bluuebunny/crossref_metadata_2025 huggingface dataset:
Building fire risk assessment based on machine learning
Authors: Xu Aiming , Sun Beibei
Published: April 2022

In recent years, with the rapid development of economy, the continuous expansion of trading areas and buildings has caused more serious fire risks. In order to reduce the incidence of fire accidents and effectively improve building fire safety management, it is necessary to explore the application of the machine learning (ML) algorithms in fire risk assessment. This study aims to propose a ML framework for building quantitative fire risk assessment and use four regression algorithms with the data set which is collected by the Fire Safety Management System of Social Units in Jiangsu Province to predict fire risk score of each company and the Mean Square Error (MSE) is used to evaluate the models. The final result shows DNN has the best performance in the experiment, which is of great significance to promote the intelligence and accuracy of fire prevention and control in smart city construction.
Stress Analysis and Test of the Inner Drum of Cylinder Washing Machine Connected by Flanging Riveting
Authors: Liu Ying , Chen Yunfei
Published: April 2022

In order to check the riveting strength of the inner drum of a cylinder washing machine connected by flanging riveting, a finite element analysis model was establish based on ANSYS. Under the worst condition, the inner drum was conducted statics simulation to obtain its stress distribution. Test points were selected in the riveting area for both simulation and experiment. Experimental tests were conducted on three washing machines and the experimental results were compared with the simulation results to verify the simulation results. Finally, the most vulnerable failure positions of the inner drum were obtained.
A Topic Modeling Approach for Exploring Attraction of Dark Souls Series Reviews on Steam
Authors: Yu Yang , Hung Nguyen Ba , Tai Dinh Duy , Yu Fangyu , Fujinami Tsutomu , Nam Huynh Van
Published: April 2022

Millions of players are active on gaming service platforms such as Twitch and Steam every month, but few researchers pay attention to their comments and experience. Among many types of games, hardcore games attract game enthusiasts with highly great difficulty. Hardcore games require players to invest much time to learn, so they have the highest engagement in the game genre. The Dark Souls series has always been a landmark masterpiece in hardcore games. It attracts many hardcore players with its challenging, subversive narrative, rich gameplay, and builds. The analysis of the success of the Dark Souls series is meaningful and inspiring for game developers. Many studies have analyzed the impact of Dark Souls games on player behaviors from a psychological and cultural perspective in current Game Research. However, few studies have investigated the attraction of the Dark Souls series from the players' perspective. Therefore, this research uses a topic model on massive review data of the Dark Soul series on Steam to reveal players' concerns. It aims to explore the charm of the Dark Souls series. The Dark Souls trilogy of three games produced by From Software and are available on Steam. Steam is the most significant worldwide digital distribution platform that offers comprehensive service, including installing and automatically updating games and community features such as friends lists and groups, cloud storage, and in-game voice and chat functionality. Since both Dark Souls (DS1) and Dark Souls 3 (DS3) was highly rated in this franchise, this study focuses on the masterpiece of the trilogy: Dark Souls. In the experiment, we collected a new review dataset of the Dark Souls series from Steam, including approximately 100,000 DS3 and 23,000 DS1 reviews up to October 2021. Then we used the Latent Dirichlet Allocation (LDA) model to categorize reviews from both datasets. Consequently, we uncovered 15 and 14 topics from DS1 and DS3, respectively. Among them, we used 13 topics that appear in both games to find out topics with high frequencies and positive ratings. The results indicate that most game players are concerned with five common topics: "experience", "combat", "character", "item", and "difficulty”, which are related to in-game items and boss fight design. Specifically, these topics appear in both games with a frequency and positive rating of over 10%. We also found stratification on "device" significantly lower than other topics, reflecting the developer's less optimizing game control when DS series were ported. Generally, the analysis results from this research provide high interpretability that can further support other studies in this field.
Probabilistic Approach to Modeling Human Behavior Based on Pupillary Response Control
Authors: Isaeva Oksana , Moshkina Victoria , Boronenko Marina , Boronenko Yura
Published: April 2022

