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1.
Proceedings - 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2023 ; : 613-614, 2023.
Article in English | Scopus | ID: covidwho-20245324

ABSTRACT

It is usually hard for unfamiliar partners to rapidly 'break the ice' in the early stage of relationship establishment, which hinders the development of relationship and even affects the team productivity. To solve this problem, we proposed a collaborative serious game for icebreaking by combining immersive virtual reality (VR) with brain-computer interface based on the team flow framework. We designed a multiplayer collaboration task with the theme of fighting COVID-19 and proposed an approach to improve empathy between team members by sharing their real-time mental state in VR;in addition, we propose an EEG-based method for dynamic evaluation and enhancement of group flow experience to achieve better team collaboration. Then, we developed a prototype system and performed a user study. Results show that our method has good ease of use and can significantly reduce the psychological distance among team members. Especially for unfamiliar partners, both functions of mental state sharing and group flow regulation enhancement can significantly reduce the psychological distance. © 2023 IEEE.

2.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20244856

ABSTRACT

Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration as an alternative approach is still a great challenge for children. This paper presents MR.Brick, a Mixed Reality (MR) educational game system that helps children adapt to remote collaboration. A controlled experimental study involving 24 children aged six to ten was conducted to compare MR.Brick with the traditional video game by measuring their social and collaborative skills and analyzing their multi-modal playing behaviours. The results showed that MR.Brick was more conducive to children's remote collaboration experience than the traditional video game. Given the lack of training systems designed for children to collaborate remotely, this study may inspire interaction design and educational research in related fields. © 2023 ACM.

3.
ACM International Conference Proceeding Series ; 2022.
Article in English | Scopus | ID: covidwho-20243125

ABSTRACT

Facial expression recognition (FER) algorithms work well in constrained environments with little or no occlusion of the face. However, real-world face occlusion is prevalent, most notably with the need to use a face mask in the current Covid-19 scenario. While there are works on the problem of occlusion in FER, little has been done before on the particular face mask scenario. Moreover, the few works in this area largely use synthetically created masked FER datasets. Motivated by these challenges posed by the pandemic to FER, we present a novel dataset, the Masked Student Dataset of Expressions or MSD-E, consisting of 1,960 real-world non-masked and masked facial expression images collected from 142 individuals. Along with the issue of obfuscated facial features, we illustrate how other subtler issues in masked FER are represented in our dataset. We then provide baseline results using ResNet-18, finding that its performance dips in the non-masked case when trained for FER in the presence of masks. To tackle this, we test two training paradigms: contrastive learning and knowledge distillation, and find that they increase the model's performance in the masked scenario while maintaining its non-masked performance. We further visualise our results using t-SNE plots and Grad-CAM, demonstrating that these paradigms capitalise on the limited features available in the masked scenario. Finally, we benchmark SOTA methods on MSD-E. The dataset is available at https://github.com/SridharSola/MSD-E. © 2022 ACM.

4.
International Journal of Child-Computer Interaction ; 33:1-16, 2022.
Article in English | APA PsycInfo | ID: covidwho-20242160

ABSTRACT

In recent years, research in Child-Computer Interaction has shifted the focus from design with children, giving them a voice in the design process, to design by children to bring child participants different benefits, such as engagement and learning. However, design workshops, encompassing different stages, are challenging in terms of engagement and learning, e.g., they require prolonged commitment and concentration. They are potentially more challenging when held at a distance, as in recent years due to the COVID-19 pandemic. This paper explores at-a-distance smart-thing design by children, how it can engage different children and support their learning in programming. The paper reports a series of design workshops with 20 children, aged from 8 to 16 years old, all held at a distance. They were all organised with the DigiSNaP design framework and toolkit. The first workshop enabled children to explore what smart things are, to start ideating their own smart things and to scaffold their programming. The other workshops enabled children to evolve their own smart-thing ideas and programs. Data were gathered in relation to children's engagement and learning from different sources. Results are promising for future editions of smart-thing design at a distance or in a hybrid modality. They are discussed along with guidelines for smart-thing design by children at a distance. (PsycInfo Database Record (c) 2023 APA, all rights reserved)

