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Hibridni događaj
Program događaja
četvrtak, 25.5.2023 9:00 - 13:00,
Nava 1, Hotel Admiral, Opatija
9:00 - 9:15Pozdravni govor - Joseph S. Valacich 
9:15 - 10:30Radovi 
1.
D. Wilson, J. Jenkins (Brigham Young University, Provo, United States), J.S. Valacich (University of Arizona, Tucson, United States)
Measuring State and Trait Attentional Control using Mouse Movements
 
2.M. Kumar, D. Kim, P. Weisgarber, J. Valacich (The University of Arizona, Tucson, United States), J. Jenkins (Brigham Young University, Provo, United States)
Getting What You Paid For: Assessing Participant Experience Parameters for Amazon Mechanical Turk (MTurk) Workers on Survey Response Quality 
MTurk is a powerful and widely used method for completing online Human Intelligence Tasks (HITs) such as website testing or completing psychological surveys. Researchers typically use various platform-provided work experience parameters to choose qualified and unqualified participants. Conventional wisdom suggests that participants with greater experience and historically high acceptance rates (i.e., higher-rated) will generate better quality data than less qualified and lower-priced (i.e., lower-rated) peers. We examine the limits of this assumption by comparing responses and engagement behaviors between higher- and lower-rated participants while answering online surveys. Participants first answered questions related to their prior work experience and then questions related to their personality. Lower-rated workers provide more inaccurate responses when answering factual questions (i.e., higher rates of deception) and exhibit lower engaged behaviors when answering personality-related questions, resulting in lower reliability scores for survey constructs. We draw on previous literature to posit that the intention to deceive predicts Psychopathy and Sadism personality scores and utilize mouse movement metric-based outlier techniques to improve model performance. While we obtain mixed results using this approach, we are encouraged by the systematic differences we observed between the two populations and discuss future avenues of this research.
3.J. Jenkins, A. Denison, D. Wilson (Brigham Young University, Provo, United States), J. Valacich (University of Arizona, Tucson, United States)
Detecting Goal-Oriented vs. Browsing Users Through Behavior Analysis 
Understanding user personas in e-commerce is important for promoting successful interaction. Two common personas include goal-oriented and browsing users. A goal-oriented user has the intention of completing a specific task as efficiently as possible (e.g., purchasing a product). A browsing user explores for information and the results of that search will determine the next objective (e.g., to purchase or look elsewhere). A website that customizes content to a goal-oriented versus browsing user will improve the user experience and ultimately maximize conversion. In this research, we provide a methodology for differentiating between goal-oriented and browsing users by monitoring users’ behavior on the website. We conducted a study where participants were randomly assigned to either a goal-oriented task to find a product or told to simply browse the website. Based on the study’s results, we discuss suggestions to assist future human-computer interaction (HCI) researchers on how to design behavior-monitoring studies to accurately portray goal-oriented versus browsing users. We also provide insights into the need for considering the motivation of Amazon’s Mechanical Turk workers to appropriately utilize them as a sample population in future behavior-monitoring studies.
4.D. Bačić (Loyola University Chicago, Chicago, IL, United States), C. Gilstrap (University of Southern Indiana, Evansville, IN, United States), N. Jukić (Loyola University Chicago, Chicago, IL, United States)
Predicting Video Virality Using Biometric-based Emotion and Arousal Data 
The use of social media platforms like TikTok, Facebook, and YouTube to consume videos has seen significant growth in recent years. Some videos can generate high levels of engagement - views, likes, shares, or comments - at a rapid pace, making them "viral." However, understanding what causes these videos to become viral or predicting virality is still largely a mystery. This study aimed to uncover if biometrics-based emotion and arousal data, such as facial muscle and skin conductance data, could predict user engagement and contribute to video virality. The experiment used 64 participants, who watched 13 videos and had their facial expressions and galvanic skin response (GSR) data recorded throughout the viewing experience. The study then used an XGBoost classifier and 42 collected features, including physiological data and socio-behavioral responses, to predict user engagement (willingness to like, share, or comment) with over 80% accuracy. The results indicate that a combination of facial expression, GSR, and socio-behavioral data can accurately distinguish between high and low user engagement without needing to ask viewers anything about the videos or analyze video content. This study elevates the role of viewers' physiological and subconscious responses to video content across the viewing experience.