Currently, researchers are actively working on methods for making decisions based on the results of automated analysis of the sequence of images received from video cameras. The purpose of our work is to develop a probabilistic approach to predicting human behavior based on modeling the pupillary response. The novelty of the research lies in the use of the parameters of the pupillogram obtained in the process of exposure of a person to a stimulus material as a prognostic tool. The likelihood was assessed by empirical frequencies (stimulus material puts a person in a tense state). In total, 40 people took part in the experiments to identify the stress state, including 20 males and 20 females. The average age of the participants was 20 years. All participants in the experiment were volunteers. During the experiment, we measured the change in galvanic skin response (GSR) and pupillary response. The GSR was measured using the "Aktivatiometer 6" hardware and software complex. Pupilary response was monitored using a pupillographic module for registering changes in pupil size. Pupillographic module consists of a special helmet and a digital video camera ZWO ASI120MC. The camcorder has the following main technical characteristics: frame rate - 30 fps, lens with optical zoom 1X-100X, resolution - not less than 600 TVL, signal-to-noise ratio not worse than SNR=40 dB, focusing range - from 20 mm to infinity. The captured video files were dissected and analyzed using the ImageJ software. Preliminary calibration is individual in nature, allows you to take into account the initial psychophysical state of a person. The assessment of the most probable S \ Smed value for calibration stimuli that does not induce a stress state falls within the interval (1± 0,2). A strong correlation was found between GSR and the duration of the increase in pupil size (p=0,7). On the basis of pupillary response modeling, a decision-making algorithm for security systems is proposed.
Simulation and Experiment of Hand-held Vacuum Cleaner Host Drop
Authors: Lu Peng , Song Hao , Zhang Bi , Wang Jie , Zhu Qingmei , Zhang Yan
Published: April 2022

Based on Hypermesh /LS-dyna, the drop simulation of the handheld vacuum cleaner host was carried out to simulate the phenomenon of part disengagement and structural deformation that may occur during the fall. A drop impact test bench containing three modules including posture control, data acquisition and motion analysis was built to test the impact resistance of the host prototype. The numerical simulation vividly shows the collision process of the handheld vacuum cleaner host, which is consistent with the phenomenon of part disengagement and structural deformation that occurred in the drop impact test. The impact force and acceleration peak values obtained by simulation and experiment are relatively close, which also verifies the reliability of the simulation. The impact resistance of the host was evaluated in this study, which helps reduce product development costs.
The Construction of the Evaluation Index System of Children's Educational Game Learning Accessibility
Authors: Yao Xueying , Zhou Tianyu , Niu Yafeng
Published: April 2022

The quality of children's educational games affects children's cognitive development and skills. Therefore, the construction of educational game evaluation indexes is playing the big role in the development of educational games. In this paper, the initial evaluation indexes of educational game learning accessibility were developed by applying the relevant theories. Then three rounds of expert evaluations were conducted using the Delphi Method, and the initially formulated educational game learning accessibility evaluation indexes were revised and improved according to the experts' suggestions. This paper determines the educational game learning accessibility evaluation indexes including 3 primary indicators, 7 secondary indicators and 26 tertiary indicators. Finally, two-by-two comparison of indicators at each level is conducted to determine the weight of each evaluation indicator by means of analytic hierarchy process. This evaluation index system can facilitate children's parents and teachers to select educational games according to the indexes, and also provide an effective reference basis for the design, improvement and evaluation of children's educational games in the future.
Design Strategy for Data News Visualization Structure Sequence based on User Cognition
Authors: Gu Jie , Zhu Yanfei , Xue Chengqi
Published: April 2022

In interactive visual data news, to help users better understand the page and information, designers need to organize the information level of the visual page more reasonably. This study compares the two representative data attributes of time data and spatial data in data news. We compared two visualization sequences representing different structures: "temporal data" and "spatial data" were used as a combination of "global" and "local" visualization designs as exploration clues. The experimental task is to score the dual-task recognition performance and subjective evaluation of correlation and data trend judgment. This intended to explore the different effects of two visualization structures on user information recognition and understanding. The results show that the exploration structure of "spatial" data as global exploration cues and "time" data as local exploration cues performs better in terms of user preferences and understanding performance. This study provides a reference for the design of interactive data news.
Technological Innovations for the Treatment of Addictions
Authors: Judith López María , Moscoso-Salazar Jaime , Ramos Valentina , Ramos-Galarza Carlos
Published: April 2022

Addictions are part of psychopathological disorders. They encompass an obsessive behavior towards the consumption of psychotropic substances, activities, or relations. In the psychological treatment of these issues, procedures based on behavioral and cognitive behavioral techniques are applied through the traditional approach during sessions. The development of mobile apps for smartphones has resulted in a relevant contribution to the treatment of addictions and therefore a series of technological innovations are currently available to aid the clinical work within this context. This article reviews the main apps developed for this purpose.
Conceptual Proposal of a Technological Application for the Treatment of Addictions to Psychoactive Substances
Authors: Judith López María , Acosta Pamela , Ramos-Galarza- Carlos
Published: April 2022