5.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20241823

ABSTRACT

Mobile Financial Services (MFS) has gained significant popularity during the COVID-19 pandemic, especially among marginalized and low-income, low-literate communities around the world. Such communities have not been traditionally considered while designing MFS services via smartphone apps or USSD services in featurephones. Financial constraints limit such end-users towards basic featurephones, where recent appstore support has made it possible to deploy app-based MFS solutions beyond USSD. This new featurephone platform is a relatively underexplored area in terms of addressing design issues related to aforementioned end-users while developing MFS solutions. Our work addresses this gap by presenting qualitative findings on barriers to technology access focused on MFS solutions in marginal communities. We present a prototype non-USSD, app-based solution on an appstore-supported featurephone platform designed via a human-centered approach. This work has the potential to increase the financial inclusivity of marginalized communities in cashless MFS transactions via low-cost, appstore-enabled featurephones. © 2023 ACM.

6.
2nd International Conference on Business Analytics for Technology and Security, ICBATS 2023 ; 2023.
Article in English | Scopus | ID: covidwho-20240588

ABSTRACT

COVID-19 affected our lives intensly. That state of affairs made humans helpless. They had been depressed and experienced loneliness. At that time many human beings were determined to play video games just to loosen up their minds. Many games changed into an additional source of revenue wherein during COVID-19 they were playing while earning money. With these advantages, there were also some poor effects was accrued. A number of players remained playing video games post COVID-19. The carried out survey is based on the social video games results on players' well-being and additionally on the effects of gamers' health and their sensible lifestyles. We are going to investigate the behavior of gamers engaged with video games during the COVID-19 lockdown and the video games affects on their well-being, the time they served in playing video games, and the consequential effect on their behavior and social and mental well-being. The results provide a start line for empirically grounded discussions on video games at some stage in the pandemic, their use, and potential outcomes. Different agegroups of players have been investigated. Most players are between 18 and 30 years. A number of the gamers during lock down played a few hours but most of players were males who spent most of their day playing video games. However, now the ratio of playing video games is reduced as examined with past circumstances. Roughly we can say that the condition as a whole is better, the reason why players enforced video games in their post COVID-19 practical life1. © 2023 IEEE.

7.
Proceedings - 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2023 ; : 44-52, 2023.
Article in English | Scopus | ID: covidwho-20238664

ABSTRACT

As virtual reality (VR) is labeled by many as 'an ultimate empathy machine,' immersive VR applications have the potential to assist in empathy training for mental healthcare such as depression [21]. In responding to the increasing numbers of diagnosed depression throughout COVID-19, a first-person VR adventure game called 'Schwer' was designed and prototyped by the authors' research team to provide a social support environment for depression treatment. To continue the study and assess the training effectiveness for an appropriate level of empathy, this current article includes a brief survey on data analytics models and features to accumulate evidence for the next phase of the study, an interactive game-level design for the 'Reconstruction' stage, and a preliminary study with data collection. The preliminary study was conducted with a post-game interview to evaluate the design of the levels and their effectiveness in empathy training. Results showed that the game was rated as immersive by all participants. Feedback on the avatar design indicated that two out of three of the non-player characters (NPCs) have made the intended effect. Participants showed mostly positive opinion towards their experienced empathy and provided feedback on innovative teleport mechanism and game interaction. The findings from the literature review and the results of the preliminary study will be used to further improve the existing system and add the data analytics model training. The long-term research goal is to contribute to the healthcare field by developing a dynamic AI-based biofeedback immersive VR system in assisting depression prevention. © 2023 IEEE.

