M. Pears, Panagiotis Antoniou, Eirini C. Schiza, Georgios Ntakakis, James Henderson, Fotos Frangoudes, Maria M. Nikolaidou, Evangelia Gkougkoudi, Constantinos S. Pattichis, P. Bamidis, S. Konstantinidis
{"title":"Virtual reality reusable e-resources for clinical skills training: a mixed-methods evaluation","authors":"M. Pears, Panagiotis Antoniou, Eirini C. Schiza, Georgios Ntakakis, James Henderson, Fotos Frangoudes, Maria M. Nikolaidou, Evangelia Gkougkoudi, Constantinos S. Pattichis, P. Bamidis, S. Konstantinidis","doi":"10.1007/s00779-024-01805-9","DOIUrl":"https://doi.org/10.1007/s00779-024-01805-9","url":null,"abstract":"","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"60 29","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140664223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Intelligent data-driven acquisition method for user requirements","authors":"Zhenwei You, Jian Liu, Tingting Yang, Jiagang Cao, Wei-Chen Chang","doi":"10.1007/s00779-024-01804-w","DOIUrl":"https://doi.org/10.1007/s00779-024-01804-w","url":null,"abstract":"<p>Consumer behavior has changed due to digitization. Online shoppers now refer to user reviews containing comprehensive data produced in real-time, which can be used to determine users’ needs. This paper combines Kansei engineering and natural language processing techniques to extract information on users’ needs from online reviews and provide guidance for subsequent product improvements and development. A crawler tool was used to collect a large number of online reviews for a target product. Frequency analysis was then applied to the text to filter out the product components worth analyzing. The results were categorized and aggregated by experts before sentiment analysis was performed on statements containing the selected adjectives. Finally, the user needs identified could be inputted to Kansei engineering for further product design. This paper verifies the merit of the above method when applied to the mountain bike product category on Amazon. The method proved to be a quick and efficient way to attain accurate product evaluations from end-users and thus represents a feasible approach to intelligently determining user preferences.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140628668","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fog-assisted healthcare framework for smart hospital environment","authors":"Tariq Ahamed Ahanger, Abdulaziz Aldaej, Yousef Alharbi","doi":"10.1007/s00779-024-01802-y","DOIUrl":"https://doi.org/10.1007/s00779-024-01802-y","url":null,"abstract":"<p>The technological revolution brought by the Internet of Things (IoT) has mostly relied on cloud computing. However, to satisfy the demands of time-sensitive services in the medical industry, fog computing, a novel computational platform based on the cloud computing paradigm, has shown to be a useful tool by extending cloud resources to the network’s edge. The current paper examines the role of the fog paradigm in the domain of healthcare decision-making, focusing on its primary advantages in terms of latency, network utilization, and power consumption. A fog-computing-based health assessment framework is developed in the current paper. Moreover, based on effective performance parameters, the performance is evaluated and depicted. The results show that the presented strategy can reduce network congestion of the communication network by analyzing information at the local node. Moreover, increased security on health information can be maintained at local fog node, and enhanced data protection from unauthorized access can be acquired. Fog computing offers greater insights into the health condition of patients with enhanced accuracy, precision, reliability, and stability.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"6 3 Suppl 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140628489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using a NEAT approach with curriculums for dynamic content generation in video games","authors":"Daniel Hind, Carlo Harvey","doi":"10.1007/s00779-024-01801-z","DOIUrl":"https://doi.org/10.1007/s00779-024-01801-z","url":null,"abstract":"<p>This paper presents a novel exploration of the use of an evolving neural network approach to generate dynamic content for video games, specifically for a tower defence game. The objective is to employ the NeuroEvolution of Augmenting Topologies (NEAT) technique to train a NEAT neural network as a wave manager to generate enemy waves that challenge the player’s defences. The approach is extended to incorporate NEAT-generated curriculums for tower deployments to gradually increase the difficulty for the generated enemy waves, allowing the neural network to learn incrementally. The approach dynamically adapts to changes in the player’s skill level, providing a more personalised and engaging gaming experience. The quality of the machine-generated waves is evaluated through a blind A/B test with the Games Experience Questionnaire (GEQ), and results are compared with manually designed human waves. The study finds no discernible difference in the reported player experience between AI and human-designed waves. The approach can significantly reduce the time and resources required to design game content while maintaining the quality of the player experience. The approach has the potential to be applied to a range of video game genres and within the design and development process, providing a more personalised and engaging gaming experience for players.