Psychoactive substances are natural or synthetic compounds that affect the central nervous system by depressing, stimulating or producing hallucinations, generating brain´s impairments, specifically in those mechanisms that regulate mood, thoughts, and motivations. These substances usage and dependency represent a significant fact upon mortality rates worldwide, making necessary the creation of a conceptual proposal about a mobile application for the treatment of addictions to psychoactive substances, which, at the same time, is concordant with the addiction centered therapeutical methodology, conducted by mental health professionals, highlighting the necessity of psychiatric and psychological support, plus a technological advance. It should be noted that this is a fictitious exploratory study that provides guidelines for future development.
A prospective view of Virtual Education in Autonomous Decentralized Governments: a case study of Honorable Provincial Government of Tungurahua
Authors: Robayo Galo , Jadán Guerrero Janio
Published: April 2022

Governments distribute resources according to their strategic planning to develop studies in a variety of competence areas. Therefore, due to the COVID-19 pandemic, the need to establish citizen participation processes through training has increased, however it cannot be carried out in a complete face-to-face way due to the pandemic. In this context, the use of innovative technological tools is necessary to establish teaching-learning processes. The Honorable Provincial Government of Tungurahua through its Citizen Training Center has implemented an educational platform to provide training services in order to encourage Tungurahua citizen participation, located in the central region of Ecuador that has nine provinces and has a population of 590,600 people. By introducing innovative training processes using technology, this study attempts to solve the need for virtual training and also seeks citizen participation to strengthen and maintain training services during the pandemic. 422 people participated in this study, of which 67.54% belonged to the female gender and 32.46% to the male gender, from this total 70.14% had university education. In order to collect information about people’s training needs, an online 15 questions survey was conducted. These results made it possible to establish that 90% of the participants have an interest in digital literacy processes as well as in a variety of interesting topics that would allow them to increase their knowledge. Finally, a proposal was designed to implement the virtual environment using Moodle. The online environment was designed between the months of March and September 2020 and allowed the development of ten virtual training processes with the participation of 1,817 people, of which 47% were women and 53% men. In addition, it was found that 74% of the participants were residents and 26% were rural residents. In addition, their age ranged between 18 and 29 years, which represents 76% of the total participants.
Digital Visualization of Biological Processes to Depict Human Physics
Authors: Dovramadjiev Tihomir , Pavlova Diana , Filchev Rusko , Dimova Rozalina
Published: April 2022

Many chemical and physical processes take place in the human body. They have a diverse nature, which makes the study of human nature complex, time-consuming and requiring specialized technical base, which provide entry to areas and processes that are often difficult to access or invisible to the human eye. This leads to the necessity to illustrate certain processes in the human body that are significant and need their visual presentation. This report shows developed animated actions of processes important for human biological organism, which are presented to students and specialists in the fields of biology, anatomy, ergonomics, medicine, and healthcare, as well as designers working in modern cybernetics, AR and VR. The developed 3D biological models give a better understanding of their nature and serve to build a digital database.
Dynamics among User, Management and Policy: A Case Study of Playgrounds during the COVID-19 Pandemic in Hong Kong
Authors: Lin  Wong Yi
Published: April 2022

Playgrounds were also closed off to prevent children from having close contacts with others to prevent the spread of the COVID-19 pandemic. Field visits were carried out to investigate the situation. It was found that many play facilities were closed off by using barrier tapes and barricades, and some children and their caregivers still played in the playground. However, the management company and policy-makers were unable to respond to children's and caregivers’ needs. The paper thus suggests a user-management-policy (UMP) model illustrating the ideal communication and collaboration among user, management company and policy-makers in an existing facility.
Video game design to promote environmental conservation
Authors: Cobos Miguel , Borja Carlos
Published: April 2022

The objective of this research was to design a video game to promote environmental conservation in school children. This work was based on the SUM methodology as well as the considerations proposed by Schell and Rogers. Working meetings were held with the data obtained from the research instruments, aiming to place the project in a context close to the participants, so that the final product would be very familiar to them; then the characters that should also be within the context and the script as a key piece in the telling of the story were determined. To generate the video game design document, the recommendations made by Rogers were considered. In this project we have worked directly with the target audience, generating rapid prototypes that allowed the refinement of this, finally we obtained the design document, which will serve as the basis for its development. It is expected with this video game to get students interested in environmental conservation.
Integrating System-independent Learning Content with the Benefits of Digital Game Based Learning
Authors: Atorf Daniel , Dyck Sergius , Kannegieser Ehm
Published: April 2022