8.
Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics ; 35(2):248-261, 2023.
Article in Chinese | Scopus | ID: covidwho-20238640

ABSTRACT

The development of the COVID-19 epidemic has increased the home learning time of children. More researchers began to pay attention to children's learning in home. This survey reviewed the frontier and classic cases in the field of interactive design of children's home learning in the past five years, analyzed tangible user interface, augmented reality, and multimodal interaction in human-computer interaction of children's home learning. This paper reviewed the application of interactive system in children's learning and points out its positive side in development of ability, process of learning, habits of learning, and environment of learning of children. Through analysis, we advise that it is necessary to create home learning applications, link smart home systems, and build an interactive learning environment for smart home learning environment design. Finally, we point out the technical and ethical problems existing in the current research, proposes that intelligent perception, emotion recognition, and expression technologies should be introduced in the future, and looks forward to the development of this field. © 2023 Institute of Computing Technology. All rights reserved.

9.
Visible Language ; 57(1):38-52, 2023.
Article in English | ProQuest Central | ID: covidwho-20235226

ABSTRACT

With the release of generative text and image-based tools like Midjourney and ChatGPT in 2022, discussions about artificial intelligence (AI) and its impact on design, design education, and research have moved from the periphery to the forefront. These powerful tools, often open-access beta versions, have transformed speculative dialogue into a present reality. Their sophisticated and intuitive user interfaces facilitate the speedy and proficient generation of text, and image-based content, enabling designers, educators, and learners to simultaneously discover the dangers and possibilities of generative AI technologies. To explore the unique powers of both generative AI and human cognition, the author uses autoethnography, AI writing assistants, and generative AI technology to develop a story of practice. The narrative is informed by, and ultimately supports the scholarly literature that emphasizes the need for humans to take responsibility for the equitable and ethical use of AI. This includes initiating and guiding AI systems, critically evaluating their responses, and reformulating, editing, and verifying outputs to address factual inaccuracies, misleading information, or offensive and biased content.

10.
2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management, HNICEM 2022 ; 2022.
Article in English | Scopus | ID: covidwho-20234399

ABSTRACT

Governments and health agencies around the world have been at the forefront of managing the COVID-19 pandemic. To control the spread of the outbreak, mandatory safety protocols have been put into effect. Despite the continuous development and strict enforcement of these preventive guidelines, non-compliance with these mandatory safety protocols has been reported. Getting the message to the public is one of the key challenges in convincing people to follow mitigation policies. In this study, we employed the media of video games to advocate for COVID-19 safety protocols. We developed a video game called "Corona Larona"that features microgames with action gameplay playable on a mobile platform. Our video game concentrated on several preventive measures such as physical distancing, hand washing, wearing face masks as well as basic knowledge about the virus using in-game multiple choice questions. To our knowledge, this is the first video game dedicated to the COVID-19 outbreak and the mandatory safety protocols. In a time when many people play video games to survive their current situation, the Corona Larona game is a strategic example of using and maximizing this form of media for a more noble purpose. © 2022 IEEE.

11.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20234264

ABSTRACT

Supportive digital technologies for the community practice of Faith remain relatively under-explored in Human Computer Interaction (HCI). We report on interviews with 12 members of a Buddhist community in the UK who self-organized and used video-conferencing tools to remain connected to their faith community during the COVID-19 pandemic, aiming to understand how they adopted online tools for their practice while shaping new collective experiences. Findings from Reflexive Thematic Analysis were combined with autoethnographic insights from the first author, also a community member. We evidence qualities of the practice that were valued by participants before and during the pandemic, and the limitations of existing tools and screen-based interactions. We contribute empirical insights on mediated religious and spiritual practice, advancing HCI discourses on Techno-Spirituality, Tangible Embodied Interaction, Soma Design and More-than-Human Worlds. We further develop design considerations for enriching spiritual experiences that are meaningful to practitioners in communities of faith. © 2023 Owner/Author.

