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Being Human: Human-Computer Interaction in the Year 2020

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... In 2008, Richard Harper and other organizers of the HCI 2020: Human Values in a Digital Age forum drafted a report which highlights many HCI concepts discussed at their forum [15]. Harper et al. defined HCI as "a term used to refer to the understanding and designing of different relationships between people and computers" [15]. ...
... In 2008, Richard Harper and other organizers of the HCI 2020: Human Values in a Digital Age forum drafted a report which highlights many HCI concepts discussed at their forum [15]. Harper et al. defined HCI as "a term used to refer to the understanding and designing of different relationships between people and computers" [15]. Their report speculates how human computer interfaces in the year 2020 and beyond may differ from what has been developed at the time of the forum. ...
... Their report speculates how human computer interfaces in the year 2020 and beyond may differ from what has been developed at the time of the forum. Additionally, the report urges that research in HCI will need to start targeting specific human values to achieve their predictions [15]. Gong Chao's 2009 paper defines HCI as the process of humans sending instructions to a computer through a human-computer interface, which will be interpreted by the computer and used to present results [16]. ...
Technical Report
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As Moore’s Law quickly approaches its physical limit, system-on-chip (SoC) architects are beginning to explore new design paradigms, such as the integration of various heterogenous hardware accelerators that improve energy efficiency of new SoCs. This is especially true for low-power spiking neural network (SNN) accelerators which are beginning to see their debut in commercial neuromorphic SoCs. This paper overviews the progression of neuromorphic SoC hardware and wearable computing over the past 20 years. We argue that SNN accelerators will be an important aspect of emerging smartglasses hardware due to their energy efficiency and we propose a novel smartglasses SoC design.
... The extended approach to HCI (Human Computer Interaction) research and design is intended to enable human values to be folded into the mix at all the various stages. Harper et al. [28] give this example to explain what is meant by "values": one might be interested in developing new digital tabletop applications. This phase of work would involve clarifying what kinds of human values might be made possible through such interactions. ...
... Conventional user-centered model; and (b) extended user-centered model following [28]. ...
... Harper et al. [28] give this example to explain what is meant by "values": one might be interested in developing new digital tabletop applications. This phase of work would involve clarifying what kinds of human values might be made possible through such interactions. ...
Article
Full-text available
Comprehensive geriatric assessment (CGA) is a multidimensional and multidisciplinary diagnostic instrument that helps provide personalized care to older adults by evaluating their state of health. This evaluation is based on extensive data collection in order to develop a coordinated plan to maximize overall health with aging. In the social and economic context of growing ageing populations, medical experts can save time and effort if provided with interactive tools to efficiently assist them in doing CGAs, managing either standardized tests or data collection. Recent research proposes the use of social robots as the central part of this optimization of clinicians’ time and effort. This paper presents the first and last steps of the research made around the design and evaluation of the CLARC robot: fieldwork (analysis of needs and practices concerning clinical data management) and field trials (pilot experiment in real-life conditions in a rehab hospital). Based on an extensive literature review of social robotics applications for health and ageing, it discusses the practical and methodological questions raised around how to design and test assistive social robots for clinical routine, and questions the feasibility of an automated CGA procedure.
... An overview of our design appears in Fig. 3. A good interaction design must incorporate targeted users' needs and concerns [25]. Thus, our app design entails the following steps. ...
... We incorporate these aspects while creating our app layouts. 3. Conceptual Design Construction: This process typically involves outlining wireframes i.e. initial mockup designs to serve as blueprints for further work [25]. Thus, we make wireframes for the SeVa app based on our own creative ideas, various features suggested by stakeholders and data from our ethnographic studies. ...
... This process in HCI leverages feedback from stakeholders on wireframes created in conceptual design. Typically app designs are subject to refinement based on assessment by stakeholders [25]. In our SeVa app design evaluation, we offer simple questionnaires to our stakeholders and have direct discussions with them to get their feedback on the wireframes. ...
