Augmented cognition : 16th international conference, AC 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022 : proceedings
معرفی کتاب «Augmented cognition : 16th international conference, AC 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022 : proceedings» نوشتهٔ Dylan D. Schmorrow, Cali M. Fidopiastis, (eds.)، منتشرشده توسط نشر Springer International Publishing Springer در سال 1331. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 16th International Conference on Augmented Cognition, AC 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The AC 2022 proceedings aims to develop adaptive systems capable of extending the information management capacity of individuals through computing technologies and offers a broad range of theoretical and applied issues related to Augmented Cognition and its applications. Foreword HCI International 2022 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 16th International Conference on Augmented Cognition (AC 2022) HCI International 2023 Contents Understanding Human Cognition and Behavior Examining the Impact of Chronic Pain on Information Processing Behavior: An Exploratory Eye-Tracking Study 1 Introduction 2 Background 2.1 Pain and Attention 2.2 Pain and Decision Making 2.3 Pain Assessment with PROMIS 3 Methodology 3.1 Participants 3.2 Task 3.3 Data Collection Procedure 3.4 Measures 3.5 Analysis 4 Results 4.1 Findings from Self-reported Measures 4.2 Findings from Eye Movement Metrics 5 Discussion 5.1 Theoretical and Practical Implications 5.2 Limitations and Future Studies 6 Conclusion References Improved Psychological Health Through a Remote Behavioral Intervention: A Telehealth Pilot Study for Veterans with Chronic Multi-symptom Illness 1 Introduction 2 Methods 2.1 Participants 2.2 Procedures 2.3 Intervention 2.4 Outcomes 2.5 Statistical Analysis 3 Results 4 Discussion 4.1 Limitations 4.2 Conclusion References An Eye Tracking Analysis of Conversational Violations in Dyadic and Collaborative Interaction 1 Introduction 2 Background and Related Work 2.1 Linguistic Principles in Conversational Violations 2.2 Linguistic Utterances and Gaze in Conversational Settings 2.3 Flexibility and Subjectivity of the Interpretation of Communication 3 Method 3.1 Design and Stimuli 3.2 Measures 3.3 Participants 3.4 Procedure 3.5 Analysis 4 Results 4.1 Eye Tracking Results 4.2 Response Duration 4.3 Task Performance and Personality Measures 4.4 Qualitative Analysis 5 Discussion 5.1 Limitations and Future Work 6 Conclusion References Planting a Poison SEAD: Using Social Engineering Active Defense (SEAD) to Counter Cybercriminals 1 The Security Status Quo is not Working 1.1 Remote Online Social Engineering (ROSE) Attacks 1.2 Automated Social Engineering 1.3 Is the Best Defense a Good Offense? 2 Social Engineering Active Defense (SEAD) 2.1 SEAD Annoyance 2.2 SEAD Attribution 2.3 SEAD Attack 3 Future Directions, Research Questions and Challenges 3.1 Identifying an Attack 3.2 Annoyance 3.3 Attribution 3.4 Attack References Using Augmented Cognition to Examine Differences in Online Handwriting Recognition for Native and Non-native Writers 1 Introduction 2 Background 3 Motivation 4 Analysis/Methodology 5 Results 6 Conclusion References Phishing Susceptibility Across Industries 1 Introduction 2 Methods 2.1 Participants and Data Collection 2.2 Stimuli 2.3 Pre-processing 3 Results 4 Discussion 5 Conclusion 6 Appendix References Home-Based Assessment of Sleep Quality and Post Concussive Symptoms in Veterans with Mild Traumatic Brain Injury 1 Introduction 2 Methods 2.1 Study Participants 2.2 Remote Protocol 2.3 Data Analysis 3 Results 4 Discussion 4.1 Limitations 5 Conclusion References Effects of Military Occupational Exposures on Home-Based Assessment of Veterans’ Self-reported Health, Sleep and Cognitive Performance Measures 1 Introduction 1.1 Background 1.2 Military Occupational Exposure Assessment 1.3 Exposure Related Health Outcomes 1.4 Summary 2 Methods 2.1 Measures and Analysis 3 Results 4 Discussion 4.1 Exposure and Health Outcomes 4.2 Remote Study Assessment Considerations 4.3 Study Limitations 5 Conclusion References The Role of IT Background for Metacognitive Accuracy, Confidence and Overestimation of Deep Fake Recognition Skills 1 Introduction 2 Methods 2.1 Design 2.2 Questionnaires 2.3 Participants, Recruitment, and Ethical Considerations 2.4 Data Reduction and Analysis. 