Search results for: user generated content
11069 Right-Wing Narratives Associated with Cognitive Predictors of Radicalization: Direct User Engagement Drives Radicalization
Authors: Julius Brejohn Calvert
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This Study Aimed to Investigate the Ecological Nature of Extremism Online. The Construction of a Far-Right Ecosystem Was Successful Using a Sample of Posts, Each With Separate Narrative Domains. Most of the Content Expressed Anti-black Racism and Pro-white Sentiments. Many Posts Expressed an Overt Disdain for the Recent Progress Made Regarding the United States and the United Kingdom’s Expansion of Civil Liberties to People of Color (Poc). Of Special Note, Several Anti-lgbt Posts Targeted the Ongoing Political Grievances Expressed by the Transgender Community. Overall, the Current Study Is Able to Demonstrate That Direct Measures of User Engagement, Such as Shares and Reactions, Can Be Used to Predict the Effect of a Post’s Radicalization Capabilities, Although Single Posts Do Not Operate on the Cognitive Processes of Radicalization Alone. In This Analysis, the Data Supports a Theoretical Framework Where Individual Posts Have a Higher Radicalization Capability Based on the Amount of User Engagement (Both Indirect and Direct) It Receives.Keywords: cognitive psychology, cognitive radicalization, extremism online, domestic extremism, political science, political psychology
Procedia PDF Downloads 7111068 Assessing the Efficacy of Artificial Intelligence Integration in the FLO Health Application
Authors: Reema Alghamdi, Rasees Aleisa, Layan Sukkar
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The primary objective of this research is to conduct an examination of the Flo menstrual cycle application. We do that by evaluating the user experience and their satisfaction with integrated AI features. The study seeks to gather data from primary resources, primarily through surveys, to gather different insights about the application, like its usability functionality in addition to the overall user satisfaction. The focus of our project will be particularly directed towards the impact and user perspectives regarding the integration of artificial intelligence features within the application, contributing to an understanding of the holistic user experience.Keywords: period, women health, machine learning, AI features, menstrual cycle
Procedia PDF Downloads 7611067 Elevating User Experience for Thailand Drivers: Dashboard Design Analysis in Electric Vehicles
Authors: Poom Thiparapkul, Tanat Jiravansirikul, Pakpoom Thongsari
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This study explores the design of electric vehicle (EV) dashboards with a focus on user interaction. Findings from a Thai sample reveal a preference for physical buttons over touch interfaces due to their immediate feedback. Touchscreens lack this assurance, leading to potential uncertainty. Users' smartphone experiences create a learning curve that doesn't translate well to in-car touch systems. Gender-wise, females exhibit slightly longer decision times. Designing EV dashboards should consider these factors, prioritizing user experience while avoiding overreliance on smartphone principles. A successful example is Subaru XV's design, which calculates screen angles and button positions for targeted users. In summary, EV dashboards should be intuitive, minimize touch dependency, and accommodate user habits. Balancing modernity with functionality can enhance driving experiences while ensuring safety. A user-centered approach, acknowledging gender differences, will yield efficient and safe driving environments.Keywords: user experience design, user experience, electric vehicle, dashboard design, Thailand driver.
Procedia PDF Downloads 8111066 Evaluation of Japanese Kyoto Park in Terms of User Satisfaction
Authors: Ruhugül Özge Gemici
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The need for open space, which is an important problem especially since the 19th century, has become more important in today's conditions. The most important factor in increasing the livability of cities is the open and green areas. Parks are the most important of the urban open and green space elements that provide the most benefit to users. In this context, the user satisfaction of the Japanese Kyoto Park, which is the subject of the research, was evaluated in the light of the questionnaires. With this analysis, the satisfaction level of the user using the park was determined. Suggestions have been developed for the park to be handled and regulated according to the user requests and requirements changing over time.Keywords: landscape, landscape design, open and green spaces, sculpture
Procedia PDF Downloads 22111065 Exploring Time-Series Phosphoproteomic Datasets in the Context of Network Models
Authors: Sandeep Kaur, Jenny Vuong, Marcel Julliard, Sean O'Donoghue
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Time-series data are useful for modelling as they can enable model-evaluation. However, when reconstructing models from phosphoproteomic data, often non-exact methods are utilised, as the knowledge regarding the network structure, such as, which kinases and phosphatases lead to the observed phosphorylation state, is incomplete. Thus, such reactions are often hypothesised, which gives rise to uncertainty. Here, we propose a framework, implemented via a web-based tool (as an extension to Minardo), which given time-series phosphoproteomic datasets, can generate κ models. The incompleteness and uncertainty in the generated model and reactions are clearly presented to the user via the visual method. Furthermore, we demonstrate, via a toy EGF signalling model, the use of algorithmic verification to verify κ models. Manually formulated requirements were evaluated with regards to the model, leading to the highlighting of the nodes causing unsatisfiability (i.e. error causing nodes). We aim to integrate such methods into our web-based tool and demonstrate how the identified erroneous nodes can be presented to the user via the visual method. Thus, in this research we present a framework, to enable a user to explore phosphorylation proteomic time-series data in the context of models. The observer can visualise which reactions in the model are highly uncertain, and which nodes cause incorrect simulation outputs. A tool such as this enables an end-user to determine the empirical analysis to perform, to reduce uncertainty in the presented model - thus enabling a better understanding of the underlying system.Keywords: κ-models, model verification, time-series phosphoproteomic datasets, uncertainty and error visualisation
Procedia PDF Downloads 25511064 Graphic User Interface Design Principles for Designing Augmented Reality Applications
Authors: Afshan Ejaz, Syed Asim Ali
