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1

Lin, Hui-Ling, Yu-Chi Lee, Ssu-Hui Wang, Li-Ying Chiang, and Jui-Fang Liu. "In Vitro Evaluation of Facial Pressure and Air Leak with a Newly Designed Cushion for Non-Invasive Ventilation Masks." Healthcare 8, no. 4 (December 1, 2020): 523. http://dx.doi.org/10.3390/healthcare8040523.

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Background: The aim of this study was to evaluate the effect of a newly designed foam cushion on the air leakage and pressure when applied to the face. Methods: A teaching manikin connected to a bilevel positive airway pressure ventilator attached to four different brands of oronasal masks (Amara, Mirage, Forma, and Wizard) was used. The foam cushions of 5-mm and 10-mm-thickness were attached to the masks, and each mask was tested without a cushion. Six pressure sensors were placed on the manikin’s face, and data were recorded. Inspiratory volume and air leak flow from the ventilator were observed. Results: Air leakage was influenced by both the mask brand and the presence of a cushion. The presence of a cushion did not affect the Wizard mask in terms of leakage (p = 0.317) or inspiratory volume (p = 0.726). The Wizard and Amara masks generated the lowest contact pressure on the frontal forehead (p < 0.001) compared to the other five points. Conclusions: Utilisation of a cushion reduces air leakage and maintains greater inspiratory volume regardless of its thickness. The contact pressure varies depending on the brand of the mask, which would require a difference in the thickness of the cushion for pressure reduction.
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Hajdinjak, Melita, and France Mihelič. "The PARADISE Evaluation Framework: Issues and Findings." Computational Linguistics 32, no. 2 (June 2006): 263–72. http://dx.doi.org/10.1162/coli.2006.32.2.263.

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There has been a great deal of interest over the past 20 years in developing metrics and frameworks for evaluating and comparing the performance of spoken-language dialogue systems. One of the results of this interest is a potential general methodology, known as the PARADISE framework. This squib highlights some important issues concerning the application of PARADISE that have, up to now, not been sufficiently emphasized or have even been neglected by the dialogue-system community. These include considerations regarding the selection of appropriate regression parameters, normalization effects on the accuracy of the prediction, the influence of speech-recognition errors on the performance function, and the selection of an appropriate user-satisfaction measure. In addition, it gives the results of an evaluation of data from two Wizard-of-Oz experiments. These evaluations include different dependent variables and examination of individual user-satisfaction measures.
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Chang, Ching-Wen, and Ying-Chieh Wu. "Evaluation of DNA extraction methods and dilution treatment for detection and quantification of Acanthamoeba in water and biofilm by real-time PCR." Water Science and Technology 62, no. 9 (November 1, 2010): 2141–49. http://dx.doi.org/10.2166/wst.2010.405.

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Acanthamoeba, human pathogens and natural hosts of pathogenic bacteria, may be accurately detected and quantified by real-time PCR if Acanthamoeba DNA are properly extracted and PCR inhibitors are effectively eliminated. However, the optimization of DNA extraction methods has not been reported for Acanthamoeba. This study compared the effectiveness of two DNA extraction/purification methods (FastDNA® Spin Kit for soil and Wizard® SV genomic DNA Purification System) by using trophozoites and cysts of Acanthamoeba castellanii and water and biofilm samples of cooling towers. DNA of A. castellanii extracted with the FastDNA® Kit and quantified by TaqMan PCR resulted in a lower variation (CV of Ct &lt; 3%), greater linearity (R2=0.99), and higher slopes (1.177–1.187 log fg DNA/log cell number) as compared to that by the Wizard® Kit. For field testing, the number of Acanthamoeba-positive samples and the Acanthamoeba DNA quantity were both greater with the FastDNA® Kit than with the Wizard® Kit (P=0.016 and &lt;0.0001, respectively). Beneficial effects with dilutions of extracted DNA were also revealed with the FastDNA® Kit (P=0.0003). In conclusion, DNA extraction by the FastDNA® Kit coupled with dilution of extracted DNA and PCR analysis are recommended for detecting and quantifying environmental Acanthamoeba.
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4

Linafelt, Tod. "The Wizard of Uz: Job, Dorothy, and the Limits of the Sublime." Biblical Interpretation 14, no. 1-2 (2006): 94–109. http://dx.doi.org/10.1163/156851506776145823.

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AbstractComparing the book of Job with The Wizard of Oz brings out quite a few substantial similarities between the two. Whether or not these similarities are the result of direct, conscious influence, considering these two classic works together leads to a more interesting and complex evaluation of each on its own. In particular, we may see that both works demonstrate a knowing engagement with what aesthetic theory would identify as "the beautiful" and "the sublime." Ultimately, The Wizard of Oz rejects the sublime in favor of the beautiful, whereas the book of Job, though implying a critique of the sublime as represented in the God-speeches, holds on to both the sublime and the beautiful as legitimate categories.
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5

Lo, Victor Ei-Wen, and Paul A. Green. "Development and Evaluation of Automotive Speech Interfaces: Useful Information from the Human Factors and the Related Literature." International Journal of Vehicular Technology 2013 (March 7, 2013): 1–13. http://dx.doi.org/10.1155/2013/924170.

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Drivers often use infotainment systems in motor vehicles, such as systems for navigation, music, and phones. However, operating visual-manual interfaces for these systems can distract drivers. Speech interfaces may be less distracting. To help designing easy-to-use speech interfaces, this paper identifies key speech interfaces (e.g., CHAT, Linguatronic, SYNC, Siri, and Google Voice), their features, and what was learned from evaluating them and other systems. Also included is information on key technical standards (e.g., ISO 9921, ITU P.800) and relevant design guidelines. This paper also describes relevant design and evaluation methods (e.g., Wizard of Oz) and how to make driving studies replicable (e.g., by referencing SAE J2944). Throughout the paper, there is discussion of linguistic terms (e.g., turn-taking) and principles (e.g., Grice’s Conversational Maxims) that provide a basis for describing user-device interactions and errors in evaluations.
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Meuschke, Monique, Noeska N. Smit, Nils Lichtenberg, Bernhard Preim, and Kai Lawonn. "EvalViz – Surface visualization evaluation wizard for depth and shape perception tasks." Computers & Graphics 82 (August 2019): 250–63. http://dx.doi.org/10.1016/j.cag.2019.05.022.

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Elsweiler, David, Alexander Frummet, and Morgan Harvey. "Comparing Wizard of Oz & Observational Studies for Conversational IR Evaluation." Datenbank-Spektrum 20, no. 1 (February 10, 2020): 37–41. http://dx.doi.org/10.1007/s13222-020-00333-z.

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8

Rieser, Verena, and Oliver Lemon. "Learning and Evaluation of Dialogue Strategies for New Applications: Empirical Methods for Optimization from Small Data Sets." Computational Linguistics 37, no. 1 (March 2011): 153–96. http://dx.doi.org/10.1162/coli_a_00038.

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We present a new data-driven methodology for simulation-based dialogue strategy learning, which allows us to address several problems in the field of automatic optimization of dialogue strategies: learning effective dialogue strategies when no initial data or system exists, and determining a data-driven reward function. In addition, we evaluate the result with real users, and explore how results transfer between simulated and real interactions. We use Reinforcement Learning (RL) to learn multimodal dialogue strategies by interaction with a simulated environment which is “bootstrapped” from small amounts of Wizard-of-Oz (WOZ) data. This use of WOZ data allows data-driven development of optimal strategies for domains where no working prototype is available. Using simulation-based RL allows us to find optimal policies which are not (necessarily) present in the original data. Our results show that simulation-based RL significantly outperforms the average (human wizard) strategy as learned from the data by using Supervised Learning. The bootstrapped RL-based policy gains on average 50 times more reward when tested in simulation, and almost 18 times more reward when interacting with real users. Users also subjectively rate the RL-based policy on average 10% higher. We also show that results from simulated interaction do transfer to interaction with real users, and we explicitly evaluate the stability of the data-driven reward function.
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QUARTERONI, S., and S. MANANDHAR. "Designing an interactive open-domain question answering system." Natural Language Engineering 15, no. 1 (January 2009): 73–95. http://dx.doi.org/10.1017/s1351324908004919.

