Increasing numbers of job roles emphasise skills related to Artificial Intelligence (AI). Alongside this trend, AI education has been incorporated into curricula at all levels, from K-12 to higher education. However, how to teach AI knowledge and transfer this knowledge into practice, especially to vocational students, remains under-investigated. To address this research gap, we first examined the goals and components of an AI curriculum that has been running for more than three years in Sweden. Then, we interviewed fourteen vocational students from different cohorts within the curriculum about their learning experiences. We found that the students expected more personalised learning and guidance from dedicated instructors, and a better curriculum structure. Further to this, many students wanted to learn more practical skills; it also became clear that technical training, sustainability, and reflection opportunities were given surprisingly little consideration. Building on the results of this case study, we provide recommendations for the future integration of AI into vocational education.
This work responds to isolating urban places, and contributes new ways for thinking about placemaking. Progressing through autoethnography and prototyping, we critique design proposals with Lefebvre’s theory of utopia. There inhabitants can enjoy and shape their place together without risking depletion of their abilities and motivations to do so. The critique produces political sensibilities that help us make sense of common tensions among inhabitants, landowners, and visitors, and generate possible responses. The critique process itself illustrates how designing through critique with theory can help us think in new ways. This paper contributes a display of how design with critical theory can happen, ultimately to support our abilities and motivations to envision and make places of social flourishing that can respond to our socio-environmental crises.
Persuasive designs have become prevalent for smartphones, and an increasing number of users report prob-lematic smartphone use behaviours. Persuasive designs in smartphones might be accountable for the develop-ment and reinforcement of such problematic use. This paper uses a mixed-methods approach to study the relationship between persuasive designs and problematic smartphone use: (1) questionnaires (N=183) to investigate the proportion of participants with multiple problematic smartphone use behaviours and smartphone designs and applications (apps) that they perceived affecting their attitudes and behaviours, and (2) interviews (N=10) to deepen our understanding of users' observations and evaluations of persuasive designs. 25% of the participants self-reported having multiple problematic smartphone use behaviours, with short video, social networking, game and learning apps perceived as the most attitude-and behaviour-affecting. Interviewees identified multiple persuasive designs in most of these apps and stated that persuasive designs prolonged their screen time, reinforced phone-checking habits, and caused distractions. Overall, this study provides evidence to argue that persuasive designs contribute to problematic smartphone use, potentially making smartphones more addictive. We end our study by discussing the ethical implications of persuasive designs that became salient in our study.
Cyberpsychology, Behavior, and Social NetworkingVol. 25, No. 5 Book ReviewThe Psychosocial Reality of Digital Travel: Being in Virtual PlacesAnders HedmanAnders HedmanAddress correspondence to: Dr. Anders Hedman, KTH School of Electrical Engineering and Computer Science, Lindstedtsvagen 3, Floor 6, Stockholm 10044, Sweden E-mail Address: ahedman@kth.sehttps://orcid.org/0000-0002-2161-6395KTH School of Electrical Engineering and Computer Science, Stockholm, Sweden.Search for more papers by this authorPublished Online:10 May 2022https://doi.org/10.1089/cyber.2022.0098AboutSectionsView articleView Full TextPDF/EPUB Permissions & CitationsPermissionsDownload CitationsTrack CitationsAdd to favorites Back To Publication ShareShare onFacebookTwitterLinked InRedditEmail View articleFiguresReferencesRelatedDetails Volume 25Issue 5May 2022 InformationCopyright 2022, Mary Ann Liebert, Inc., publishersTo cite this article:Anders Hedman.The Psychosocial Reality of Digital Travel: Being in Virtual Places.Cyberpsychology, Behavior, and Social Networking.May 2022.323-325.http://doi.org/10.1089/cyber.2022.0098Published in Volume: 25 Issue 5: May 10, 2022Online Ahead of Print:May 3, 2022PDF download
We are living in an earth crisis and the world at large is demanding profound change. Some researchers claim that one necessary shift to accomplish this change is that from anthropocentrism to non-anthropocentrism. This shift has, e.g., been explored in design research. This paper aims to give voice to the design processes and experiences along The Age of Entanglement project, a project in which designers collaborated with professionals from diverse fields ranging from philosophy and biology to space engineering, to further their understanding of what a shift to non-anthropocentrism might entail. As we interviewed and observed these designers in their discussions a number of thematic challenges were touched upon: How to engage with temporalities, how to collaborate productively across diverse disciplines, how to find appropriately inclusive language for expressing ideas, how to express entanglement through concrete and clear examples as well as how to maintain a productive humble and open-minded overall disposition in the designers' sense.
