10.8CVMar 30
Prints in the Magnetic Dust: Robust Similarity Search in Legacy Media Images Using Checksum Count VectorsMaciej Grzeszczuk, Kinga Skorupska, Grzegorz M. Wójcik
Digitizing magnetic media containing computer data is only the first step towards the preservation of early home computing era artifacts. The audio tape images must be decoded, verified, repaired if necessary, tested, and documented. If parts of this process could be effectively automated, volunteers could focus on contributing contextual and historical knowledge rather than struggling with technical tools. We therefore propose a feature representation based on Checksum Count Vectors and evaluate its applicability to detecting duplicates and variants of recordings within a large data store. The approach was tested on a collection of decoded tape images (n=4902), achieving 58\% accuracy in detecting variants and 97% accuracy in identifying alternative copies, for damaged recordings with up to 75% of records missing. These results represent an important step towards fully automated pipelines for restoration, de-duplication, and semantic integration of historical digital artifacts through sequence matching, automatic repair and knowledge discovery.
HCMar 5, 2024
Citizen Science and Machine Learning for Research and Nature Conservation: The Case of Eurasian Lynx, Free-ranging Rodents and InsectsKinga Skorupska, Rafał Stryjek, Izabela Wierzbowska et al.
Technology is increasingly used in Nature Reserves and National Parks around the world to support conservation efforts. Endangered species, such as the Eurasian Lynx (Lynx lynx), are monitored by a network of automatic photo traps. Yet, this method produces vast amounts of data, which needs to be prepared, analyzed and interpreted. Therefore, researchers working in this area increasingly need support to process this incoming information. One opportunity is to seek support from volunteer Citizen Scientists who can help label the data, however, it is challenging to retain their interest. Another way is to automate the process with image recognition using convolutional neural networks. During the panel, we will discuss considerations related to nature research and conservation as well as opportunities for the use of Citizen Science and Machine Learning to expedite the process of data preparation, labelling and analysis.
HCApr 5, 2021
VR Hackathon with Goethe Institute: Lessons Learned from Organizing a Transdisciplinary VR HackathonWiesław Kopeć, Krzysztof Kalinowski, Monika Kornacka et al.
In this article we report a case study of a Language Learning Bauhaus VR hackathon with Goethe Institute. It was organized as an educational and research project to tap into the dynamics of transdisciplinary teams challenged with a specific requirement. In our case, it was to build a Bauhaus-themed German Language Learning VR App. We constructed this experiment to simulate how representatives of different disciplines may work together towards a very specific purpose under time pressure. So, each participating team consisted of members of various expert-fields: software development (Unity or Unreal), design, psychology and linguistics. The results of this study cast light on the recommended cycle of design thinking and customer-centered design in VR. Especially in interdisciplinary rapid prototyping conditions, where stakeholders initially do not share competences. They also showcase educational benefits of working in transdisciplinary environments. This study, combined with our previous work on human factors in rapid software development and co-design, including hackathon dynamics, allowed us to formulate recommendations for organizing content creation VR hackathons for specific purposes. We also provide guidelines on how to prepare the participants to work in rapid prototyping VR environments and benefit from such experiences in the long term.
HCApr 5, 2021
Older Adults and Brain-Computer Interface: An Exploratory StudyWiesław Kopeć, Jarosław Kowalski, Julia Paluch et al.
In this exploratory study, we examine the possibilities of non-invasive Brain-Computer Interface (BCI) in the context of Smart Home Technology (SHT) targeted at older adults. During two workshops, one stationary, and one online via Zoom, we researched the insights of the end users concerning the potential of the BCI in the SHT setting. We explored its advantages and drawbacks, and the features older adults see as vital as well as the ones that they would benefit from. Apart from evaluating the participants' perception of such devices during the two workshops we also analyzed some key considerations resulting from the insights gathered during the workshops, such as potential barriers, ways to mitigate them, strengths and opportunities connected to BCI. These may be useful for designing BCI interaction paradigms and pinpointing areas of interest to pursue in further studies.
HCJan 4, 2021
All Factors Should Matter! Reference Checklist for Describing Research Conditions in Pursuit of Comparable IVR ExperimentsKinga Skorupska, Daniel Cnotkowski, Julia Paluch et al.
A significant problem with immersive virtual reality (IVR) experiments is the ability to compare research conditions. VR kits and IVR environments are complex and diverse but researchers from different fields, e.g. ICT, psychology, or marketing, often neglect to describe them with a level of detail sufficient to situate their research on the IVR landscape. Careful reporting of these conditions may increase the applicability of research results and their impact on the shared body of knowledge on HCI and IVR. Based on literature review, our experience, practice and a synthesis of key IVR factors, in this article we present a reference checklist for describing research conditions of IVR experiments. Including these in publications will contribute to the comparability of IVR research and help other researchers decide to what extent reported results are relevant to their own research goals. The compiled checklist is a ready-to-use reference tool and takes into account key hardware, software and human factors as well as diverse factors connected to visual, audio, tactile, and other aspects of interaction.
HCJan 4, 2021
Deploying Crowdsourcing for Workflow Driven Business ProcessRafał Masłyk, Kinga Skorupska, Piotr Gago et al.