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AbstractInteractive question answering (QA), where a dialogue interface enables follow-up and clarification questions, is a recent although long-advocated field of research. We report on the design and implementation of YourQA, our open-domain, interactive QA system. YourQA relies on a Web search engine to obtain answers to both fact-based and complex questions, such as descriptions and definitions. We describe the dialogue moves and management model making YourQA interactive, and discuss the architecture, implementation and evaluation of its chat-based dialogue interface. Our Wizard-of-Oz study and final evaluation results show how the designed architecture can effectively achieve open-domain, interactive QA.
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Aylward, Paul, Charlie Murray, Richard Cooke, and Maryanne Martin. "PEW: ‘Dances with Budgies’: The Development of the Planning and Evaluation Wizard—a Cautionary Tale." Evaluation Journal of Australasia 5, no. 2 (September 2005): 61–66. http://dx.doi.org/10.1177/1035719x0500500209.

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The following account is based on the reflections of the authors1 of the Planning and Evaluation Wizard (PEW), a software tool produced by the South Australian Community Health Research Unit (SACHRU), which aims to assist project officers working in primary health care. Accessible from the SACHRU website2 or on CD-ROM, PEW takes the user through the steps of developing grant applications, project and evaluation plans, (including budgets) and project reports. PEW provides practical suggestions as users progress through the stages, based on the experience of project officers, SACHRU staff, and drawing on relevant literature. This paper is a cautionary tale of hope, struggle, compromise and endurance, a tale where the PEW protagonists were drawn into a series of prolonged and contorted ‘dances’ in the honourable pursuit of developing a software tool to enhance evaluation in primary health care3.
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Ha, Kwang-Soo. "Voice UX Design Using Voice UX Prototyping Techniques and Wizard of Oz Evaluation Methods." JOURNAL OF THE KOREA CONTENTS ASSOCIATION 23, no. 5 (May 31, 2023): 586–94. http://dx.doi.org/10.5392/jkca.2023.23.05.586.

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Angeleska, E., A. Aleksovska, N. Avramov, S. Sidorenko, T. Rizov, and A. Jankovic. "Design and Evaluation of an Inclusive Autonomous Vehicle User Interface Developed for Persons with Visual Acuity Loss." Proceedings of the Design Society 2 (May 2022): 2035–44. http://dx.doi.org/10.1017/pds.2022.206.

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AbstractThis research focuses on evaluating a user interface (UI) for an autonomous vehicle (AV) with the goal to determine the most suitable layout for persons with visual acuity loss. The testing procedure includes a Wizard of Oz AV for simulating an automated ride. Several participants are included in the study and the visual impairments are simulated by specially designed glasses. The conclusions help to determine the optimal graphic design of the UI that can be independently used by persons with blurred vision. The results can be applied to improve the inclusiveness and ergonomics of vehicle UIs.
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Kniaz, V. V., V. V. Fedorenko, and N. A. Fomin. "DEEP LEARNING FOR LOWTEXTURED IMAGE MATCHING." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 513–18. http://dx.doi.org/10.5194/isprs-archives-xlii-2-513-2018.

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Low-textured objects pose challenges for an automatic 3D model reconstruction. Such objects are common in archeological applications of photogrammetry. Most of the common feature point descriptors fail to match local patches in featureless regions of an object. Hence, automatic documentation of the archeological process using Structure from Motion (SfM) methods is challenging. Nevertheless, such documentation is possible with the aid of a human operator. Deep learning-based descriptors have outperformed most of common feature point descriptors recently. This paper is focused on the development of a new Wide Image Zone Adaptive Robust feature Descriptor (WIZARD) based on the deep learning. We use a convolutional auto-encoder to compress discriminative features of a local path into a descriptor code. We build a codebook to perform point matching on multiple images. The matching is performed using the nearest neighbor search and a modified voting algorithm. We present a new “Multi-view Amphora” (Amphora) dataset for evaluation of point matching algorithms. The dataset includes images of an Ancient Greek vase found at Taman Peninsula in Southern Russia. The dataset provides color images, a ground truth 3D model, and a ground truth optical flow. We evaluated the WIZARD descriptor on the “Amphora” dataset to show that it outperforms the SIFT and SURF descriptors on the complex patch pairs.
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Kouroupetroglou, Georgios, and Dimitris Spiliotopoulos. "Usability Methodologies for Real-Life Voice User Interfaces." International Journal of Information Technology and Web Engineering 4, no. 4 (October 2009): 78–94. http://dx.doi.org/10.4018/jitwe.2009100105.

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This paper studies the usability methodologies for spoken dialogue web interfaces along with the appropriate designer-needs analysis. The work unfolds a theoretical perspective to the methods that are extensively used and provides a framework description for creating and testing usable content and applications for conversational interfaces. The main concerns include the design issues for usability testing and evaluation during the development lifecycle, the basic customer experience metrics and the problems that arise after the deployment of real-life systems. Through the discussion of the evaluation and testing methods, this paper argues on the importance and the potential of wizard-based functional assessment and usability testing for deployed systems, presenting an appropriate environment as part of an integrated development framework.
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Solano, López, Guerrero, and Quesada. "User Experience Evaluation of Voice Interfaces: A Preliminary Study of Games for Seniors and the Elderly." Proceedings 31, no. 1 (November 21, 2019): 65. http://dx.doi.org/10.3390/proceedings2019031065.

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Maintaining high cognitive activity is vital for the mental health of seniors. Taking part in leisure activities is an exciting and gratifying way to accomplish this, with video games having several advantages for this use. The present study is a work in progress to develop different digital games with natural voice interfaces that can be easily and pleasantly used by older adults to stimulate their cognitive needs. A Wizard of Oz with two different games was developed to evaluate the user experience perceived when using such applications. Positive results enhance the notion that using digital games powered by natural voice interfaces may appeal to the elderly, while stimulating their cognitive processes, thus fortifying their mental health.
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Nguyet, Vu Nhu. "Design Plastic Injection Mold with the Help of Modular Software Mold Wizard." European Modern Studies Journal 7, no. 1 (May 8, 2023): 239–53. http://dx.doi.org/10.59573/emsj.7(1).2023.22.

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The purpose of the article is to research and apply CAD/CAM theory and techniques to design a set of plastic injection molds for supporting industries, providing plastic products for the smartphone manufacturing process in Vietnam, that is, injection molds, plastic connector between the power cord and the phone's charger. This set of molds has a much lower cost when compared to imported equipment of the same type, has guaranteed quality and is commercially viable. Especially, the result of the project is a model for students to grasp about the technology of manufacturing plastic products, contributing to improving the training quality of the CAD/CAM-CNC module. CAE at the design stage can be performed on a computer to design modification options, conduct evaluation (Evaluate), evaluate (Verify) and optimize (Optimize), reduce testing time and cost, mold, actual mold fix, shorten actual trial and error cycle, shorten product development time and time-to-market, reduce waste, time and money in stages.
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Vega, Ramírez-Benavides, Guerrero, and López. "Evaluating the Nao Robot in the Role of Personal Assistant: The Effect of Gender in Robot Performance Evaluation." Proceedings 31, no. 1 (November 20, 2019): 20. http://dx.doi.org/10.3390/proceedings2019031020.

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By using techniques such as the Wizard of Oz (WoZ) and video capture, this paper evaluated the performance of the Nao Robot in the role of a personal assistant, which was valuated alongside the impact of the assigned gender (male/female) in the perceived performance of the robot assistant. Within a sample size of 39 computer sciences students, this study assessed criteria such as: perceived enjoyment, intention to use, perceived sociability, trust, intelligence, animacy, anthropomorphism, and sympathy, utilizing testing tools such as Unified Theory of Acceptance and Use of Technology (UTAUT) and Godspeed Questionnaire (GSQ). These methods identified a significant effect of the gender assigned to the robot in variables such as intelligence and sympathy.
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González Calleros, Claudia Blanca, Josefina Guerrero-García, and Yadira Navarro-Rangel. "UvaMate: A Serious Game for Learning Mathematics for Children with ADHD: Usability Evaluation." Revista Colombiana de Computación 21, no. 1 (June 1, 2020): 20–34. http://dx.doi.org/10.29375/25392115.3896.

