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1.
Biomimetics (Basel) ; 9(5)2024 May 12.
Article in English | MEDLINE | ID: mdl-38786500

ABSTRACT

This paper explores if plants are capable of responding to human movement by changes in their electrical signals. Toward that goal, we conducted a series of experiments, where humans over a period of 6 months were performing different types of eurythmic gestures in the proximity of garden plants, namely salad, basil, and tomatoes. To measure plant perception, we used the plant SpikerBox, which is a device that measures changes in the voltage differentials of plants between roots and leaves. Using machine learning, we found that the voltage differentials over time of the plant predict if (a) eurythmy has been performed, and (b) which kind of eurythmy gestures has been performed. We also find that the signals are different based on the species of the plant. In other words, the perception of a salad, tomato, or basil might differ just as perception of different species of animals differ. This opens new ways of studying plant ecosystems while also paving the way to use plants as biosensors for analyzing human movement.

2.
Sensors (Basel) ; 24(6)2024 Mar 16.
Article in English | MEDLINE | ID: mdl-38544181

ABSTRACT

Recent advances in artificial intelligence combined with behavioral sciences have led to the development of cutting-edge tools for recognizing human emotions based on text, video, audio, and physiological data. However, these data sources are expensive, intrusive, and regulated, unlike plants, which have been shown to be sensitive to human steps and sounds. A methodology to use plants as human emotion detectors is proposed. Electrical signals from plants were tracked and labeled based on video data. The labeled data were then used for classification., and the MLP, biLSTM, MFCC-CNN, MFCC-ResNet, Random Forest, 1-Dimensional CNN, and biLSTM (without windowing) models were set using a grid search algorithm with cross-validation. Finally, the best-parameterized models were trained and used on the test set for classification. The performance of this methodology was measured via a case study with 54 participants who were watching an emotionally charged video; as ground truth, their facial emotions were simultaneously measured using facial emotion analysis. The Random Forest model shows the best performance, particularly in recognizing high-arousal emotions, achieving an overall weighted accuracy of 55.2% and demonstrating high weighted recall in emotions such as fear (61.0%) and happiness (60.4%). The MFCC-ResNet model offers decently balanced results, with AccuracyMFCC-ResNet=0.318 and RecallMFCC-ResNet=0.324. Regarding the MFCC-ResNet model, fear and anger were recognized with 75% and 50% recall, respectively. Thus, using plants as an emotion recognition tool seems worth investigating, addressing both cost and privacy concerns.


Subject(s)
Deep Learning , Humans , Artificial Intelligence , Emotions/physiology , Fear , Algorithms
3.
Sensors (Basel) ; 23(15)2023 Jul 29.
Article in English | MEDLINE | ID: mdl-37571571

ABSTRACT

This paper presents novel preliminary research that investigates the relationship between the flow of a group of jazz musicians, quantified through multi-person pose synchronization, and their collective emotions. We have developed a real-time software to calculate the physical synchronicity of team members by tracking the difference in arm, leg, and head movements using Lightweight OpenPose. We employ facial expression recognition to evaluate the musicians' collective emotions. Through correlation and regression analysis, we establish that higher levels of synchronized body and head movements correspond to lower levels of disgust, anger, sadness, and higher levels of joy among the musicians. Furthermore, we utilize 1-D CNNs to predict the collective emotions of the musicians. The model leverages 17 body synchrony keypoint vectors as features, resulting in a training accuracy of 61.47% and a test accuracy of 66.17%.


Subject(s)
Disgust , Facial Recognition , Humans , Emotions , Facial Expression , Head Movements
4.
Sensors (Basel) ; 23(15)2023 Aug 05.
Article in English | MEDLINE | ID: mdl-37571752

ABSTRACT

This paper describes the preliminary results of measuring the impact of human body movements on plants. The scope of this project is to investigate if a plant perceives human activity in its vicinity. In particular, we analyze the influence of eurythmic gestures of human actors on lettuce and beans. In an eight-week experiment, we exposed rows of lettuce and beans to weekly eurythmic movements (similar to Qi Gong) of a eurythmist, while at the same time measuring changes in voltage between the roots and leaves of lettuce and beans using the plant spikerbox. We compared this experimental group of vegetables to a control group of vegetables whose voltage differential was also measured while not being exposed to eurythmy. We placed a plant spikerbox connected to lettuce or beans in the vegetable plot while the eurythmist was performing their gestures about 2 m away; a second spikerbox was connected to a control plant 20 m away. Using t-tests, we found a clear difference between the experimental and the control group, which was also verified with a machine learning model. In other words, the vegetables showed a noticeably different pattern in electric potentials in response to eurythmic gestures.


Subject(s)
Biosensing Techniques , Gestures , Humans , Vegetables , Lactuca , Plants , Plant Leaves
5.
Sci Rep ; 12(1): 10228, 2022 06 17.
Article in English | MEDLINE | ID: mdl-35715458

ABSTRACT

Everybody claims to be ethical. However, there is a huge difference between declaring ethical behavior and living up to high ethical standards. In this paper, we demonstrate that "hidden honest signals" in the language and the use of "small words" can show true moral values and behavior of individuals and organizations and that this ethical behavior is correlated to real-world success; however not always in the direction we might expect. Leveraging the latest advances of AI in natural language processing (NLP), we construct three different "tribes" of ethical, moral, and non-ethical people, based on Twitter feeds of people of known high and low ethics and morals: fair and modest collaborators codified as ethical "bees"; hard-working competitive workers as moral "ants"; and selfish, arrogant people as non-ethical "leeches". Results from three studies involving a total of 49 workgroups and 281 individuals within three different industries (healthcare, business consulting, and higher education) confirm the validity of our model. Associating membership in ethical or unethical tribes with performance, we find that being ethical correlates positively or negatively with success depending on the context.