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The reality is a combination of perception, reconstruction, and interaction. Augmented Reality is the advancement that layer over consistent everyday existence which includes content based interface, voice-based interfaces, voice-based interface and guide based or gesture-based interfaces, so designing augmented reality application interfaces is a difficult task for the maker. Designing a user interface which is not only easy to use and easy to learn but its more interactive and self-explanatory which have high perceived affordability, perceived usefulness, consistency and high discoverability so that the user could easily recognized and understand the design. For this purpose, a lot of interface design principles such as learnability, Affordance, Simplicity, Memorability, Feedback, Visibility, Flexibly and others are introduced but there no such principles which explain the most appropriate interface design principles for designing an Augmented Reality application interfaces. Therefore, the basic goal of introducing design principles for Augmented Reality application interfaces is to match the user efforts and the computer display (‘plot user input onto computer output’) using an appropriate interface action symbol (‘metaphors’) or to make that application easy to use, easy to understand and easy to discover. In this study by observing Augmented reality system and interfaces, few of well-known design principle related to GUI (‘user-centered design’) are identify and through them, few issues are shown which can be determined through the design principles. With the help of multiple studies, our study suggests different interface design principles which makes designing Augmented Reality application interface more easier and more helpful for the maker as these principles make the interface more interactive, learnable and more usable. To accomplish and test our finding, Pokémon Go an Augmented Reality game was selected and all the suggested principles are implement and test on its interface. From the results, our study concludes that our identified principles are most important principles while developing and testing any Augmented Reality application interface.Keywords: GUI, augmented reality, metaphors, affordance, perception, satisfaction, cognitive burden
Procedia PDF Downloads 16911063 A Digital Environment for Developing Mathematical Abilities in Children with Autism Spectrum Disorder
Authors: M. Isabel Santos, Ana Breda, Ana Margarida Almeida
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Research on academic abilities of individuals with autism spectrum disorder (ASD) underlines the importance of mathematics interventions. Yet the proposal of digital applications for children and youth with ASD continues to attract little attention, namely, regarding the development of mathematical reasoning, being the use of the digital technologies an area of great interest for individuals with this disorder and its use is certainly a facilitative strategy in the development of their mathematical abilities. The use of digital technologies can be an effective way to create innovative learning opportunities to these students and to develop creative, personalized and constructive environments, where they can develop differentiated abilities. The children with ASD often respond well to learning activities involving information presented visually. In this context, we present the digital Learning Environment on Mathematics for Autistic children (LEMA) that was a research project conducive to a PhD in Multimedia in Education and was developed by the Thematic Line Geometrix, located in the Department of Mathematics, in a collaboration effort with DigiMedia Research Center, of the Department of Communication and Art (University of Aveiro, Portugal). LEMA is a digital mathematical learning environment which activities are dynamically adapted to the user’s profile, towards the development of mathematical abilities of children aged 6–12 years diagnosed with ASD. LEMA has already been evaluated with end-users (both students and teacher’s experts) and based on the analysis of the collected data readjustments were made, enabling the continuous improvement of the prototype, namely considering the integration of universal design for learning (UDL) approaches, which are of most importance in ASD, due to its heterogeneity. The learning strategies incorporated in LEMA are: (i) provide options to custom choice of math activities, according to user’s profile; (ii) integrates simple interfaces with few elements, presenting only the features and content needed for the ongoing task; (iii) uses a simple visual and textual language; (iv) uses of different types of feedbacks (auditory, visual, positive/negative reinforcement, hints with helpful instructions including math concept definitions, solved math activities using split and easier tasks and, finally, the use of videos/animations that show a solution to the proposed activity); (v) provides information in multiple representation, such as text, video, audio and image for better content and vocabulary understanding in order to stimulate, motivate and engage users to mathematical learning, also helping users to focus on content; (vi) avoids using elements that distract or interfere with focus and attention; (vii) provides clear instructions and orientation about tasks to ease the user understanding of the content and the content language, in order to stimulate, motivate and engage the user; and (viii) uses buttons, familiarly icons and contrast between font and background. Since these children may experience little sensory tolerance and may have an impaired motor skill, besides the user to have the possibility to interact with LEMA through the mouse (point and click with a single button), the user has the possibility to interact with LEMA through Kinect device (using simple gesture moves).Keywords: autism spectrum disorder, digital technologies, inclusion, mathematical abilities, mathematical learning activities
Procedia PDF Downloads 11611062 The User Acceptance of Autonomous Shuttles in Pretoria
Authors: D. Onanena Adegono, P. Altinsoy, A. Schuster, P. Schäfer
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Autonomous vehicles look set to drastically alter the way we move people and goods, in urban as well as rural areas. However, little has been written about Africa with this regard. Moreover, in order for this new technology to be adopted, user acceptance is vital. The current research examines the user acceptance of autonomous minibus shuttles, as a solution for first/last mile public transport in Pretoria, South Africa. Of the respondents surveyed, only 2.31% perceived them as not useful. Respondents showed more interest in using these shuttles in combination with the bus rapid transit system (75.4%) as opposed to other modes of public transportation (40%). The significance of these findings is that they can help ensure that the implementation of autonomous public transport in South Africa is adapted to the local user. Furthermore, these findings could be adapted for other South African cities and other cities across the continent.Keywords: autonomous buses and shuttles, autonomous public transport, urban mobility, user acceptance
Procedia PDF Downloads 22211061 Evaluation of Social Media Customer Engagement: A Content Analysis of Automobile Brand Pages
Authors: Adithya Jaikumar, Sudarsan Jayasingh