5.D. Bačić, A. Krbanjevic, N. Jukić (Loyola University Chicago, Chicago, IL, United States)
Exploring Pie Charts and Part-To-Whole Alternatives: Eye-tracking Approach 
In the field of business information visualization (BIV), there are numerous options for displaying data. One popular yet debated choice is the use of pie charts, as their effectiveness and efficiency have been called into question. Despite their widespread use, there is limited empirical research on the effectiveness and efficiency of pie charts compared to other display types. Additionally, existing research primarily focuses on measuring user impact through accuracy and time, neglecting the impact on users’ physiological attention and cognitive resources. This study aims to fill this gap by comparing the use of pie charts to seven alternative data representation types in a part-to-whole task. The study employed a randomized, within-subject experiment with 21 participants, utilizing eye-tracking technology to evaluate user performance (accuracy and time) and cognitive effort (eye fixation). The results showed that pie charts were more accurate than bar charts but required more cognitive effort than stacked bars and treemaps. Donut charts required the most cognitive effort among all tested data representations. The study highlighted that time to complete the task may not be the best indicator of user experience and accuracy while elevating the importance of accounting for users’ cognitive resources.
10:30 - 11:00Pauza 
11:00 - 13:00Radovi 
6.L. Brandimarte (University of Arizona, Tucson, United States)
Parental Trust in Automated Detection of Cyberpredators 
Online cyberpredators are a serious threat against children who are increasingly using social media and messaging systems to interact with strangers. At the same time, monitoring children’s online activity is challenging for parents, due to the numerous platforms and ways a child can access them. Automated approaches could help detect dangerous conversations, but their adoption may prove difficult due to algorithmic aversion – the tendency of humans to place less trust in recommendations by automated systems as compared to the judgment of other humans. Three online experiments investigate whether and under what conditions parents are willing to trade potentially sensitive information about their children’s online interaction, as well as individual control and agency, to identify cyberpredators. Factors tested for an effect on parental trust include accuracy of predictions by humans versus the algorithm, availability of automated service in the cloud or local client, storage and management of data in countries with different privacy regulations. Implications for developers of automated systems of cybercrime detection as well as for policy makers are presented and discussed.
7.C. Gilstrap, C. Gilstrap (University of Southern Indiana, Evansville, United States)
Mobile Technologies and Live Streaming Commerce: A Systematic Review and Lexical Analysis 
The proliferation of Live Streaming Commerce (LSC) across modern economies has lead organizations and individuals to adjust brands, marketing, and product/service offerings for exposure to live platforms. Afforded by strong mobile adoption trends, increasing shop-from-home behavior, and everincreasing social media usage, LSC finds itself at the intersection of mobile and social within the expanding ecommerce field. Starting from 412 scholarly products and filtering for language, peer review, quality of indexing, and citation counts, this study provides a systematic review and lexical analysis of 93 academic peer-reviewed articles from the years 2018 through 2023 to explore the dimensions, contexts, and consumptive/collective behaviors of LSC users pertaining to mobile technologies. In particular, the nascent development of live streaming consumer behavior research and mobile technologies adoption are further compared to m-commerce and non-mobile streams of research. Findings reveal eight dialectics that define LSC research, diversity in theoretical approaches to LSC research, and ways to further explore the mobile technologies ubiquitous but underexamined within LSC literature.
8.C. Castagna, S. Demir, M. Weinmann (University of Cologne, Cologne, Germany)
Dehumanized Avatars: Unethical Behavior in the Metaverse 
Despite the rise of the metaverse, surprisingly little research has explored the effects of dishonest behavior within the metaverse. This research begins to fill this gap in the literature by examining the effect of dehumanization on avatars’ identities – making avatars look less human-like – and its consequences for ethical behavior. We conducted an online experiment (n=150) in order to (a) quantify if a metaverse setting can potentially affect one’s willingness to be dishonest and (b) test if the level of dehumanization of metaverse avatars can strengthen this effect. Our study assessed three different levels of dehumanization (human-like vs. animal-like vs. abstract avatars) and its effect on dishonest behavior. Our main results are twofold. First, we show that participants’ willingness to be dishonest increases when engaging through an abstract and more dehumanized avatar (on average 40% more). Second, we show that participants in a human-like condition act less dishonest (approx. 16% less) than when assigned to an abstract (dehumanization) or animal avatars. This research reveals the hidden risks of avatars in the metaverse and sheds light on the delicate relationship between unethical behavior and dehumanization.
