one may tailor these approaches to needs at the levels of users, teams, and products. Additionally, using digital health apps as a case study, the paper introduces the concept of a shared user-app journey and reviews the main stages the two traverse together. It provides examples of approaches to evaluate subjective experience at various phases along the user-app journey.
Multimedia tool for the treatment of dyslexia and dyscalculia
Authors: Ripalda Daniel , Piedra Mario , Cobos Miguel
Published: April 2022

Specific learning disorders constitute a varied group of alterations or difficulties that can cause problems not only at school, but throughout life. These disorders can be evidenced, in the first years of schooling, when children present problems in reading, writing and numerical reasoning.Once the diagnosis is established, the experts develop treatments that generally require specialized teaching materials that, due to the technological gap, are often scarce, expensive and difficult to access, especially in developing countries. This study is based on the analysis of the skills that children with learning disorders have in front of the computer, with this information the tool GARABATO which in English means scribble. was conceptualized and developed. It is a multimedia tool developed in Unity that offers the possibility that children and therapists can develop exercises as part of the treatment of dyslexia and dyscalculia, using drawing as a developmental catalyst. This paper describes the tool design process, its development and implementation; In addition, it offers a comparison of results with other teaching materials, measuring the progress of children in specific areas and competencies that are part of the treatment.
Imparting Media Literacy to the Elderly Evaluating the Efficiency and Sustainability of a two-part Training Concept
Authors: Jakob Dietmar , Wilhelm Sebastian
Published: April 2022

Elderly people often feel overstrained by the increasingly fast progress of digitization. Due to the strongly informal learning behavior of the elderly, particular concepts for improving their media literacy are needed to reduce existing barriers. Numerous concepts for this have already been developed, but their success has not yet been comprehensively evaluated.This study examines the suitability of an existing, two-part training concept consisting of seminars and supportive consultation hours for the sustainable teaching of media literacy in dealing with smartphones, tablets, or PCs. For this purpose, a quantitative study is conducted among participants of a corresponding offer (N=100). This work confirms that seminars in small groups combined with supportive consultation hours are very well suited to impart the media literacy of elderly people in the long term. 82% of respondents stated that their media literacy had improved after taking part in a seminar (n=74), and 86% now claim to use at least one digital device more often (n=74).
An approach for steering advancement in motorcycle riding simulation
Authors: Werle Arthur , Diermeyer Frank
Published: April 2022

Motorcycle riding simulation for use in subject studies has been researched in different steering configurations. The main reported issue is the high effort to fulfill the riding task, which has an influence on the results of the investigation. Steering a motorcycle can be fulfilled in push, pull and as a combination of it – which results in the so-called counter steering. The main approaches contain the classical angle- or force-based steering, with poor results in realistic feedback. Often, the lack of riding dynamics relations is mentioned in this context. We describe this novel development which allows all three (dynamic) interactions for use in riding simulation. Therefore, we summarize the state-of-the-art real time motorcycle dynamics and show which criteria can be used to determine counter-steering behavior. Also, a summary of steering advancements is given and classified into their configurations. For this purpose, from a methodical point of view, the description of driver-vehicle interaction for steer-by-wire applications is referred.Described is the development of sensor technology for a one, two or both hands steering force measurement, which is the novelty value for riding simulation. Included is the determination of the 2-dimensional force level using strain gauges, a software connection and the final validation of the technical setup on a test bench. The results are divided in a technical part and an evaluation of the rideability using objective driving dynamic dimensions. In the technical part, we show the quality of the steering- and support forces measurements. The calibration results show a deviation of 2.0 % measured with calibrated weights. Also, the bending linearity over the angle is evaluated and considered in the model, which had a high impact on the rideability. Finally, signal filters are used to optimize the signal-to-noise ratio at a latency of 20 milliseconds. This meets the requirements for use on a riding simulator. For the evaluation of the rideability we use the criteria presented in the introduction. For this, we developed a course with a lane change maneuver according to ISO 3888-2. First, we show the rideability based on the trajectory sequence and second on the phase curves: roll angle, steering angle and steering force. Comparing the curves with dynamics literature shows that the behavior fulfills the criteria and indicates a valid rideability. In addition, all riders were able to change lanes without falling or touching the edge of the road.This approach allows the investigation of steering behavior on a motorcycle riding simulator and for real ride application for investigation and validation. As already called for in the literature, we describe an approach that makes it possible to investigate rider steering behavior. Finally, we discuss the results and point to further research gaps for future work.
Design of smart products for the elderly based on affordance
Authors: Tian Mi , Zhang Jie , Cai Yuchao , Dong Xiaori
Published: April 2022

