bluuebunny/crossref_metadata_2025 huggingface dataset:
Weaving Cities through Culture: A Renewal Design on the Hangzhou Imperial Ancestral Temple Market's Revitalization
Authors: Jiang Yuyang , Dehan Jia , Yixin Wei , Deli Zhao , Zhenhang Hu , Zhang Hong , Hui Pan
Published: June 2024

This study pioneers a participatory approach to urban renewal, prioritizing the intricacies of urban fabric and spatial design to meet the evolving needs of the community. It focuses on the ambitious transformation of Ziyang Street's agricultural market into a dynamic community plaza in Hangzhou, emphasizing direct engagement with local residents to understand their diverse aspirations for the redevelopment. The heart of our redevelopment strategy for Ziyang Street lies in the articulation of a design concept that champions urban renewal through a layered, compound approach to spatial organization. This is a bottom-up urban renewal design scheme led by residents. Our approach advocates for the transformation of traditional markets into bustling hubs of urban life, where the historical and the contemporary merge to form inclusive, compound farmers market and urban space.
Visual Pictures and Digital Technologies in the Digital Anthropocene: Development, Analysis, and Critical Reflection
Authors: Guo Xiaoyu , Jiang Yuyang , Hao Yawei
Published: June 2024

This paper explores the favorable effects of visual pictures and digital technology, while critically reflecting on visual pictures and digital technology to warn humans of potential threats we may confront in the Digital Anthropocene. We cite W.J.T. Mitchell’s theory of the “pictorial turn” and Don Ihde’s phenomenology of technology to explore the development of visual pictures and the relationship between humans and visual pictures and technology, respectively. Our study focused on the visual pictures and application of digital technologies through pertinent literature and case studies. Based on these explorations, we advanced a novel viewpoint termed “non-anthropocentric intelligent technology-oriented design,” aiming to reveal the subject-object relationship between humans and technologies and how humans can escape the hegemonic control of digital beings. The current research indicates that with the support of digital technologies, visual pictures are characterized by multidimensionality, diversity, and temporally-spatially adaptability. Immersive design, formed by the deep integration of visual pictures and technologies, brings humans a more abundant visual experience. In addition, AI-assisted design also unleashes humans’ creativity and improves efficiency. Nevertheless, as the transmission of the era of “the mimetic domain” from “the picture domain” intensifies the digital gap, excessive visual pictures impose high visual pressure and cognitive crisis on humans. AI-assisted design also replaces low-quality labor and restructures design teams. However, the subject-object relation between humans and visual pictures and technologies is gradually blurring in the progress of digitization. Maintaining humanity amid the digital wave of visual pictures and technologies is to maintain humans’ free will and adhere to ethical principles in design. One crucial future direction is to explore the ethical dimensions of digital picture production and the intricate relationship between digital technologies and human embodiment.
Exploring the Healing Potential of Tie-dye Art Therapy Using a Younger Generation of College Students' Workshop as an Example
Authors: Wang Zhiwei , Liu Shun , Mi Jiawen , Wang Huimin , Jiang Yuyang , Xu Dongliang , Gao Ze
Published: June 2024

In the post-pandemic era, as social life and development gradually resume in an orderly manner, there has been a rapid increase in the number of individuals experiencing depressive emotions within the context of continuing work, school, and production. This paper provides a brief description of utilizing an innovative art therapy system to analyze objectively and research stress relief issues among individuals with post-epidemic depressive emotions. Creative art therapy uses China's traditional tie-dye intangible cultural heritage as a therapeutic medium, explicitly exploring the aspects of tie-dye that can be absorbed and used for art therapy. The aim is to enhance the influence and innovative dissemination of China's outstanding intangible cultural heritage, assisting individuals with post-epidemic depressive emotions in effectively releasing stress and alleviating negative emotions. Selecting the tie-dye technique as an innovative art therapy medium holds excellent practical significance for developing and constructing art therapy and harmonious society. It also presents a prospect for combining Chinese intangible cultural heritage with art therapy.
The Exploration of Puzzle Design in Advertising Images
Authors: Ning Liu I , W Y Wang Regina
Published: June 2024

Consumers often tend to ignore or avoid excessive textual information in advertisements. Curiosity is the primal human drive that enables consumers to actively seek out and engage with information. This study aimed to clarify the content creation and form design of intriguing puzzle images and analyze the design trends of 118 print advertising images from The One Show Awards from 2017 to 2023. The results showed the following. First, puzzle content creation is divided into the number of clues, product illustrations, and realism of the scenarios. Second, the missing form design is divided into non-closure, figure-ground, proximity, and similarity. Third, trend analysis reveals that most puzzle content creation uses two or fewer clues, direct product illustrations, and realistic scenarios. In terms of missing form design, most cases apply the non-closure design.
Mobile Solution for Ergonomic Training in Industry: A HoloLens 2 Mixed Reality Approach
Authors: Kuznecova Katharina , Werking Susanne , Meixner Gerrit
Published: June 2024