Subject(s)
Morals , Natural Language Processing , Animals , Commerce , Humans
6.
J Syst Sci Syst Eng ; 30(1): 85-104, 2021.
Article in English | MEDLINE | ID: mdl-33223762

ABSTRACT

Rapid advances in machine learning combined with wide availability of online social media have created considerable research activity in predicting what might be the news of tomorrow based on an analysis of the past. In this work, we present a deep learning forecasting framework which is capable to predict tomorrow's news topics on Twitter and news feeds based on yesterday's content and topic-interaction features. The proposed framework starts by generating topics from words using word embeddings and K-means clustering. Then temporal topic-networks are constructed where two topics are linked if the same user has worked on both topics. Structural and dynamic metrics calculated from networks along with content features and past activity, are used as input of a long short-term memory (LSTM) model, which predicts the number of mentions of a specific topic on the subsequent day. Utilizing dependencies among topics, our experiments on two Twitter datasets and the HuffPost news dataset demonstrate that selecting a topic's historical local neighbors in the topic-network as extra features greatly improves the prediction accuracy and outperforms existing baselines.

7.
JMIR Hum Factors ; 5(1): e8, 2018 Feb 22.
Article in English | MEDLINE | ID: mdl-29472173

ABSTRACT

BACKGROUND: Our health care system fails to deliver necessary results, and incremental system improvements will not deliver needed change. Learning health systems (LHSs) are seen as a means to accelerate outcomes, improve care delivery, and further clinical research; yet, few such systems exist. We describe the process of codesigning, with all relevant stakeholders, an approach for creating a collaborative chronic care network (C3N), a peer-produced networked LHS. OBJECTIVE: The objective of this study was to report the methods used, with a diverse group of stakeholders, to translate the idea of a C3N to a set of actionable next steps. METHODS: The setting was ImproveCareNow, an improvement network for pediatric inflammatory bowel disease. In collaboration with patients and families, clinicians, researchers, social scientists, technologists, and designers, C3N leaders used a modified idealized design process to develop a design for a C3N. RESULTS: Over 100 people participated in the design process that resulted in (1) an overall concept design for the ImproveCareNow C3N, (2) a logic model for bringing about this system, and (3) 13 potential innovations likely to increase awareness and agency, make it easier to collect and share information, and to enhance collaboration that could be tested collectively to bring about the C3N. CONCLUSIONS: We demonstrate methods that resulted in a design that has the potential to transform the chronic care system into an LHS.

8.
PLoS One ; 11(4): e0152976, 2016.
Article in English | MEDLINE | ID: mdl-27096157

ABSTRACT

While researchers are becoming increasingly interested in studying OSS phenomenon, there is still a small number of studies analyzing larger samples of projects investigating the structure of activities among OSS developers. The significant amount of information that has been gathered in the publicly available open-source software repositories and mailing-list archives offers an opportunity to analyze projects structures and participant involvement. In this article, using on commits data from 263 Apache projects repositories (nearly all), we show that although OSS development is often described as collaborative, but it in fact predominantly relies on radically solitary input and individual, non-collaborative contributions. We also show, in the first published study of this magnitude, that the engagement of contributors is based on a power-law distribution.


Subject(s)
Socioeconomic Factors , Software/economics , Data Collection , Motivation , Social Networking
9.
Cyberpsychol Behav Soc Netw ; 18(11): 674-81, 2015 Nov.
Article in English | MEDLINE | ID: mdl-26468763

ABSTRACT

Understanding online culture is becoming crucial in the global and connected world. Contrary to conventional attitudinal surveys used in cultural research, this study uses the approach of directly observing culture-specific behavior that emerges from online collaboration on the Internet. The editing data of Wikipedia were analyzed in 12 languages. Distinctive cultural dimensions were identified, including collectivism, extraversion, boldness, and egalitarianism. Using network analysis, the language-framed cultural factors were extracted as an emergent phenomenon in the virtual world.


Subject(s)
Cooperative Behavior , Culture , Internet , Language , Humans , Surveys and Questionnaires
11.
Cyberpsychol Behav Soc Netw ; 16(12): 878-83, 2013 Dec.
Article in English | MEDLINE | ID: mdl-23745617

ABSTRACT

Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.


Subject(s)
Communication , Play and Playthings , Social Networking , Video Games , Humans , Internet , Interpersonal Relations , Models, Theoretical
12.
J Healthc Inf Manag ; 23(1): 20-6, 2009.
Article in English | MEDLINE | ID: mdl-19181197

ABSTRACT

We propose a novel approach to improve throughput of the surgery patient flow process of a Boston area teaching hospital. A social network analysis was conducted in an effort to demonstrate that process efficiency gains could be achieved through redesign of social network patterns at the workplace; in conjunction with redesign of organization structure and the implementation of workflow over an integrated information technology system. Key knowledge experts and coordinators in times of crisis were identified and a new communication structure more conducive to trust and knowledge sharing was suggested. The new communication structure is scalable without compromising on coordination required among key roles in the network for achieving efficiency gains.


Subject(s)
Efficiency, Organizational , Patient Transfer/organization & administration , Social Support , Surgery Department, Hospital/organization & administration , Boston , Humans , Organizational Case Studies
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