Conference Paper
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An important goal in our world today is to eliminate food waste by reutilizing available food sources within local communities: leftover food items in restaurants, stores and food distribution centers that may be approaching expiration; and any perishable items not used in entirety within their desired period. This is highly significant, particularly during crises such as the COVID-19 pandemic. This paper focuses on creating an interesting mobile application (app) called SeVa that provides a ubiquitous platform wherein users can visualize available food resources in their local area and consequently gain access to food, thereby tackling two major issues, i.e. hunger and food waste. This app is pertinent to the UN SDGs (United Nations Sustainable Development Goals) and fits the general realm of AI for Smart Living in Smart Cities. In addition to entailing IoT (Internet of Things) and ubiquitous computing, this work makes positive impacts on both healthcare and environment by reducing hunger and food waste respectively. We describe our SeVa app development using principles from AI, and especially HCI (Human Computer Interaction), along with its evaluation encompassing user surveys. We also list some open issues with the scope for future work.
... An overview of our design appears in Fig. 3. A good interaction design must incorporate targeted users' needs and concerns [25]. Thus, our design entails the following steps. ...
... We incorporate these aspects while creating our app layouts. 3. Conceptual Design Construction: This process typically involves outlining wireframes i.e. initial mockup designs to serve as blueprints for further work [25]. Thus, we make wireframes for the SeVa app based on our own creative ideas, various features suggested by stakeholders and data from our ethnographic studies. ...
... This process in HCI leverages feedback from stakeholders on wireframes created in conceptual design. Typically app designs are subject to refinement based on assessment by stakeholders [25]. In our SeVa app design evaluation, we offer simple questionnaires to our stakeholders and have direct discussions with them to get their feedback on the wireframes. ...
Preprint
An important goal in our world today is to eliminate food waste by reutilizing available food sources within local communities: leftover food items in restaurants, stores and food distribution centers that may be approaching expiration; and any perishable items not used in entirety within their desired period. This is highly significant, particularly during crises such as the COVID-19 pandemic. This paper focuses on creating an interesting mobile application (app) called SeVa that provides a ubiquitous platform wherein users can visualize available food resources in their local area and consequently gain access to food, thereby tackling two major issues, i.e. hunger and food waste. This app is pertinent to the UN SDGs (United Nations Sustainable Development Goals) and fits the general realm of AI for Smart Living in Smart Cities. In addition to entailing IoT (Internet of Things) and ubiquitous computing, this work makes positive impacts on both healthcare and environment by reducing hunger and food waste respectively. We describe our SeVa app development using principles from AI, and especially HCI (Human Computer Interaction), along with its evaluation encompassing user surveys. We also list some open issues with the scope for future work.
... Values are defined as the ideas we all hold about what is desirable in different situations, societies, and cultural contexts, that guide our actions, judgments, and decisions [5,8,22]. Values are embedded in every aspect of our design process and have been proposed as a focal concern in Human-Computer Interaction (HCI) [5,8]. ...
... Values are defined as the ideas we all hold about what is desirable in different situations, societies, and cultural contexts, that guide our actions, judgments, and decisions [5,8,22]. Values are embedded in every aspect of our design process and have been proposed as a focal concern in Human-Computer Interaction (HCI) [5,8]. This new paradigm in HCI that places human values at its core provides a lens to understand our relationship with technology [8]. ...
... Values are embedded in every aspect of our design process and have been proposed as a focal concern in Human-Computer Interaction (HCI) [5,8]. This new paradigm in HCI that places human values at its core provides a lens to understand our relationship with technology [8]. These values directly influence the design outcome, which will in turn impact's people's activity and experiences with technologies. ...
... Automatic Emotion recognition (ER) is an essential tool in human-computer interaction (HCI) as it allows people to interact with robots more naturally [1,2]. It also plays a significant role in various sectors, such as healthcare, education, surveillance, security, and automation [3]. Emotion Recognition in Conversation (ERC) is a sub-field of ER that involves identifying the emotions of speakers in a given conversation as opposed to utterance level. ...
... Graph-based neural networks and transformer-based models have both been used to model long-term dependencies between words in utterances and relationships between utterances [26]. However, prior methods have mostly focused on modeling the context extending the graph-based neural networks to model utterances, speakers, and relationships in a conversation [3]. Emotional dynamics in conversations play a crucial role in ERC analysis, including inter-and intra-personal dependencies [27]. ...