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The dramatic technology led changes that continue to take place at the market place has led to the emergence and implication of online brand pages on social media networks. The Facebook brand page has become extremely popular among different brands. The primary aim of this study was to identify the impact of post formats and content type on customer engagement in Facebook brand pages. Methodology used for this study was to analyze and categorize 9037 content messages posted by 20 automobile brands in India during April 2014 to March 2015 and the customer activity it generated in return. The data was obtained from Fanpage karma- an online tool used for social media analytics. The statistical technique used to analyze the count data was negative binomial regression. The study indicates that there is a statistically significant relationship between the type of post and the customer engagement. The study shows that photos are the most posted format and highest engagement is found to be related to videos. The finding also reveals that social events and entertainment related content increases engagement with the message.Keywords: content analysis, customer engagement, digital engagement, facebook brand pages, social media
Procedia PDF Downloads 32211060 Design of Personal Job Recommendation Framework on Smartphone Platform
Authors: Chayaporn Kaensar
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Recently, Job Recommender Systems have gained much attention in industries since they solve the problem of information overload on the recruiting website. Therefore, we proposed Extended Personalized Job System that has the capability of providing the appropriate jobs for job seeker and recommending some suitable information for them using Data Mining Techniques and Dynamic User Profile. On the other hands, company can also interact to the system for publishing and updating job information. This system have emerged and supported various platforms such as web application and android mobile application. In this paper, User profiles, Implicit User Action, User Feedback, and Clustering Techniques in WEKA libraries have gained attention and implemented for this application. In additions, open source tools like Yii Web Application Framework, Bootstrap Front End Framework and Android Mobile Technology were also applied.Keywords: recommendation, user profile, data mining, web and mobile technology
Procedia PDF Downloads 31311059 Characteristics of Football Spectators Using Second Screen
Authors: Florian Pfeffel, Christoph A. Kexel, Peter Kexel, Maria Ratz
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The parallel usage of different media channels has increased recently owing to technological advances. Second Screen describes the use of a second device by television viewers to consume further content which is related to the program they are watching. This study analysed the characteristics of football spectators regarding their media consumption in relation to Second Screen usage while watching a football match on TV. The existing literature on Second Screen usage is still very limited, especially in the context of particular broadcasting settings such as sport or even more specific such as football matches. Therefore, the primary research objective was to reveal first insights into the user behaviour of football spectators regarding Second Screen services. The survey, which was conducted among German football supporters in 2015, revealed some characteristics such as the identification and involvement into the sports which are related to an increased use of Second Screen services. One important finding for football supporters was that at the time of a match they have a lower parallel media usage compared to other TV broadcastings. Nevertheless, if supporters used a second device while watching a match on TV, then they were using specific Second Screen services. This means they searched for more content related information. The findings on the habits and characteristics of people who are using Second Screen services are relevant for future developments in that area as well as for marketing decisions.Keywords: media consumption, second screen, sport marketing, user behaviour
Procedia PDF Downloads 38911058 A Guide to User-Friendly Bash Prompt: Adding Natural Language Processing Plus Bash Explanation to the Command Interface
Authors: Teh Kean Kheng, Low Soon Yee, Burra Venkata Durga Kumar
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In 2022, as the future world becomes increasingly computer-related, more individuals are attempting to study coding for themselves or in school. This is because they have discovered the value of learning code and the benefits it will provide them. But learning coding is difficult for most people. Even senior programmers that have experience for a decade year still need help from the online source while coding. The reason causing this is that coding is not like talking to other people; it has the specific syntax to make the computer understand what we want it to do, so coding will be hard for normal people if they don’t have contact in this field before. Coding is hard. If a user wants to learn bash code with bash prompt, it will be harder because if we look at the bash prompt, we will find that it is just an empty box and waiting for a user to tell the computer what we want to do, if we don’t refer to the internet, we will not know what we can do with the prompt. From here, we can conclude that the bash prompt is not user-friendly for new users who are learning bash code. Our goal in writing this paper is to give an idea to implement a user-friendly Bash prompt in Ubuntu OS using Artificial Intelligent (AI) to lower the threshold of learning in Bash code, to make the user use their own words and concept to write and learn Bash code.Keywords: user-friendly, bash code, artificial intelligence, threshold, semantic similarity, lexical similarity
Procedia PDF Downloads 14211057 The Protection of Artificial Intelligence (AI)-Generated Creative Works Through Authorship: A Comparative Analysis Between the UK and Nigerian Copyright Experience to Determine Lessons to Be Learnt from the UK
Authors: Esther Ekundayo
