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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.
Proceedings - 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2023 ; : 901-902, 2023.
Article in English | Scopus | ID: covidwho-20245316

ABSTRACT

With the COVID-19 pandemic, people's real-life interactions diminished, and the game-based metaverse platforms such as Minecraft and Roblox are on the rise. The main users of these platforms are teenagers, they generate content in a virtual environment, which can significantly increase the activity of the platform. However, the experience of User-Generated Content in the metaverse is not very good. So what kind of support do users need to improve the efficiency of generating content in the metaverse? To investigate teenage users' preferences and expectations of it, this paper interviewed 72 teenagers aged 12-22 who are familiar with the metaverse game, and distilled 4 suggestions that can help promote metaverse users to generate content. © 2023 IEEE.

3.
Sustainability ; 15(11):8926, 2023.
Article in English | ProQuest Central | ID: covidwho-20244989

ABSTRACT

While technology factors are the main driver of the booming real estate APP platforms with important implications for user behavior pattern during and post-pandemic contexts, there is a lack of adequate research. In response, this study explores the user behavior pattern of real estate APP platforms to promote user mental health by taking the real estate APP platforms users as the participants based on theory of technology readiness and acceptance model. Data collected from offline surveys are analyzed using PLS-SEM. The results reveal the technology readiness index positively affects individuals' perceived usefulness and satisfaction, ultimately positively affects individuals' continuance intention with real estate APP platforms;satisfaction with real estate APP platforms mediated the relationship between technology readiness index, perceived ease of use, perceived usefulness, and individuals' continuance intention with real estate APP platforms. However, the group comparison finds no significant difference in user behavior patterns by gender. The contribution of this study is to reveal the influence mechanisms of digital technology on users' behavioral patterns toward real estate APP platforms, which can help guide the sustainable development of real estate APP platforms and promote user mental health and wellbeing in the post-COVID era.

4.
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.

5.
Journal of Global Information Management ; 31(1):1-24, 2023.
Article in English | ProQuest Central | ID: covidwho-20244419

ABSTRACT

This study examines the use of information and communications technology (ICT) in remote work practice during the COVID-19 pandemic by integrating task-technology fit theory and the post-acceptance model of IS continuance into a research framework. In addition, it operationalizes the technological characteristics of TTF (task-technology fit) with the technology acceptance model (TAM) and the diffusion of innovation (DOI) theory. The methodology to test the research model takes support from the partial least squares structural equation modeling (PLS-SEM) method using a sample of 320 employees. The results show that TAM significantly explains TTF. Furthermore, there is a positive impact of ICT use on individual and organizational performance. User satisfaction has the most significant effect on individual performance, organizational performance, and IS continuance intention. The authors provide some managerial implications for addressing the challenges of remote work related to ICT disruptions for the post-COVID-19 period.

6.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20243293

ABSTRACT

Documentation can support design work and create opportunities for learning and reflection. We explore how a novel documentation tool for a remote interaction design course provides insight into design process and integrates strategies from expert practice to support studio-style collaboration and reflection. Using Research through Design, we develop and deploy Kaleidoscope, an online tool for documenting design process, in an upper-level HCI class during the COVID-19 pandemic, iteratively developing it in response to student feedback and needs. We discuss key themes from the real-world deployment of Kaleidoscope, including: tensions between documentation and creation;effects of centralizing discussion;privacy and visibility in shared spaces;balancing evidence of achievement with feelings of overwhelm;and the effects of initial perceptions and incentives on tool usage. These successes and challenges provide insights to guide future tools for design documentation and HCI education that scaffold learning process as an equal partner to execution. © 2023 Owner/Author.

7.
Leukos ; 2023.
Article in English | Web of Science | ID: covidwho-20243043

ABSTRACT

A hybrid workstyle is becoming more common post-COVID-19, and longer occupancy hours at home are increasing household electricity consumption. Small homes are regarded as a potential for improving energy efficiency in the residential sector, and a home consists of mixed-function spaces with dynamic occupancy behaviors. These underpin the opportunity to optimize presence sensing lighting in small homes for energy efficiency and user-behavioral needs. A comprehensive overview of presence sensing approaches, comparing four types of non-wearable sensors connected to home lighting is made. A bibliometric mapping of the reviewed literature visually reinforces a significant research gap that presence sensing studies were not connected to home lighting but inclined toward the commercial and institutional context. Next, a non-exhaustive example of commercially available presence sensing products applicable to residential lighting for small homes is analyzed, and their general characteristics and technologies are synthesized. The literature and product overview identified five significant product knowledge gaps. Incorporating the gathered information leads to the proposal of a conceptual flexible radar-based sensor (prototype design), addressing a wish list with three important criteria to optimize future presence sensing lighting in a mixed-function small home. Future radar sensing studies are expected to develop an anticipatory lighting system that processes real-time multi-user vital signals for smarter localized and personalized lighting options for (small) living environments.