In industry, many employees suffer from limb and spine ailments. These physical disorders lead to long-term pain syndromes and musculoskeletal issues. As a proactive measure, Augmented Reality can aid in conducting interactive ergonomic training sessions for employees and provide real-time support for monitoring individual workers on the shop floor. Existing setups for ergonomic evaluations limit the user’s mobility because these are typically stationary and require external motion-capturing systems. Here, we address Musculoskeletal Disorders using Head-Mounted Displays as a standalone, hands-free, and mobile tool for real-time ergonomic evaluation. We selected the Microsoft HoloLens 2 as a Head-Mounted Display and Rapid Upper Limb Assessment as the ergonomic analysis method. We implemented parts of this system using the Unity development environment. Our Proof of Concept shows that a hands-free Mixed Reality application with the HoloLens 2 can support ergonomic evaluations without requiring stationary setups or additional camera or sensor systems. In the current setup, the live feed from the camera of the HoloLens 2 captures the observed person. A local computer analyzes the posture via a wireless network connection, and the results are sent back to the Unity application, where they are visualized with a 3D model. Our work offers a comprehensive perspective on the components used and provides an implementation for the suggested system. It also serves as a foundation for future work, including testing the system’s efficiency in practical use and expanding the user interface, specifically for training in a working environment.
A Survey on the Relationship between Stress, Cognitive Load, and Movement on Cybersickness
Authors: Antoine Moinnereau Marc , Benesch Danielle , P Krätzig Gregory , Paré Simon , Henrique Falk Tiago
Published: June 2024

This survey focuses on a crucial virtual reality (VR) issue that has been reported to affect roughly 40% of VR users – cybersickness. Cybersickness is similar to motion sickness but occurs with electronic screens or VR displays instead of actual movement. Cybersickness can refer to a cluster of symptoms, including nausea, eye strain, vertigo, and sweating, to name a few. Within training exercises using VR for law enforcement, we have anecdotally seen that more than 40% of our trainees report some symptom of cybersickness. Our training scenarios often include stressful and mentally charged situations, as well as include intense head and body movements for operational and tactical purposes. As such, this survey explores the scientific literature to see if there have been any reported links between stress, cognitive load, and head and body movement on reported cybersickness levels. A total of fourteen papers were surveyed. Findings were often mixed and inconclusive but pointed towards a positive relationship between cybersickness and both cognitive load and stress. On the other hand, studies looking at head movements showed a negative relationship with levels of cybersickness. It is hoped that these insights can help VR researchers develop new training protocols that can be more comfortable and accessible for all users.
Effects of Color of Clothes on the Impressions of a Male Character in a Video Game
Authors: Fuchigami Akane , Yamada Masashi
Published: June 2024

Clothes are one of the important factors which express personalities. It is true in the cases of characters appearing in video games. It is thought that colors play an important role to determine the impressions for the clothes and the person who wears them. In the present study, effects of color of the clothes on the impressions of a male character appearing in a video game are investigated. In the video game “CODE VEIN,” a player selects a human　avatar and the design of the clothes the character wears. The avatars and the clothes are produced by 3D modeling. In the present study, a male character and three shapes of clothes were selected. The clothes were painted in one color. The color was selected from the set of ten fundamental colors in the Munsell’s hue circle (red, yellow-red, yellow, green-yellow, green, blue-green, blue, purple-blue, purple and red-purple) and three achromatic colors (white, gray and black). In total, 39 different stimuli in which a male character wearing different clothes were constructed. Fifteen students of Kanazawa Institute of Technology participated in the perceptual experiment. The participants sat in a darkroom and watched a monitor display EIZO Flex Scan SX2462W. Each stimulus was presented on the display and the participants were requested to rate their impressions for the stimulus using 25 semantic differential scales. The rated scores were averaged over the participants and the averaged scores were used for factor analysis. The results of the analysis showed that the impression space was spanned by activity, potency and evaluation factors. The stimuli with warm colors (red, yellow-red, yellow and red-purple) were perceived as active. In contrast, cool colors and achromatic colors (blue-green, blue, purple-blue, grey and black) were perceived as passive. The results of the multiple-comparison tests showed that activity was greatly affected by hue. Red and black clothes were perceived as powerful. In contrast, green-yellow, green red-purple clothes were perceived as powerless. Among the achromatic colors, black was powerful, white was powerless and grey was intermediate. This implies that the brightness of the color affects the potency. On the evaluation factor, blue-green and white clothes were perceived as pleasant but purple-blue and purple were perceived as unpleasant. These results may reflect the cultural background. White colors are used for white coats of doctors, which should be clean. In contrast, purple-blue and purple are often used as the symbol colors of poisons. This might evoke the unpleasant impression for these colors. Then a multiple regression analysis was performed with the degree of preference as the criterion valuable and three factor scores as the explanatory valuables. The results showed that preference was determined by the evaluation and potency factors: The character wearing pleasant and powerful clothes were preferred and vice versa. Achromatic colors also tended to be preferred.
Design Exploration of an Augmented Reality Exergame for Walking Training: Target-by-Target vs. Multi-Target Guidance
Authors: Li Weiyi , Feng Pengbo , Ma Hongtao , Ma Longfei , Zhang Hengyu , Liu Yuanyuan
Published: June 2024