Serious games following the ideas of Digital Game Based Learning (DGBL) by Marc Prensky mainly focus on designing a learning system which feels like a real game - while also teaching learning objectives. Descending of the enjoyment of the activity itself, serious games should provide states of optimal subjective perception of performance and peaked intrinsic motivation, influencing learning effects positively.“Lost Earth 2307” is a serious game following the ideas of Prenzky. It was developed by Fraunhofer IOSB for the knowledge domain of remote sensing. Previous studies and evaluations on the game found demand for a more modular and streamlined framework, which should support the needs of the learner without neglecting the need of authors and trainers. Such a framework should provide independence between knowledge domain (mainly content for learning objectives) and the game itself (mainly game mechanics and game loop). Implementing standards to incorporate multi-faceted knowledge domains of third party learning systems while keeping the main game mechanics in place, results in relevant learning content brought together in a serious game following the ideas of DGBL. This paper first reviews standardized state-of-the-art methods and technologies that enable a learning systems to invoke and communicate with other external learning systems. In the second step, the methods and technologies are discussed on the basis of the given objectives. Based on the discussion, a conceptual design and a system architecture is presented. The paper concludes with recommendations for future work.
The optimal design of mobile communication equipment based on hand analysis of the elderly
Authors: Jiang Yushi
Published: April 2022

With the development and progress of society, the people's needs and level of a better life are gradually improving, education and medical facilities are improved, the average life expectancy of the people is getting higher and higher, the age of aging is quietly coming, so aging is also an important manifestation of social development and progress. In such a social background, the care of the elderly from all walks of life is reflected in all aspects of the elderly food, clothing, housing and traffic life. For example, the wearable artificial intelligence rescue system is aimed at solving the problem of the disoriented old people. The design of intelligent voice reminder medicine box to solve the problem of memory decline of the elderly； ergonomic bathroom systems for older people to address a range of potential hazards that older people may face when bathing.Under the background of the rapid development of the Internet and information age, the vigorous rise of mobile has a good opportunity for development, the widespread use of mobile communication equipment to people's production and life has brought great changes, mobile payment, online reservation, online service system, Shop online and so on, these services, which use mobile communication equipment as a medium, greatly facilitate people's lives . However, the recession of old people's memory, learning ability, walking ability and motor ability makes them once considered to be "abandoned" by the Internet age.On the other hand, from ancient times to today, hands as part of the body, has always played an important role in human production and life .hand is indispensable in the production and life of the various scenes , the study of hands is one of the most important human body research. The study of hand movement changes in the elderly is conducive to accurately judging the hand movement ability of the elderly, thus providing important data reference in the design output, so that the design results can be accepted and well used by the elderly .In the optimal design of aging for the elderly, hand is the starting point and landing point of this study. Through observation, empirical and other research methods ,Combine static measurements, including hand size, morphology, and dynamic measurements such as the range of hands can be available and acceptable activity strength of the hand, In-depth analysis of changes in people's hands to old age. At the same time, this paper uses ergonomics and other subject knowledge to study the hand characteristics, functions and structure of the elderly, and then fully combined with experimental data to the elderly hand characteristics of the comprehensive mobility analysis, the existing mobile communication equipment to make aging optimization design research, from the design point of view reflects the deep human care for the elderly, so that the elderly are no longer "isolated" by the Internet age.
Hardware and Software Infrastructure for Analysis, Processing and Decision Making in Medical Entities Through the Use of Big Data
Authors: Angel Quiroz Martinez Miguel , Gustavo Roby Cevallos Christopher , Humberto Plua Moran Daniel , Yelandi Leyva Vazquez Maikel
Published: April 2022

Information was analyzed from architectures and models generated by research in big data and IoT for the medical area. The problem is the lack of proposals to have hardware and software infrastructures based on scientific research that assist in the analysis and processing phases to make decisions in medical organizations based on large volumes of data. The main objective of this research was to propose the hardware and software infrastructure for analysis, processing, and decision making in medical entities using large volumes of data. The development proposal of the following research work uses the analytical, inductive, deductive, observation, and quasi-experimental method that allows us to propose a general IoT and Big Data model and architecture for medical entities. This proposal resulted in a General IoT model in the health sector, a General IoT architecture for the health sector, and a Big Data General Architecture for Health Sector. It was concluded that big data and IoT are complemented by data lifecycle management in the capture, storage, processing, and analysis; this management is a conceptual proposition so that other researchers can deepen the design; the physical components of the architecture influence low performance, in part software components assist in high performance; the average performance of the proposed architecture is 93.07%.
Sentiment Analysis in Contrast to Official Data During the COVID-19 Pandemic in Ecuador
Authors: Vallejo-Huanga Diego , Mendoza Alisson , Carrasco Nicolás
Published: April 2022

Ecuador was one of the first Latin American countries to have a proven case of the new coronavirus SARS-CoV-2. The social networks were the media most used by citizens to replicate news about the pandemic, and issue comments about the handling of the health crisis. This article aims to present a web tool for sentiment analysis on Twitter with three different ways to analyze the corpus and polarities: a word-dictionary-based model, a custom trained supervised machine learning model, and an open-source library to process textual data and allows obtaining a polarity metric from a tweet. Then, to define the final polarity of each tweet, an ensemble machine learning model is used for combining the predictions from the three techniques through a hard majority voting ensemble. The web system was developed with free software tools and is accompanied by visualizations and statistical graphics.
Comparison of Blockly vs Arduino IDE for programming education using M5Stack Core2 ESP32 IoT Development Kit
Authors: Miranda Mario , Varela-Aldás José , Palacios-Navarro Guillermo
Published: April 2022