There is a growing interest today in how to combine human intelligence with artificial intelligence in the best possible ways.One reason for this interest is that in this territory of combined intelligence it is, in many cases, unclear how the total system of human and machine will behave, and unless we know that, how could we know what the perils and opportunities might be?It is clear then that we need a body of research to investigate the nature of humans in the loop in order to design wisely.Such wise design would prima facie appear to be achievable through analysis of existing and possible human in the loop systems from a vantage point outside of such systems.But, is such a vantage point achievable today and if so, will such a vantage point be available in the future?This paper considers the possibility of humans as always being in the loop and what it might mean for our understanding of humans in the loop.
Human thermal comfort measurement plays a critical role in giving feedback signals for building energy efficiency. A contactless measuring method based on subtleness magnification and deep learning (NIDL) was designed to achieve a comfortable, energy efficient built environment. The method relies on skin feature data, e.g., subtle motion and texture variation, and a 315-layer deep neural network for constructing the relationship between skin features and skin temperature. A physiological experiment was conducted for collecting feature data (1.44 million) and algorithm validation. The contactless measurement algorithm based on a partly-personalized saturation temperature model (NIPST) was used for algorithm performance comparisons. The results show that the mean error and median error of the NIDL are 0.476 degrees C and 0.343 degrees C which is equivalent to accuracy improvements of 39.07% and 38.76%, respectively. (C) 2019 Elsevier B.V. All rights reserved.
•This paper is a polyvocal discussion on wisdom that includes the fictional voices from researchers of 2068.•We use “fictional abstracts” to elicit ideas and discuss present-day researchers’ hopes and fears about future computing.•While the design of technology can be informed by wisdom, we cannot imagine futures where technology itself is wise.•Technological progress and wisdom change at different speeds which can create conflicts with our understanding of wisdom.•What might sound like open-ended conversations can be seen as a precursor by designers and engineers to build “wise systems”.
During the past decade or so, much HCI research has, according to many researchers, become increasingly phenomenologically oriented. Some have gone so far as to argue that HCI is now in a phenomenological paradigm. But how does such a paradigmatic view work for understanding interaction in the ever growing sphere of social media? Prima facie it may look as it would work only well since social media has become increasingly richer in terms of the sheer range of phenomenologically possible user experiences provided by new and emerging interaction technologies. However, through a critical reading of three major phenomenological works in HCI, we argue that phenomenology as traditionally applied in HCI points indirectly to alternative approaches for engaging in much of contemporary social media research due to its associated semiotic and relationally oriented contents. One possible family of approaches for analyzing such content can be found, as we will argue, in poststructuralist theory. We propose an increased engagement with poststructuralist semiotics grounded in Jacques Derrida’s philosophy and exemplify how this could contribute to the study of social media in the context of HCI.
In human-centered intelligent building, real-time measurements of human thermal comfort play critical roles and supply feedback control signals for building heating, ventilation, and air conditioning (HVAC) systems. Due to the challenges of intra- and inter-individual differences and skin subtleness variations, there has not been any satisfactory solution for thermal comfort measurements until now. In this paper, a contactless measuring method based on a skin sensitivity index and deep learning (NISDL) was proposed to measure real-time skin temperature. A new evaluating index, named the skin sensitivity index (SSI), was defined to overcome individual differences and skin subtleness variations. To illustrate the effectiveness of SSI proposed, a two multi-layers deep learning framework (NISDL method I and II) was designed and the DenseNet201 was used for extracting features from skin images. The partly personal saturation temperature (NIPST) algorithm was use for algorithm comparisons. Another deep learning algorithm without SSI (DL) was also generated for algorithm comparisons. Finally, a total of 1.44 million image data was used for algorithm validation. The results show that 55.62% and 52.25% error values (NISDL method I, II) are scattered at (0 °C, 0.25 °C), and the same error intervals distribution of NIPST is 35.39%.
Vision-based methods for visibility estimation can play a critical role in reducing traffic accidents caused by fog and haze. To overcome the disadvantages of current visibility estimation methods, we present a novel data-driven approach based on Gaussian image entropy and piecewise stationary time series analysis (SPEV). This is the first time that Gaussian image entropy is used for estimating atmospheric visibility. To lessen the impact of landscape and sunshine illuminance on visibility estimation, we used region of interest (ROI) analysis and took into account relative ratios of image entropy, to improve estimation accuracy. We assume fog and haze cause blurred images and that fog and haze can be considered as a piecewise stationary signal. We used piecewise stationary time series analysis to construct the piecewise causal relationship between image entropy and visibility. To obtain a real-world visibility measure during fog and haze, a subjective assessment was established through a study with 36 subjects who performed visibility observations. Finally, a total of two million videos were used for training the SPEV model and validate its effectiveness. The videos were collected from the constantly foggy and hazy Tongqi expressway in Jiangsu, China. The contrast model of visibility estimation was used for algorithm performance comparison, and the validation results of the SPEV model were encouraging as 99.14% of the relative errors were less than 10%.