Walking training is essential for the rehabilitation of lower limbs and overall health maintenance. With the progression in Augmented Reality (AR) and Virtual Reality (VR) technologies, serious exergames incorporating these innovations are gaining popularity in walking training. These games create engaging and interactive environments or tasks to enhance user motivation, training volume, and quality. This study investigates an AR exergame aimed at increasing training volume and improving user experience during walking training. The game underwent extensive multidimensional validations and comparisons. The game includes two modes: “Target-by-Target Guidance”, where users collect sequentially appearing gems at random locations, and “Multi-Target Guidance”, where multiple gems appear at once, allowing users to collect them in any order. The study involved twelve participants who, after becoming familiar with the game, completed 5-minute walking sessions under three conditions: without the game, with Target-by-Target Guidance, and with Multi-Target Guidance. Participants also filled out the Game Experience Questionnaire (GEQ) after each session with the order of conditions randomized. Results indicated that Multi-Target Guidance significantly outperformed Target-by-Target Guidance in terms of total walking distance and Positive affect in the GEQ. However, no significant differences were observed between the two modes in step length, step count, and other GEQ dimensions. Notably, both modes surpassed the “no game” condition in total walking distance and all GEQ dimensions, demonstrating the exergame’s effectiveness in enhancing training volume and user experience. The study’s insights into the superior benefits of Multi-Target Guidance provide valuable guidance for the design of similar serious exergames that focus on walking training through target-oriented tasks.
An Update on International Robotic Wheelchair Development
Authors: Leaman Jesse , La Hung , Li Bing
Published: June 2024

Disability knows no boarders, so the development of assistive technology is an international effort. This review is a follow up to our previous comprehensive review (Leaman 2017) and a recent mini-review (Sivakanthan 2022). The transition from Power Wheelchair to Robotic Wheelchair (RW) with various operating modes like, Docking, Guide Following, and Path Planning for Autonomous Navigation, has become an attainable goal. Thanks to the revolution in Aerial Drones for the consumer market, many of the necessary algorithms for the RW software have already been developed. The challenge is to put forward a system that will be embraced by the population they are meant to serve. The Human Computer Interface (HCI) will have to be interactive, with all input and output methods depending on the user’s physical capabilities. In addition, all operating modes have to be customizable, based on the preferences of each user. Variables like maximum speed, and minimum distance to obstacles, are input conditions for many operating modes that will impact the user’s experience. The HCI should be able to explain its decisions in order to increase its trustworthiness over time. This may be in the form of verbal communication or visual feedback projected into the user’s field of view like augmented reality.Given the commitment of the international research community, and the growing demand, a commercially viable RW should become reality within the next decade. This will have a positive impact on millions of seniors and people with disabilities, their caregivers, and the governments paying for long-term care programs. The RW will pay for itself by reducing the number of caregiver hours needed to provide the same level of independence. The RW should even positively impact the economy since some users will have the confidence to return to work, and many will be able to participate in social events.
Application of Digital Human Modelling and Factorial Experiments for Workstation Optimization
Authors: Yetkin Busra , Ulutas Berna
Published: June 2024