STEAM education promotes programming at all levels of training, being block programming a compatible alternative, including the development of applications with hardware. This paper presents a comparison between Blockly and Arduino IDE in programming the M5Core2 Core2 ESP32 IoT Development Kit for educational purposes. For the study, a program is designed that allows students to read, view a send the data of the inertial sensor integrated in the device. The programming in Blockly is carried out in the UIFLOW application developed for the M5stack cards and the program in Arduino IDE is carried out by installing the necessary libraries for compatibility with this device. The program is evaluated by students of computer science engineering using both programming languages, the participants must answer an acceptance test at the end of the sessions to measure the level of satisfaction with learning. The results show the implementation times of the programs and the scores obtained, determining faster times in the case of Blockly programming and a better acceptance rate that demonstrates the advantages of using this language in programming education.
Biomaterials and Technologies for Sustainability
Authors: Chavez Heyul , Juan Javier Ninahuaman Henry , Cochachi Poma W. , Quispe Grimaldo , Rivera Luis , Dominguez Francisco
Published: April 2022

The research designs and developed a biofertilizer from Mycorrhiza and Rhizobium evaluating its antagonistic capacity and biotization in the cultiva- tion of vegetables with a DCA, the sample considers potatoes, peas and barley in the District of Huasahuasi, with 9 treatments in three formulas, considering a control group without inoculation and two repetitions. As a result, the optimal formula is obtained with 300g of mycorrhiza and Rhizobium strains + 500g of black soil + 200g of potato peel bran, which has an effective antagonistic capacity of 100% in pea crops, 90% in the barley and 85% in the potato, besides that it achieves a biotization in the pea crop of 95%, in the barley 100% and in the potato 90%.
Design of an exoskeleton to prevent and to take care of the spinal column of injuries of low back pain
Authors: Chavez Heyul , Luna-Ramirez Jean , Quispealaya-Lazo Guersom , Taype-Mateo Madai , Quispe Grimaldo , Rivera Luis , Dominguez Francisco
Published: April 2022

Inside Peru and the world, the bigger bordering the force is by the muscles of the human beings to accomplish physical tasks, and the failure of these can cause a damage neuromuscular and articulations. The principal objective of the fact-finding work becomes of Designing an exoskeleton for the prevention of injuries to the spinal column of the workers, to give solution and it improves of the lumbar unmade problem a lot of effort. The Design of a lumbar, detachable exoskele-ton with easy maintenance and manufacture are shown, with the characteristics principal stop to comfortability of the worker without causing pain neither discomfort.
Home automation control system design with switches that prevents physical contact
Authors: Chavez Heyul , Ramirez Wilfredo , Quispe Grimaldo , Alvarez Omar , Rivera Luis
Published: April 2022

Security is an important human need for peace of mind when seeing their possessions safeguarded. This research project consists of the design of a mechanism that is capable of initially controlling a luminaire, opening and closing a curtain and the locking and unlocking of a room door. The general objective is to design a robust, reliable and intuitive mechanism when making use of it and that is capable of increasing the security and biosecurity of any enclosure that is to be protected.
How to Enhance Safety Rules through Human Error and Behavioural Control Strategies
Authors: Misevska Kristina
Published: April 2022

This article reviewed how to enhance safety rules through human error and behavioural control strategies. To understand what strategies could be applied safety rules, types of safety rules, safety violations, organisational factors, and behavioural types were explored. To complete this article twelve peer-reviewed articles and three statistical data sets were used based on the Fast-Moving Consumer Goods (FMCG) industry. The importance of safety is undisputed and the need for a holistic approach to enhance safety rules through human error and behavioural control strategies is required. Five key strategies to enhance safety rules through human error and behavioural control strategies include 1. Reducing the number and complexity of safety rules, 2. Consultation, 3. Data Banks, 4. Feedback 5. Proactive and Positive Leadership.
Design of a low-cost digital spirometer for remote monitoring of COPD and COVID patients
Authors: Chavez Heyul , Ronceros Julio , Salas Sergio , Zapata Gianpierre , Raymundo Carlos , Alvarez Jose , Lara Miguel , De-La-Cruz Anthony , Silva Wilmer , Herrera Carlos , Mamani Nestor , Inche Jorge
Published: April 2022