Human thermal comfort measurement plays a critical role in giving feedback signals for building energy efficiency. A non-invasive measuring method based on subtleness magnification and deep learning (NIDL) was designed to achieve a comfortable, energy efficient built environment. The method relies on skin feature data, e.g., subtle motion and texture variation, and a 315-layer deep neural network for constructing the relationship between skin features and skin temperature. A physiological experiment was conducted for collecting feature data (1.44 million) and algorithm validation. The non-invasive measurement algorithm based on a partly-personalized saturation temperature model (NIPST) was used for algorithm performance comparisons. The results show that the mean error and median error of the NIDL are 0.4834 Celsius and 0.3464 Celsius which is equivalent to accuracy improvements of 16.28% and 4.28%, respectively.
Abstrakt:Egenmätning (quantified self) används idag alltmer inom hälsoteknik för att förbättra användarens självkännedom, och för att uppnå olika mål, där graden av måluppfyllelse ofta kvantifieras. Denna typ av egenmätning kan dock leda till att även prestationsbaserad självkänsla ökar, vilket i sig kan öka graden av stress. Vi visar här på ett alternativt sätt att designa hjälpmedel som syftar till att underlätta för användaren att utveckla koncentration, fokuserad uppmärksamhet och avslappning, liksom acceptans och en icke-dömande hållning, som i sin tur är relaterat till ökad hållbarhet. Vi beskriver en taoistisk filosofisk-estetisk tradition, och visar hur denna kan inspirera design av ”interaktiv meditation”, vilket vi exemplifierar genom prototypen HU, som syftar till att underlätta meditation med fokus på andningen. Abstract:Quantified self, also known as lifelogging, is increasingly used in health technology to improve the user's self-awareness, and to achieve different goals, where the degree of goal fulfillment is often quantified. However, this type of self-measurement can lead to an increase in performance-based self-esteem, which in itself can increase the degree of stress. Here we show an alternative way of designing tools aimed at facilitating the user to develop concentration, focused attention and relaxation, as well as acceptance and a non-judgmental attitude, which in turn is related to increased sustainability.We describe a Taoist philosophically-aesthetic tradition, demonstrating how this can inspire the design of "interactive meditation", as exemplified by the prototype HU, which aims to facilitate meditation with a focus on breathing.
OBJECTIVES Decreased right ventricular (RV) longitudinal function following coronary artery bypass grafting (CABG), as assessed by tricuspid annular systolic excursion (TAPSE) and RV peak systolic velocity (RVS') is a known condition. We aimed to explore the feasibility of the right ventricular index of myocardial performance (RIMP) in the assessment of RV function after CABG at rest and during peak dobutamine stress echocardiography (DSE). METHODS Forty-two patients indicated for CABG were included in this study. Coronary angiography, DSE and exercise bicycle test were performed within 6 weeks before and 3 months after CABG. The RIMP, RVS' and TAPSE at the lateral tricuspid annulus were also assessed. The results were presented as mean ± standard deviation. RESULTS The RIMP improved after CABG both at rest (0.45 ± 0.11 before vs 0.38 ± 0.08 after CABG, P = 0.013) and during DSE (0.75 ± 0.23 vs 0.49 ± 0.14, P < 0.001). TAPSE declined significantly when comparing the values from before CABG to after CABG both at rest (23.9 ± 4.46 vs 14.6 ± 3.67, P < 0.001) and during DSE (20.9 ± 4.16 vs 11.9 ± 3.60, P < 0.001). RVS' also decreased after CABG both at rest (11.9 ± 2.40 vs 8.5 ± 1.93, P < 0.001) and during DSE (15.6 ± 4.30 vs 10.5 ± 3.21, P < 0.001). On the other hand, exercise capacity improved after CABG compared with baseline (128.4 ± 40.12 W vs 142.1 ± 46.73 W, P = 0.014). CONCLUSIONS RIMP improved after CABG both at rest and during DSE. The reduction in TAPSE and RVS' after CABG indicate reduced regional mechanical RV function along the long axis rather than reduced global RV function.
The digital health and wellbeing movement has led to development of digital mindfulness applications that aim to help people to become mindful. In this paper we suggest a broad scheme for classifying and ordering apps intended to support mindfulness. This scheme consists of four levels of what we here term digital mindfulness. One crucial aspect of the fourth level is that artifacts at this level allow for what we term as presence-with and presence-in as opposed to presence-through, which occurs at the first three levels. We articulate our four levels along with specific design qualities through concrete examples of existing mindfulness apps and through research through design (RtD) work conducted with design fiction examples. We then use a working design case prototype to further illustrate the possibilities of presence-with and presence-in. We hope our four levels of digital mindfulness framework will be found useful by other researchers in discussing and planning the design of their own mindfulness apps and digital artifacts.