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"278 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140580844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"E-textiles for emotion interaction: a scoping review of trends and opportunities","authors":"Mengqi Jiang, Yimin Wang, Vijayakumar Nanjappan, Ziqian Bai, Hai-Ning Liang","doi":"10.1007/s00779-024-01793-w","DOIUrl":"https://doi.org/10.1007/s00779-024-01793-w","url":null,"abstract":"<p>There has been a proliferation of emotion-related interactive textiles in recent years. This research conducted a comprehensive scoping review of the literature on emotion-related interactive textiles design. In total, 75 design studies were identified from their abstracts and analyzed with social network analysis and text mining methods. These studies were categorized into different aims (emotion expression, emotion communication, emotion reflection, emotion regulation, emotional effect, emotional experience, and emotion analysis). This review also analyzed details of prototypes and experimental design, such as textile form, textile function, feedback mechanism, experiment method, evaluation scale, and empirical findings. Then we evaluated these studies based on the relationship of their research aim, textiles, emotion, interaction mechanism, etc. The findings suggest that interactive textiles can aid in emotion presentation, modulation, and creating unique emotional experiences. Interactive textiles, feedback mechanisms, and bodily interaction all serve essential functions and benefit emotional interaction. Last, this review reflected on the critical research directions of emotion-related interactive textiles, including connecting interactive textiles with biofeedback, designing interactive textiles with sensory feedback mechanisms, and increasing bodily interaction for dynamic emotion. Further, this research provided insights into the research gaps, from elaborating on the experiment and exploring the materiality of interactive textiles to concerning privacy and user acceptance. Interactive textiles bridge textiles and emotion together to aid emotional well-being in people’s daily lives.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"277 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140580626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing from experience: on the adoption of chatbot conversational design practices by practitioners","authors":"Geovana Ramos Sousa Silva, Edna Dias Canedo","doi":"10.1007/s00779-024-01800-0","DOIUrl":"https://doi.org/10.1007/s00779-024-01800-0","url":null,"abstract":"<p>One of the essential aspects of chatbot management is user retention, which is a consequence of good service provision. In order to reach this goal, there needs to be a well-thought-out conversational design. This process involves everything from understanding the domain to designing and conceiving how the conversations between machine and user can develop, aiming for greater acceptance of the chatbot through the most spontaneous and natural dialog possible. Related literature on general design revealed that personal experiences affect software design decisions. This work aims to evaluate how participants’ built-up perceptions and experiences with chatbots and their previous experiences assuming specific positions in a software development team influence their adoption of conversational guidelines proposed by a guide. Invited practitioners were asked to develop conversations without and with the conversational guidelines, and then they were interviewed about this process. We ran objective, narrative, and thematic analyses on interview transcripts and participants’ conversations. Most participants had negative experiences with chatbots, which greatly influenced how they viewed some guidelines. Furthermore, their experiences in specific software development positions also influenced their design and adoption of guidelines. Results revealed that personal experience is a significant moderating variable in conversational design. This work’s main contribution is providing knowledge on how practitioners enter the world of chatbot design and what concerns should exist in preparing introductory material considering their personal experiences.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"51 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140580847","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ultrasonics and urban greening: an exploratory study on ultrasound presence in urban spaces","authors":"Mark Grimshaw-Aagaard, Brian Bemman","doi":"10.1007/s00779-024-01798-5","DOIUrl":"https://doi.org/10.1007/s00779-024-01798-5","url":null,"abstract":"<p>Airborne ultrasound is a frequently overlooked feature of our environment as it is not audible to humans, and little is known of its health effects on humans. Presently, regulations governing noise pollution in urban areas concern only human-audible sound, and there are few regulations governing technologies that emit ultrasound as a by-product of their operation or for many devices that emit it deliberately. Moreover, developing fields of research have highlighted the role of ultrasound in non-human species communication and the deleterious consequences for some species of human-produced ultrasound. If urban spaces are to become more sustainable through urban greening—capable of sustaining significant populations of non-human species—studies must be undertaken to begin investigating the presence of ultrasound in such areas. In this paper, we present an exploratory study of <i>urban ultrasoundscapes</i> aimed at measuring the presence and levels of ultrasound in the Danish city of Aalborg. Our preliminary results show that there were increases in ultrasound at periods throughout the day with more or less a lower constant presence at locations that were furthest from major streets. In the urban recordings as well as one rural recording, however, the highest percentages of ultrasound occurred during the night and the lowest percentages were found during midday. Finally, the content of the ultrasound found at locations nearest to green spaces showed most commonality in spectra and levels and our location nearest to a hospital produced the highest levels and most dissimilar ultrasound spectra when compared to all other locations.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"34 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140580718","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