The main goal of this paper is to discuss how to integrate the possibilities of crowdsourcing platforms with systems supporting workflow to enable the engagement and interaction with business tasks of a wider group of people. Thus, this work is an attempt to expand the functional capabilities of typical business systems by allowing selected process tasks to be performed by unlimited human resources. Opening business tasks to crowdsourcing, within established Business Process Management Systems (BPMS) will improve the flexibility of company processes and allow for lower work-load and greater specialization among the staff employed on-site. The presented conceptual work is based on the current international standards in this field, promoted by Workflows Management Coalition. To this end, the functioning of business platforms was analysed and their functionality was presented visually, followed by a proposal and a discussion of how to implement crowdsourcing into workflow systems.
HCDec 31, 2020
Exploration of Voice User Interfaces for Older Adults - A Pilot Study to Address Progressive Vision LossAnna Jaskulska, Kinga Skorupska, Barbara Karpowicz et al.
Voice User Interfaces (VUIs) owing to recent developments in Artificial Intelligence (AI) and Natural Language Processing (NLP), are becoming increasingly intuitive and functional. They are especially promising for older adults, also with special needs, as VUIs remove some barriers related to access to Information and Communications Technology (ICT) solutions. In this pilot study we examine interdisciplinary opportunities in the area of VUIs as assistive technologies, based on an exploratory study with older adults, and a follow-up in-depth pilot study with two participants regarding the needs of people who are gradually losing their sight at a later age.
HCNov 1, 2019
VR with Older Adults: Participatory Design of a Virtual ATM Training SimulationWiesław Kopeć, Marcin Wichrowski, Krzysztof Kalinowski et al.
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we present the results of the workshops and offer considerations and recommendations for organizing opportunities for end users, in this case older adults, to directly engage in co-creation of cutting-edge ICT solutions. These include co-designing interfaces and interaction schemes for emerging technologies like VR and AR. We discuss such aspects as user engagement and hardware and software tools suitable for participatory prototyping of VR applications. Finally, we present ideas for further research in the area of VR participatory prototyping with users of various proficiency levels, taking steps towards developing a unified framework for co-design in AR and VR.
HCAug 27, 2019
A Comparative Study of Younger and Older Adults' Interaction with a Crowdsourcing Android TV App for Detecting Errors in TEDx Video SubtitlesKinga Skorupska, Manuel Núñez, Wiesław Kopeć et al.
In this paper we report the results of a pilot study comparing the older and younger adults' interaction with an Android TV application which enables users to detect errors in video subtitles. Overall, the interaction with the TV-mediated crowdsourcing system relying on language profficiency was seen as intuitive, fun and accessible, but also cognitively demanding; more so for younger adults who focused on the task of detecting errors, than for older adults who concentrated more on the meaning and edutainment aspect of the videos. We also discuss participants' motivations and preliminary recommendations for the design of TV-enabled crowdsourcing tasks and subtitle QA systems.
HCMar 17, 2019
Older Adults and Voice Interaction: A Pilot Study with Google HomeJarosław Kowalski, Anna Jaskulska, Kinga Skorupska et al.
In this paper we present the results of an exploratory study examining the potential of voice assistants (VA) for some groups of older adults in the context of Smart Home Technology (SHT). To research the aspect of older adults' interaction with voice user interfaces (VUI) we organized two workshops and gathered insights concerning possible benefits and barriers to the use of VA combined with SHT by older adults. Apart from evaluating the participants' interaction with the devices during the two workshops we also discuss some improvements to the VA interaction paradigm.
SENov 6, 2018
Hybrid Approach to Automation, RPA and Machine Learning: a Method for the Human-centered Design of Software RobotsWiesław Kopeć, Marcin Skibiński, Cezary Biele et al.
One of the more prominent trends within Industry 4.0 is the drive to employ Robotic Process Automation (RPA), especially as one of the elements of the Lean approach. The full implementation of RPA is riddled with challenges relating both to the reality of everyday business operations, from SMEs to SSCs and beyond, and the social effects of the changing job market. To successfully address these points there is a need to develop a solution that would adjust to the existing business operations and at the same time lower the negative social impact of the automation process. To achieve these goals we propose a hybrid, human-centered approach to the development of software robots. This design and implementation method combines the Living Lab approach with empowerment through participatory design to kick-start the co-development and co-maintenance of hybrid software robots which, supported by variety of AI methods and tools, including interactive and collaborative ML in the cloud, transform menial job posts into higher-skilled positions, allowing former employees to stay on as robot co-designers and maintainers, i.e. as co-programmers who supervise the machine learning processes with the use of tailored high-level RPA Domain Specific Languages (DSLs) to adjust the functioning of the robots and maintain operational flexibility.
HCSep 29, 2018
Older Adults and Crowdsourcing: Android TV App for Evaluating TEDx Subtitle QualityKinga Skorupska, Manuel Nuñez, Wiesław Kopeć et al.
In this paper we describe the insights from an exploratory qualitative pilot study testing the feasibility of a solution that would encourage older adults to participate in online crowdsourcing tasks in a non-computer scenario. Therefore, we developed an Android TV application using Amara API to retrieve subtitles for TEDx talks which allows the participants to detect and categorize errors to support the quality of the translation and transcription processes. It relies on the older adults' innate skills as long-time native language users and the motivating factors of this socially and personally beneficial task. The study allowed us to verify the underlying concept of using Smart TVs as interfaces for crowdsourcing, as well as possible barriers, including the interface, configuration issues, topics and the process itself. We have also assessed the older adults' interaction and engagement with this TV-enabled online crowdsourcing task and we are convinced that the design of our setup addresses some key barriers to crowdsourcing by older adults. It also validates avenues for further research in this area focused on such considerations as autonomy and freedom of choice, familiarity, physical and cognitive comfort as well as building confidence and the edutainment value.