... A number of approaches for systematically considering HVs in information technology have emerged (Brey, 2015;Mahamuni et al., 2015;Harper et al., 2019). HVs are the ideas that guide our actions, judgements and decisions, are fundamental to what makes us human and are manifest in our relationship with technology (Harper et al., 2019). ...
... A number of approaches for systematically considering HVs in information technology have emerged (Brey, 2015;Mahamuni et al., 2015;Harper et al., 2019). HVs are the ideas that guide our actions, judgements and decisions, are fundamental to what makes us human and are manifest in our relationship with technology (Harper et al., 2019). Friedman and Hendry (2019) argue that digital technologies can no longer stand apart from HVs that reside with the user. ...
Article
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As the United Nations inevitably embarks on the digital transformation of peacekeeping, it raises key questions-'technology' or 'human' first. This paper argues that narrowly focusing on technical solutions may move this world body closer to a modern infrastructure, but misses it opportunities for bigger, more impactful peacekeeping process improvement. Whereas, starting with 'humans' or peacekeepers, their goals and pain points and the context of their interactions, means that solutions are targeting meaningful outcomes, not just new software. Using the value sensitive design approach to technology design, the paper extends its application to peacekeeping by integrating human values and the values instantiated in existing or imagined technical designs. These values were distilled out of a mixed methods study carried out at a peace mission deployed in Africa. Analysis identified four horizontal themes (positive UX, integration, connectivity and privacy) across three use contexts (workplace productivity, personal physical safety and well-being). Core values were being safe, family connection, doing work well and being cared for by their organization. Such human-centred technological interventions will enhance the needed capabilities for the peacekeeping forces to win when they need to and to safely enforce lasting peace in a dominant but non-violent fashion where possible. RESEARCH HIGHLIGHTS • Human values matter. Purpose and values are the key enablers of digital transformation strategy. • To that end, the research highlights Value Sensitive Design approach to technology innovation that explicitly incorporates human values into the design process, outlines the context and challenges for technology use in peacekeeping. • Retaining the human element in digital transformation of the United Nations Peacekeeping will be vital for future success.
... The Digitally Assisted Class [3]; pero ninguno de estos trabajos se Campos Mijangos, C. Universidad Tecnológica de la Mixteca Carretera a Acatlima K.m. 2.5 Huajuapan de León, Oaxaca, México Email: cc.mijangos@gmail.com ha implementado o al menos documentado en la educación media superior en México, por ello este proyecto cobra relevancia al ser el primero en realizarse bajo un enfoque mixto del aprendizaje y con una técnica de estructuración de contenidos creativa para coadyuvar en la solución de un problema específico en un subsistemas concreto en el país. ...
... Este trabajo pone especial atención en el estudiante, los contenidos y el entorno de implementación, así que por sus características versátiles y de profundidad se ha optado por el uso de la Metodología Centrada en el Usuario en su versión Extendida [3] para el desarrollo del Software Interactivo (Figura 2), así como la metodología de la "Guía Práctica para la Gamificación de la Educación" [2] para el desarrollo de los contenidos bajo una estructura gamificada. Asimismo, se hace indispensable la planeación didáctica por parte del docente para establecer momentos de instrucción, retroalimentación y evaluación de los aprendizajes ...
Article
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Este trabajo se centra en el desarrollo de un software interactivo (SI) enfocado en la gamificación de contenidos para fomentar el aprendizaje de estudiantes de nivel bachillerato en la asignatura “Ética y Valores II”, correspondiente a los planes y programas de estudio del Instituto de Estudios de Bachillerato del Estado de Oaxaca. El software operará con las condiciones de un entorno de aprendizaje mixto (Blended-Learning) y será desarrollado con interfaces amigables, interactivas y sencillas de usar. Esta herramienta será estructurada bajo la Metodología del Diseño Centrado en el Usuario versión extendida (UCD-e). Se enfocará en mejorar el proceso de enseñanza-aprendizaje a través del modelo Humano-Computadora como una alternativa ante la falta de docentes especializados en el área de humanidades en la institución. Se pretende que el resultado de esta tesis sea la base del diseño de softwares futuros que coadyuven en la enseñanza de temas especializados a nivel bachillerato.