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The nature of AI-generated works makes it difficult to identify an author. Although, some scholars have suggested that all the players involved in its creation should be allocated authorship according to their respective contribution. From the programmer who creates and designs the AI to the investor who finances the AI and to the user of the AI who most likely ends up creating the work in question. While others suggested that this issue may be resolved by the UK computer-generated works (CGW) provision under Section 9(3) of the Copyright Designs and Patents Act 1988. However, under the UK and Nigerian copyright law, only human-created works are recognised. This is usually assessed based on their originality. This simply means that the work must have been created as a result of its author’s creative and intellectual abilities and not copied. Such works are literary, dramatic, musical and artistic works and are those that have recently been a topic of discussion with regards to generative artificial intelligence (Generative AI). Unlike Nigeria, the UK CDPA recognises computer-generated works and vests its authorship with the human who made the necessary arrangement for its creation . However, making necessary arrangement in the case of Nova Productions Ltd v Mazooma Games Ltd was interpreted similarly to the traditional authorship principle, which requires the skills of the creator to prove originality. Although, some recommend that computer-generated works complicates this issue, and AI-generated works should enter the public domain as authorship cannot be allocated to AI itself. Additionally, the UKIPO recognising these issues in line with the growing AI trend in a public consultation launched in the year 2022, considered whether computer-generated works should be protected at all and why. If not, whether a new right with a different scope and term of protection should be introduced. However, it concluded that the issue of computer-generated works would be revisited as AI was still in its early stages. Conversely, due to the recent developments in this area with regards to Generative AI systems such as ChatGPT, Midjourney, DALL-E and AIVA, amongst others, which can produce human-like copyright creations, it is therefore important to examine the relevant issues which have the possibility of altering traditional copyright principles as we know it. Considering that the UK and Nigeria are both common law jurisdictions but with slightly differing approaches to this area, this research, therefore, seeks to answer the following questions by comparative analysis: 1)Who is the author of an AI-generated work? 2)Is the UK’s CGW provision worthy of emulation by the Nigerian law? 3) Would a sui generis law be capable of protecting AI-generated works and its author under both jurisdictions? This research further examines the possible barriers to the implementation of the new law in Nigeria, such as limited technical expertise and lack of awareness by the policymakers, amongst others.Keywords: authorship, artificial intelligence (AI), generative ai, computer-generated works, copyright, technology
Procedia PDF Downloads 9711056 Risk Tolerance and Individual Worthiness Based on Simultaneous Analysis of the Cognitive Performance and Emotional Response to a Multivariate Situational Risk Assessment
Authors: Frederic Jumelle, Kelvin So, Didan Deng
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A method and system for neuropsychological performance test, comprising a mobile terminal, used to interact with a cloud server which stores user information and is logged into by the user through the terminal device; the user information is directly accessed through the terminal device and is processed by artificial neural network, and the user information comprises user facial emotions information, performance test answers information and user chronometrics. This assessment is used to evaluate the cognitive performance and emotional response of the subject to a series of dichotomous questions describing various situations of daily life and challenging the users' knowledge, values, ethics, and principles. In industrial applications, the timing of this assessment will depend on the users' need to obtain a service from a provider, such as opening a bank account, getting a mortgage or an insurance policy, authenticating clearance at work, or securing online payments.Keywords: artificial intelligence, neurofinance, neuropsychology, risk management
Procedia PDF Downloads 13811055 Chatbots vs. Websites: A Comparative Analysis Measuring User Experience and Emotions in Mobile Commerce
Authors: Stephan Boehm, Julia Engel, Judith Eisser
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During the last decade communication in the Internet transformed from a broadcast to a conversational model by supporting more interactive features, enabling user generated content and introducing social media networks. Another important trend with a significant impact on electronic commerce is a massive usage shift from desktop to mobile devices. However, a presentation of product- or service-related information accumulated on websites, micro pages or portals often remains the pivot and focal point of a customer journey. A more recent change of user behavior –especially in younger user groups and in Asia– is going along with the increasing adoption of messaging applications supporting almost real-time but asynchronous communication on mobile devices. Mobile apps of this type cannot only provide an alternative for traditional one-to-one communication on mobile devices like voice calls or short messaging service. Moreover, they can be used in mobile commerce as a new marketing and sales channel, e.g., for product promotions and direct marketing activities. This requires a new way of customer interaction compared to traditional mobile commerce activities and functionalities provided based on mobile web-sites. One option better aligned to the customer interaction in mes-saging apps are so-called chatbots. Chatbots are conversational programs or dialog systems simulating a text or voice based human interaction. They can be introduced in mobile messaging and social media apps by using rule- or artificial intelligence-based imple-mentations. In this context, a comparative analysis is conducted to examine the impact of using traditional websites or chatbots for promoting a product in an impulse purchase situation. The aim of this study is to measure the impact on the customers’ user experi-ence and emotions. The study is based on a random sample of about 60 smartphone users in the group of 20 to 30-year-olds. Participants are randomly assigned into two groups and participate in a traditional website or innovative chatbot based mobile com-merce scenario. The chatbot-based scenario is implemented by using a Wizard-of-Oz experimental approach for reasons of sim-plicity and to allow for more flexibility when simulating simple rule-based and more advanced artificial intelligence-based chatbot setups. A specific set of metrics is defined to measure and com-pare the user experience in both scenarios. It can be assumed, that users get more emotionally involved when interacting with a system simulating human communication behavior instead of browsing a mobile commerce website. For this reason, innovative face-tracking and analysis technology is used to derive feedback on the emotional status of the study participants while interacting with the website or the chatbot. This study is a work in progress. The results will provide first insights on the effects of chatbot usage on user experiences and emotions in mobile commerce environments. Based on the study findings basic requirements for a user-centered design and implementation of chatbot solutions for mobile com-merce can be derived. Moreover, first indications on situations where chatbots might be favorable in comparison to the usage of traditional website based mobile commerce can be identified.Keywords: chatbots, emotions, mobile commerce, user experience, Wizard-of-Oz prototyping
Procedia PDF Downloads 45811054 ChatGPT 4.0 Demonstrates Strong Performance in Standardised Medical Licensing Examinations: Insights and Implications for Medical Educators