3 Results 3.1 Participant Characteristics 3.2 Descriptive Statistics 4 Discussion 5 Conclusion References When Choice is (not) an Option: Nudging and Techno-Regulation Approaches to Behavioural Cybersecurity 1 Introduction 1.1 Nudging 1.2 Techno-Regulation 2 Application in Behavioural Cybersecurity 2.1 Nudging in Behavioural Cybersecurity 2.2 Techno-Regulation in Behavioural Cybersecurity 3 When is Choice an Option? 4 Ethical Considerations 5 Conclusion References Brain Activity Measurement and Electroencephalography Multi-class Task Classification Using Functional Near-Infrared Spectroscopy 1 Introduction 2 Methodology 2.1 Signal Acquisition 2.2 Subjects 2.3 Experiment Setup 2.4 Experiment Protocol 2.5 Feature Generation and Classification 2.6 Decision Tree Classifier 3 Results and Discussion 4 Conclusion References Transfer Blocks Method on Multi-degrees Mental Workload Assessment with EEG 1 Introduction 2 Materials and Methods 2.1 Participants 2.2 Experiment Design 2.3 Procedure 2.4 Data Acquisition and Analysis 3 Results 3.1 Brain Topography Analysis 3.2 Channel Energy Analysis 3.3 Classification 4 Conclusion References Study of Different Classifiers and Multi-modal Sensors in Assessment of Workload 1 Introduction 1.1 Background 2 Methodology 2.1 Participants 2.2 Multimodal Sensors 2.3 Experimental Design 2.4 Data Analysis 2.5 Classifier Training 3 Results 3.1 Individual Features 3.2 Combinations of Biometrics 4 Discussion References EEG4Home: A Human-In-The-Loop Machine Learning Model for EEG-Based BCI 1 Introduction 2 Related Work 3 Methods 3.1 Framework 3.2 Algorithms 4 Results 5 Discussion 6 Conclusion References Wavelet-Based Analysis of fNIRS Measures Enable Assessment of Workload 1 Introduction 2 Materials and Methods 2.1 Participants 2.2 Functional Near Infrared Spectroscopy Sensor 2.3 Experimental Protocol 2.4 Pre-processing fNIRS Signals 2.5 Wavelet Feature Extraction 2.6 Statistics 3 Results 4 Discussion References A Method of Developing Video Stimuli that Are Amenable to Neuroimaging Analysis: An EEG Pilot Study 1 Introduction 2 Method 2.1 Scenario Development 2.2 Scenarios 2.3 Participants 2.4 Procedure 3 Results 3.1 Behavioral 3.2 P300 Amplitude 4 Discussion 5 Conclusion References EEG Daydreaming, A Machine Learning Approach to Detect Daydreaming Activities 1 Introduction 2 Proposed Method 2.1 Data Source and Preprocess 2.2 Baseline Prediction 2.3 Create Sliding Windows 2.4 Detect and Remove Daydreaming Signals 2.5 Second-Round Prediction 3 Results 3.1 Prediction Accuracy and Data Remaining 3.2 Analysis of Daydreaming Signals 4 Discussion and Future Work 5 Conclusion References Sustained Attention States Recognition with EEG and Eye-Tracking in the GradCPT 1 Introduction 1.1 The Gradual Onset Continuous Performance Task 1.2 Classifying Sustained Attention States 2 Methods 2.1 Participants 2.2 Apparatus 2.3 Procedure 2.4 Sustained Attention Labeling 2.5 Feature Extraction and Selection 2.6 Classification 3 Results and Discussion 3.1 Behavioral Performance 3.2 Classification Results 4 Conclusion References Human and Machine Learning Towards Human-Like Learning Dynamics in a Simulated Humanoid Robot for Improved Human-Machine Teaming 1 Introduction 2 Methods 2.1 Object Manipulation 2.2 Full-Body Motor Control 2.3 Robot Vision 2.4 Imitation Learning 3 Results 3.1 Object Manipulation 3.2 Full-Body Motor Control 3.3 Robot Vision 3.4 Imitation Learning 4 Conclusion References Understanding Humans’ Cognitive Processes During Computational Thinking Through Cognitive Science 1 Introduction 1.1 Research Questions 1.2 Specific Aims 1.3 Significance of Study 2 Introduction Background Information and Literature Review 2.1 Background on HCI 2.2 Background on Cognitive Science 2.3 Social Impact, Innovation, and Computational Thinking 2.4 New Direction in Social Computing/issues in HCI 2.5 Implications and Impacts of Cognitive Science in Computer Science 3 Methodology and Research Design 3.1 Data Collection (from) 3.2 Data Collection (from) Lab Trainings Completed and Ethics Approved 3.3 Resources and Materials 3.4 Role of Researcher 4 Data Analysis 4.1 Section 1: Analysis Based on Program 4.2 Section 2: Analysis Based on Group 5 Conclusion References A Review of Framework for Machine Learning Interpretability 1 Introduction 2 Review Protocol 3 Analysis of the Research Questions 3.1 Q1. What Are the Types of Framework in the Current Literature that Can Assist in the Process of Interpreting Machine Learning Algorithms? 