In today's Chinese society, the aging of the population is accelerating, and the elderly have become an important group of social concern. Research on products for the elderly is also increasing. On the other hand, with the continuous advancement of technology, smart products also occupy an increasingly important position. However, there is a huge mismatch between the use of the elderly and smart products. Understanding the perception, cognition and behavioral habits of the elderly is of great significance for designing research and improving elderly products. The affordance theory and its research methods define the function of the product from the perspective of the system level and scope of the conceptual design of the product, which can be directly mapped to the user's intentional behavior. Product matching information, thereby helping designers better grasp the relationship between products and the elderly. From the perspective of affordance, the article analyzes the perception, cognition and behavioral habits of the elderly, identifies the perception characteristics, cognitive ability attributes, and behavioral characteristics of the elderly, and summarizes and organizes the elderly's own. At the same time, it analyzes the characteristics of elderly smart products, and uses the research method of affordance to establish a research framework for smart product aging-appropriate design under the guidance of affordance, which provides a basis for the development and optimization of subsequent products.
Teaching Programming during COVID lockdowns – a positive lesson
Authors: McGowan Aidan , Sage Paul , Adhikari Janak , Stewart Darryl , Hanna Philip
Published: April 2022

Teaching Programming during COVID lockdowns – a positive lesson. As an immediate response to the economic impact of COVID, in 2020 regional UK governments promoted short-term funded university courses to enable individuals that were redundant or furloughed to reskill in the area of software development. One of the courses developed was a novel Post Graduate Certificate in Software Development (Cert), based on a well-established MSc in Software Development (conversion) course (MSc SD) delivered at a local University. The course attracted over 700 applications, enabling the application of higher entry criteria than the MSc SD. Differences in the entry criteria and delivery format (entirely online for Cert) presented a unique Action Based research opportunity. This paper initially reports on course performance of the Cert in comparison to the MSc SD. It then provides an analysis of impact and differences within the enhanced entry criteria for the Cert. Providing discussion and recommendations for entry criteria and delivery mechanisms for similar courses.
Mood Dynamic Playlist: Interpolating a musical path between emotions using a KNN algorithm
Authors: Donnelly Patrick , Gaur Shaurya
Published: April 2022

We often to listen to music for its power to change our emotions. Whether selecting music for concentration, tunes for dancing, or lullabies for falling asleep, people often select music based on their desired mood or activity. We propose a method for automatically generating musical playlists that takes the listener on an emotional journey. We represent a playlist as a path of songs through the arousal-valence circumplex space, using existing datasets of songs annotated with affect values. Given a starting and desired affective state, we employ a K-nearest neighbor approach to choose songs that gradually and smoothly step through the affective space. We compare several different distance metrics and we evaluate the smoothness of the resulting playlists using mean squared error. We discuss an example playlist and link to a demonstration of our approach.
Experimental geodesic dome with a sandwich panels structure
Authors: Bober Waldemar , Stobiecki Przemyslaw
Published: April 2022

The popularization of geodesic domes as a living space was one of R. B. Fuller's challenges for modern mankind. The search for a technology that can optimally satisfy this desire in a society living in a temperate climate has become the goal of the structural studies described in this study. The technological solution of the layer of sandwich panels depends on the adopted discrete division of the polyhe-dron surface. Due to the relatively simple shape of the element, the dodecahedron was adopted as the basic body. The designated triangular elements constitute the initial shape of the basic element. Analysis of the edges of connections of triangu-lar panels forms the resulting shape of the spatial solid of the component element. The use of thin GRC concrete slabs in the load-bearing layers allows it to work with metal edges around the perimeter of the panel. The solution of the geometry of the structure nodes is of decisive importance for the technology of assembling the panels into a compact arrangement of the spherical shell. In order to assess the technical value of the created model, an original measurement system was de-signed based on statically operating measurement poles. The system of mechani-cally adjustable measuring poles serves at the same time adjustable load, forced deformation and protects the model in case of loss of stability during strength tests. The research experience obtained on the initial model will be used in further detailed testing of the sandwich panel roofing system described in the paper.
Machine Learning Detects Pairwise Associations between SOI and BIS/BAS Subscales, making Correlation Analyses Obsolete
Authors: Prossinger Hermann , Binter Jakub , Machova Kamila , Riha Daniel , Boschetti Silvia
Published: April 2022