This research presents the proposal for a low-cost digital spirometer called “Phukuy” that includes the following sensors: an oximeter that measures the per-centage of oxygenation of the blood (SpO2) and the heart rate (bpm), a body and environmental thermometer, and a barometer. This spirometer will serve for the diagnosis and remote monitoring of people with Chronic Obstructive Pulmonary Diseases (COPD) including COVID; benefiting people who do not have a near-by health center; This will help decongest hospitals and prevent them from be-coming an infectious source. In addition, all the information obtained from the measurements will be saved on a web platform, which can be accessed by a des-ignated doctor. The proposed spirometer was validated with a 3-liter calibration syringe, obtaining an average error of 0.033 L (1.1%) and a maximum error of 0.070 L (2.33%), which is within the range recommended by SEPAR (± 3 %).
The Safewards model and behaviour control on the reduction of conflict and containment in Psychiatric units
Authors: Mai Linda
Published: April 2022

Patient safety is crucial in healthcare, as well as staff safety, violence and aggression are considered as the on-going issues regarding Work Health and Safety practice across healthcare industry. Many mental healthcare workers have faced violence, aggression and injury while attending care for patients. Conflict includes aggression, medication refusal, absconding and containment which staff use methodological interventions to prevent harm to patients and staff. This systematic review aims to explore the concepts of the Safewards model, and the effect of therapeutic interventions can reduce conflict and containment in Mental Health facility. Safewards model is a contemporary safety approach that has proved to improve safety for staff and patients in psychiatric units. The strategies and interventions depend on the patient’s conditions and staff skills to promote safety. The important aspect of reduced aggression is the appropriate use of interventions which depend on the way staff approach and interact with patients.
Physical Activity of Brazilian Adults with Visual Impairment: A Descriptive Study
Authors: Santos Aline , Ferrari Ana , Medola Fausto , Frizera Anselmo , Sandnes Frode
Published: April 2022

Physical activity (PA) contributes to a healthy lifestyle, while physical inactivity can be considered a public health concern, especially among adults living with a disability. This study set out to investigate the PA levels of Brazilian adults with visual impairments. Findings suggest that most of the participants met the WHO recommendation and, therefore, were considered physically active. Older adults and adults with obesity had lower levels of moderate-intensity PA. Adults with total blindness had lower levels of moderate PA than adults with partial blindness and low vision. In addition, household chores were responsible for the higher levels of moderate-intensity PA among women.
Sustainable Design of Biomaterials
Authors: Wang Wen
Published: April 2022

A study is being carried out of sustainable design of biomaterials for future life. Plentiful examples from many different fields, such as products, architecture, installations as well as fashion were collected. This paper introduces several newly design works that can enlighten us for future sustainable design in this fields. At the same time, the materials and related processing methods of sustainable design were summarized and a research scheme towards sustainable design by using Biomaterials for fashion was established as well.
Voice Controlled Devices: Awareness, Usage, and Reservations of Young Adults
Authors: Jakob Dietmar , Wilhelm Sebastian
Published: April 2022

Voice Controlled Devices (VCDs) are becoming increasingly popular, both as integrated voice control functionality in mobile and stationary devices and in the form of devices that can be controlled primarily by voice, such as smart speakers.Young adults have already grown up with digital technologies that can be operated via peripherals or touchscreens. It is particularly interesting whether this younger generation, familiar with conventional human-computer interfaces, will accept the voice control function. In this context, however, there is a lack of studies that address awareness, usage, and reservations of voice-controlled interfaces among young adults.This paper presents a quantitative study (n=246) that shows that while 96% of young adults are aware of VCDs, only 18% regularly use the voice control feature. However, 77% expressed concerns that their data would not be safe by using VCDs.
Measuring Quality of Mediated Social Communication
Authors: N. Sharan Navya , Toet Alexander , Mioch Tina , Niamut Omar , B.F. van Erp Jan
Published: April 2022

We recently developed the Holistic Social Presence Questionnaire (HSPQ) to measure the quality of mediated social communication experiences. Initial re-search confirmed the content and face validity of the HSPQ. This study investi-gates the convergent validity and sensitivity of the HSPQ. Participants completed a decision-making task in groups using either Microsoft Teams or Mibo to com-municate with each other. Upon completing the task, participants rated items from the HSPQ and the validated Networked Minds Questionnaire (NMQ). We ex-pected that Mibo would induce a stronger sense of social presence than MS Teams, since it involves self-movement, orientation, group-forming and spatial audio. The HSPQ showed convergent validity with the NMQ: the ratings on both questionnaires were significantly correlated. However, both the NMQ and HSPQ indicated that participants experienced no significant difference in social presence between both conditions. Hence, further research involving a more immersive communication tool that induces a stronger sense of social presence is needed to assess the sensitivity of the HSPQ.
Investigating the impact of COVID-19 on Online Learning-based Web Behavior
Authors: Thakur Nirmalya , Pradhan Saumick , Y Han Chia
Published: April 2022