8.
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.

9.
Informatica Medica Slovenica ; 27(1/2):14-19, 2022.
Article in Slovenian | ProQuest Central | ID: covidwho-20241763

ABSTRACT

Center za pomoč uporabnikom rešitev eZdravja je ključna komponenta sistema eZdravje v Sloveniji, ki je namenjena vsem uporabnikom tega sistema. Center izvaja tri osnovne naloge. Splošna podpora vsem uporabnikom rešitev eZdravja je namenjena zdravstvenim delavcem, administrativnemu osebju, informatikom, ponudnikom programskih rešitev, pacientom in vsem drugim uporabnikom rešitev eZdravja, ki želijo prijaviti motnje v delovanju, potrebujejo pomoč ali zahtevajo informacije v zvezi z delovanjem rešitev eZdravja. Storitev elektronskega naročanja na zdravstvene storitve pomaga pacientom pri naročanju. Podpora pri priklopu v zNET je namenjena izvajalcem zdravstvene dejavnosti pri postopku vključitve v omrežje zNET. Dostopanje do pomoči je možno s spletnim obrazcem, preko elektronske pošte, pogosto zastavljenih vprašanj ali telefona. Na svoji spletni strani Center za pomoč uporabnikom objavlja obvestila, povezana z delovanjem rešitev eZdravja, in semafor o delovanju rešitev. V zadnjih dveh letih je bilo v delo Centra vključenih več novih rešitev. Uporaba je pospešeno narasla - v letu 2021 smo beležili več kot sedemkratno povečanje glede na leto 2020. Prispevek analizira delovanje Centra skozi dinamiko in vsebino obravnavanih zahtevkov in opravljenih storitev. Delovanje Centra je pomembna komponenta uspešne uporaba rešitev eZdravja v Sloveniji, kar se je še posebej izkazalo v času epidemije COVID-19.Alternate :The eHealth Service Desk is a key component of the eHealth system in Slovenia, which is intended for the all users of the system. The Service Desk performs three main tasks. General support for all users of eHealth solutions addresses health care professionals, administrative staff, information technology specialists, software solution providers, patients and all other users of eHealth solutions who wish to report malfunctions, need assistance or require information related to the functioning of the eHealth solutions. The electronic appointment for health care services helps patients to make an eAppointment for health care services. The zNET Connection Support offers help to health care providers in the process of joining the zNET network. Assistance can be accessed in several ways: via an online form, email, FAQs or phone. The Service Desk publishes notifications related to the eHealth solutions on its website and maintains a simple indicator that displays the status of eHealth solutions. During the last two years, several new eHealth solutions have been added to the Service Desk portfolio. The use has been growing rapidly in recent years, namely in 2021 we recorded a more than sevenfold increase compared to 2020. The paper analyses the operation of the eHealth Service Desk through the dynamics and content of the requests handled or services provided. The Service Desk is an important component for the successful use of eHealth solutions in Slovenia, which was particularly evident during the COVID-19 epidemic.

10.
IEEE Access ; 11:46956-46965, 2023.
Article in English | Scopus | ID: covidwho-20241597

ABSTRACT

Knowledge payment is a new method of electronic learning that has developed in the era of social media. With the impact of the COVID-19 pandemic, the market for knowledge payment is rapidly expanding. Exploring the factors that influence users' sustained willingness is beneficial for better communication between knowledge payment platforms and users, and for achieving a healthier and more sustainable development of the knowledge payment industry. The model of unsustainable usage behavior of knowledge payment users was constructed on the basis of expectation inconsistency theory, price equilibrium theory, and perceived value theory, using the 'cognitive-emotional-behavioral' model framework of cognitive emotion theory. The data were collected from 348 users through a web-based questionnaire and analyzed using structural equation modeling. Findings show that expectation inconsistency, price equilibrium, and quality value, emotional value, and social value have significant effects on discontinuous use intentions. Discontinuous use intentions also significantly affect discontinuous use behavior. © 2013 IEEE.

