237 research outputs found
Digital Detox Research: An Analysis of Applied Methods and Implications for Future Studies
The development and increasing use of technology worldwide can lead to potential negative consequences for individuals\u27 well-being and productivity. To counteract negative consequences, both scientific research and practice have shown increasing interest in digital detox research, a rising phenomenon of abstinence and temporary or complete disengagement from digital technologies. To lay a foundation for future research, we conducted a systemic literature review with a focus on the methodological aspects of the existing empirical digital detox studies. Our literature search process revealed a total of 65 studies. Our analyses of this literature basis revealed five different research fields (communication, education, tourism, well-being and health, work environment), and we analyzed the empirical studies in these fields regarding applied research approach, research method, and sample size. This review provides methodological insights to advance the scientific inquiry on digital detox research, a relatively nascent, yet increasingly relevant research topic
On supporting university communities in indoor wayfinding: An inclusive design approach
Mobility can be defined as the ability of people to move, live and interact with the space. In this context, indoor mobility, in terms of indoor localization and wayfinding, is a relevant topic due to the challenges it presents, in comparison with outdoor mobility, where GPS is hardly exploited. Knowing how to move in an indoor environment can be crucial for people with disabilities, and in particular for blind users, but it can provide several advantages also to any person who is moving in an unfamiliar place. Following this line of thought, we employed an inclusive by design approach to implement and deploy a system that comprises an Internet of Things infrastructure and an accessible mobile application to provide wayfinding functions, targeting the University community. As a real word case study, we considered the University of Bologna, designing a system able to be deployed in buildings with different configurations and settings, considering also historical buildings. The final system has been evaluated in three different scenarios, considering three different target audiences (18 users in total): i. students with disabilities (i.e., visual and mobility impairments); ii. campus students; and iii. visitors and tourists. Results reveal that all the participants enjoyed the provided functions and the indoor localization strategy was fine enough to provide a good wayfinding experience
Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística
La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos
de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un
determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada
la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de
evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta
de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable
al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de
Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución
en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante
los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación.
Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales
que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los
especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene
como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a
cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado
a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como
parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación
basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5)
reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un
conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte
del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar
los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado
desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios
académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades
tanto en una pública como en una privada) demostrando en todos casos que es posible identificar
más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de
inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados
es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es
incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil
de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida
un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi
Kollaborative Erstellung von intelligenten Mentoring-Bots als skalierbare Werkzeuge zur individuellen Unterstützung in der Hochschulbildung
aus der Einführung und Motivation: Unser Beitrag stellt eine webbasierte modellgesteuerte Umgebung für soziale Bots vor mit der wir CoPs die Möglichkeit geben, ihre eigenen Lernassistenten zu erstellen. Unser Ansatz kann verwendet werden, um soziale Bots für die eigene Organisation zu erstellen und auf Webdienste zurückgreifen kann, indem man sich auf RESTful APIs it OpenAPI-Spezifikation verlässt, um die Aktionen des sozialen Bots innerhalb der Anwendung zu definieren. Abschließend werden drei Beispiele von Mentoring Bots vorgestellt, die mit dem Framework erstellt wurden und zeigen das große Potential der Anwendung. Mit den Bots erhalten Studierenden personalisiertes Feedback, ohne dass die Lehrkräfte zusätzlich belastet werden
Exploring ChatGPT's Empathic Abilities