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Even though games that focus on the development of logical-mathematical skills aimed at maintaining the attention of children with ADHD currently exist, there are no applications available to learn how to solve mathematical problems. In view of this problem, a serious game was designed and developed to enable children to achieve significant learning in this subject. An evaluation was performed of the interface of a section of the game focusing on the concept of counting. Work was performed with 7 teachers by means of a Wizard of Oz experiment. A CSUQ questionnaire was also used to gather general information on the teachers, such as gender and age. The children’s experience in using the application was also assessed. The study indicates that the current interface is usable, though it requires certain improvements in terms of typography, image design, and color.
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Banerjee, Suman, and Mitesh M. Khapra. "Graph Convolutional Network with Sequential Attention for Goal-Oriented Dialogue Systems." Transactions of the Association for Computational Linguistics 7 (November 2019): 485–500. http://dx.doi.org/10.1162/tacl_a_00284.

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Domain-specific goal-oriented dialogue systems typically require modeling three types of inputs, namely, (i) the knowledge-base associated with the domain, (ii) the history of the conversation, which is a sequence of utterances, and (iii) the current utterance for which the response needs to be generated. While modeling these inputs, current state-of-the-art models such as Mem2Seq typically ignore the rich structure inherent in the knowledge graph and the sentences in the conversation context. Inspired by the recent success of structure-aware Graph Convolutional Networks (GCNs) for various NLP tasks such as machine translation, semantic role labeling, and document dating, we propose a memory-augmented GCN for goal-oriented dialogues. Our model exploits (i) the entity relation graph in a knowledge-base and (ii) the dependency graph associated with an utterance to compute richer representations for words and entities. Further, we take cognizance of the fact that in certain situations, such as when the conversation is in a code-mixed language, dependency parsers may not be available. We show that in such situations we could use the global word co-occurrence graph to enrich the representations of utterances. We experiment with four datasets: (i) the modified DSTC2 dataset, (ii) recently released code-mixed versions of DSTC2 dataset in four languages, (iii) Wizard-of-Oz style CAM676 dataset, and (iv) Wizard-of-Oz style MultiWOZ dataset. On all four datasets our method outperforms existing methods, on a wide range of evaluation metrics.
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Faas, Stefanie M., and Martin Baumann. "Light-Based External Human Machine Interface: Color Evaluation for Self-Driving Vehicle and Pedestrian Interaction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1232–36. http://dx.doi.org/10.1177/1071181319631049.

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In today’s road traffic pedestrians seek eye contact with drivers to move along safely. Such communication is no longer possible with self-driving vehicles. Previous research shows that an external Human-Machine-Interface (eHMI) provides an interface between self-driving vehicles and pedestrians. However, recommendations for standardization are still being developed. The study compares the colors white and turquoise for eHMI lamps indicating that the automated driving system is engaged. The colors are evaluated in a street-crossing scenario and a parking lot scenario with a Wizard-of-Oz vehicle equipped with eHMI lamps mounted on top of the vehicle. We conducted questionnaires and structured interviews with N=59 participants to identify eHMI design guidelines. Our research provides evidence that turquoise facilitates pedestrians’ factors like visibility, discriminability, sense of safety and trust higher than white. The results are consistent among traffic scenarios. This paper contributes in formulating research-based design guidelines to improve pedestrian safety.
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Liu, Yijin, Florian Meirer, Phillip A. Williams, Junyue Wang, Joy C. Andrews, and Piero Pianetta. "TXM-Wizard: a program for advanced data collection and evaluation in full-field transmission X-ray microscopy." Journal of Synchrotron Radiation 19, no. 2 (January 5, 2012): 281–87. http://dx.doi.org/10.1107/s0909049511049144.

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Liu, Chang, Ying Zhong, Sertac Ozercan, and Qing Zhu. "Facilitating 3D Virtual World Learning Environments Creation by Non-Technical End Users through Template-Based Virtual World Instantiation." International Journal of Virtual and Personal Learning Environments 4, no. 1 (January 2013): 32–48. http://dx.doi.org/10.4018/jvple.2013010103.

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This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). iVirtualWorld, a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW learning environment creation through semantics-based abstract 3DVW representation and template-based 3DVW instantiation. iVirtualWorld provides a wizard to guide the 3DVW creation process, and hide low-level programming and 3D design details through higher-level abstracts supported by pre-defined templates. Preliminary evaluation of the effectiveness of iVirtualWorld showed positive results. The contribution of this study is threefold: 1) It provides a paradigm for investigating and developing 3DVW building tools from end users’ perspective; 2) It develops a prototype of a 3DVW building tool, which gives educators a framework to easily create educational virtual worlds using domain-specific concepts; 3) It conducts empirical research and collected preliminary experimental data for evaluation.
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Ryu, Hyeongju, Meihua Piao, Heejin Kim, Wooseok Yang, and Kyung Hwan Kim. "Development of a Mobile Application for Smart Clinical Trial Subject Data Collection and Management." Applied Sciences 12, no. 7 (March 25, 2022): 3343. http://dx.doi.org/10.3390/app12073343.

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Wearable devices and digital health technologies have enabled the exchange of urgent clinical trial information. We developed an application to improve the functioning of decentralized clinical trials and performed a heuristic evaluation to reflect the user demands of existing clinical trial workers. The waterfall model of the software life cycle was used to guide the development. Focus group interviews (N = 7) were conducted to reflect the needs of clinical research professionals, and Wizard of Oz prototyping was performed to ensure high usability and completeness. Unit tests and heuristic evaluation (N = 11) were used. Thematic analysis was performed using the focus group interview data. Based on this analysis, the main menu was designed to include health management, laboratory test results, medications, concomitant medications, adverse reactions, questionnaires, meals, and My Alarm. Through role-playing, the functions and configuration of the prototype were adjusted and enhanced, and a heuristic evaluation was performed. None of the heuristic evaluation items indicated critical usability errors, suggesting that the revised prototype application can be practically applied to clinical trials. The application is expected to increase the efficiency of clinical trial management, and the development process introduced in this study will be helpful for researchers developing similar applications in the future.
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Fan, Mingming, Xianyou Yang, TszTung Yu, Q. Vera Liao, and Jian Zhao. "Human-AI Collaboration for UX Evaluation: Effects of Explanation and Synchronization." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (March 30, 2022): 1–32. http://dx.doi.org/10.1145/3512943.

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Analyzing usability test videos is arduous. Although recent research showed the promise of AI in assisting with such tasks, it remains largely unknown how AI should be designed to facilitate effective collaboration between user experience (UX) evaluators and AI. Inspired by the concepts of agency and work context in human and AI collaboration literature, we studied two corresponding design factors for AI-assisted UX evaluation: explanations and synchronization. Explanations allow AI to further inform humans how it identifies UX problems from a usability test session; synchronization refers to the two ways humans and AI collaborate: synchronously and asynchronously. We iteratively designed a tool-AI Assistant-with four versions of UIs corresponding to the two levels of explanations (with/without) and synchronization (sync/async). By adopting a hybrid wizard-of-oz approach to simulating an AI with reasonable performance, we conducted a mixed-method study with 24 UX evaluators identifying UX problems from usability test videos using AI Assistant. Our quantitative and qualitative results show that AI with explanations, regardless of being presented synchronously or asynchronously, provided better support for UX evaluators' analysis and was perceived more positively; when without explanations, synchronous AI better improved UX evaluators' performance and engagement compared to the asynchronous AI. Lastly, we present the design implications for AI-assisted UX evaluation and facilitating more effective human-AI collaboration.
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Schoonderwoerd, Tjeerd A. J., Emma M. van Zoelen, Karel van den Bosch, and Mark A. Neerincx. "Design patterns for human-AI co-learning: A wizard-of-Oz evaluation in an urban-search-and-rescue task." International Journal of Human-Computer Studies 164 (August 2022): 102831. http://dx.doi.org/10.1016/j.ijhcs.2022.102831.