Authors: K. O'Malley
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Background: The emergence and rapid evolution of large language models (LLMs) (i.e., models of generative artificial intelligence, or AI) has been unprecedented. ChatGPT is one of the most widely used LLM platforms. Using natural language processing technology, it generates customized responses to user prompts, enabling it to mimic human conversation. Responses are generated using predictive modeling of vast internet text and data swathes and are further refined and reinforced through user feedback. The popularity of LLMs is increasing, with a growing number of students utilizing these platforms for study and revision purposes. Notwithstanding its many novel applications, LLM technology is inherently susceptible to bias and error. This poses a significant challenge in the educational setting, where academic integrity may be undermined. This study aims to evaluate the performance of the latest iteration of ChatGPT (ChatGPT4.0) in standardized state medical licensing examinations. Methods: A considered search strategy was used to interrogate the PubMed electronic database. The keywords ‘ChatGPT’ AND ‘medical education’ OR ‘medical school’ OR ‘medical licensing exam’ were used to identify relevant literature. The search included all peer-reviewed literature published in the past five years. The search was limited to publications in the English language only. Eligibility was ascertained based on the study title and abstract and confirmed by consulting the full-text document. Data was extracted into a Microsoft Excel document for analysis. Results: The search yielded 345 publications that were screened. 225 original articles were identified, of which 11 met the pre-determined criteria for inclusion in a narrative synthesis. These studies included performance assessments in national medical licensing examinations from the United States, United Kingdom, Saudi Arabia, Poland, Taiwan, Japan and Germany. ChatGPT 4.0 achieved scores ranging from 67.1 to 88.6 percent. The mean score across all studies was 82.49 percent (SD= 5.95). In all studies, ChatGPT exceeded the threshold for a passing grade in the corresponding exam. Conclusion: The capabilities of ChatGPT in standardized academic assessment in medicine are robust. While this technology can potentially revolutionize higher education, it also presents several challenges with which educators have not had to contend before. The overall strong performance of ChatGPT, as outlined above, may lend itself to unfair use (such as the plagiarism of deliverable coursework) and pose unforeseen ethical challenges (arising from algorithmic bias). Conversely, it highlights potential pitfalls if users assume LLM-generated content to be entirely accurate. In the aforementioned studies, ChatGPT exhibits a margin of error between 11.4 and 32.9 percent, which resonates strongly with concerns regarding the quality and veracity of LLM-generated content. It is imperative to highlight these limitations, particularly to students in the early stages of their education who are less likely to possess the requisite insight or knowledge to recognize errors, inaccuracies or false information. Educators must inform themselves of these emerging challenges to effectively address them and mitigate potential disruption in academic fora.Keywords: artificial intelligence, ChatGPT, generative ai, large language models, licensing exam, medical education, medicine, university
Procedia PDF Downloads 3211053 Understanding the Impact of Ambience, Acoustics, and Chroma on User Experience through Different Mediums and Study Scenarios
Authors: Mushty Srividya
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Humans that inhabit a designed space consciously or unconsciously accept the spaces which have an impact on how they perceive, feel and act accordingly. Spaces that are more interactive and communicative with the human senses become more interesting. Interaction in architecture is the art of building relationships between the user and the spaces. Often spaces are form-based, function-based or aesthetically pleasing spaces but they are not interactive with the user which actually has a greater impact on how the user perceives the designed space and appreciate it. It is very necessary for a designer to understand and appreciate the human character and design accordingly, wherein the user gets the flexibility to explore and experience it for themselves rather than the designed space dictating the user how to perceive or feel in that space. In this interaction between designed spaces and the user, a designer needs to understand the spatial potential and user’s needs because the design language varies with varied situations in accordance with these factors. Designers often have the tendency to construct spaces with their perspectives, observations, and sense the space in their range of different angles rather than the users. It is, therefore, necessary to understand the potential of the space by understanding different factors and improve the quality of space with the help of creating better interactive spaces. For an interaction to occur between the user and space, there is a need for some medium. In this paper, light, color, and sound will be used as the mediums to understand and create interactions between the user and space, considering these to be the primary sources which would not require any physical touch in the space and would help in triggering the human senses. This paper involves in studying and understanding the impact of light, color and sound on different typologies of spaces on the user through different findings, articles, case studies and surveys and try to get links between these three mediums to create an interaction. This paper also deals with understanding in which medium takes an upper hand in a varied typology of spaces and identify different techniques which would create interactions between the user and space with the help of light, color, and sound.Keywords: color, communicative spaces, human factors, interactive spaces, light, sound
Procedia PDF Downloads 21111052 Ubiquitous Life People Informatics Engine (U-Life PIE): Wearable Health Promotion System
Authors: Yi-Ping Lo, Shi-Yao Wei, Chih-Chun Ma
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Since Google launched Google Glass in 2012, numbers of commercial wearable devices were released, such as smart belt, smart band, smart shoes, smart clothes ... etc. However, most of these devices perform as sensors to show the readings of measurements and few of them provide the interactive feedback to the user. Furthermore, these devices are single task devices which are not able to communicate with each other. In this paper a new health promotion system, Ubiquitous Life People Informatics Engine (U-Life PIE), will be presented. This engine consists of People Informatics Engine (PIE) and the interactive user interface. PIE collects all the data from the compatible devices, analyzes this data comprehensively and communicates between devices via various application programming interfaces. All the data and informations are stored on the PIE unit, therefore, the user is able to view the instant and historical data on their mobile devices any time. It also provides the real-time hands-free feedback and instructions through the user interface visually, acoustically and tactilely. These feedback and instructions suggest the user to adjust their posture or habits in order to avoid the physical injuries and prevent illness.Keywords: machine learning, wearable devices, user interface, user experience, internet of things