11.
2022 IEEE Creative Communication and Innovative Technology, ICCIT 2022 ; 2022.
Article in English | Scopus | ID: covidwho-20241510

ABSTRACT

This study discusses the development of the intellectual property (IP) marketplace model based on mobile location-aware computing. Referring to statistics released by the Directorate General of Intellectual Property, there has been a growth in the number of intellectual property rights (IPR) applications in recent years, even during the Covid-19 pandemic. On the other hand, after IPR protection, the commercialization of IPR is one of the pillars of the IP system. Nevertheless, research institutions such as LIPI/BRIN indicate that the potential for commercializing IPR is still low. Furthermore, the opportunity is that cellular networks have covered almost all parts of Indonesia, and there has been significant growth in smartphone users. The method utilized in this research is prototyping. This research results from an IP marketplace model based on mobile location-aware computing in Indonesia. Using the smartphone user's location, contextual IPR information from the user's location related to IPR will enter their smartphone. The experimental results indicate that the application can display a list of IPR information according to the smartphone user's location. Furthermore, the search feature can forage IPR listing information based on user queries. © 2022 IEEE.

12.
Smart and Sustainable Built Environment ; 12(4):847-871, 2023.
Article in English | ProQuest Central | ID: covidwho-20241320

ABSTRACT

PurposeThe purpose of this research is to develop through a two-stage verification and validation process a novel implementation framework for collaborative BIM, utilising experts from academia and industry as well as a real-world case study project.Design/methodology/approachThe aim of this research was to build upon previous research findings by the authors in order to develop an implementation framework that stems from ousting the inefficiencies of current collaborative BIM practices. This is achieved by a more objectified and quantified approach towards seeking heightened transparency and objectivism of what is required through the implementation of BIM. The mixed research methods technique of both qualitative and quantitative data collection was utilised, with the structure consisting of a two-stage approach utilising the Delphi model for verification and validation. This was developed to test the novelty and beneficial structure hypothesis involving 15 core BIM experts from academia, construction and design with c. 22 years average experience. Validation was undertaken on a complex, high value real world building structures project in central London, inclusive of 8 core project BIM experts. The research utilised a developed solution that mirrored and provided a more holistic representation guiding the practitioners as a project team step by step through the determination of underpinning elements, which support the goal of enhanced information requirements as well as executing the prioritisation measurement tools as part of the framework. Data ascertained at the workshop case study prioritised areas of importance that are core in supporting the delivering of these enhanced information requirements at a project delivery level, which were in order of prioritisation determined by the project team (1) constraints (39.17%), (2) stakeholder requirements (35.78%), (3) coordination (existing asset) (15.86%), (4) exchange requirements (5.38%) and (5) level of information need (3.81%). Furthermore, risk mitigations for the top three priorities were focussed on early stakeholder engagement, appropriation of survey data collection, focus on quality of outputs and applying toolsets and processes with meaning and emphasis on the defined high-level requirements.FindingsFindings show that the framework and the developed solution translate the process methodology of the framework schema into a useable and beneficial tool that provides both qualitative and quantitative inputs and outputs. Furthermore, a collective agreement on the objectives, risk mitigations and assignment of tasks in order to achieve outcomes is presented, with evidence on numerical weightings and goal achievement.Research limitations/implicationsDue to the impacts of COVID-19 on physical engagements both the verification (electronic survey questionnaire) and validation (case study project) were undertaken remotely, using available technologies and web interfaces.Practical implicationsThe case study workshop was limited to one building structures project in central London of a value of c. £70 m design and build cost that the project team (participants) were actively engaged with.Social implicationsThe social impacts of this research has resulted in the review of existing systems, methods and approaches from a wider perspective of theoretical and applied environments, which led to the development of a novel approach and framework guided by an interactive and useable solution.Originality/valueAs shown within the core findings, experts across academia and industry (design and construction) confirmed that the framework methodology and application were 100% novel, and added a benefit to the existing collaborative BIM approach. Value added is that through objectifying, weighting/prioritizing and creating a discussion supported by qualitative and quantitative reasoning the focus on what collaborative BIM is to achieve is increased, and thus the likelihood of successful implementation.

13.
Multimodal Technologies and Interaction ; 7(5), 2023.
Article in English | Scopus | ID: covidwho-20241276

ABSTRACT

Over the past decades, 360-degree virtual tours have been used to provide the public access to accurate representations of cultural heritage sites and museums. The COVID-19 pandemic has contributed to a rise in the popularity of virtual tours as a means of engaging with locations remotely and has raised an interesting question: How could we use such experiences to bring the public closer to locations that are otherwise unreachable in real life or not considered to be tourist destinations? In this study, we examine the effectiveness of promoting engagement with a city through the virtual presentation of unknown and possibly also inaccessible points of interest through a 360-degree panoramic virtual tour. The evaluation of the experience with 31 users through an online questionnaire confirms its potential to spark curiosity, promote engagement, foster reflection, and motivate users to explore the location and its attractions at their leisure, thus enabling them to experience it from their personal point of view. The outcomes highlight the need for further research to explore this potential and identify best practices for virtual experience design. © 2023 by the authors.