We use AI techniques to statistically rigorously analyze combinations of query responses of two personality-related questionnaires. One probes aspects of a participant’s tendency for uncommitted sexual behavior (SOI-R) and the other avoidance of aversive outcomes together with approaches to goal orientated outcomes (BIS/BAS). We use one-hot encoding, dimension reduction with a neural network (a seven-layer auto-encoder) and two clustering algorithms to detect associations between the twelve combinations of SOI and BIS/BAS groups. We discover that for most combinations more than one association exists. Traditional, fallacious statistical methods cannot find these outcomes.
COMM-G: A Communication Glove for Smart Communication
Authors: Vaswani Vaishali , Kumar Singh Akriti , Shastri Anshuman , Arora Charpe Namrata
Published: April 2022

This paper proposes a smart communication process using google assistant for sign language identification with the help of the components majorly comprising of flex sensors, MPU6050 sensors, and microcontrollers. The basic idea evolved overtime to make the process simpler and more efficient. The conversion from gesture to speech is carried in two sub-processes, firstly gesture is converted into text with the help of flex sensors and the text is converted into speech with the help of default functionality of google assistant. The test results are prudently evaluated with the respective output of the sensors. This proposed idea can assist people with impaired learning and people working in industries.
The Design and Evaluation of an Eyes-Free Touchscreen Interface
Authors: Pooripanyakun Munyaporn , Wodehouse Andrew , Mehnen Jorn
Published: April 2022

The eyes-free touchscreen interface is a category of interfaces for controlling devices with minimal visual attention. We apply a design framework for the generation of imaginary interface layouts and propose a series of eyes-free input interfaces for menu selection, arrow control, and data entry. These are oriented around U-shaped and diagonal layouts for optimized one-handed thumb interaction. The experiment tests the participants’ cognitive performance toward the specified layouts. In addition to examining the input accuracy of eyes-free interfaces for discrete and serial tasks, interviews are conducted for more qualitative feedback on user perception. The results demonstrate that the new formats are viable for eyes-free interaction and are in line with the previous design practices of the eyes-free interface. Spatial layouts in the straight alignment (1D) placed closely to object reference frames within the functional thumb area and unified frame, enhance eyes-free performance accuracy.
Urban Spatial Narration Research Based on Hybrid Space
Authors: Yao Peian , Follesa Stefano
Published: April 2022

When smart city data and technology are now primarily used to manage public safety, energy, health, and education, the city's identity is becoming increasingly important. Cultural innovation and diversity as sustainable resources appear to be an urgency for smart cities. The advancement of virtual/digital technologies has fundamentally altered the narrative scenario of the city, and the design discipline can contribute to the development of new narrative forms through the mediation of physic systems and virtual systems. This paper analyzes which are the new ways of people interact with space in contemporary urban environments through case studies. The aim is to solve the question of how cyberspace specifically interferes with physical space in today's urban space, and what new spatial perception people have when they are moving in urban space. These cases include flash mob, hybrid games, IoTs projects. The authors attempt to understand new characteristics and trends associated with human interaction in urban spaces through the examination of these cases.
Factors Influencing Citizens’ Adoption of Smart Government Services: The Case of Saudi Arabia
Authors: Alzaidi Maram , Alnfia Maraim , Ali Khalda
Published: April 2022

This paper aims to investigate the main factors impacting the adoption of smart government services in developing countries, particularly Saudi Arabia. The research model of this study was developed grounded on the Diffusion of Innovation (DOI) theory and validated empirically using data obtained from an online questionnaire-based survey of 408 Saudi citizens. The results of this study revealed that the DOI constructs: relative advantage, trialability, observability and trialability significantly and positively influence citizens’ behavioral intentions to adopt smart government services. On the other hand, the results of the current study indicate that both complexity and privacy concerns negatively impact the behavioral intentions. This research contributes to the literature as one of the first studies in the Arab world to investigate the adoption smart government services. The paper brings the attention of researchers and practitioners to such a new area of research.
Hybrid Sensory Surfaces: Biological meets Digital
Authors: Trebbi Lorena , Del Gesso Chiara
Published: April 2022