Human-Robot Collaboration (HRC) empower manufacturing workstations by enabling ergonomic and safe working conditions for humans. To design successful HRC, operational and ergonomics aspects must be considered. In this paper, a new methodology is developed to identify factors that can impact physical workload of workers’ performance in a HRC environment. The proposed approach is based on Digital Human Modelling (DHM) and Factorial Design of Experiments. DHM enables to design and evaluate a large number of design configurations with respect to multiple performance measures. However, most of modelling tools focus on graphical aspects and fail to analyze the effect of interactions among different design parameters that play a significant role in the design of workstations. Factorial Experiments addresses these gaps by generating a set of alternative design configurations in a systematic manner. In this study, a HRC workstation design is simulated in JACK software. A set of controllable design parameters (input factors) that may influence the ergonomic risks are defined as number of cobots, task complexity, human's anthropometric characteristics (height and weight) and product features (weight and dimensions). Each factor has two levels as high and low. To reduce the number of runs fractional factorial design algorithm is applied and 32 experiments are generated by using different configurations of factors’ levels. Multi-objective optimization technique applied for five different performance measures that are characterized as cumulative compression, cumulative low back moment exposure on L4/L5, energy expenditure rate, RULA score and cycle time. Main and interaction effects of input factors on performance measures are discussed. The proposed methodology shows the advantages of combining DHM tools, and statistical design approaches such as Factorial Experiments.
Quantitative Approach of Policy Drivers in Clean Energy Transition: Unveiling the Interconnected Pathway
Authors: Yang Zining , Li Ruiqian
Published: June 2024

As the global community grapples with the imperative of transitioning to clean energy sources, policymakers, utilities, and other stakeholders face the challenge of navigating a complex landscape of interrelated factors. The situation necessitates a comprehensive examination of the various factors, and the interaction of those factors, which shape the clean energy transition. This paper presents a quantitative approach to better understand clean energy transition, to uncover the critical pathways and variables at play. Drawing upon our experience in data analytics and computational modeling, this research delves into the intricate web of influences that impact the adoption and diffusion of clean energy technologies. We collect data from multiple sources, including Residential Energy Consumption Survey, and Pew’s American Trends Survey to drive insights. Policy levels including Inflation Reduction Act are analyzed, and simulations are conducted to test different scenario. Preliminary result indicates recipient of energy assistance policy for low-income households significantly predicts energy consumption, and solar panel installations. Viewing the transition to clean energy as part of an interconnected system, the paper offers insights into how interactions between key factors correlates with the adoption of clean energy, ultimately shedding light on the most effective policy strategies. The findings aim to provide policymakers, utilities, stakeholders, and researchers with a comprehensive understanding of the quantitative aspects of clean energy transition, facilitating informed decision-making in the pursuit of a sustainable energy future.
Understanding user needs of personalisation-based automated systems with development and application of novel ideation cards
Authors: Duvnjak Joshua , Kucukyilmaz Ayse , Houghton Robert
Published: June 2024

Personalisation is a commonly utilised technology in socially focused online platforms. It has gathered widespread usage through its ability to match a system to the needs of users through their data. This allows systems to be more user-friendly or effective in their use cases. Due to its widespread usage, it will not be long before the technology becomes just as common in the workplace. Currently, there is a limited number of existing personalisation systems in workplace settings, thus, one of the main challenges is gathering user needs. To gather these user needs, a set of Personalisation Design Cards (PDCs) were developed. When these cards are played, they allow end users to design their own theoretical personalisation systems. By containing a selection of information about personalisation systems, data types and potential use cases (in this case, manufacturing), participants can craft systems and evaluate different personalisation approaches. The PDCs were utilised in codesign workshops. Participants indicated that they preferred “dynamic” systems and system shortcuts, while they held reservations about compensation, data accuracy and specific data types. The workshops also enabled the evaluation of the cards.The implications of the research are the creation of the Personalisation design cards, which have shown an ability to engage users in the design process and allow industry organisations to examine how potential systems could function early in the design process.
Human factors in hybrid threat risk assessment
Authors: Zharikova Maryna , Pickl Stefan
Published: June 2024

The goal of the paper is to propose a user-centered approach to create a hybrid threat risk model that considers human errors to complement traditional risk models and increases risk assessment accuracy.The authors consider a place of human factors in hybrid threat risk assessment and indicate that human factors influence human vulnerability, which is a component of hybrid threat risk.The proposed approach to creating a hybrid threat risk assessment model contains the following main components: a database of direct human factors, a database of human errors, a method of human vulnerability assessment, and a method of human-centered hybrid threat risk assessment. The proposed approach is based on the use of the neural network, which determines the correlation between the database of direct human factors and the database of human errors to assess human vulnerability.The outcomes of the research will be beneficial for making decisions regarding personnel management strategies aimed at strengthening human vulnerability.
Designing User Persona Cards to Support the Development of Digital Human-Computer Interaction Learning Games
Authors: Barros De Sales André , Palmeira Eduardo , Mendes Fabiana , Augusto Sousa Silva Mateus
Published: June 2024

This paper introduces a set of user persona cards intended to support the design and validation of learning games in the field of Human-Computer Interaction (HCI). After conducting a survey to understand our target audience better, we used the data to create four personas: one primary, two secondary, and one anti-persona. They prioritize specific player profiles and key attributes identified in the survey. Our user persona cards can serve as a quick and convenient tool to acquire information about the target audience, thereby enabling HCI learning game developers to gain a deeper understanding and more effectively address their users’ needs.
Electrical Resistivity of Fe-Ni-based HEA for Soft Magnetic Materials: Implications for Addressing Human Factors and Design Needs
Authors: Ujah Chika , Vandi Von Kallon Daramy , Sunday Aigbodion Victor
Published: June 2024