COVID-19, a pandemic that the world has not seen in decades, has resulted in presenting a multitude of unprecedented challenges for student learning across the globe. The global surge in COVID-19 cases resulted in several schools, colleges, and universities closing in 2020 in almost all parts of the world and switching to online or remote learning, which has impacted student learning in different ways. This has resulted in both educators and students spending more time on the internet than ever before, which may be broadly summarized as both these groups investigating, learning, and familiarizing themselves with information, tools, applications, and frameworks to adapt to online learning. This paper takes an explorative approach to further investigate and analyze the impact of COVID-19 on such web behavior data related to online learning to interpret the associated interests, challenges, and needs. The study specifically focused on investigating Google Search-based web behavior data as Google is the most popular search engine globally. The impact of COVID-19 related to online learning-based web behavior on Google was studied for the top 20 worst affected countries in terms of the total number of COVID-19 cases, and the findings have been published as an open-access dataset. Furthermore, to interpret the trends in web behavior da-ta related to online learning, the paper discusses a case study in terms of the impact of COVID-19 on the education system of one of these countries.
Design issues in setting up of a highly synchronous human-in-the-loop system
Authors: Li Yufei , Woh Lye Sun , Teo Terry , Yin Alden Tan Shi
Published: April 2022

In Human-machine interaction, information is communicated between a human and the machine via user interfaces. Consequently, the measures and level of insights that can be derived from such studies will be dependent upon the context under which the experimental setup was designed for. This paper highlights a successful highly synchronous human-in-the-loop (HITL) experimental system that can be used to measure situational awareness in Air Traffic Monitoring. The system setup consists of a NARSIM radar interface that displays the relevant aircraft information, a secondary control computer for the recording processing, and storage of the captured neurophysiological inputs, a remote eye tracker, and an electroencephalogram (EEG), the latter two of which provide the input. In setting up such a system, discussion of key design consideration on system compatibility and information transferability, spatial and resolution accuracy, data input sources and synchronization, software selection, and the ease of results validation will be made.
Enthusiast versus Antagonist: Exploring the perceptions of data experts on the visualisation of uncertainty
Authors: Pinney Joel , Carroll Fiona , Chew Esyin
Published: April 2022

Despite the copious number of reasons to visualise uncertainty in visualisations, there is still a reluctance to actively represent uncertainties. This paper explores the perceptions of data experts considering uncertainty visualisation and their reasoning behind lacking engagement. By documenting a series of interviews with data experts, the authors uncover the perceptions and constraints faced when contemplating uncertainty visualisation. Through several industries, the authors reveal numerous perceived benefits of uncertainty visualisation but also the strong influence end-users have on the decision to incorporate the additional information. Finally, the paper reflects on a lack of experience but also the commitment from the data experts to the use of aesthetics in developing intuitive uncertainty visualisations. Whilst also highlighting their perceived benefits around what the aesthetic could bring to both visualisation development and uncertainty visualisation design. The study documented in this paper feeds into a larger body of research on aesthetic uncertainty visualisation.
sustAGE 1.0 – First Prototype, Use Cases, and Usability Evaluation
Authors: Mallol Adria , Varlamis Iraklis , Pateraki Maria , Lourakis Manolis , Athanassiou Georgios , Maniadakis Michail , Papoutsakis Konstantinos , Papadopoulos Thodoris , Semertzidou Anastasia , Cummins Nicholas , Schuller Bj , Karolos Ion , Pikridas Christos , Patias Petros , Vantolas Spyros , Kallipolitis Leonidas , Werner Frank , Ascolese Antonio , Nitti Vito
Published: April 2022

Worldwide demographics are changing; we are living longer and, in developed countries, the birth-rate is dropping. In this context and motivated by the challenge of sustainable ageing, this paper presents sustAGE, a multi-modal person-centred IoT platform, which integrates with the daily activities of ageing employees both at work and outside. The sensed information allows the system to assess the state of the users and context-related aspects with the aim to provide timely recommendations to support wellbeing, wellness, and productivity. Herein, we describe the use cases, outline the overall system architecture, and introduce the first prototype of the platform implemented up-to-date. Furthermore, the results from the usability evaluation conducted with real users who used the prototype for one month are presented.
Healthcare Data Management Using Blockchain: MyHealthMyData (MHMD) and PharmaLedger
Authors: Kondova Galia , Arockia Amala
Published: April 2022