14.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20241236

ABSTRACT

Traces of touch provide valuable insight into how we interact with the physical world. Measuring touch behavior, however, is expensive and imprecise. Utilizing a fluorescent UV tracer powder, we developed a low-cost analog method to capture persistent, high-contrast touch records on arbitrary objects. We describe our process for selecting a tracer, methods for capturing, enhancing, and aggregating traces, and approaches to examining qualitative aspects of the user experience. Three user studies demonstrate key features of this method. First, we show that it provides clear and durable traces on objects representative of scientific visualization, physicalization, and product design. Second, we demonstrate how this method could be used to study touch perception, by measuring how task and narrative framing elicit different touch behaviors on the same object. Third, we demonstrate how this method can be used to evaluate data physicalizations by observing how participants touch two different physicalizations of COVID-19 time-series data. © 2023 ACM.

15.
Journal of Science and Technology Policy Management ; 14(4):758-779, 2023.
Article in English | ProQuest Central | ID: covidwho-20239913

ABSTRACT

PurposeThis study aims to examine the factors influencing user satisfaction with unified payment interface (UPI)-based payment systems during the COVID-19 pandemic in India. The study also aimed to examine whether the user satisfaction with UPI-based payment systems during the COVID-19 pandemic will transform into their continuance intention post-COVID-19 pandemic.Design/methodology/approachThe study was performed in three phases, i.e. pre-testing (for developing questionnaire), pilot study (using exploratory factor analysis to ensure unidimensionality) and the main study. The main study was based on the feedback from a sample of 369 internet users who first used the UPI-based payment system during the COVID-19 pandemic. Data generated were analysed using the structural equation modelling approach.FindingsThe study findings suggest that the users who are satisfied with UPI-based transactions during the COVID-19 pandemic are likely to continue their use of this payment mode in future. Factors such as post-adoption perceived value, perceived usefulness and post-adoption perceived risk were observed to be key constructs in explaining user satisfaction and continued intention for UPI-based payment systems.Originality/valueThe study is one of the pioneering studies, in the sense that it investigated the continuance intention of UPI-based payment systems, which, surprisingly, did not gain much attention from past researchers.

16.
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.

17.
ACM Web Conference 2023 - Companion of the World Wide Web Conference, WWW 2023 ; : 1190-1195, 2023.
Article in English | Scopus | ID: covidwho-20238633

ABSTRACT

The COVID-19 pandemic has had a significant impact on human behaviors and how it influenced peoples' interests in cultural products is an unsolved problem. While prior studies mostly adopt subjective surveys to find an answer, these methods are always suffering from high cost, limited size, and subjective bias. Inspired by the rich user-oriented data over the Internet, this work explores the possibility to leverage users' search logs to reflect humans' underlying cultural product interests. To further examine how the COVID-19 mobility policy might influence cultural interest changes, we propose a new regression discontinuity design that has the additional potential to predict the recovery phase of peoples' cultural product interests. By analyzing the 1592 search interest time series in 6 countries, we found different patterns of change in interest in movies, music, and art during the COVID-19 pandemic, but a clear overall incremental increase. Across the six countries we studied, we found that changes in interest in cultural products were found to be strongly correlated with mobility and that as mobility declined, interest in movies, music, and art increased by an average of 35, 27 and 20, respectively, with these changes lasting at least eight weeks. © 2023 ACM.

18.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20237957

ABSTRACT

Since the outbreak of the COVID-19 pandemic, videoconferencing technology has been widely adopted as a convenient, powerful, and fundamental tool that has simplified many day-to-day tasks. However, video communication is dependent on audible conversation and can be strenuous for those who are Hard of Hearing. Communication methods used by the Deaf and Hard of Hearing community differ significantly from those used by the hearing community, and a distinct language gap is evident in workspaces that accommodate workers from both groups. Therefore, we integrated users in both groups to explore ways to alleviate obstacles in mixed-group videoconferencing by implementing user-generated icons. A participatory design methodology was employed to investigate how the users overcome language differences. We observed that individuals utilized icons within video-mediated meetings as a universal language to reinforce comprehension. Herein, we present design implications from these findings, along with recommendations for future icon systems to enhance and support mixed-group conversations. © 2023 ACM.