12.
IEEE Access ; 11:47024-47039, 2023.
Article in English | Scopus | ID: covidwho-20234025

ABSTRACT

Online shopping has revolutionized our daily lives in the modern era. We can purchase needed goods on mobile shopping applications (apps) anytime and anywhere without leaving home. Especially during the COVID-19 pandemic, we have become increasingly dependent on various mobile shopping activities. However, the visual design of the shopping app interface often affects the user's interactive experience and the efficiency of browsing product information. In addition, gender differences are also worth being considered in the shopping interface design process. To achieve the goal, the research conducted a user study (N=40) of a 2× 2 x 2 mixed factorial design (i.e., information layout x display mode x gender difference). Each participant performed four tasks during the experiment. The authors measured the task completion time, collected the subjective responses from the SUS and the 7-point Likert scale questionnaire, and interviewed participants. The results revealed that: (1) females perform faster in lighter mode when searching for information location, while males perform faster in darker mode. (2) The information layout affects the user's visual search performance and subjective evaluation;females prefer the list style, but men prefer the matrix style. (3) Participants (both males and females) perceived matrix style as more popular than list style in dark mode;however, the result was reversed in light mode. The findings generated from the research can serve as a good reference for the development of user experience in the user interface design of mobile shopping apps. © 2013 IEEE.

13.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20233227

ABSTRACT

The growing platformization of health has spurred new avenues for healthcare access and reinvigorated telemedicine as a viable pathway to care. Telemedicine adoption during the COVID-19 pandemic has surfaced barriers to patient-centered care that call for attention. Our work extends current Human-Computer Interaction (HCI) research on telemedicine and the challenges to remote care, and investigates the scope for enhancing remote care seeking and provision through telemedicine workflows involving intermediation. Our study, focused on the urban Indian context, involved providing doctors with videos of remote clinical examinations to aid in telemedicine. We present a qualitative evaluation of this modified telemedicine experience, highlighting how workflows involving intermediation could bridge existing gaps in telemedicine, and how their acceptance among doctors could shift interaction dynamics between doctors and patients. We conclude by discussing the implications of such telemedicine workflows on patient-centered care and the future of care work. © 2023 Owner/Author.

14.
2023 9th International Conference on Advanced Computing and Communication Systems, ICACCS 2023 ; : 220-225, 2023.
Article in English | Scopus | ID: covidwho-20232798

ABSTRACT

The whole world has been witnessing the gigantic enemy in the form of COVID-19 since March 2020. With its super-fast spread, it has devastated a major part of the world and found to be the most dangerous virus of the 21st Century. All countries went into a lockdown to control the spread of the virus, and the economy dropped down to an all- time low index. The major guideline to avoid the spread of diseases like COVID- 19 at work is avoiding contact with people and their belongings. It is not safe to use computing devices because it may result in the spread of the virus by touching them. This paper presents an Artificial Intelligence- based virtual mouse that detects or recognizes hand gestures to control the various functions of a personal computer. The virtual mouse Algorithm uses a webcam or a built-in camera of the system to capture hand gestures, then uses an algorithm to detect the palm boundaries similar to that of the face detection model of the media pipe face mesh algorithm. After tracing the palm boundaries, it uses a regression model and locates the 21 3D hand-knuckle coordinate points inside the recognized hand/palm boundaries. Once the Hand Landmarks are detected, they are used to call windows Application Programming Interface (API) functions to control the functionalities of the system. The proposed algorithm is tested for volume control and cursor control in a laptop with the Windows operating system and a webcam. The proposedsystem took only 1ms to identify the gestures and control the volume and cursor in real-time. © 2023 IEEE.