Healthcare data is important in the development of new medicines as well as in disease prevention and health promotion. At the same time, there are significant barriers to sharing health data mainly due to privacy issues. Blockchain as a tech-nology characterized by immutability, traceability, decentralization, and crypto-graphic security might provide feasible solutions to tackling challenges such as security concerns, data format inconsistency between health data providers, and data breaches caused by unauthorized access. International projects such as MyHealthMyData and PharmaLedger provide blockchain-based solutions ad-dressing the privacy preserving issues associated with health data management. This paper provides an overview of the proposed innovative solutions of the two projects.
Implementation of the online eSocial platform for human resources tasks: A case study in small company for wholesale metal products
Authors: Paes Tania , de Melo Pinto Norma , Hatakeyama Kazuo
Published: April 2022

Nowadays, the registration and the control of the human resources of an economically active population is a complex task. Each company is obliged to keep the individual registration file updated. Requires filling multiple tabs and delivering them on different channels to comply with the law and keep the contract legal. To rationalize the large amount of paperwork requires, the government created an online platform that unified the delivery of 15 labor area obligations for enterprises, other legal entities, and individuals. From now on, always need to be with the documentation of the employee up to date. The system is the initiative of the joint efforts of the four leading agencies designed to modernize several processes involving fiscal obligations reducing the bureaucracy that limits the Brazilian companies. The use of the online platform eSocial will be compulsory for companies, including SMEs and the self-employees that hire collaborators. This paper aims to report the implementation of eSocial in a small company of wholesale metal products. The company, located in the region of the metal manufacturing industries, was founded in 1980, with 50 employees of all levels of business responsibilities. The elected company was due to the accessibility of the surveyors to study the files of the current practice to implement an online platform. The methodology used was the applied technology with the hand-on technique on-site execution constituting the review of existing paperwork for training to use the online electronic platform. It found difficulties implementing a new approach for the people dealing with hard copies shifting to electronic software. After experiencing several setbacks of delay over the planned schedule, it started running smoothly with the appropriate adjustment to the system. Apart from freeing the space used to keep large amounts of complex copy files, adopting an online platform estimates the saving up to 60% regarding the human resources allocated for the task.
Psychophysical Analysis of Studying in Isolation: Learning in Pandemic Era
Authors: Arora Charpe Namrata , Shastri Anshuman
Published: April 2022

Working on visual display units (VDUs) for prolonged periods of time leads to peculiar effects on physical and cognitive functioning of the users. COVID-19 pandemic brought the world to a point where all the work activities and interactions became dependent on various types of VDUs. The teaching-learning process switched to virtual classrooms bringing about a shift in the knowledge exchange scenario across the globe. An optimisation of conditions for VDU usage needs to be done in order to minimise the long term effects and reduce discomforts while using any such technology based media. The study focuses on a real time comprehensive analysis of VDU usage related musculoskeletal disorders, particularly computer vision syndrome and postural problems. The exposure assessment in both physical and cognitive domains provides the basis for optimisation of conditions for VDU usage.
Іnclusive tourism as an innovative social service for people with disabilities: recommendations for implementation
Authors: Kravchenko Oksana , Zherebko Inna , Rzhevskyi Hennadii , Stanishevskaya Viktoriya , Kozak Olha
Published: April 2022

The actualization of the development of inclusive tourism is enhanced by the fact that for people with disabilities tourism is not only a means of recreation and rehabilitation, promotes the activation of motor functions and support of physical fitness, but also a source, creating an environment for full interaction and elimination of feelings of inferiority, that in turn mobilizes mental health resources and restores the psycho-emotional mood of a person, and therefore, increases the level of his/her self-esteem and self-significance. The article examines possible ways of developing inclusive tourism as a social service for people with disabilities. The state of the provision of rehabilitation services for people with disabilities to improve the level of full-quality life has been determined, and the feasibility of providing rehabilitation services through inclusive tourism among social field professionals. Recommendations for the development and implementation of inclusive tourism as a social service for people with disabilities are offered.
Monetary reward effects in tactile discrimination and neurophysiological activity during use of a tactile stimulation sleeve
Authors: Paisv Carla , Matos Demétrio , Perrotta André , Vieira Miguel
Published: April 2022

The development of devices capable of delivering tactile and thermal feed-back have the potential to improve brain-machine interfaces for neuroreha-bilitation protocols. Monetary rewards are known to improve some types of passive tactile processing. The aim of this study was to describe the perfor-mance and neural activity of subjects receiving tactile stimuli through a tac-tile stimulation sleeve in the presence or absence of monetary rewards. Healthy subjects were required to discriminate between different tactile stim-ulation patterns delivered through a stimulation sleeve while their neural ac-tivity was recorded with Electroencephalography (EEG). Behaviorally, no significant differences were observed in the performances of subjects wear-ing the sleeve. Meanwhile, analysis of neural activity revealed that the intro-duction of monetary rewards consistently generated significant differences in theta frequency band for occipital electrodes. These results support the no-tion that monetary rewards can significantly influence tactile information processing.