Human factors, such as errors in selection of elements that form the alloy, pulverization of the elements, sintering and testing processes, can significantly affect the electrical resistivity of high entropy alloys (HEAs). It is essential to put into consideration these human factors to enhance optimal functionality and efficiency of HEAs as soft magnetic materials (SMMs). Therefore, this study was aimed at investigating the electrical characteristics of Fe-Ni-based HEAs for SMMs used in transformer’s iron core. The HEA was developed using spark plasma sintering (SPS). The microstructure of the developed alloy was characterized with XRD (X-ray diffractometer) and SEM (Scanning Electron Microscope). The electrical resistivity of the alloy was tested with four-point probe meter. Results obtained showed that the alloy consisted of dual BCC and FCC phases. The electrical resistivity ranges from 69.2E-6 to 75.3E-6 Ω.cm. The result shows that the developed alloy can function perfectly as soft iron core in transformers. To this end, optimizing the electrical resistivity of HEAs is vital for innovators to achieve optimal performance of transformers. Also, innovators can make critical decisions about the design and engineering of Fe-Ni-based HEA for SMMs by considering the human factors affecting electrical resistivity.
Overview of Displays for nuclear control rooms: a good practices study
Authors: Ove Braseth Alf , Fernandes Alexandra
Published: June 2024

Overview displays are commonly used in nuclear control rooms for improved overview and situational awareness. There is, however, a need to gain more knowledge into how such displays can be used in effective ways with operator performance in mind. The purpose of this paper is therefore to collect good practices useable as input to both new builds and modernization projects. A user-centric approach is adopted by interviewing crews of nuclear operators. Data is collected through semi-structured interviews based on concepts of situational awareness. In total eight crews (28 operators) were introduced to one of two large overview display, before the interview sessions. The results suggest that the overview display should be a stable frame of reference, leaving detailed interaction to the operator workstation. They should present key data, guiding operator actions in both normal and abnormal situations. The use of trends and balancing graphs are given positive feedback. There are concerns regarding both readability and consistency issues for the overview displays used in the study. It is suggested that the overview displays help the crew to have a shared experience, being at common ground. We conclude that the findings are congruent with the major industrial standards and guidelines, and therefore represent good practices. We are, however, cautious of using the term best practices due to weaknesses in the study procedure. We suggest advancing this work with further studies with other overview display implementations.
Initial Operating Experiences in a Digital Control Room
Authors: Koskinen Hanna , Laarni Jari , Pakarinen Satu , Passi Tomi , Lukander Kristian , Salonen Tuisku-Tuuli , Liinasuo Marja
Published: June 2024

In spring 2023, a new nuclear power plant (NPP) unit become operational in Finland and was connected to the national grid for electricity production. The turnkey construction of the unit was closely followed not only by the nuclear community but also the public. There are many features that make the new unit unique and of special interest. For example, the process control is carried out through a fully digital human-system interface (HSI). In nuclear industry, high safety and quality demands are set for the control room (CR) design and HSI systems to be used in the operation of the power plant. Before taken into use, a comprehensive quality and safety assurance through formal verification and validation (V&V) process of HSIs should be carried out to ensure that the new control system design continues to support safety and usability (YVL B.1, 2013). NUREG-0711 (O’Hara et al., 2012) review guide also set out several human factors activities that should be accomplished during the life cycle of the control system, for example, carrying out the early design phase analyses and allocation of functions to human and automation. In the case of the new NPP unit, in-service monitoring of the CR and HSI systems is a topical human factors activity after the commissioning. This is an important human factors activity even often less discussed since through it, for example training needs and important issues to be addressed in the product development process can be identified.We have conducted a walkthrough exercise of the new CR and HSI systems and a questionnaire study to collect initial operating experiences in the new digital CR and to support setting up the in-services monitoring activity regarding the operation of the new unit. Based on the results of the walkthrough, a systems usability questionnaire was developed. The questionnaire was distributed to the operators of the NPP.In the paper, we report the results of the HSI walkthrough and the survey. According to the simulator trainers, some new HFE issues have emerged after commissioning that were nor addressed in validation tests.Contrary to the handling of incident and accident situations that are central in V&V tests the main focus of in-service monitoring concerns normal operative activities. Topics that were addressed include, among others, preferences for different formats (paper vs. computer-based) of procedures, the use of two languages (English in HSIs and procedures and Finnish in normal conversation), and the needs for additional training.REFERENCESSäteilyturvakeskus: YVL B.1: Safety design of a nuclear power plant, 15 November 2013. Chapter 5.3: Control rooms.J. M. O’Hara et al., “Human Factors Engineering Program Review Model,” NUREG-0711, Rev. 3, U.S. Nuclear Regulatory Commission (2012).
Unveiling Decision-Making Dynamics through Wearable Sensors in Business Simulation Games: A survey
Authors: Szedlak Christoph , Leyendecker Bert , Woll Ralf
Published: June 2024