George A. Thomopoulos, Dimitrios P. Lyras, Christos A. Fidas
{"title":"A systematic review and research challenges on phishing cyberattacks from an electroencephalography and gaze-based perspective","authors":"George A. Thomopoulos, Dimitrios P. Lyras, Christos A. Fidas","doi":"10.1007/s00779-024-01794-9","DOIUrl":"https://doi.org/10.1007/s00779-024-01794-9","url":null,"abstract":"<p>Phishing is one of the most important security threats in modern information systems causing different levels of damages to end-users and service providers such as financial and reputational losses. State-of-the-art anti-phishing research is highly fragmented and monolithic and does not address the problem from a pervasive computing perspective. In this survey, we aim to contribute to the existing literature by providing a systematic review of existing experimental phishing research that employs EEG and eye-tracking methods within multi-modal and multi-sensory interaction environments. The main research objective of this review is to examine articles that contain results of at least one EEG-based and/or eye-tracking-based experimental setup within a phishing context. The database search with specific search criteria yielded 651 articles from which, after the identification and the screening process, 42 articles were examined as per the execution of experiments using EEG or eye-tracking technologies in the context of phishing, resulting to a total of 18 distinct papers that were included in the analysis. This survey is approaching the subject across the following pillars: a) the experimental design practices with an emphasis on the applied EEG and eye-tracking acquisition protocols, b) the artificial intelligence and signal preprocessing techniques that were applied in those experiments, and finally, c) the phishing attack types examined. We also provide a roadmap for future research in the field by suggesting ideas on how to combine state-of-the-art gaze-based mechanisms with EEG technologies for advancing phishing research. This leads to a discussion on the best practices for designing EEG and gaze-based frameworks.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140165226","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Correction to: Offensive keyword extraction based on the attention mechanism of BERT and the eigenvector centrality using a graph representation","authors":"Gretel Liz De la Peña Sarracén, Paolo Rosso","doi":"10.1007/s00779-024-01791-y","DOIUrl":"https://doi.org/10.1007/s00779-024-01791-y","url":null,"abstract":"","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"2008 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140246393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An augmented reality approach for communicating intangible and architectural heritage through digital characters and scale models","authors":"","doi":"10.1007/s00779-024-01792-x","DOIUrl":"https://doi.org/10.1007/s00779-024-01792-x","url":null,"abstract":"<h3>Abstract</h3> <p>Intangible cultural heritage (ICH) represents living cultural expressions and practices that are part of the heritage of a community, and their preservation and transmission are considered highly important. Various methods and tools have been applied so far for the digitization and dissemination of ICH content including a wide range of technologies. Mobile augmented reality is a promising solution along this path that enables the overlap of digital and real-world information in an engaging and efficient manner. Despite the widespread use of AR in cultural heritage, there are not many studies regarding the user experience, the learning outcomes, and the way in which users observe and interact with the virtual content. This paper presents a mobile augmented reality installation that re-enacts the stages of leather tanning process, adopting a novel approach that augments 3D content upon a physical scale model of an old tannery. This approach pursues to transmit the cultural value of traditional craftmanship to visitors of the building and associate its architectural elements to its history and use. A user evaluation was conducted aiming to measure the users’ engagement, learning, and experience using the installation. The encouraging results led to a follow-up study about the impact of the physical scale model on the experience. Two variations of the experience have been studied, one with a physical scale model and one with a digital-only version in a between-subject design. The results of the two studies provide evidence that the proposed approach generated a positive user experience and evident learning gain and was considered easy to use, highlighting its potential to be widely adopted in buildings with architectural value.</p>","PeriodicalId":54628,"journal":{"name":"Personal and Ubiquitous Computing","volume":"22 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140046600","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}