15.
Processes ; 11(5), 2023.
Article in English | Web of Science | ID: covidwho-20232174

ABSTRACT

Unexpected instances have posed challenges to production lines over the last few years. The latest COVID-19 global epidemic is one notable example. In addition to its social impact, the virus has destroyed the traditional industrial production system. Industry 4.0 requires adapting to changing prerequisites with adaptability. However, the next movement, Industry 5.0, has emerged in recent years. Industry 5.0 takes a more coordinated approach than Industry 4.0, with increased collaboration among humans and machines. With a human-centered strategy, Industry 5.0 improves Industry 4.0 for greater sustainability and resilience. The concept of Industry 4.0 is the interconnection via cyber-physical systems. Industry 5.0, also associated with systems enabled by Industry 4.0, discusses the relationship between "man and machine," called robots or cobots. This paper discusses the industry 5.0 possibilities, the restrictions, and future analysis potentials. Industry 5.0 is a new paradigm change that tends to bring negotiated settlement because it places less prominence on technology and assumes that the possibilities for advancement are predicated on collaboration between humans and machines. This paper aims to examine the potential implementations of Industry 5.0. Once the current progress and problem were discovered, the previous research on the investigated topic was reviewed, research limitations were found, and the systematic analysis procedure was developed. The classifications of industry 5.0 and the sophisticated technology required for this industry revolution are the first subjects of discussion. There is additional discussion of the application domains enabled by Industry 5.0, such as healthcare, supply chain, production growth, cloud industrial production, and so on. The research also included challenges and problems investigated in this paper to understand better the issues caused by organizations among some robotic systems and individuals on the production lines.

16.
Conference Proceedings - IEEE SOUTHEASTCON ; 2023-April:603-609, 2023.
Article in English | Scopus | ID: covidwho-20231757

ABSTRACT

In this paper we will present a case in which a robot therapy for children with autism was transferred from clinic to home conditions. The developed application enables the children to continue with the interventions in home conditions. This proved especially important in the COVID-19 pandemic. The application also allows monitoring of the child's activities, through which the therapist can later analyze the patient's behavior and offer appropriate therapy. The application shows reliable results and gives promise to develop beyond the user case we are considering. © 2023 IEEE.

17.
5th Artificial Intelligence and Cloud Computing Conference, AICCC 2022 ; : 175-189, 2022.
Article in English | Scopus | ID: covidwho-2324577

ABSTRACT

This research article crafted, evaluated, and revised a theoretically underpinned design concept with the purpose of enhancing customers' dine-in experiences. The design concept was motivated by the considerable interest in artificial intelligence (AI), voice user interfaces (VUI) within Human-Computer Interaction (HCI), and the rapid digitalization of online food ordering as a result of the COVID-19 pandemic. The study applied the concept-driven design research approach because it offered to make theoretical contributions while at the same time being design and concept-oriented. The result of this research is a revised design concept that has the potential to digitalize the dine-in restaurant business further and add to the understanding of human experience while interacting with a voice user interface. Finally, the research article manifests as an example of how interaction designers make theoretical contributions through design and how technologies can be combined in new contexts. © 2022 Owner/Author.

18.
2023 CHI Conference on Human Factors in Computing Systems, CHI 2023 ; 2023.
Article in English | Scopus | ID: covidwho-2327266

ABSTRACT

Extended reality (XR) technologies continue gaining traction in multiple higher education contexts. As XR becomes more commercially accessible to students and universities, its convenience for educational purposes presents a renewed potential for exploration. Due to Covid-19 restrictions, there is also a growing interest in cross-platform, socially orientated software for remote educational practices. However, the precise role of XR technologies and how they contribute to student experiences of remote learning, particularly the unique affordances of social virtual reality (VR) for evoking an embodied sense of presence, is relatively unknown. Based on real-world experiences, we present a case study on a social VR intervention in a remote higher education classroom to inspire Human-Computer Interaction (HCI) researchers to investigate further the issues that arise from our practice-based research. Our motivations were to report, analyze, and summarize everyday virtual learning environment (VLE) challenges, identify design considerations for VLE technologies, and comment on social VR's utility in delivering Science, Technology, Engineering, and Mathematics (STEM) subjects in a remote setting. We apply a practical approach to investigate and identify potential HCI problems, capture the unique experiences of STEM students during the lockdown, and explore the effects of tutorial activities that give students agency in constructing VLEs. The findings of this student-focused case study draw attention to the design of social VR activities that support conventional, web browser-based VLEs. © 2023 Owner/Author.