Stress is a psychophysiological reaction to events or demands within business simulation games, necessitating the use of sensors for measurement. This article is grounded in a literature analysis of stress measurement in on-field settings, aiming to extrapolate methodologies for application in business simulation games. Specifically, the study derives selection criteria for wearables in business simulation game scenarios from the limitations and challenges associated with reliable stress measurement. The findings contribute valuable insights into the adaptation of stress measurement methods to the unique context of business simulation games, discussing ethical considerations.
Developing Smart Shorts for University Footballers for Self-training Purposes
Authors: Huang Ying-Chia
Published: June 2024

This research evaluates the views of 15 female and 15 male footballers on a Taiwanese University team with regard to smart shorts for self-training use during the Covid-19 pandemic. All 30 athletes reported being able to adapt their play following visual self-training in the form of data received from the smart shorts. The study gathers feedback from the participants via two semi-structured interviews undertaken at the design preparation and garment fitting stages, and employs the Kawakita Jiro method to assess the findings.Firstly, the study investigates the footballer’s preferred smart wear design via interviews. Secondly, the smart shorts are developed. Thirdly, once the 30 participants have been fitted with, and have worn the shorts for self-training purposes, a second interview is conducted to collect the wearers’ feedback.The study identifies six elements of the participants’ smart short preferences: comfort, appearance, textile functionality, practicality, design, and electronic module and app functionality. In the pre-design interview, the majority of the users focus on the functionality of the textiles to be employed. Specifically, 16.7% express views regarding textile thickness. Meanwhile, in the garment evaluation step, all the participants highlight comfort as a requirement. In both interview stages, garment fit is the least important issue, and the functionality of the textile the most important. Additionally, the females are more concerned that the design is fashionable than the males. The participants highlighted the functionality of the electronic module and the app more in the pre-design stage than during the garment evaluation phase.
Wearable Technology and Machine Learning for Assessing Physical Fatigue in Industry 4.0
Authors: Albarrán Morillo Carlos , Demichela Micaela , Jawla Devesh , Kelleher John
Published: June 2024

Industry 4.0 is a shift towards automation and data integration in manufacturing and process sectors. However, manual material handling and repetitive operations still cause significant physical strain on operators, leading to fatigue and exhaustion. This fatigue not only hampers performance but also compromises production quality and efficiency, potentially leading to human errors and accidents. Prolonged exposure to physical fatigue can lead to conditions like chronic fatigue syndrome (CFS) and work-related musculoskeletal disorders (WMSDs). Given these implications, safeguarding occupational health and safety necessitates a proactive approach to managing operator physical fatigue. This study uses wearable devices and health information to propose a real-time measurement and monitoring solution for operator physical fatigue in operational environments. The Empatica EmbracePlus smartwatch was used to quantify fatigue during simulated industrial tasks. Participants engaged in repetitive tasks, while the device monitored vital indicators like heart rate, electrodermal activity, and skin temperature. Self-reported fatigue levels were assessed using the Borg scale to provide ground truth labels for the collected data. The acquired dataset served as input for machine learning models to classify physical fatigue into discrete levels, ranging from 2 to 5 distinct categories. The results highlight the efficacy of the XGBoost algorithm in accurately classifying physical fatigue, demonstrating a classification accuracy of 94.1% for five levels and 99.4% for three levels and the pulse rate as the more reliable indicator of fatigue levels. Additionally, a Bayesian Neural Network model, while producing similar results to the XGBoost algorithm, offers the added advantage of providing credible intervals for its predictions. This research lays the foundation for future deployments of the developed human performance model in real-world industrial environments.
Connected Care Home platforms: Promoting self-management by empowering patients
Authors: Muñoz García Beatriz , Morales Casas Adrian , Laparra Jose , Garrido David , Gomez Pellin Arturo
Published: June 2024