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Detmer, W. M., S. Shiffman, J. C. Wyatt, C. P. Friedman, C. D. Lane, and L. M. Fagan. "A Continuous-speech Interface to a Decision Support System: II. An Evaluation Using a Wizard-of-Oz Experimental Paradigm." Journal of the American Medical Informatics Association 2, no. 1 (January 1, 1995): 46–57. http://dx.doi.org/10.1136/jamia.1995.95202548.

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Straßmann, Carolin, Astrid M. Rosenthal-von der Pütten, and Nicole C. Krämer. "With or against Each Other? The Influence of a Virtual Agent’s (Non)cooperative Behavior on User’s Cooperation Behavior in the Prisoners’ Dilemma." Advances in Human-Computer Interaction 2018 (September 20, 2018): 1–7. http://dx.doi.org/10.1155/2018/2589542.

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Most applications for virtual agents require the user to cooperate. Thus, it is helpful to investigate different strategies for virtual agents to evoke the user’s cooperation. In the present work (N = 80), we experimentally tested the influence of an agent’s (non)cooperative nonverbal behavior and actual decision-making behavior on user’s cooperation in the Prisoners’ Dilemma considering different age groups (students and seniors). Therefore, we used a 2 (nonverbal behavior) x 2 (age group) between-subjects design in Wizard-of-Oz study. Results show age differences with seniors cooperating more often than students do. The nonverbal behavior had no effect on the users’ willingness to cooperate nor on the evaluation of the agent’s cooperativeness. However, the agent’s decision-making behavior in the game influenced the users’ willingness to cooperate. In summary, the nonverbal behavior seemed to be too subtle, while the actions of the agent were important in terms of cooperation.
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Liang, Xingwei, Jiacheng Du, Taiyu Niu, Lanjun Zhou, and Ruifeng Xu. "Knowledge Interpolated Conditional Variational Auto-Encoder for Knowledge Grounded Dialogues." Applied Sciences 13, no. 15 (July 28, 2023): 8707. http://dx.doi.org/10.3390/app13158707.

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In the Knowledge Grounded Dialogue (KGD) generation, the explicit modeling of instance-variety of knowledge specificity and its seamless fusion with the dialogue context remains challenging. This paper presents an innovative approach, the Knowledge Interpolated conditional Variational auto-encoder (KIV), to address these issues. In particular, KIV introduces a novel interpolation mechanism to fuse two latent variables: independently encoding dialogue context and grounded knowledge. This distinct fusion of context and knowledge in the semantic space enables the interpolated latent variable to guide the decoder toward generating more contextually rich and engaging responses. We further explore deterministic and probabilistic methodologies to ascertain the interpolation weight, capturing the level of knowledge specificity. Comprehensive empirical analysis conducted on the Wizard-of-Wikipedia and Holl-E datasets verifies that the responses generated by our model performs better than strong baselines, with notable performance improvements observed in both automatic metrics and manual evaluation.
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Sirithunge, Chapa, A. G. Buddhika P. Jayasekara, and D. P. Chandima. "An Evaluation of Human Conversational Preferences in Social Human-Robot Interaction." Applied Bionics and Biomechanics 2021 (February 22, 2021): 1–13. http://dx.doi.org/10.1155/2021/3648479.

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To generate context-aware behaviors in robots, robots are required to have a careful evaluation of its encounters with humans. Unwrapping emotional hints in observable cues in an encounter will improve a robot’s etiquettes in a social encounter. This article presents an extended human study conducted to examine how several factors in an encounter influence a person’s preferences upon an interaction at a particular moment. We analyzed the nature of conversation preferred by a user considering the type of conversation a robot could have with its user, having the interaction initiated by the robot itself. We took an effort to explore how such preferences differ as the factors present in the surrounding alter. A social robot equipped with the capability to initiate a conversation is deployed to conduct the study by means of a wizard-of-oz (WoZ) experiment. During this study, conversational preferences of users could vary from “no interaction at all” to a “long conversation.” We changed three factors in an encounter which can be different from each other in each circumstance: the audience or outsiders in the environment, user’s task, and the domestic area in which the interaction takes place. Conversational preferences of users within the abovementioned conditions were analyzed in a later stage, and critical observations are highlighted. Finally, implications that could be helpful in shaping future social human-robot encounters were derived from the analysis of the results.
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Cowlyn, Joe, and Nick Dalton. "A Spatial Informance Design Method to Elicit Early Interface Prototypes for Augmented Reality." Presence: Teleoperators and Virtual Environments 28 (January 1, 2019): 207–26. http://dx.doi.org/10.1162/pres_a_00344.

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Abstract Designing for augmented reality (AR) applications is difficult and expensive. A rapid system for the early design process of spatial interfaces is required. Previous research has used video for mobile AR design, but this is not extensible to head-mounted AR. AR is an emergent technology with no prior design precedent, requiring designers to allow free speculation or risk the pitfalls of “path dependence.” In this article, a participatory elicitation method we call “spatial informance design” is presented. We found combining “informance design,” “Wizard of Oz,” improvisation, and “paper prototyping,” to be a fast and lightweight solution for ideation of rich designs for spatial interfaces. A study using our method with 11 participants, produced similar and wildly different interface configurations and interactions for an augmented reality email application. Based on our findings, we propose design implications and an evaluation of our method using spatial informance for the design of head-mounted AR applications.
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Speicher, Maximilian, Katy Lewis, and Michael Nebeling. "Designers, the Stage Is Yours! Medium-Fidelity Prototyping of Augmented & Virtual Reality Interfaces with 360theater." Proceedings of the ACM on Human-Computer Interaction 5, EICS (May 27, 2021): 1–25. http://dx.doi.org/10.1145/3461727.

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While augmented and virtual reality technologies are becoming mainstream, it is still technically challenging and time-consuming to create new applications. Many designers draw from traditional low-fidelity prototyping methods that do not lend themselves well to designing in 3D. Developers use high-end programming frameworks such as Unity and Unreal which require significant hardware/software setups and coding skills. We see a gap in the medium-fidelity range where there is an opportunity for new tools to leverage the advantages of 360° content for AR/VR prototyping. Existing tools, however, have only limited support for 3D geometry, spatial and proxemic interactions, puppeteering, and storytelling. We present 360theater, a new method and a tool for rapid prototyping of AR/VR experiences, which takes dioramas into the virtual realm by enhancing 360° video capture with 3D geometry and simulating spatial interactions via Wizard of Oz. Our comparative evaluation of techniques with novice and experienced AR/VR designers shows that 360theater can close the gap and achieve a higher fidelity and more realistic AR/VR prototypes than comparable methods.
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Ayedoun, Emmanuel, and Masataka Tokumaru. "Towards Emotionally Expressive Virtual Human Agents to Foster L2 Production: Insights from a Preliminary Woz Experiment." Multimodal Technologies and Interaction 6, no. 9 (September 8, 2022): 77. http://dx.doi.org/10.3390/mti6090077.

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In second-language communication, emotional feedbacks play a preponderant role in instilling positive emotions and thereby facilitating the production of the target language by second-language learners. In contrast, facial expressions help convey emotion, intent, and sometimes even desired actions more effectively. Additionally, according to the facial feedback hypothesis, a major component of several contemporary theories of emotion, facial expressions can regulate emotional behavior and experience. The aim of this study was to determine whether and to what extent emotional expressions reproduced by virtual agents could provide empathetic support to second-language learners during communication tasks. To do so, using the Facial Coding Action System, we implemented a prototype virtual agent that can display a collection of nonverbal feedbacks, including Ekman’ six basic universal emotions and gazing and nodding behaviors. Then, we designed a Wizard of Oz experiment in which second-language learners were assigned independent speaking tasks with a virtual agent. In this paper, we outline our proposed method and report on an initial experimental evaluation which validated the meaningfulness of our approach. Moreover, we present our next steps for improving the system and validating its usefulness through large-scale experiments.
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Dziri, Nouha, Ehsan Kamalloo, Sivan Milton, Osmar Zaiane, Mo Yu, Edoardo M. Ponti, and Siva Reddy. "FaithDial: A Faithful Benchmark for Information-Seeking Dialogue." Transactions of the Association for Computational Linguistics 10 (2022): 1473–90. http://dx.doi.org/10.1162/tacl_a_00529.