19.
2nd International Conference on Sustainable Computing and Data Communication Systems, ICSCDS 2023 ; : 1420-1425, 2023.
Article in English | Scopus | ID: covidwho-2326891

ABSTRACT

This study focusses on providing state-of-the-art infrastructure for data pipelines in e-Commerce sector, especially for online stores. With people going digital and also latest impact of Covid-19, daily e-Commerce companies are dealing with large amount of data (terabytes to petabytes). With growing Internet of Things, systems of computing devices which are interrelated. The inter-relation may be between mechanical and digital machines, objects or people. The interrelated objects will be provided with unique identifiers and the ability to transfer data over a network without requiring human-to-human or human-to-computer interaction. Growth of big data poses several challenges and opportunities in every field of its usage. Realtime analysis of data and its inference gives a competitive edge over its partners in every business field especially in e-commerce. Recent advances in technology and tools have exposed new opportunities to get actionable insights from historical data like market data, customer demographics, along with real-time data. Advancement in distributed streaming technology makes it important to investigate existing streaming data pipeline capabilities in eCommerce sector with a focus on online stores. This study analyzes the published research works on streaming data pipelines in e-commerce sector also to facilitate e-commerce's variety of data streaming applications requirement. A state-of-the-art lambda architecture for streaming is proposed completely based on open-source technologies. Challenge in proprietary owned streaming platforms are vendor lock-in, limited ability to customize, cost, limited innovation & support. Proposed reference architecture will address many streaming use cases compared to its competitors, it has support of large open-source community in providing the inter-operability between streaming & related technologies like connectors, apart from providing better performance apart from other open-source based product advantages. © 2023 IEEE.

20.
2023 IEEE International Conference on Integrated Circuits and Communication Systems, ICICACS 2023 ; 2023.
Article in English | Scopus | ID: covidwho-2325392

ABSTRACT

The examination of medical images has benefited greatly from the use of artificial intelligence. In contrast to deep learning systems, which do feature extraction automatically and without human interaction, traditional computer vision methods rely on manually produced features that are particular to a certain domain. Having access to medical information for automated analysis is another major factor driving the trend towards deep learning. Chest x-ray pictures are processed in order to segment the lungs and identify diseases in this thesis. Due to its cheap cost, ease of capture, and non-invasive nature, chest x-ray is the most often used medical imaging technology. However, automatic diagnosis in chest x-rays is difficult due to (1) the presence of the rib-cage and clavicle bones, which can obscure abnormalities that are located beneath them, and (2) the fuzzy intensity transitions near the lung and heart, dense abnormalities, rib-cages, and clavicle bones, which make the identification of lung contours subtle. In x-ray image processing, the Convolutional Neural Network (CNN) is the most often used deep learning architecture. Because to the enormous number of parameters in deep CNN architectures, intensive computing resources are required to train these models. Additionally, chest x-ray datasets are often rather tiny, and there is always the risk of overfitting when developing a model. In this dissertation, we propose five convolutional neural networks (CNNs) to identify illness and segment the lungs in chest x-rays. New Line, New Line In the first research paper, an adaptive lightweight convolutional neural network (ALCNN) is created to detect pneumothorax with few parameters. The model readjusts the feature calibration channel-wise using the convolutional layer and attention mechanism. The suggested model outperformed state-of-the-art deep models trained using three different transfer learning methods. One notable aspect of the suggested model is that it requires ten times less parameters than the best deep models currently available. The second paper suggests the FocusCovid methodology for identifying COVID-19. © 2023 IEEE.

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