Remote patient monitoring systems are increasingly gaining attention among researchers and healthcare providers who have also started adopting innovative solutions. It is easy to understand why remote monitoring platforms would enhance treatment efficiency and access to healthcare solutions for patients who face difficulties travelling to hospitals, especially older persons and chronic patients who require frequent monitoring of their vital signs and other health indicators, rehabilitation or other social and healthcare support. Therefore, these platforms are, in turn, sources of information for patients about their disease. The fact that they have access to information gives them more knowledge and makes them more in touch with and responsible for it. It empowers them. Besides, from a clinician's point of view, these platforms are a storage system for providing valuable and varied patient information, thus allowing them to have a holistic view of their patients and empowering them. In short, access to and availability of information empowers the patient-clinical staff team.Once these data have been collected, a thorough analysis and interpretation is necessary. This interpretation requires the interdisciplinary collaboration of the technical-clinical and scientific community to develop relevant and exciting functionalities for the improvement of health.This study presents a collection of case studies that collect some insight into the design based on human factors and user experience applied to three monitoring technologies and artificial intelligence algorithms to improve the prevention and management of different conditions.The usability and acceptance measures are generally well received and successful and are particularly effective when conducted during the preparation of the experiment. In other words, if the experiment includes the end-user (patient and clinical staff) as part of the design.
Exploring regulatory frameworks for AI/ML through different lenses: A comparative approach
Authors: Kwan Stephen , Stiefmueller Christian , Leitner Christine
Published: June 2024

The recent rapid availability of AI/ML technologies to the general public has hastened responses varying from governments' consideration of imposing regulations to international and regional organizations in setting technical standards. Initiatives at national and international levels have thrown into sharp relief the differences in the way major global jurisdictions approach the governance and regulation of new, emerging technologies. The most prevalent model of analysing and characterising these approaches looks at the legal and socio-economic arrangements that define and govern the relation between the state, markets, enterprises, and citizens. This paper will use this model to map the respective roles of these stakeholders and their interaction within the emerging AI/ML ecosystem. The analysis will focus on the consumer/citizen lens under the watchful eyes of the governance and regulatory perspectives. This is followed by characterization of the governance and regulatory frameworks proposed by governments in the U.S., Europe, and China and identify the differences in policy priorities and preferences that shape their respective approaches. The paper concludes with an initial analysis of commonalities and divergences of these different approaches to AI/ML regulation, which could serve as a basis for further study.
Governance of interconnected value creation systems: rules of engagement for effective cooperation among companies in a competitive context
Authors: Nägele Rainer , Sophie Tombeil Anne , Ohlhausen Peter , Braun Anja , Palm Daniel , Dolgow Luca , Hajzeri Alban , Henn Gregor , Luther Sandra , Meyer-clasen Bjarne , Sauter Franziska , Schlecker Isabel
Published: June 2024

In the context of the digital transformation of the 21st century, this paper explores the evolution from traditional, hierarchically organized value chains to dynamic, networked multi-actor constellations. The focus is on identifying and analyzing suitable governance mechanisms that are crucial for the success of both individual partners and the value creation system as a whole. Through a combination of comprehensive literature research and qualitative interviews with various leading experts from business, science, and politics the relationships between value creation, networking, and governance were analyzed as part of this study. This emphasizes the importance of transparency, motivation, and trust in these networked systems and discusses the use of technology to ensure effective governance. Technologies can be used to create data security through the traceability and immutability of data. The literature shows that there are no universal solutions, but that individual, situation-specific approaches are required that combine legal expertise and the use of technology. The results of the study indicate that customers are increasingly becoming integral parts of networked value creation systems, with data protection, laws and guidelines, exit plans, exploitation rights, and the challenges of international contract negotiations playing key roles. The work provides important insights into the need for continuous adaptability to constantly changing framework conditions.
Co-Creation of "Value-in-Context" in High-Quality Service: A Case Study
Authors: Nishinaka Miwa , Masuda Hisashi
Published: June 2024

Although the co-creation of value in high-quality service improves quality, it sometimes entails the risk of losing intangible knowledge, which constitutes a company’s competitive advantage. Therefore, a mechanism in which value is strategically co-created without the loss of strength is needed. We conducted a case study using the framework of Service-dominant logic to clarify the mechanism of value co-creation in high-quality service. The study found four kinds of operant resources with different functions in a micro-level ecosystem, which showed the co-creation of “value-in-context” in high-quality service. The value co-creation was achieved through a highly standardized but systematically allowed moderate level of humanistic dependency under shared values. This scheme is a mechanism for co-creating intangible knowledge, a competitive advantage that is difficult to imitate. The contribution of this study is that it presented a case of how the co-creation of “value-in-context” is achieved within a service ecosystem through multiple operant resources with different functions.
Support Vector Machines Models for Human Decision-Making Understanding: A Different Perspective On Emotion Detection
Authors: Barile Paolo , Alizada Aysel , Bassano Clara
Published: June 2024