9.A. Wolff, A. Knutas (LUT University, Lappeenranta, Finland)
Tangible Data Exploration: Creating Card Games for Sensemaking 
Participatory sensing has largely focused on the collection and dissemination of data, paying little attention to the fact that people often struggle to use the data and relate it to their daily lives. However, data is strongly connected to the context, environment and community within which it is gathered, whether by human or machine. Thus, those who are local to the data - especially those who participate in its collection - can bring valuable insights and can themselves gain value from interpreting it. This paper offers an approach for designing interactive narrative games with civic datasets, which are designed to make data easier to interact with, discuss and share in informal settings. It describes the planning and execution of a public data exploration event based around these activities. This work will be of use to people who are designing civic interfaces to support participatory sensemaking from data, especially in informal settings.
10.J. Schilpp, F. Pethig, H. Hoehle (University of Mannheim, Mannheim, Germany)
Analytics Dashboards and User Behavior: Evidence from Github 
Analytics dashboards improve organizational performance, but research on how and why they shape individual behavior remains scarce. We leverage granular data from 37,294 developers on Github over two years who adopted an analytics dashboard on their personal developer page. We construct a matched sample of adopters and future adopters using lookahead coarsened exact matching. Our difference-in-differences analysis reveals that adopting the analytics dashboard improves developers’ productivity in terms of code written while keeping the effort directed toward that code at the same level. We further deploy a BERT machine learning model for sentiment analysis that is finetuned with manually labelled text data from the software development field to identify the sentiment of users’ commit messages. Our initial results indicate that after adopting the analytics dashboard users write more negative messages and this effect is primarily driven by users with low initial Github activity. These findings suggest that the performance increase through data analytics comes at the cost of potentially harmful consequences for developer well-being. We discuss implications for theory and practice.
11.S. Rantanen, A. Knutas, J. Kasurinen (LUT University, Lappeenranta, Finland)
Using Hobbies as Proxy for Gamification Player Types 
In this paper, relationship between free-time activities and gamification player types was explored, to enable earlier and faster detection of player types. The research was conducted by building a survey to measure free-time activities of people and also measure Hexad scale player by Tondello et al. Significant relationships were found between free-time activity variables “Active physical exerciser”, “Audience of cultural events”, and player type Philanthropist. Overall, these results indicate that free-time activities can have correlations with player types and reported hobbies can be used as a proxy when selecting personalized gamification approaches.
četvrtak, 25.5.2023 15:00 - 18:00,
Nava 1, Hotel Admiral, Opatija
15:00 - 16:15Radovi 
1.N. Caporusso, G. Sanders, B. Thaman, E. Hall (Northern Kentucky University, Highland Heights, United States)
An Eye-Tracking Solution Using Consumer Grade Webcams for Potential Concussion Diagnosis and Evaluation 
In the past decade, eye-tracking technology has been increasingly utilized in healthcare settings to assess an individual's cognitive status under various circumstances to evaluate the presence of brain injuries and monitor the evolution of temporary or permanent cognitive illnesses. More specifically, emerging research has confirmed that disconjugate eye movements can be utilized as a predictor of a concussion and potentially return-to-play protocols. Currently, most healthcare applications use eye-tracking devices requiring more detailed signals at a higher sampling rate and with better camera resolution compared to the eye-tracking technology used in the consumer market. Unfortunately, this limits the availability of this type of diagnostic system to clinical settings and prevents its use in situations where early diagnosis is crucial (e.g., during a football game, where 300,000 concussions are reported yearly). A potential solution can be found with recent advances in machine learning algorithms that enable inferring the three-dimensional facial geometry of the user, including the pupils, from images acquired with camera devices such as webcams. In this paper, we detail a performance evaluation study of a popular image segmentation and object detection machine learning model (i.e., MediaPipe Facemesh and Iris) applied to the acquisition and analysis of eye-related signals (e.g., eye movements and blinking) for healthcare applications. To this end, we introduce a modified version of the original library that focuses on eye features that are relevant for studying the cognitive status of the individual. Furthermore, we discuss practices that ensure enhanced signal quality.