... The abundance of computing devices as foreseen by Weiser already in 1991 20 and the advent of the ubiquity era 21 are manifestations of those trends. As is typically suggested in the literature on ubiquitous computing (e.g., Ref. 22 ), contemporary interaction paradigms more often rely on bodily awareness, skills, and the spatial and social context. ...
Article
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We are currently in a period of upheaval, as many new technologies are emerging that open up new possibilities to shape our everyday lives. Particularly, within the field of Personalized Human-Computer Interaction we observe high potential, but also challenges. In this article, we explore how an increasing amount of online services and tools not only further facilitates our lives, but also shapes our lives and how we perceive our environments. For this purpose, we adopt the metaphor of personalized ‘online layers’ and show how these layers are and will be interwoven with the lives that we live in the ‘human layer’ of the real world.
... This iterative approach and design cycle (see Figure 4) has been shown to be very valuable to successful research and development (c.f. Courage, C & Baxter, 2005;Harper et al., 2008). ...
Conference Paper
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Public transportation is often poorly developed, especially in rural areas, which leads to an increased dependence on personal vehicles. Moreover, since transportation is one of the main drivers of climate change, our research project aims to explore cost-effective methods for sustainable last-mile logistics in rural areas and support decision-makers utilizing a dashboard. For this purpose, an open marketplace platform is planned that intelligently networks suppliers and service providers in a region and bundles orders and deliveries. The aim is also to motivate customers and users to behave in a more environmentally friendly way by suggesting appropriate offers through the way they are presented on the marketplace. This is achieved by integrating Digital Twin (DT) technologies, cognitive agent-based social simulation, transport management systems and recommendation systems. To ensure the project aligns with public needs and acceptance of proposed approaches, we conduct census-representative surveys alongside the development and experimentation phases. In this paper, the overall structure of the research project and the submodels underpinning our solution are introduced. It also includes a visual mockup of a rural region’s DT and introduces several use cases.
... Human-Computer Interaction (HCI) [1][2][3] is the discipline concerned with the design, evaluation, and implementation of interactive computing systems for human use, and with the study of major phenomena surrounding them. User Interface (UI) [4][5][6] is the actual artifact of the user interaction. ...
... Wearables continuously monitor vital signs, activity and sleep to provide personalized health guidance [29]. Ambient assisted living spaces help older adults age in place through environmental context-awareness [30]. ...
Article
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Ambient computing is an innovative technology that has gained significant traction recently. It involves integrating information technology into our daily routine subtly and unobtrusively. The technology that surrounds us interacts with us naturally and without requiring our conscious attention or explicit commands. This means that we can go about our daily lives while the technology works seamlessly in the background to provide us with the best experiences. This literature review provides an in-depth analysis of the rise of ambient computing, its key characteristics, enabling technologies, applications, use cases, challenges, and outlook. With the integration of artificial intelligence, ubiquitous computing, sensors, connectivity, and human-computer interfaces, ambient computing has the potential to fade into the background and provide seamless and contextualized experiences tailored to individuals' needs and situations. Ambient computing holds great promise in providing an enhanced understanding of the world and allowing us to be more productive and efficient in our daily lives. It has already found many applications, from home automation to healthcare and transportation. However, with all the benefits that ambient computing has to offer, there are still challenges that need to be addressed. These challenges include privacy, security, reliability, accessibility, and human-AI co-existence. Addressing these challenges is crucial to ensure ambient computing can be deployed responsibly and ethically. This review synthesizes current knowledge on ambient computing and highlights areas that require further investigation to promote informed discourse and responsible advancement of this emerging paradigm. Overall, the potential benefits of ambient computing are enormous, and it is essential to continue the research and development of this technology while addressing its challenges and risks.
... Human-centered design is often misunderstood and mistakenly considered a design style. However, HCD is actually "a process for designing and developing everything for humans who will use them, including buildings, communities, services, and products, regardless of age or ability" (Harper et al., 2008). In other words, Human-centered design is rooted in understanding the physical and psychological requirements of human users. ...
... Pero las implicaciones ambientales y sociales son una preocupación de muchos autores quienes suponen el proceso algo más que mecánico y utilitario. Harper et al., (2008), resaltan la profundidad del fenómeno tecnológico en el quehacer social: ...