The re-design of interactive devices in response to needs in terms of environmental sustainability and enrichment of user experience combines two core topics of contemporary design: biological and digital. Through the design project we can twist material and immaterial, physical and virtual, integrating different modalities of interaction, stratifying the information on multiple levels and conferring to surfaces a perceptual plus involving multiple sensory stimulations. In this scenario microbial nanocellulose represent a promising material because of its technical-performative features which make it usable as biological interface and capacitive sensor, but especially because of its aesthetic-sensory features which can be controlled and programmed through the interaction with the fabrication process, affecting the intensity and richness of the interactive experience.
The near (bio)future in design
Authors: Lucibello Sabrina
Published: April 2022

The paper joins the debate on the emerging prospective in design in the near future that will be “bio”. The world has gone through 3.8 billion years of research and development, with failures and successes, in search of the most effective and affordable so-lutions to facilitate our daily life. This is especially true today, since we realized that energy resources and raw materials are starting to run-out and that they will not be enough for the population in the near future, The planet could lit-erally implode, ceasing to be an "earthly paradise".Human people have therefore always observed Nature, using it as a source of knowledge and inspiration, but with different approaches. Starting from these premises, the present article explores how innovation can be inspired by Nature. Nature, that in this context is deemed to be the model, the measure and the “mentor” from which designers can learn through a fully informed, responsible study of its biological and biomechanical processes, with the ultimate objective of improving human activities and technology to allow full resonance with Nature itself.Today, technology allows us to reproduce natural systems and biofabricate living systems. Everything appears possible today, but we should probably ask ourselves if this is really necessary, as we did when the possibility of rep-licating and genetically modifying the living being opened up? How can we avoid running into "technological blasphemy"? What role can design play in this?
Relationship of Emotional Responses with the Activation of Sensory Mechanisms during Interaction Processes with Virtual Products of Mass Distribution
Authors: Olmos Pineda Lorena , Gil Tejeda Jorge
Published: April 2022

Today it is clear that Virtual Products affect users in various dimensions from the activation of sensory mechanisms, the cognitive dimension, the ex-ecution of various temporary micro-processes of interaction, the way in which they transfer information until the experiences generated on them. Through the observation of the interaction processes carried out by a group of users on a website with a specific use in a learning environment and with the assignment of a task., There were detected at the end of the interaction the following factors: 1. People consciously described their experience accu-rately. 2) The activation of three dominant sensory mechanisms and their re-lationship with the emotional responses., The responses were derived from the experience. Networks were used to display and describe the information. The intention of these studies is to analyze how emotional responses are sys-temically related during the interaction processes of a person with virtual ob-jects.
The Digitalization of Knitwear: Towards a redefinition of the conventional design boundaries
Authors: Lo-Scocco Giulia , Maria Conti Giovanni , Motta Martina
Published: April 2022

In the contemporary context, the knitting industry is dealing with a scarcity of 3d simulation tools, resulting, to date, in a sampling-based method where refinements to a specific design are often abandoned or compromised. While, in other design fields, virtual 3d modeling profitably interacts with hard-ware technology (e.g., 3d printers) [1], such tools do not easily connect to the conventional textile technology of industrial knitting machines [2].This paper explores the state of the art of knitted textiles digitalization, aiming to outline practical support to knitwear design practice with a specific focus on pos-sible digital tools to integrate design and fabrication prerogatives.
Design of a VR-based training system for the evacuation of an engineering laboratory building
Authors: Rodríguez Bautista Yulyana , Fernando Castro Medina Juan , Andrés Quintero Ardila Diego , Natalia Rangel Santamaría Carol , Alberto Peláez Gómez Sebastian
Published: April 2022

This project designs a training system to perform an evacuation due to the presence of a possible structural fire using virtual reality. To develop the proposal, the software and hardware tools with which the experiment was carried out were initially selected, this selection was made taking into account the criteria of the ISO 25010 Standard and the AHP methodology was used based on the opinion of some experts in the area. The training system was applied to a sample size of 68 people. It was evidenced that the application of the concept of serious games integrated with virtual reality significantly improves the participants' learning by generating a higher level of immersion in the emergency. In addition, considering the average time that participants took to learn the evacuation system of the building with the developed application, a positive impact was obtained in areas such as: productivity, economy, culture, health and technology.
Comparative Study of Decision Tree Models for Bearing Fault Detection and Classification
Authors: Moghadam Armin , Davoudi Kakhki Fatemeh
Published: April 2022