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Abstract The goal of information-seeking dialogue is to respond to seeker queries with natural language utterances that are grounded on knowledge sources. However, dialogue systems often produce unsupported utterances, a phenomenon known as hallucination. To mitigate this behavior, we adopt a data-centric solution and create FaithDial, a new benchmark for hallucination-free dialogues, by editing hallucinated responses in the Wizard of Wikipedia (WoW) benchmark. We observe that FaithDial is more faithful than WoW while also maintaining engaging conversations. We show that FaithDial can serve as training signal for: i) a hallucination critic, which discriminates whether an utterance is faithful or not, and boosts the performance by 12.8 F1 score on the BEGIN benchmark compared to existing datasets for dialogue coherence; ii) high-quality dialogue generation. We benchmark a series of state-of-the-art models and propose an auxiliary contrastive objective that achieves the highest level of faithfulness and abstractiveness based on several automated metrics. Further, we find that the benefits of FaithDial generalize to zero-shot transfer on other datasets, such as CMU-Dog and TopicalChat. Finally, human evaluation reveals that responses generated by models trained on FaithDial are perceived as more interpretable, cooperative, and engaging.
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Stipancic, Tomislav, Leon Koren, Dinko Korade, and Duska Rosenberg. "PLEA." Journal of Pacific Rim Psychology 15 (January 2021): 183449092110370. http://dx.doi.org/10.1177/18344909211037019.

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An approach to the design of learning environments where a social robot plays a role of a teacher is discussed in this study. Built-in robot functionalities provide a degree of situational embodiment, self-explainability, and context-driven interaction. The concept of embodiment enables immersion of the teacher into distant 3D environments. In that way the level of mutual understanding between participants is increased compared to a 2D world. Moreover, the tools that accompany the interaction empower augmentation by revealing the additional information present in gestures, facial expressions, or gaze direction. We use three distinct sources fused in a multimodal approach (face emotion recognition, level of loudness, and body movement intensity). The change in one modality can change the overall system reasoning. The teacher can benefit from this information by adapting a presentation style and achieve a better rapport with students. The theoretical basis is provided by studies of human communication in psycholinguistics and social psychology. Usability evaluation is based on the Wizard of Oz approach, allowing a teacher to interact with students through an interface. The conducted experiments show encouraging responses. Future studies will show in what way and to what extent a cognitive robot can be truly effective in technology-enhanced learning.
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Subramani, T., and Joe Cherian. "The Potential Role of Value Management in Construction Industry Using Primavera." International Journal of Engineering & Technology 7, no. 3.10 (July 15, 2018): 14. http://dx.doi.org/10.14419/ijet.v7i3.10.15620.

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EVM (Earned value management) is a undertaking management tool that uses records primarily based on value, agenda and work performance to outline the modern fame of the project. This facilitates the supervisor to extrapolate current developments to predict their probably very last impact. this approach is proved effective in fee manage. the primavera is project management software program which enables customers to track and analyze performance of task. The document wizard in primavera creates custom designed reviews that extract precise records from its database. The paper outlines the fundamental principles of the EVM & how it could be used effectively for unique challenge with assist of primavera. Additionally a few advantages and headaches of EVM as regards to Indian creation area. Many construction tasks be afflicted by time and value overruns because of a multiplicity of things. This technique allows everything in evaluation of all budgeted value of work to real value. The existing have a look at deals with the scheduling and venture tracking manner alongside it also discusses principal parameter’s involving in the calculation of earned cost analysis in fee and time control of civil construction project. Using an example of real time venture, methodologies and analysis are demonstrated in this paper.
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Gonnella, Giorgio. "TextFormats: Simplifying the definition and parsing of text formats in bioinformatics." PLOS ONE 17, no. 5 (May 26, 2022): e0268910. http://dx.doi.org/10.1371/journal.pone.0268910.

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Text formats are common in bioinformatics, as they allow for editing and filtering using standard tools, as well as, since text formats are often human readable, manual inspection and evaluation of the data. Bioinformatics is a rapidly evolving field, hence, new techniques, new software tools, new kinds of data often require the definition of new formats. Often new formats are not formally described in a standard or specification document. Although software libraries are available for accessing the most common formats, writing parsers for text formats, for which no library is currently available, is a very common though tedious task, utilized by many researchers in the field. This manuscript presents the open source software library and toolset TextFormats (available at https://github.com/ggonnella/textformats), which aims at simplifying the definition and parsing of text formats. Formats specifications are written in a simple data description format using an interactive wizard. Automatic generation of data examples and automatic testing of specifications allow for checking for correctness. Given the specification for a text format, TextFormats allows parsing and writing data in that format, using several programming languages (Nim, Python, C/C++) or the provided command line and graphical user interface tools. Although designed as a general purpose software, the main target application field, for the above mentioned reasons, is expected to be in bioinformatics: Thus, the specifications of several common existing bioinformatics formats are included.
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Bassi, Giulia, Ivan Donadello, Silvia Gabrielli, Silvia Salcuni, Claudio Giuliano, and Stefano Forti. "Early Development of a Virtual Coach for Healthy Coping Interventions in Type 2 Diabetes Mellitus: Validation Study." JMIR Formative Research 6, no. 2 (February 11, 2022): e27500. http://dx.doi.org/10.2196/27500.

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Background Mobile health solutions aimed at monitoring tasks among people with diabetes mellitus (DM) have been broadly applied. However, virtual coaches (VCs), embedded or not in mobile health, are considered valuable means of improving patients’ health-related quality of life and ensuring adherence to self-care recommendations in diabetes management. Despite the growing need for effective, healthy coping digital interventions to support patients’ self-care and self-management, the design of psychological digital interventions that are acceptable, usable, and engaging for the target users still represents the main challenge, especially from a psychosocial perspective. Objective This study primarily aims to test VC interventions based on psychoeducational and counseling approaches to support and promote healthy coping behaviors in adults with DM. As a preliminary study, university students have participated in it and have played the standardized patients’ (SPs) role with the aim of improving the quality of the intervention protocol in terms of user acceptability, experience, and engagement. The accuracy of users’ role-playing is further analyzed. Methods This preliminary study is based on the Obesity-Related Behavioral Intervention Trial model, with a specific focus on its early phases. The healthy coping intervention protocol was initially designed together with a team of psychologists following the main guidelines and recommendations for psychoeducational interventions for healthy coping in the context of DM. The protocol was refined with the support of 3 experts in the design of behavioral intervention technologies for mental health and well-being, who role-played 3 SPs’ profiles receiving the virtual coaching intervention in a Wizard of Oz setting via WhatsApp. A refined version of the healthy coping protocol was then iteratively tested with a sample of 18 university students (mean age 23.61, SD 1.975 years) in a slightly different Wizard of Oz evaluation setting. Participants provided quantitative and qualitative postintervention feedback by reporting their experiences with the VC. Clustering techniques on the logged interactions and dialogs between the VC and users were collected and analyzed to identify additional refinements for future VC development. Results Both quantitative and qualitative analyses showed that the digital healthy coping intervention was perceived as supportive, motivating, and able to trigger self-reflection on coping strategies. Analyses of the logged dialogs showed that most of the participants accurately played the SPs’ profile assigned, confirming the validity and usefulness of this testing approach in preliminary assessments of behavioral digital interventions and protocols. Conclusions This study outlined an original approach to the early development and iterative testing of digital healthy coping interventions for type 2 DM. Indeed, the intervention was well-accepted and proved its effectiveness in the definition and refinement of the initial protocol and of the user experience with a VC before directly involving real patients in its subsequent use and testing.
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Chidichimo, Francesco, Michele De Biase, Alessandra Costabile, Enzo Cuiuli, Orsola Reillo, Clemente Migliorino, Ilario Treccosti, and Salvatore Straface. "GuEstNBL: The Software for the Guided Estimation of the Natural Background Levels of the Aquifers." Water 12, no. 10 (September 29, 2020): 2728. http://dx.doi.org/10.3390/w12102728.