Article
Full-text available
Digital technologies are disruptive. Developers evolve them to more immersive forms every day, as they seek the adaptation and acceptance of human beings to the world of virtuality characterized by being a space that is part of reality, but not concrete, which is accessed through the senses. The use of visual, auditory and tactile sensations, to achieve deep and permanent levels of perception, is the fundamental strategy of the developers. It is about increasing Human-Computer Interaction to levels that allow the human brain to accept and validate the virtual experience as a means of strengthening learning that will be transformed into permanent behaviors. The article is an educational reflection based on a documentary review of how the forms of interaction in digital technologies are realized and what are their advantages in the service of education. It is qualitative research whose main conclusion is that they will transform the way the didactic process is applied, redesigning the educational systems for a humanity marked by new technical and social realities.
... Актуальними для інформаційної етики є також теми інтелектуальної власності, недоторканості приватної власності, безпеки, інформаційного перевантаження, цифрового розриву, дискримінації за ознакою статі, штучних посередників, віртуальної реальності, робототехніки, актуальної інформації про довкілля і цензури 13 . Ця проблематика потребує глибокої етичної оцінки, вироблення системи універсальних моральних принципів, водночас врахування історичних і 11 Moor J. What Is Computer Ethics? Metaphilosophy. ...
... However, this change in job title represented a more fundamental shift in focus towards the aesthetic and emotional aspects of design (Norman 2005). Furthermore, increasing scrutiny of the ways in which user interfaces permeate commercial and societal life has led to an examination of the ways in which values are purposefully or accidentally embodied in designs (Cockton 2004;Harper et al. 2008). ...
... In the design process, designers have to deal with all of these aspects to balance beauty and usability of products. Several computer-aided design (CAD) packages have been developed to facilitate the designers' ac0vi0es; nevertheless, there are only a small number of CAD tools that can support designers' ac0vi0es since conceptual design [4]. ...
Conference Paper
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The aim of this study is to determine the effects of Information and Communication Technologies usage in the area of jewellery design which is the rising sort of arts. The research is a qualitative research. By using “content analysis” methods, datas from scientific studies will be examined and results will be shared. It is thought that the study will be useful for illuminating the usage of information technologies in jewellery arts design area. Keywords: Jewellery Design, Digital Jewellery, Information and Communication Technologies
... Humans must be placed at the heart of AI development lifespans (Harper, 2008;Inkpen et al., 2019). Real users should be at the forefront and must be engaged with the system from the very beginning. ...
Conference Paper
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AI has become an increasingly active area of research over the past few years in healthcare. Nevertheless, not all research advancements are applicable in the field as there are only a few AI solutions that are actually deployed in medical infrastructures or actively used by medical practitioners. This can be due to various reasons as the lack of a human-centered approach for the non-incorporation of humans in the loop. In this workshop, we aim to address the questions relevant to human-centered AI solutions associated with healthcare by exploring different human-centered approaches for 2 designing AI systems and using image-based datasets for medical diagnosis. We aim to bring together researchers and practitioners in AI, human-computer interaction, healthcare, etc. and expedite the discussions about making usable systems that will be more comprehensible and dependable. Findings from our workshop may serve as 'terminus a quo' to significantly improve AI solutions for medical diagnosis.
... DNNs comprise one or more underlying hidden layers between inputs and outputs based on feed-forward architectures. Automated feature learning approaches were developed to acquire highlevel features that accurately recognize human emotions [11], [13], [14], [32]- [34], and all have given better results. The DNN method was the first deep learning method deployed, correlated with handcrafted acoustic characteristics. ...