Procedia PDF Downloads 29411051 Delivering User Context-Sensitive Service in M-Commerce: An Empirical Assessment of the Impact of Urgency on Mobile Service Design for Transactional Apps
Authors: Daniela Stephanie Kuenstle
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Complex industries such as banking or insurance experience slow growth in mobile sales. While today’s mobile applications are sophisticated and enable location based and personalized services, consumers prefer online or even face-to-face services to complete complex transactions. A possible reason for this reluctance is that the provided service within transactional mobile applications (apps) does not adequately correspond to users’ needs. Therefore, this paper examines the impact of the user context on mobile service (m-service) in m-commerce. Motivated by the potential which context-sensitive m-services hold for the future, the impact of temporal variations as a dimension of user context, on m-service design is examined. In particular, the research question asks: Does consumer urgency function as a determinant of m-service composition in transactional apps by moderating the relation between m-service type and m-service success? Thus, the aim is to explore the moderating influence of urgency on m-service types, which includes Technology Mediated Service and Technology Generated Service. While mobile applications generally comprise features of both service types, this thesis discusses whether unexpected urgency changes customer preferences for m-service types and how this consequently impacts the overall m-service success, represented by purchase intention, loyalty intention and service quality. An online experiment with a random sample of N=1311 participants was conducted. Participants were divided into four treatment groups varying in m-service types and urgency level. They were exposed to two different urgency scenarios (high/ low) and two different app versions conveying either technology mediated or technology generated service. Subsequently, participants completed a questionnaire to measure the effectiveness of the manipulation as well as the dependent variables. The research model was tested for direct and moderating effects of m-service type and urgency on m-service success. Three two-way analyses of variance confirmed the significance of main effects, but demonstrated no significant moderation of urgency on m-service types. The analysis of the gathered data did not confirm a moderating effect of urgency between m-service type and service success. Yet, the findings propose an additive effects model with the highest purchase and loyalty intention for Technology Generated Service and high urgency, while Technology Mediated Service and low urgency demonstrate the strongest effect for service quality. The results also indicate an antagonistic relation between service quality and purchase intention depending on the level of urgency. Although a confirmation of the significance of this finding is required, it suggests that only service convenience, as one dimension of mobile service quality, delivers conditional value under high urgency. This suggests a curvilinear pattern of service quality in e-commerce. Overall, the paper illustrates the complex interplay of technology, user variables, and service design. With this, it contributes to a finer-grained understanding of the relation between m-service design and situation dependency. Moreover, the importance of delivering situational value with apps depending on user context is emphasized. Finally, the present study raises the demand to continue researching the impact of situational variables on m-service design in order to develop more sophisticated m-services.Keywords: mobile consumer behavior, mobile service design, mobile service success, self-service technology, situation dependency, user-context sensitivity
Procedia PDF Downloads 26811050 Proposal for an Inspection Tool for Damaged Structures after Disasters
Authors: Karim Akkouche, Amine Nekmouche, Leyla Bouzid
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This study focuses on the development of a multifunctional Expert System (ES) called post-seismic damage inspection tool (PSDIT), a powerful tool which allows the evaluation, the processing, and the archiving of the collected data stock after earthquakes. PSDIT can be operated by two user types; an ordinary user (ingineer, expert, or architect) for the damage visual inspection and an administrative user for updating the knowledge and / or for adding or removing the ordinary user. The knowledge acquisition is driven by a hierarchical knowledge model, the Information from investigation reports and those acquired through feedback from expert / engineer questionnaires are part.Keywords: .disaster, damaged structures, damage assessment, expert system
Procedia PDF Downloads 8211049 User Satisfaction Survey Based Facility Performance Evaluation
Authors: Gopikrishnan Seshadhri, V. M. Topkar
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Facility management post occupation is a facet that has gained tremendous ground in the recent times. While the efficiency of expenditure and utilization of all types of resources are monitored to ensure timely completion with minimum cost and acceptable quality during construction phase, value for money comes out only when the facility performs satisfactorily post occupation, meeting aspirations and expectations of users of the facility. It is more so for the public facilities. Due to the paradigm shift in focus to outcome based performance evaluation, user satisfaction obtained mainly through questionnaires has become the single important criterion in performance evaluation. Questionnaires presently being used to gauge user satisfaction being subjective, the feedback obtained do not necessarily reflect actual performance. Hence, there is a requirement of developing a survey instrument that can gauge user satisfaction as objectively as possible and truly reflects the ground reality. A near correct picture of actual performance of the built facility from the user point of view will enable facility managers to address pertinent issues. This paper brings out the need for an effective survey instrument that will elicit more objective user response. It also lists steps involved in formulation of such an instrument.Keywords: facility performance evaluation, attributes, attribute descriptors, user satisfaction surveys, statistical methods, performance indicators
Procedia PDF Downloads 28911048 Using Bidirectional Encoder Representations from Transformers to Extract Topic-Independent Sentiment Features for Social Media Bot Detection
Authors: Maryam Heidari, James H. Jones Jr.