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Natural background levels (NBLs) for targeted chemical elements characterize a specific groundwater body, the knowledge of which represents a fundamental information for environmental agencies responsible for the protection, management, and remediation of territory. The large number of areas subject to strong anthropogenic pressures of a different nature and magnitude makes the job of control authorities particularly difficult. The process to distinguish effective anthropogenic contamination from natural conditions and to define realistic environmental clean-up goals goes through the computation of several mutually dependent statistical methods, some of which have non-trivial resolution and interpretation. In this study, we presented a new tool designed to drive those working in the sector into an articulated path towards NBL assessment. The application software was developed in order to read environmental input data provided by a user-friendly web-based geographic information system (GIS) and to return the NBL estimate of a given chemical element following a wizard that allows for the implementation of two methodologies, i.e., component separation or pre-selection. The project was born from a collaboration between the Department of Environmental Engineering of the University of Calabria and the Department of Environmental Policies of the Calabria Region. The software was used to estimate NBLs in selected chemical species at potentially contaminated industrial sites located in Lamezia Terme, Italy. In the future, the developed calculation program will be the official evaluation tool of the Calabria Region for identifying groundwater thresholds.
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Manas, Gaur, Vamsi Aribandi, Ugur Kursuncu, Amanuel Alambo, Valerie L. Shalin, Krishnaprasad Thirunarayan, Jonathan Beich, Meera Narasimhan, and Amit Sheth. "Knowledge-Infused Abstractive Summarization of Clinical Diagnostic Interviews: Framework Development Study." JMIR Mental Health 8, no. 5 (May 10, 2021): e20865. http://dx.doi.org/10.2196/20865.

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Background In clinical diagnostic interviews, mental health professionals (MHPs) implement a care practice that involves asking open questions (eg, “What do you want from your life?” “What have you tried before to bring change in your life?”) while listening empathetically to patients. During these interviews, MHPs attempted to build a trusting human-centered relationship while collecting data necessary for professional medical and psychiatric care. Often, because of the social stigma of mental health disorders, patient discomfort in discussing their presenting problem may add additional complexities and nuances to the language they use, that is, hidden signals among noisy content. Therefore, a focused, well-formed, and elaborative summary of clinical interviews is critical to MHPs in making informed decisions by enabling a more profound exploration of a patient’s behavior, especially when it endangers life. Objective The aim of this study is to propose an unsupervised, knowledge-infused abstractive summarization (KiAS) approach that generates summaries to enable MHPs to perform a well-informed follow-up with patients to improve the existing summarization methods built on frequency heuristics by creating more informative summaries. Methods Our approach incorporated domain knowledge from the Patient Health Questionnaire-9 lexicon into an integer linear programming framework that optimizes linguistic quality and informativeness. We used 3 baseline approaches: extractive summarization using the SumBasic algorithm, abstractive summarization using integer linear programming without the infusion of knowledge, and abstraction over extractive summarization to evaluate the performance of KiAS. The capability of KiAS on the Distress Analysis Interview Corpus-Wizard of Oz data set was demonstrated through interpretable qualitative and quantitative evaluations. Results KiAS generates summaries (7 sentences on average) that capture informative questions and responses exchanged during long (58 sentences on average), ambiguous, and sparse clinical diagnostic interviews. The summaries generated using KiAS improved upon the 3 baselines by 23.3%, 4.4%, 2.5%, and 2.2% for thematic overlap, Flesch Reading Ease, contextual similarity, and Jensen Shannon divergence, respectively. On the Recall-Oriented Understudy for Gisting Evaluation-2 and Recall-Oriented Understudy for Gisting Evaluation-L metrics, KiAS showed an improvement of 61% and 49%, respectively. We validated the quality of the generated summaries through visual inspection and substantial interrater agreement from MHPs. Conclusions Our collaborator MHPs observed the potential utility and significant impact of KiAS in leveraging valuable but voluminous communications that take place outside of normally scheduled clinical appointments. This study shows promise in generating semantically relevant summaries that will help MHPs make informed decisions about patient status.
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Jiang, Zhiqiu, Mashrur Rashik, Kunjal Panchal, Mahmood Jasim, Ali Sarvghad, Pari Riahi, Erica DeWitt, Fey Thurber, and Narges Mahyar. "CommunityBots: Creating and Evaluating A Multi-Agent Chatbot Platform for Public Input Elicitation." Proceedings of the ACM on Human-Computer Interaction 7, CSCW1 (April 14, 2023): 1–32. http://dx.doi.org/10.1145/3579469.

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In recent years, the popularity of AI-enabled conversational agents or chatbots has risen as an alternative to traditional online surveys to elicit information from people. However, there is a gap in using single-agent chatbots to converse and gather multi-faceted information across a wide variety of topics. Prior works suggest that single-agent chatbots struggle to understand user intentions and interpret human language during a multi-faceted conversation. In this work, we investigated how multi-agent chatbot systems can be utilized to conduct a multi-faceted conversation across multiple domains. To that end, we conducted a Wizard of Oz study to investigate the design of a multi-agent chatbot for gathering public input across multiple high-level domains and their associated topics. Next, we designed, developed, and evaluated CommunityBots - a multi-agent chatbot platform where each chatbot handles a different domain individually. To manage conversation across multiple topics and chatbots, we proposed a novel Conversation and Topic Management (CTM) mechanism that handles topic-switching and chatbot-switching based on user responses and intentions. We conducted a between-subject study comparing CommunityBots to a single-agent chatbot baseline with 96 crowd workers. The results from our evaluation demonstrate that CommunityBots participants were significantly more engaged, provided higher quality responses, and experienced fewer conversation interruptions while conversing with multiple different chatbots in the same session. We also found that the visual cues integrated with the interface helped the participants better understand the functionalities of the CTM mechanism, which enabled them to perceive changes in textual conversation, leading to better user satisfaction. Based on the empirical insights from our study, we discuss future research avenues for multi-agent chatbot design and its application for rich information elicitation.
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Peterson, Bryan J., Olivia Sanchez, Stephanie E. Burnett, and Darren J. Hayes. "Comparison of Four Systems for Propagation of Coleus by Stem Cuttings." HortTechnology 28, no. 2 (April 2018): 143–48. http://dx.doi.org/10.21273/horttech03926-17.

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Overhead mist (OM) facilitates the propagation of stem cuttings by preventing transpirational water loss. However, drawbacks to OM include the application of large volumes of water, potentially unsanitary conditions, irregular misting coverage, and leaching of foliar nutrients. We explored three alternatives to OM that might avoid these problems by applying moisture below, rather than overhead. These included 1) a submist (SM) aeroponic system configured to provide intermittent mist only to the rooting zone, 2) a subirrigation (SI) system that provided water via capillary action through perlite from a reservoir maintained below the base of each cutting, and 3) a subfog (SF) aeroponic system that was configured to provide constant fog only to the rooting zone. To initiate each system, we wetted perlite or filled reservoirs using either water or quarter-strength Hoagland solution. Stem cuttings of ‘Wizard Mix’ coleus (Plectranthus scutellarioides) were propagated in the systems for 21 days. Cuttings in the SM system produced more than three times as many roots as cuttings in the OM system, with roots more than six times the length. Root dry weights averaged 28 mg for cuttings in the SM system, compared with only 3.5 mg among cuttings receiving OM. The SF and SI systems produced results broadly comparable to the OM. Fertilizer did not consistently improve rooting measures across the systems. Although we observed few fine roots on cuttings rooted using SM, they transplanted well into a soilless substrate and quickly produced new root growth. The SM system used less than 1/5 the water used by the SI system, and less than 1/50 the water used by the SF system. In comparison, a single OM nozzle operating for 10 seconds released about one-third of the total water lost through transpiration from each SM system over the entire experiment. Our results show that SM systems merit further evaluation for propagation of plants by stem cuttings.
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Gonçalves, A., B. Taylor, Y. Toiron, B. Esterni, N. Salem, F. Bladou, P. Viens, and G. Gravis. "Serum pharmacoproteomics of erlotinib-treated advanced prostate cancer patients: A SELDI-TOF mass spectrometry analysis." Journal of Clinical Oncology 24, no. 18_suppl (June 20, 2006): 14603. http://dx.doi.org/10.1200/jco.2006.24.18_suppl.14603.