Empathy is often understood as the ability to share and understand another
individual's state of mind or emotion. With the increasing use of chatbots in
various domains, e.g., children seeking help with homework, individuals looking
for medical advice, and people using the chatbot as a daily source of everyday
companionship, the importance of empathy in human-computer interaction has
become more apparent. Therefore, our study investigates the extent to which
ChatGPT based on GPT-3.5 can exhibit empathetic responses and emotional
expressions. We analyzed the following three aspects: (1) understanding and
expressing emotions, (2) parallel emotional response, and (3) empathic
personality. Thus, we not only evaluate ChatGPT on various empathy aspects and
compare it with human behavior but also show a possible way to analyze the
empathy of chatbots in general. Our results show, that in 91.7% of the cases,
ChatGPT was able to correctly identify emotions and produces appropriate
answers. In conversations, ChatGPT reacted with a parallel emotion in 70.7% of
cases. The empathic capabilities of ChatGPT were evaluated using a set of five
questionnaires covering different aspects of empathy. Even though the results
show, that the scores of ChatGPT are still worse than the average of healthy
humans, it scores better than people who have been diagnosed with Asperger
syndrome / high-functioning autism
GM-TCNet: Gated Multi-scale Temporal Convolutional Network using Emotion Causality for Speech Emotion Recognition
In human-computer interaction, Speech Emotion Recognition (SER) plays an
essential role in understanding the user's intent and improving the interactive
experience. While similar sentimental speeches own diverse speaker
characteristics but share common antecedents and consequences, an essential
challenge for SER is how to produce robust and discriminative representations
through causality between speech emotions. In this paper, we propose a Gated
Multi-scale Temporal Convolutional Network (GM-TCNet) to construct a novel
emotional causality representation learning component with a multi-scale
receptive field. GM-TCNet deploys a novel emotional causality representation
learning component to capture the dynamics of emotion across the time domain,
constructed with dilated causal convolution layer and gating mechanism.
Besides, it utilizes skip connection fusing high-level features from different
gated convolution blocks to capture abundant and subtle emotion changes in
human speech. GM-TCNet first uses a single type of feature, mel-frequency
cepstral coefficients, as inputs and then passes them through the gated
temporal convolutional module to generate the high-level features. Finally, the
features are fed to the emotion classifier to accomplish the SER task. The
experimental results show that our model maintains the highest performance in
most cases compared to state-of-the-art techniques.Comment: The source code is available at:
https://github.com/Jiaxin-Ye/GM-TCNe
How Fast Can We Play Tetris Greedily With Rectangular Pieces?
Consider a variant of Tetris played on a board of width and infinite
height, where the pieces are axis-aligned rectangles of arbitrary integer
dimensions, the pieces can only be moved before letting them drop, and a row
does not disappear once it is full. Suppose we want to follow a greedy
strategy: let each rectangle fall where it will end up the lowest given the
current state of the board. To do so, we want a data structure which can always
suggest a greedy move. In other words, we want a data structure which maintains
a set of rectangles, supports queries which return where to drop the
rectangle, and updates which insert a rectangle dropped at a certain position
and return the height of the highest point in the updated set of rectangles. We
show via a reduction to the Multiphase problem [P\u{a}tra\c{s}cu, 2010] that on
a board of width , if the OMv conjecture [Henzinger et al., 2015]
is true, then both operations cannot be supported in time
simultaneously. The reduction also implies polynomial bounds from the 3-SUM
conjecture and the APSP conjecture. On the other hand, we show that there is a
data structure supporting both operations in time on
boards of width , matching the lower bound up to a factor.Comment: Correction of typos and other minor correction
On driver behavior recognition for increased safety:A roadmap
Advanced Driver-Assistance Systems (ADASs) are used for increasing safety in the automotive domain, yet current ADASs notably operate without taking into account drivers’ states, e.g., whether she/he is emotionally apt to drive. In this paper, we first review the state-of-the-art of emotional and cognitive analysis for ADAS: we consider psychological models, the sensors needed for capturing physiological signals, and the typical algorithms used for human emotion classification. Our investigation highlights a lack of advanced Driver Monitoring Systems (DMSs) for ADASs, which could increase driving quality and security for both drivers and passengers. We then provide our view on a novel perception architecture for driver monitoring, built around the concept of Driver Complex State (DCS). DCS relies on multiple non-obtrusive sensors and Artificial Intelligence (AI) for uncovering the driver state and uses it to implement innovative Human–Machine Interface (HMI) functionalities. This concept will be implemented and validated in the recently EU-funded NextPerception project, which is briefly introduced
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