Article
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We needed to find deep emotional features to identify emotions from audio signals. Identifying emotions in spontaneous speech is a novel and challenging subject of research. Several convolutional neural network (CNN) models were used to learn deep segment-level auditory representations of augmented Mel spectrograms. The proposed study introduces a novel technique for recognizing semi-natural and spontaneous speech emotions based on 1D (Model A) and 2D (Model B) deep convolutional neural networks (DCNNs) with two layers of long-short-term memory (LSTM). Both models used raw speech data and augmented (mid, left, right, and side) segment level Mel spectrograms to learn local and global features. The architecture of both models consists of five local feature learning blocks (LFLBs), two LSTM layers, and a fully connected layer (FCL). In addition to learning local correlations and extracting hierarchical correlations, LFLB comprises two convolutional layers and a max-pooling layer. The LSTM layer learns long-term correlations from local features. The experiments illustrated that the proposed systems perform better than conventional methods. Model A achieved an average identification accuracy of 94.78% for speaker-dependent (SD) with a raw SAVEE dataset. With the IEMOCAP database, Model A achieved an average accuracy of an SD experiment with raw audio of 73.15%. In addition, Model A obtained identification accuracies of 97.19%, 94.09%, and 53.98% on SAVEE, IEMOCAP, and BAUM-1s, the databases for speaker-dependent (SD) experiments with an augmented Mel spectrogram, respectively. In contrast, Model B achieved identification accuracy of 96.85%, 88.80%, and 48.67% on SAVEE, IEMOCAP, and the BAUM-1s database for SI experiments with augmented reality Mel spectrogram, respectively.
... Whereas a classic human-computer interface was just an input-output tool for operating a computer to solve a specific problem, today's computers accompany people in a variety of ways around the clock. We diligently click every accept button and experience a completely different understanding of the digital computer, from the 'Von Neumann calculating machine' with switch board and punch card input/output, adding numbers [6] to become a daily universal, even indispensable companion that completely changes the role of the user from subscriber to producer, from reader to publisher and from consumer to developer of content [7]. The convenience that there is ''an app for everything'' and ''AI inside'' everywhere may lead to discomfort and the eeriness that results from the invasive behavior of these applications, which is why privacy-oriented solutions must also be incorporated [8]. ...
Article
Full-text available
Personas have successfully supported the development of classical user interfaces for more than two decades by mapping users’ mental models to specific contexts. The rapid proliferation of Artificial Intelligence (AI) applications makes it necessary to create new approaches for future human-AI interfaces. Human-AI interfaces differ from classical human-computer interfaces in many ways, such as gaining some degree of human-like cognitive, self-executing, and self-adaptive capabilities and autonomy, and generating unexpected outputs that require non-deterministic interactions. Moreover, the most successful AI approaches are so-called "black box" systems, where the technology and the machine learning process are opaque to the user and the AI output is far not intuitive. This work shows how the personas method can be adapted to support the development of human-centered AI applications, and we demonstrate this on the example of a medical context. This work is - to our knowledge - the first to provide personas for AI using an openly available Personas for AI toolbox. The toolbox contains guidelines and material supporting persona development for AI as well as templates and pictures for persona visualisation. It is ready to use and freely available to the international research and development community at https://github.com/human-centered-ai-lab/PERSONAS. Additionally, an example from medical AI is provided as a best practice use case. This work is intended to help foster the development of novel human-AI interfaces that will be urgently needed in the near future.
... The understanding phase focuses on human values and shows the user precisely what the design wants. This phase will require reflective thought and conceptual analysis drawing in other disciplines, including philosophy, psychology, art, literary theory, cultural studies, anthropology, sociology, or design [13]. In the diverging step, the team must define or find a solution to the problem (discussed in the previous "understand" stage). ...
Conference Paper
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Abstract— Suicide death is the number 15 cause of death in the world. Suicide cases go undetected because the perpetrator shows no signs beforehand. Therefore, it is necessary to identify the risk of suicide in adolescents early, accessed quickly, maintains user privacy, and understand user needs. Using the Risk Factors of Suicidal Ideation (RFSI) questionnaire, it hoped to detect early suicide incidents in adolescents. This research proposed a Suicide Risk Idea Identification for Teenager (SERIINA), a mobile application developed using the Extended Rapid Application Development (ERAD) method. The ERAD method combines the concept of design sprint and RAD in the system development cycle. Based on the research results, SERIINA mobile apps development is completed in 19 days. The functional testing using Black-Box testing shows that the application works well and compatible with the five main scenarios. The results of interface design testing using heuristic evaluation indicate that the application has been well designed, with a usability value of 2.34 or about 72-85% according to design rules.