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Millions of online posts about different topics and products are shared on popular social media platforms. One use of this content is to provide crowd-sourced information about a specific topic, event or product. However, this use raises an important question: what percentage of information available through these services is trustworthy? In particular, might some of this information be generated by a machine, i.e., a bot, instead of a human? Bots can be, and often are, purposely designed to generate enough volume to skew an apparent trend or position on a topic, yet the consumer of such content cannot easily distinguish a bot post from a human post. In this paper, we introduce a model for social media bot detection which uses Bidirectional Encoder Representations from Transformers (Google Bert) for sentiment classification of tweets to identify topic-independent features. Our use of a Natural Language Processing approach to derive topic-independent features for our new bot detection model distinguishes this work from previous bot detection models. We achieve 94\% accuracy classifying the contents of data as generated by a bot or a human, where the most accurate prior work achieved accuracy of 92\%.Keywords: bot detection, natural language processing, neural network, social media
Procedia PDF Downloads 11611047 Data Augmentation for Automatic Graphical User Interface Generation Based on Generative Adversarial Network
Authors: Xulu Yao, Moi Hoon Yap, Yanlong Zhang
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As a branch of artificial neural network, deep learning is widely used in the field of image recognition, but the lack of its dataset leads to imperfect model learning. By analysing the data scale requirements of deep learning and aiming at the application in GUI generation, it is found that the collection of GUI dataset is a time-consuming and labor-consuming project, which is difficult to meet the needs of current deep learning network. To solve this problem, this paper proposes a semi-supervised deep learning model that relies on the original small-scale datasets to produce a large number of reliable data sets. By combining the cyclic neural network with the generated countermeasure network, the cyclic neural network can learn the sequence relationship and characteristics of data, make the generated countermeasure network generate reasonable data, and then expand the Rico dataset. Relying on the network structure, the characteristics of collected data can be well analysed, and a large number of reasonable data can be generated according to these characteristics. After data processing, a reliable dataset for model training can be formed, which alleviates the problem of dataset shortage in deep learning.Keywords: GUI, deep learning, GAN, data augmentation
Procedia PDF Downloads 18411046 Context-Aware Recommender Systems Using User's Emotional State
Authors: Hoyeon Park, Kyoung-jae Kim
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The product recommendation is a field of research that has received much attention in the recent information overload phenomenon. The proliferation of the mobile environment and social media cannot help but affect the results of the recommendation depending on how the factors of the user's situation are reflected in the recommendation process. Recently, research has been spreading attention to the context-aware recommender system which is to reflect user's contextual information in the recommendation process. However, until now, most of the context-aware recommender system researches have been limited in that they reflect the passive context of users. It is expected that the user will be able to express his/her contextual information through his/her active behavior and the importance of the context-aware recommender system reflecting this information can be increased. The purpose of this study is to propose a context-aware recommender system that can reflect the user's emotional state as an active context information to recommendation process. The context-aware recommender system is a recommender system that can make more sophisticated recommendations by utilizing the user's contextual information and has an advantage that the user's emotional factor can be considered as compared with the existing recommender systems. In this study, we propose a method to infer the user's emotional state, which is one of the user's context information, by using the user's facial expression data and to reflect it on the recommendation process. This study collects the facial expression data of a user who is looking at a specific product and the user's product preference score. Then, we classify the facial expression data into several categories according to the previous research and construct a model that can predict them. Next, the predicted results are applied to existing collaborative filtering with contextual information. As a result of the study, it was shown that the recommended results of the context-aware recommender system including facial expression information show improved results in terms of recommendation performance. Based on the results of this study, it is expected that future research will be conducted on recommender system reflecting various contextual information.Keywords: context-aware, emotional state, recommender systems, business analytics
Procedia PDF Downloads 22911045 An AI-generated Semantic Communication Platform in HCI Course
Authors: Yi Yang, Jiasong Sun
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Almost every aspect of our daily lives is now intertwined with some degree of human-computer interaction (HCI). HCI courses draw on knowledge from disciplines as diverse as computer science, psychology, design principles, anthropology, and more. Our HCI courses, named the Media and Cognition course, are constantly updated to reflect state-of-the-art technological advancements such as virtual reality, augmented reality, and artificial intelligence-based interactions. For more than a decade, our course has used an interest-based approach to teaching, in which students proactively propose some research-based questions and collaborate with teachers, using course knowledge to explore potential solutions. Semantic communication plays a key role in facilitating understanding and interaction between users and computer systems, ultimately enhancing system usability and user experience. The advancements in AI-generated technology, which have gained significant attention from both academia and industry in recent years, are exemplified by language models like GPT-3 that generate human-like dialogues from given prompts. Our latest version of the Human-Computer Interaction course practices a semantic communication platform based on AI-generated techniques. The purpose of this semantic communication is twofold: to extract and transmit task-specific information while ensuring efficient end-to-end communication with minimal latency. An AI-generated semantic communication platform evaluates the retention of signal sources and converts low-retain ability visual signals into textual prompts. These data are transmitted through AI-generated techniques and reconstructed at the receiving end; on the other hand, visual signals with a high retain ability rate are compressed and transmitted according to their respective regions. The platform and associated research are a testament to our students' growing ability to independently investigate state-of-the-art technologies.Keywords: human-computer interaction, media and cognition course, semantic communication, retainability, prompts