The high integration of artificial intelligence (AI) into our daily life has led to get much research on the technology's potential, particularly with its ability to understanding human emotions during complex decision-making processes. Our study mainly focuses on the potential of Support Vector Machine (SVM) models in facial emotion recognition (FER), an important aspect of human-computer interaction (HCI) and examines this potential through the Viable System Approach (VSA) perspectives.The importance of HCI is highlighted in this study, which recognizes the significant effects of AI and the Internet of Things (IoT) on several aspects of human beings. The understanding of emotions as an important difference between human and machine is an ongoing issue, underlining the necessity for AI to incorporate emotional intelligence. The main objective of the project is to fill the knowledge gap existing between AI and human surroundings, ethics, and social factors. To achieve this, it focuses on two main objectives:1.Theoretical Value: Exploring the relationship between human emotions and the processes involved in making decisions in different social circumstances through the lens of VSA.2.Practical/Experimental Value: Developing and testing various SVM models for the automatic recognition and classification of human emotions, with the aim of understanding which parameters most affect the classification accuracy.Such a multidisciplinary methodology allows to bring together different ideas from computer science, machine learning, marketing, psychology, sociology, and business economics, providing a comprehensive understanding of AI's role in complex systems, especially in emotional perception and decision-making.From an experimental point of view, we realized three different SVM models based on the most widely used kernel functions (linear, polynomial, and radial). Then, we used the "Japanese Female Facial Expression (JAFFE)" dataset to test the models on three different configurations of the initial data, to understand which parameters are most influential for the performance of the classifiers and to investigate the limitations and potential of SVMs for emotion recognition. The paper's originality lies in its multidisciplinary nature, integrating computer science with VSA, providing a fresh perspective on FER. This approach is not just about developing a framework for HCI but delves deeper into understanding the social dynamics underlying decision-making. In addition, our study exhibits a good experimental novelty, offering new insights into the impact of different parameters on SVM performances. In conclusion, our paper emphasizes the significance of emotional aspects in HCI and the potential of AI in understanding human emotions. By employing the VSA, it extends the discussion on AI’s capabilities in complex decision-making processes, highlighting the necessity for AI systems to resonate cognitively with human users in increasingly digital environments.
Use of a robot and the personalization of information provision in tourism marketing promotions
Authors: Masuda Hisashi , Kochigami Kanae , Jou Huang Yin
Published: June 2024

Although a framework for artificial empathy exists in marketing research, the marketing effects of artificial empathy when using robots and generative artificial intelligence (AI) have not been sufficiently verified. This study shows that in the promotion of tourism services, artificial empathy can be achieved through the use of robots and personalization of the way information is conveyed. We established and verified a research model based on the hypothesis that influences visit intention. When using personalized explanations with generative AI, artificial empathy had a statistically significant positive impact on visit intention through helpfulness and perceived connectedness. Merely using robots cannot influence the outcomes (visit intentions). However, even without changing the main promotional content, we can influence the outcomes by personalizing the presentation to match audience preferences.
Concept and prototypic implementation of a tangible user interface for psychosocial interventions in the context of dementia
Authors: Leyendecker Matthia , Zagel Christian
Published: June 2024

Demographic developments are not only increasing the proportion of older people in society, but also the number of people with physical and/or mental impairments becoming dependent on support, for example in nursing homes. Dementia is one of the most common and consequential psychiatric diseases among elderly. The progressive decline in cognitive and motor skills significantly impairs the quality of life of dementia patients. This also poses a great challenge for caregivers, especially in terms of communication and social interaction. Within the framework of psychosocial interventions, they try to maintain the cognitive performance and improve the emotional well-being of those affected. Music and reminiscence therapy have proven to be effective approaches in this context. While digital media are hardly used in practice so far, research already shows approaches how corresponding therapies can be supported by their use. This paper shows how tangible user interfaces (TUI) can be designed and used not only to support care work, but also to promote active participation and self-determined use by dementia patients. A first prototype is presented and shows the potentials of use and for future research.
Future Skills and (generative) AI – new era, new competencies?
Authors: Haase Sarah
Published: June 2024

Generative Artificial Intelligence (AI) becomes increasingly important. This is why it is crucial to develop skills that complement and exploit the capabilities of AI. The question is what kind of skills individuals will need in the coming years, especially as it is important to use AI tools appropriately. Companies have realised that it is vital to constantly requalify their employees by setting up training programmes. Universities are proposing modules to teach their students how to work with e. g. ChatGPT and researchers as well as institutions are trying to develop competence frameworks. In our paper, we take a closer look at the Digital Competence Framework for Citizens (DigComp 2.2) and the Artificial Intelligence Competences framework (AIComp), two competency models developed to face the challenges focussing on the competence elements for non-technical learners.