... Related to ethics in AI, these concerns are not merely of academic value, as signified in a 2007 Microsoft report (Harper, Rodden, Rogers & Sellen 2008) which warns that by 2020 "new technologies" could promote "new forms of control or decentralisation, encouraging some forms of social interaction at the expense of other, and promoting certain values while dismissing alternatives". According to this report, AI technology could be used as to develop a culture of "urban indifference", "addiction to social contact" and "subvert traditional forms of governmental and media authority". ...
Article
This article rethinks the position of Information Ethics (IE) vis-à-vis the growing discipline of the ethics of AI. While IE has a long and respected academic history, the discipline of the ethics of AI is much younger. The scope of the latter discipline has exploded in the last decade in sync with the explosion of data driven AI. Currently, the ethics of AI as a discipline can be said to have sub-divided at least into machine ethics, robot ethics, data ethics, and neuro ethics. The argument presented here is that ethics of AI can from one perspective be viewed as a sub-discipline of IE. IE is at the heart of ethical concerns about the potential de-humanising impact of AI technologies, as it addresses issues relating to communication, the status of knowledge claims, and the quality of media-generated information, among many others. Perhaps the single most concerning ethical concern in the context of data-driven AI technology is the rise of new social narratives that threaten humans’ special sense of agency and, and this is firstly an IE concern. The article thus argues for the independent position of IE as well as for its position as the core, over-arching discipline, of the ethics of AI.
... 1. Validation/reputation/trust of individual actors 2. Collective decision making 3. Collective production activity 4. Collective data sharing 5. The construction of larger cognitive artifacts and systems A final notable HCI theory and ethical movement is that of human values, which argues that digital technology should strive to consider human values within its development process and ultimate application (Harper et al., 2008). The theory introduces the notion of empathy into the design process, as a point of reflection to consider the human values within any technology development. ...
Article
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The mechanisms and evolving standards collectively known as self-sovereign identity (SSI) offer the prospect of a decentralized Internet by providing a central pillar for a human-centered data ecosystem (HCDE). Once established this technology promises to afford participants the same agency in the digital realm as individuals experience in the real world. Investigation suggests that the domain is now sufficiently mature to realize practically the principles of SSI, but in order to achieve sustainable adoption, significant design focused work needs to be undertaken at the interface layer. This paper presents recent practice-led research designed to project current SSI prototypes to scale through conceptual modeling, preliminary user interface, and critical analysis. This research introduces the term sovereign boundary mechanism (SBM), a standardized collection of SSI interactions, which can be described as a metaphorical ring of sovereignty between the participant and the wider network. Within this model, participants control identity, relationships, and data streams and access control. This research identifies the domains of interaction and the minimum required objects for a full-scale SSI engagement through an SBM. It defines the component parts and functionality of a wider HCDE which require further consideration, and it identifies emergent concepts for which a participant may lack mental model and understanding. The research considers human computer interaction (HCI) theory across internalized, external, and distributed cognition, arguing that the current trajectory of SSI requires significant internalized representations, prior knowledge, and participant responsibility. This research argues that these elements are problematic and pose a significant barrier to sustainable adoption. In conclusion, this research suggests that the decentralized community needs to recognize the obstacle potentially posed at the interface layer and engage in collective standardization, strategy, and design thinking to increase the probability of sustainable adoption.
... Understanding one's feelings at the time of communication is constructive in comprehending the conversation and responding appropriately. Currently, this part of humancomputer interaction has not yet entirely been solved, and except for a limited number of applications, there is no general solution to this problem [2,3]. ...
Article
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The advancements in neural networks and the on-demand need for accurate and near real-time Speech Emotion Recognition (SER) in human–computer interactions make it mandatory to compare available methods and databases in SER to achieve feasible solutions and a firmer understanding of this open-ended problem. The current study reviews deep learning approaches for SER with available datasets, followed by conventional machine learning techniques for speech emotion recognition. Ultimately, we present a multi-aspect comparison between practical neural network approaches in speech emotion recognition. The goal of this study is to provide a survey of the field of discrete speech emotion recognition.
... La Figura 2, muestra lo que proponen en [6], mediante la adición de una nueva etapa, que implica el análisis conceptual. En esta nueva etapa se necesita saber más acerca de las experiencias de la gente, los usuarios finales, es aquí donde los estudios etnográficos, registros de interacción con el usuario y las encuestas se usan comúnmente. ...