Procedia PDF Downloads 11611044 Enhancing Human Mobility Exoskeleton Comfort Using Admittance Controller
Authors: Alexandre Rabaseda, Emelie Seguin, Marc Doumit
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Human mobility exoskeletons have been in development for several years and are becoming increasingly efficient. Unfortunately, user comfort was not always a priority design criterion throughout their development. To further improve this technology, exoskeletons should operate and deliver assistance without causing discomfort to the user. For this, improvements are necessary from an ergonomic point of view. The device’s control method is important when endeavoring to enhance user comfort. Exoskeleton or rehabilitation device controllers use methods of control called interaction controls (admittance and impedance controls). This paper proposes an extended version of an admittance controller to enhance user comfort. The control method used consists of adding an inner loop that is controlled by a proportional-integral-derivative (PID) controller. This allows the interaction force to be kept as close as possible to the desired force trajectory. The force-tracking admittance controller modifies the actuation force of the system in order to follow both the desired motion trajectory and the desired relative force between the user and the exoskeleton.Keywords: mobility assistive device, exoskeleton, force-tracking admittance controller, user comfort
Procedia PDF Downloads 15611043 A Study of the Weld Properties of Inconel 625 Based on Nb Content
Authors: JongWon Han, NoHoon Kim, HyoIk Ahn, HaeWoo Lee
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In this study, shielded metal arc welding was performed as a function of Nb content at 2.24 wt%, 3.25 wt%, and 4.26 wt%. The microstructure was observed using scanning electron microscopy/energy dispersive X-ray spectroscopy (SEM/EDS) and showed the development of a columnar dendrite structure in the specimen having the least Nb content. From the hardness test, the hardness value was confirmed to reduce with decreasing Nb content. From electron backscatter diffraction (EBSD) analysis, the largest grain size was found in the specimen with Nb content of 2.24 wt%. The potentiodynamic polarization test was carried out to determine the pitting corrosion resistance; there was no significant difference in the pitting corrosion resistance with increasing Nb content. To evaluate the degree of sensitization to intergranular corrosion, the Double Loop Electrochemical Potentiodynamic Reactivation(DL-EPR test) was conducted. A similar degree of sensitization was found in two specimens except with a Nb content of 2.24 wt%, while a relatively high degree of sensitization was found in the specimen with a Nb content of 2.24 wt%.Keywords: inconel 625, Nb content, potentiodynamic test, DL-EPR test
Procedia PDF Downloads 30811042 A New Protocol Ensuring Users' Privacy in Pervasive Environment
Authors: Mohammed Nadir Djedid, Abdallah Chouarfia
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Transparency of the system and its integration into the natural environment of the user are some of the important features of pervasive computing. But these characteristics that are considered as the strongest points of pervasive systems are also their weak points in terms of the user’s privacy. The privacy in pervasive systems involves more than the confidentiality of communications and concealing the identity of virtual users. The physical presence and behavior of the user in the pervasive space cannot be completely hidden and can reveal the secret of his/her identity and affect his/her privacy. This paper shows that the application of major techniques for protecting the user’s privacy still insufficient. A new solution named Shadow Protocol is proposed, which allows the users to authenticate and interact with the surrounding devices within an ubiquitous computing environment while preserving their privacy.Keywords: pervasive systems, identification, authentication, privacy
Procedia PDF Downloads 48211041 Maintaining User-Level Security in Short Message Service
Authors: T. Arudchelvam, W. W. E. N. Fernando
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Mobile phone has become as an essential thing in our life. Therefore, security is the most important thing to be considered in mobile communication. Short message service is the cheapest way of communication via the mobile phones. Therefore, security is very important in the short message service as well. This paper presents a method to maintain the security at user level. Different types of encryption methods are used to implement the user level security in mobile phones. Caesar cipher, Rail Fence, Vigenere cipher and RSA are used as encryption methods in this work. Caesar cipher and the Rail Fence methods are enhanced and implemented. The beauty in this work is that the user can select the encryption method and the key. Therefore, by changing the encryption method and the key time to time, the user can ensure the security of messages. By this work, while users can safely send/receive messages, they can save their information from unauthorised and unwanted people in their own mobile phone as well.Keywords: SMS, user level security, encryption, decryption, short message service, mobile communication
Procedia PDF Downloads 39611040 Proposal of a Damage Inspection Tool After Earthquakes: Case of Algerian Buildings
Authors: Akkouche Karim, Nekmouche Aghiles, Bouzid Leyla
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This study focuses on the development of a multifunctional Expert System (ES) called post-seismic damage inspection tool (PSDIT), a powerful tool which allows the evaluation, the processing and the archiving of the collected data stock after earthquakes. PSDIT can be operated by two user types; an ordinary user (engineer, expert or architect) for the damage visual inspection and an administrative user for updating the knowledge and / or for adding or removing the ordinary user. The knowledge acquisition is driven by a hierarchical knowledge model, the Information from investigation reports and those acquired through feedback from expert / engineer questionnaires are part.Keywords: buildings, earthquake, seismic damage, damage assessment, expert system
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