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14603 Background: EGFR (Epidermal Growth Factor Receptor) is a promising target in various epithelial cancers. Erlotinib is an orally active small molecule tyrosine kinase inhibitor (TKI) targeting EGFR, under evaluation in prostate cancer. To identify protein biomarkers associated with EGFR TKI treatment we performed serum protein profiling in advanced prostate cancer patients receiving erlotinib, using Surface Enhanced Laser Desorption/Ionization-Time of Flight Mass Spectrometry (SELDI-TOF MS). Method: Serums from 23 advanced or metastatic prostate cancer patients enrolled in a phase II study of erlotinib as single agent were collected before treatment, on D28 and D56 and kept frozen in liquid nitrogen until analysis. Serum samples from each patients and each time points were first urea treated and then incubated with 3 different ProteinChip arrays (Ciphergen Biosystems): IMAC-Cu, CM10 and H50 using a fully automated platform (Tecan). After adding SPA matrix, arrays were analysed using a PBSIIc ProteinChip reader (Ciphergen Biosystems). After noise reduction, baseline substraction, and data normalisation, protein peaks were detected using the Biomarker Wizard tool integrated to the ProteinChip Software 3.1. Numeric data were then exported to excel files that were used for further biostatistic processing. Results: Combining protein profiles resolved from each experimental condition, several hundreds of protein peaks were obtained. Protein profiles from untreated and D28 and D56-treated patients were compared using non-parametric statistical methods and several protein peaks appeared differentially expressed between pre and post-treatment samples. Supervised methods identified protein peaks correlating with specific erlotinib toxicity on day 28. Since only minimal activity was noted in this trial, no protein profile correlating with anti-tumor effect was identified. Purification and identification of proteins modulated by treatment and associated with toxicity are ongoing. Conclusion: Serum protein profiling using SELDI-TOF MS is a promising method to characterize pharmacoproteomics of innovative compounds under development and to identify protein biomarkers potentially associated with drug effects. No significant financial relationships to disclose.
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Janarthanam, Srinivasan, and Oliver Lemon. "Adaptive Generation in Dialogue Systems Using Dynamic User Modeling." Computational Linguistics 40, no. 4 (December 2014): 883–920. http://dx.doi.org/10.1162/coli_a_00203.

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We address the problem of dynamically modeling and adapting to unknown users in resource-scarce domains in the context of interactive spoken dialogue systems. As an example, we show how a system can learn to choose referring expressions to refer to domain entities for users with different levels of domain expertise, and whose domain knowledge is initially unknown to the system. We approach this problem using a three step process: collecting data using a Wizard-of-Oz method, building simulated users, and learning to model and adapt to users using Reinforcement Learning techniques. We show that by using only a small corpus of non-adaptive dialogues and user knowledge profiles it is possible to learn an adaptive user modeling policy using a sense-predict-adapt approach. Our evaluation results show that the learned user modeling and adaptation strategies performed better in terms of adaptation than some simple hand-coded baseline policies, with both simulated and real users. With real users, the learned policy produced around a 20% increase in adaptation in comparison to an adaptive hand-coded baseline. We also show that adaptation to users' domain knowledge results in improving task success (99.47% for the learned policy vs. 84.7% for a hand-coded baseline) and reducing dialogue time of the conversation (11% relative difference). We also compared the learned policy to a variety of carefully hand-crafted adaptive policies that employ the user knowledge profiles to adapt their choices of referring expressions throughout a conversation. We show that the learned policy generalises better to unseen user profiles than these hand-coded policies, while having comparable performance on known user profiles. We discuss the overall advantages of this method and how it can be extended to other levels of adaptation such as content selection and dialogue management, and to other domains where adapting to users' domain knowledge is useful, such as travel and healthcare.
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Hoffmann, Lars, Paul F. Baumeister, Zhongyin Cai, Jan Clemens, Sabine Griessbach, Gebhard Günther, Yi Heng, et al. "Massive-Parallel Trajectory Calculations version 2.2 (MPTRAC-2.2): Lagrangian transport simulations on graphics processing units (GPUs)." Geoscientific Model Development 15, no. 7 (April 5, 2022): 2731–62. http://dx.doi.org/10.5194/gmd-15-2731-2022.

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Abstract. Lagrangian models are fundamental tools to study atmospheric transport processes and for practical applications such as dispersion modeling for anthropogenic and natural emission sources. However, conducting large-scale Lagrangian transport simulations with millions of air parcels or more can become rather numerically costly. In this study, we assessed the potential of exploiting graphics processing units (GPUs) to accelerate Lagrangian transport simulations. We ported the Massive-Parallel Trajectory Calculations (MPTRAC) model to GPUs using the open accelerator (OpenACC) programming model. The trajectory calculations conducted within the MPTRAC model were fully ported to GPUs, i.e., except for feeding in the meteorological input data and for extracting the particle output data, the code operates entirely on the GPU devices without frequent data transfers between CPU and GPU memory. Model verification, performance analyses, and scaling tests of the Message Passing Interface (MPI) – Open Multi-Processing (OpenMP) – OpenACC hybrid parallelization of MPTRAC were conducted on the Jülich Wizard for European Leadership Science (JUWELS) Booster supercomputer operated by the Jülich Supercomputing Centre, Germany. The JUWELS Booster comprises 3744 NVIDIA A100 Tensor Core GPUs, providing a peak performance of 71.0 PFlop s−1. As of June 2021, it is the most powerful supercomputer in Europe and listed among the most energy-efficient systems internationally. For large-scale simulations comprising 108 particles driven by the European Centre for Medium-Range Weather Forecasts' fifth-generation reanalysis (ERA5), the performance evaluation showed a maximum speed-up of a factor of 16 due to the utilization of GPUs compared to CPU-only runs on the JUWELS Booster. In the large-scale GPU run, about 67 % of the runtime is spent on the physics calculations, conducted on the GPUs. Another 15 % of the runtime is required for file I/O, mostly to read the large ERA5 data set from disk. Meteorological data preprocessing on the CPUs also requires about 15 % of the runtime. Although this study identified potential for further improvements of the GPU code, we consider the MPTRAC model ready for production runs on the JUWELS Booster in its present form. The GPU code provides a much faster time to solution than the CPU code, which is particularly relevant for near-real-time applications of a Lagrangian transport model.
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Vasey, Eric, Maryam S. FakhrHosseini, Zhi Zheng, Chung-Hyuk Park, Ayanna Howard, and Myounghoon Jeon. "Development and Usability Testing of a Remote Control App for An Interactive RoboT." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 808–12. http://dx.doi.org/10.1177/1541931213601695.

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Experimenters need robots that are easier to control for experimental purposes. In this paper, we conducted interviews for eliciting interaction requirements for human-robot interaction scenarios. User input was then incorporated into an Android application for remotely controlling an Aldebaran Nao robot for use in Wizard-of-Oz experiments and demos. The app was used in a usability study to compare it with an existing Nao remote control app. Results were positive, highlighting the ease-of-use and organization of the app. Future work includes a more complete usability trial evaluating the unique functionality of the app, as well as a case study of the app in a real Wizard-of-Oz experiment.
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Mauriello, Matthew Louis, Nantanick Tantivasadakarn, Marco Antonio Mora-Mendoza, Emmanuel Thierry Lincoln, Grace Hon, Parsa Nowruzi, Dorien Simon, et al. "A Suite of Mobile Conversational Agents for Daily Stress Management (Popbots): Mixed Methods Exploratory Study." JMIR Formative Research 5, no. 9 (September 14, 2021): e25294. http://dx.doi.org/10.2196/25294.