Article
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La presente investigación pretende mostrar el trabajo que puede realizarse para difusión y preservación de la cultura, utilizando la tecnología a nuestro alcance. Es una mezcla de conocimientos en Interacción Humano Computadora, Experiencias de Usuario, Arqueología, Fotografía y diseño en 3D. La presentación del trabajo de modelado se realizará de acuerdo a las experiencias que se obtengan del grupo de usuarios, clasificados en: arqueólogos, visitantes a los museos y guías.
... In literature and amongst practitioners, various modified research and design cycles can be found. Popular models describe similar stages like Study, Design, Build, and Evaluate [89] or Analysis, Design, Coding, and Quality Assurance Testing [180]. ...
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Reproducibility should be a cornerstone of science as it enables validation and reuse. In recent years, the scientific community and the general public became increasingly aware of the reproducibility crisis, i.e. the wide-spread inability of researchers to reproduce published work, including their own. Scientific research is increasingly focused on the creation, observation, processing, and analysis of large data volumes. On the one hand, this transition towards computational and data-intensive science poses new challenges for research reproducibility and reuse. On the other hand, increased availability and advances in computation and web technologies offer new opportunities to address the reproducibility crisis. This thesis reports on user-centered design research conducted at CERN, a key laboratory in data-intensive particle physics. In this thesis, we build a wider understanding of researchers' interactions with tools that support research documentation, preservation, and sharing. From a Human-Computer Interaction (HCI) perspective the following aspects are fundamental: (1) Characterize and map requirements and practices around research preservation and reuse. (2) Understand the wider role and impact of research data management (RDM) tools in scientific workflows. (3) Design tools and interactions that promote, motivate, and acknowledge reproducible research practices. Research reported in this thesis represents the first systematic application of HCI methods in the study and design of interactive tools for reproducible science. We advocate the unique role of HCI in supporting, motivating, and transforming reproducible research practices through the design of tools that enable effective RDM. This thesis paves new ways for interaction with RDM tools that support and motivate reproducible science.
... The world is imbued with technologies that have created and continue to create rapid change that manifests itself in all aspects of our lives [1]. The past two decades have hailed computer revolutions that have changed various aspects of its role in people's lives, from undertaking routine activities (e.g., paying bills or shopping) to creating wholly new experiences (e.g., virtual and augmented realities) [2]. ...
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Toplumsal değişimlerin ve sosyal oluşumların merkezinde yer alan teknoloji varolan gücünün etkisiyle her alanda olduğu gibi sanatsal alanlarda da büyük değişim ve gelişimlere neden olmaktadır. Yeni teknolojiler bilişim toplumunun vazgeçilemez bir parçası olmuş, yeni medyanın öncül alanı sosyal medya bu bağlamda toplumların hayatında önemli bir yer kaplar hale gelmiştir. Bu çalışmanın amacı, yeni teknolojiler ve yeni medya çağında etki gücü artan etkileşimin sanatsal bağlamını araştırmaya dayanmaktadır. Çalışma yeni medya alanı kapsamında etkileşimi inceler. Yeni medya sanatının oluşum süreçleri ve bu süreçlerde yaratılan etkileşim yordamlarını analiz eder. Etkileşimin sosyal bir süreç içinde değişim ve dönüşümünü inceleyerek sanatsal alanlarda ifade edilişine odaklanır. Çalışmanın hedefi, bir sanat dalı olan enstalasyon bağlamında etkileşimi ele alarak, sosyal medyadan elde edilen etkileşim verilerini enstalasyon üzerine uygulanmasıdır. Çalışma sürecinde tasarlanan enstalasyon, yeni medya teknolojilerini, yeni medya kuramlarını ve sosyal medya verilerini bir eser üzerinde yansıtmaya çalışır. Eser sosyal medya verilerini kullanarak sosyal etkileşimi; bireysel seçime izin vererek eser katılımcı etkileşimini deneyimler. Sonuç olarak ortaya çıkan eser ile sanatsal ifadede etkileşimin yerine vurgu yapmakta ve çoğul sanata katkı sağlamayı hedeflemektedir.
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