3.2 Q2. What Are the Machine Learning Algorithms that Are Being Investigated? 3.3 Q3. What Are the Areas in Which the Frameworks for the Interpretability of Algorithms Are Being Applied? 3.4 Q4. What Are the Strengths and Weaknesses of the Frameworks being Examined? 4 Conclusions References Abstracting the Understanding and Application of Cognitive Load in Computational Thinking and Modularized Learning 1 Introduction 2 Background 2.1 Computational Thinking and Cognitive Load 2.2 Computational Teaching Methodologies 3 Pilot Study 4 Methodology 4.1 Modularized Format 4.2 Analyzing Student Outcome 5 Results 5.1 Quantitative Data 5.2 Modularized Results and Cognitive Load 6 Conclusions 6.1 Future Development and Research References Optimizing Visual Cues in Educational Software 1 Introduction 1.1 Background 1.2 Where Does This Study Fit? 1.3 Why is This Study Important? 1.4 How Does This Study Relate to Previous Research? 2 Hypothesis 2.1 Materials and Methods 2.2 Research Question and Hypotheses 2.3 Strengths and Weaknesses 3 Analysis 3.1 Preliminary Analysis 4 Results Analysis 4.1 Research Question 4.2 Results 5 Findings 6 Conclusions 7 Recommendations 7.1 Recommendations for Use of Results 7.2 Recommendations for Future Research References Selecting and Training Young Cyber Talent: A Recurrent European Cyber Security Challenge Case Study 1 Introduction 2 Research Background 3 Methodology 4 Team Selection and Training Strategies 4.1 Country Specific Process 4.2 Technical and Social Skills 4.3 Training 5 Analysis and Discussion 5.1 Correlation Between the Results of the ENISA Competition and Various Other Online Competitions 5.2 Impact of COVID-19 5.3 Future Improvement Strategies 5.4 NCSC Maturity 6 Conclusion A Survey Questioner References Extended Reality and Augmented Cognition Human-Centered Augmentation of xR Training Technologies with a Self-regulatory Cognitive Process 1 Introduction 2 XR Training Technologies 3 Guided Mindfulness 4 Guided Mindfulness Targeting Self-efficacy Through AAR 5 Guided Mindfulness Application to xR 6 Guided Mindfulness Beyond References User Interactions in Virtual Data Explorer 1 Introduction 2 Objective 3 Virtual Data Explorer 3.1 Simulator Sickness 3.2 Virtual or Mixed Reality 3.3 User Interface 3.4 Head-Up Display 3.5 User Interactions 3.6 Textual Information 3.7 Optimizations 4 Conclusion References Human Intelligent Machine Teaming in Single Pilot Operation: A Case Study 1 Introduction 2 Experiment 2.1 Flight Scenario 2.2 Communication Levels of the Assistant and Hypothesis 3 Implementation 4 Methodology 5 Results 5.1 Workload NSA-TLX 5.2 Situation Awareness 6 Discussion 7 Conclusion References Assessment of a Novel Virtual Environment for Examining Human Cognitive-Motor Performance During Execution of Action Sequences 1 Introduction 2 Material and Methods 2.1 The Virtual Environment 2.2 Experimental Evaluation 3 Results 3.1 Usability 3.2 Mental Workload 3.3 Performance 3.4 Fatigue 4 Discussion 4.1 Systems-Dependent Differences in Usability, Performance, Mental Workload and Fatigue 4.2 The Effect of the Controls on the Usability, Performance, Mental Workload and Fatigue 4.3 Limitations, Conclusions, and Future Work References Love as Augmented Cognition: Passionate Gaming in the Era of Virtual Romance 1 Introduction 2 Love in Communication (Augmenting Communication) 3 The Future of Love: Augmenting Relationships 4 Holarchic Love 5 Love of Subjects vs. Sentimental Attachment to Objects 6 Conclusion References Compensation Method of Flight Simulator Visual System 1 Introduction 1.1 The History of Flight Simulators 1.2 Motion Analysis of Flight Simulator 1.3 Problem 2 Stewart 6DOF Motion Platform Simulation 2.1 Structure of a 6DOF Platform 2.2 Stewart Platform Simulation Model 2.3 Measurement of Motion Limit Positions 2.4 Problem Caused by Range of Motion 3 Visual Compensation Method 3.1 Software Basis for Visual Simulation 3.2 Concept and Realization of Visual Compensation Method 4 Conclusion Appendix References Author Index
دانلود کتاب Augmented cognition : 16th international conference, AC 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022 : proceedings