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Background Approximately 60%-80% of the primary care visits have a psychological stress component, but only 3% of patients receive stress management advice during these visits. Given recent advances in natural language processing, there is renewed interest in mental health chatbots. Conversational agents that can understand a user’s problems and deliver advice that mitigates the effects of daily stress could be an effective public health tool. However, such systems are complex to build and costly to develop. Objective To address these challenges, our aim is to develop and evaluate a fully automated mobile suite of shallow chatbots—we call them Popbots—that may serve as a new species of chatbots and further complement human assistance in an ecosystem of stress management support. Methods After conducting an exploratory Wizard of Oz study (N=14) to evaluate the feasibility of a suite of multiple chatbots, we conducted a web-based study (N=47) to evaluate the implementation of our prototype. Each participant was randomly assigned to a different chatbot designed on the basis of a proven cognitive or behavioral intervention method. To measure the effectiveness of the chatbots, the participants’ stress levels were determined using self-reported psychometric evaluations (eg, web-based daily surveys and Patient Health Questionnaire-4). The participants in these studies were recruited through email and enrolled on the web, and some of them participated in follow-up interviews that were conducted in person or on the web (as necessary). Results Of the 47 participants, 31 (66%) completed the main study. The findings suggest that the users viewed the conversations with our chatbots as helpful or at least neutral and came away with increasingly positive sentiment toward the use of chatbots for proactive stress management. Moreover, those users who used the system more often (ie, they had more than or equal to the median number of conversations) noted a decrease in depression symptoms compared with those who used the system less often based on a Wilcoxon signed-rank test (W=91.50; Z=−2.54; P=.01; r=0.47). The follow-up interviews with a subset of the participants indicated that half of the common daily stressors could be discussed with chatbots, potentially reducing the burden on human coping resources. Conclusions Our work suggests that suites of shallow chatbots may offer benefits for both users and designers. As a result, this study’s contributions include the design and evaluation of a novel suite of shallow chatbots for daily stress management, a summary of benefits and challenges associated with random delivery of multiple conversational interventions, and design guidelines and directions for future research into similar systems, including authoring chatbot systems and artificial intelligence–enabled recommendation algorithms.
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47

Fardoun, Habib M., Daniyal M. Alghazzawi, and Antonio Paules. "Interactivity Technologies to Improve the Learning in Classrooms Through the Cloud." International Journal of Web-Based Learning and Teaching Technologies 13, no. 1 (January 2018): 17–36. http://dx.doi.org/10.4018/ijwltt.2018010102.

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In this paper, the authors present a cloud system that incorporate tools developed in HTML5 and JQuery technologies, which are offered to professors and students in the development of a teaching methodology called flipped classroom, where the theoretical content is usually delivered by video files and self-assessment tools that students can display from home. This system aims to eliminate the technical limitations to facilitate communication and a real learning process by monitoring and evaluating the students and teachers. Highlighting main functions, the authors do find: the wizard of quality content, visual interactive wizard, the audio note as tool for audio records, and finally the graphical evaluator that provides a graphical and intuitive result, providing a clear image of the theoretical and practical difficulties that students experience.
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48

Freundlieb, Michael, Matthias Gräuler, and Frank Teuteberg. "A conceptual framework for the quality evaluation of sustainability reports." Management Research Review 37, no. 1 (January 14, 2014): 19–44. http://dx.doi.org/10.1108/mrr-04-2012-0087.

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Purpose – This paper aims to outline a conceptual framework for the quality evaluation of web-based sustainability reports (SRs) aiding managers in determining and evaluating quality criteria for the sustainability report of their company. Design/methodology/approach – The paper reviews quality criteria in existing standards and guidelines on sustainability reporting and identifies research gaps. A conceptual framework including a multi-method approach for the quality evaluation of SRs is developed and evaluated. Findings – Existing standards and guidelines on sustainability reporting mainly focus on the content of the reports and neglect common information systems (IS) acceptance criteria such as ease of use and visual appeal. The proposed framework directly involves different stakeholder groups and research methodologies into the quality evaluation process. Research limitations/implications – The limitations of the research approach offer a number of starting points for future research. The proposed framework needs to be further evaluated by a larger number of test users in a more natural use setting. Practical implications – The application of a multi-method approach as well as the direct involvement of the stakeholders allows for an in-depth quality evaluation of SRs, enabling reporting companies to meet the readers' demand for information on economic, environmental and social activities of the reporting company. Common acceptance factors from the field of IS should be integrated into existing standards and guidelines on sustainability reporting. Coaching of the users through help functions, wizards, instructional videos or avatars is desirable. Originality/value – The proposed framework applies innovative technologies such as eye-tracking and software-supported attention analysis. By applying the framework to a set of sample reports, its usefulness and applicability are demonstrated.
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49

Clark, Leigh, Philip Doyle, Diego Garaialde, Emer Gilmartin, Stephan Schlögl, Jens Edlund, Matthew Aylett, et al. "The State of Speech in HCI: Trends, Themes and Challenges." Interacting with Computers 31, no. 4 (June 1, 2019): 349–71. http://dx.doi.org/10.1093/iwc/iwz016.

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AbstractSpeech interfaces are growing in popularity. Through a review of 99 research papers this work maps the trends, themes, findings and methods of empirical research on speech interfaces in the field of human–computer interaction (HCI). We find that studies are usability/theory-focused or explore wider system experiences, evaluating Wizard of Oz, prototypes or developed systems. Measuring task and interaction was common, as was using self-report questionnaires to measure concepts like usability and user attitudes. A thematic analysis of the research found that speech HCI work focuses on nine key topics: system speech production, design insight, modality comparison, experiences with interactive voice response systems, assistive technology and accessibility, user speech production, using speech technology for development, peoples’ experiences with intelligent personal assistants and how user memory affects speech interface interaction. From these insights we identify gaps and challenges in speech research, notably taking into account technological advancements, the need to develop theories of speech interface interaction, grow critical mass in this domain, increase design work and expand research from single to multiple user interaction contexts so as to reflect current use contexts. We also highlight the need to improve measure reliability, validity and consistency, in the wild deployment and reduce barriers to building fully functional speech interfaces for research.RESEARCH HIGHLIGHTSMost papers focused on usability/theory-based or wider system experience research with a focus on Wizard of Oz and developed systems Questionnaires on usability and user attitudes often used but few were reliable or validated Thematic analysis showed nine primary research topics Challenges identified in theoretical approaches and design guidelines, engaging with technological advances, multiple user and in the wild contexts, critical research mass and barriers to building speech interfaces
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50

Pereira, Kércia Regina Santos Gomes, Maria Kadja Meneses Torres Açucena, Arthur Villarim Neto, Amália Cínthia Meneses Rêgo, Mário Bernardo-Filho, Ítalo Medeiros Azevedo, Irami Araújo Filho, and Aldo Cunha Medeiros. "Biodistribution of the radiopharmaceutical technetium-99m-sodium phytate in rats after splenectomy." Brazilian Archives of Biology and Technology 51, spe (December 2008): 203–7. http://dx.doi.org/10.1590/s1516-89132008000700033.

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Drugs and surgery can interfere with the biodistribution of radiopharmaceuticals and data about the effect of splenectomy on the metabolism of phytate-Tc-99m are scarce. This study aimed at evaluating the interference of splenectomy on phytate-Tc-99m biodistribution and liver function in rats. The SP group rats (n=6) underwent splenectomy. In group C (control) the animals were not operated on. After 15 days, all rats were injected with 0.1mL of Tc-99m-phytate via orbital plexus (0.66MBq). After 30 minutes, liver samples were harvested, weighed and the percentage of radioactivity per gram (%ATI/g) was determined by a Wizard Perkin-Elme gama counter. The ATI%/g in splenectomized rats (0.99±0.02) was significantly higher than in controls (0.4±0.02), (p=0.034). ALT, AST and HDL were significantly lower in SP rats (p= 0.001) and leukocytosis was observed in SP rats. In conclusion, splenectomy in rats changed the hepatic biodistribution of Tc-99m-phytate and liver enzimatic activity.
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