Fault diagnosis of bearings is essential in reducing failures and improving functionality and reliability of rotating machines. As vibration signals are non-linear and non-stationary, extracting features for dimension reduction and efficient fault detection is challenging. This study aims at evaluating performance of decision tree-based machine learning models in detection and classification of bearing fault data. A machine learning approach combining the tree-based classifiers with de-rived statistical features is proposed for localized fault classification. Statistical features are extracted from normal and faulty vibration signals though time do-main analysis to develop tree-based models of AdaBoost (AD), classification and regression trees (CART), LogitBoost trees (LBT), and Random Forest trees (RF). The results confirm that machine learning classifiers have satisfactory performance and strong generalization ability in fault detection, and provide practical models for classify running state of the bearing.
Demonstrator for a Collaborative Human-Robot Picking System
Authors: Rieder Mathias , Bartneck Norbert
Published: April 2022

This paper introduces a demonstrator for a Collaborative Human-Robot Picking application consisting of a robot in front of a rack picking known objects into a bin. The major part of the system demonstrates the execution of picking orders carried out by human pickers and picking robots in a common workspace. A further part includes the training of Convolutional Neural Networks for object detection. A central concept of the system is an Emergency Call enabling the robot to request help if problems occur during object detection or grasping. The main goals of this demonstrator are to evaluate the interaction between human pickers and robots and to test the performance of object detection.
Neurodidactics technological tools
Authors: Pérez-Silva Patricio , Pazos-Espinoza Kleber , Páez-Andrade Marco , Ramos Galarza Carlos
Published: April 2022

The integration of technological tools into the neurocreativity phases of Neurodidactics, propose to relate the teaching of mathematics and the improvement of meaningful learning in students at the secondary level. The study in this research is based on an exploratory, descriptive, and pre-experimental methodology carried out into a high school intervention group. The application of the tests showed the numerical values increased the quantitative analysis.
A System Dynamics Approach on Modeling Homeless Prevention Strategy: A Case Study of LA County
Authors: Kowarsch Dandan , Yang Zining
Published: April 2022

This article presents a system dynamic modeling approach to simulate the effect of a homeless prevention strategy on the homeless population in Los Angeles. Despite the implementation of rehousing strategy suggested by policy makers, the Los Angeles homeless population has increased over time. Traditional statistics analysis is widely used in researching this topic, but using aggregated data fails to provide sufficient explanations on the correlation between the permanent supportive housing and homeless population. Our system dynamics model overcomes this challenge in a unique way using stocks and flows. We model stocks as key factors that have significant impact on homelessness, including prevented homeless population, the population of the homeless who are in the temporary housing programs, and the population of those who are settled in the permanent supportive housing program. Flows provide details on how stocks are related to each other, allowing memories of the history and interconnection in the homeless system. Each stock may affect the other due to time delays and feedback loops through inflows and outflows. To assess the impact of homeless prevention programs, we perform simulation and scenario analysis by adjusting model inputs including ratios for prevented homelessness and the rapid re-housing. The system dynamics model helps unveil the unintended consequence introduced by the Housing-First policy and allows us to evaluate various policies to come up with data-driven recommendations. The simulation results suggest that prevention strategy could lead to a positive impact on reducing the homeless population. Indeed, the use of Housing-First policy along with a preventative program for homelessness could be considered as a more effective strategy for the mitigation of LA homelessness.
Credit classification using regulation techniques on the Credit German database
Authors: Sosa Sebastian , Rivera Priscila , Nicolas Aldana Yarleque Cristhian , Saavedra Navarro Yesenia , Ramón Trelles Pozo Luis , Mendoza Gustavo
Published: April 2022

The development of microfinance, as well as microcredit, has generated greater competition among financial institutions to attract customers in this business segment. For this reason, the development of credit scoring models is highly required by these financial institutions. In this sense, to ensure that no overfitting is generated in the use of prediction techniques and in case of difficulty with collinearity, it will not be possible to obtain reliable estimates and predictions through common statistical techniques such as least squares; for this reason, it is significant and necessary to apply regularized regression methods such as Ridge, Lasso and Elastic Net. The present research determined the optimal credit scoring model for the Credit German database using the Ridge, Lasso, and Elastic Net regulation techniques. This dataset was initially analyzed with the Logit model, finding that this model has an accuracy of 37.2%; on the other hand, the Lasso model presented an accuracy of 76.7%, the Ridge model of 75.6%, and the Elastic Net model of 69.2%. Finally, the Lasso model evidenced the best prediction of the credit rating of Credit German future clients, with an accuracy in the training data of 82.9% and for the test data of 76.7%, being superior to the proposed models.