19.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20237952

ABSTRACT

The COVID-19 pandemic has shifted many business activities to non-face-to-face activities, and videoconferencing has become a new paradigm. However, conference spaces isolated from surrounding interferences are not always readily available. People frequently participate in public places with unexpected crowds or acquaintances, such as cafés, living rooms, and shared offices. These environments have surrounding limitations that potentially cause challenges in speaking up during videoconferencing. To alleviate these issues and support the users in speaking-restrained spatial contexts, we propose a text-to-speech (TTS) speaking tool as a new speaking method to support active videoconferencing participation. We derived the possibility of a TTS speaking tool and investigated the empirical challenges and user expectations of a TTS speaking tool using a technology probe and participatory design methodology. Based on our findings, we discuss the need for a TTS speaking tool and suggest design considerations for its application in videoconferencing. © 2023 ACM.

20.
Annals of the Rheumatic Diseases ; 82(Suppl 1):570-571, 2023.
Article in English | ProQuest Central | ID: covidwho-20237793

ABSTRACT

BackgroundSocial media platforms have become a vital resource for individuals seeking information and support regarding health issues, including rheumatoid arthritis (RA). As such, the content generated on these platforms represents a valuable source of data for gaining insight into patients' perspectives on RA. However, previous research in this area has primarily relied on qualitative analyses of small sample sizes, limiting the ability to extract meaningful insights from social media content related to RA. With the advancement of machine learning techniques, it is now possible to analyze and extract insights from large volumes of social media posts related to RA.ObjectivesThe purpose of this study was to identify the most common topics discussed in a large dataset of submissions about RA on Reddit, one of the world's largest online forums.MethodsThe data for this study was collected from the two largest Reddit forums ("subreddits”) dedicated to RA, r/rheumatoid arthritis and r/rheumatoid, which have 18.9k and 7.6k members respectively. We retrieved all submissions but excluded responses in our analyses. All deleted or duplicate submissions and those with fewer than 10 words were removed, retaining 11,094 submissions from over 5,000 users for the analysis. To identify common themes, we applied topic modeling, a technique in natural language processing that identifies underlying themes or topics in a collection of documents. We used the Bertopic Python package (Grootendorst, 2022), which employs deep learning techniques to perform the topic modeling.ResultsThe data indicates a significant increase in submissions to the two subreddits, rising from 113 in 2014 to 2892 in 2021 and 1928 in the first 8 months of 2022. Upon analysis, 65 topics were identified, with 4162 submissions (37.5%) remaining unclassified. A topic specifically dedicated to requests to participate in surveys was removed as it did not pertain to the experiences of forum users. Among the remaining topics, the top 10 accounted for 44.90% of all submissions. To better understand each topic, a sample of 10 submissions with the highest probability for that topic were examined (Table 1).Table 1.Top 10 most frequent topicsTopicn of submissionsShare of total*Side effects of methotrexate5268.02%COVID & vaccines4627.04%Mental health4386.68%RF and anti CCP test results3315.04%RA of friends, partners, and close relatives2623.99%Complaints about rheumatologist2123.23%Questions about Humira1882.87%Questions about prednisone1822.77%Diets and RA1752.67%Early symptoms of possible RA1702.59%Exercise and RA1682.56%* After excluding unclassified topicsThree of the ten topics pertained to specific medications - methotrexate, Humira, and prednisone, accounting for 12.71% of the total. The most prevalent topic, at 8.02%, focused on the side effects of methotrexate, with many submissions inquiring about symptoms such as nausea. The second most common topic, at 7.04%, primarily revolved around COVID-19 and related issues, with some pre-COVID vaccine discussions also included. In 2021, COVID-related discussions were the most prevalent topic. The third most frequent topic (6.68% of total), dealt with mental health and the emotional struggles faced by those living with RA.ConclusionThe surge in submissions on Reddit demonstrates its growing popularity as an online forum for discussing topics related to RA. Utilizing deep learning-based topic modeling has proven to be an effective method for extracting meaningful topics from the questions and experiences shared by users. The vast amount of data generated by Reddit, in combination with advanced machine learning techniques, enables both an overview of the various topics discussed and a detailed examination of specific topics. This makes the use of social media data a valuable source of insight into the concerns of RA platform users.Reference[1]Grootendorst, M. (2022). BERTopic: Neural topic modeling with a class-based TF-IDF procedure. arXiv preprint arXiv:2203.05794.Acknowledgements:NIL.Disclosure of InterestsNone Decla ed.

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