2.M. Khayum, C. Milewicz, S. Mujumdar, B. Ye (University of Southern Indiana, Evansville, United States)
Do I Trust My Medical Professional on a Virtual Consultation? Biosensors, Human Computer Interaction and Trust-building 
Telehealth usage in 2021 was 38-times higher compared to the average pre-pandemic level (McKinsey, 2021). Patient interaction with a medical professional mediated by a screen – whether it’s a computer screen, tablet screen or a mobile phone screen - has implications for trust-building (Harvard Business Review, 2021), which, in turn, impinges on health outcomes (Rasiah, S. et.al., British Medical Journal Open, 2020). In this paper, given that over 55% of communication is non-verbal (https://insights.ricoh.co.uk/empowering-people/video-conferencing-vital), we focus on understanding how screen-mediated non-verbal cues – eye-movements, hand gestures and facial expressions - influence feelings of trust. This understanding is sought through the design of an experiment where we vary non-verbal cues in standardized images/videos and examine the effects on feelings of trust as reflected not only in self-reports by subjects but also in more objective data captured by biosensors.
3.N. Flego, L. Josipović Deranja, T. Orehovački (Juraj Dobrila University of Pula, Faculty of Informatics, Pula, Croatia)
The Influence of the Internet and Social Networks on Behavioral Problems of Primary and Secondary School Students in Croatia 
Social networks are a form of Internet service designed to connect users but nowadays they are used for many other purposes. Considering the amount of time spent interacting with social networks, they have a major impact on the development of children and adolescents. An empirical study presented in this paper aims to determine the extent to which social networks contribute to problems in the behavior of primary and secondary school students. Data were collected using the questionnaire whereas hypotheses were explored with t-tests. The sample of study participants was composed of 105 primary school students enrolled in seventh and eighth grades and 106 secondary school students enrolled in third and fourth grades from Istria County and Primorsko-Goranska County. The analysis of collected data revealed that neither primary nor secondary school students perceive themselves as overly addicted to the Internet and social networks. As a consequence of the impact of social networks on their lives, secondary school students are more prone to aggressive behavior and are more likely to be depressed. However, no statistically significant differences between primary and secondary school students were found in terms of the degree to which they are feeling lonely due to the frequent use of social networks.
4.V. Vinšalek Stipić, M. Vičić (Veleučilište "Nikola Tesla" u Gospiću, Gospić, Croatia)
Cloud Accounting as a Factor in Protection from Cyber Attacks and Theft of Accounting Data 
Incidents such as cyber-attacks are becoming more frequent in the business world. Cyber-attacks cause significant damage to the operations and accounting and financial data of companies. The question arises whether cloud accounting is the solution to reduce cyber-attacks and theft of accounting data. Many companies or individuals still do not trust cloud accounting. The problem of this research is the acceptance of accounting in the cloud by accounting staff and insufficient understanding of the benefits of working in the cloud to prevent cyber-attacks and theft of accounting data. Research is conducted among accounting professionals in Croatia, randomly distributed, via anonymous survey, where 183 responses were gathered. Statistical analysis of the collected data confirmed the set hypotheses, i.e. the frequency of cyberattacks is significantly statistically related to the method of data storage (r = 0.807; p < 0,001), and partially (r = 0.199; p < 0,001) to the method of authentication in accounting software and the method of creating a backup copy of accounting data.
5.N. Tylosky, A. Knutas, A. Wolff (LUT University, Lappeenranta, Finland)
Principles for Designing for Data Exploration for a Non-Expert Audience 
A gap currently exists between how data is presented by researchers and how the average person understands data. Thus, although an abundance of good research data is available for free online, it can be difficult to impossible for laypeople to access and make sense of it on their own. The issue of data accessibility and interpretability is consequently preventing open science goals from being reached. Data exploration systems can provide people with limited data expertise an entrance point into complex data and help remedy this problem. This paper presents design principles that can be applied when creating a data exploration software system.
16:15 - 16:45Pauza 
16:45 - 17:45Radovi 
6.L. Blašković, A. Žužić, T. Orehovački (Juraj Dobrila University of Pula, Faculty of Informatics, Pula, Croatia)
Stranded Away: Implementation and User Experience Evaluation of an Indie Platformer Game Developed Using Unity Engine 
Platformer games have been a staple in the video game industry for decades, dating back to the early days of arcade games such as Donkey Kong and Super Mario Bros. These games continue to be popular today and have evolved to include a wide range of subgenres and gameplay styles. This paper introduces Stranded Away - an indie platformer game developed in the Unity engine. The implemented game retains most of the main aspects of platformers, such as collectibles, moving platforms, different types of enemies, and obstacles, along with puzzle video game elements such as solving riddles to progress. However, the emphasis is placed on core game mechanics, namely player movement and puzzles, as well as tools we have developed to design game levels more efficiently. An empirical study was conducted to examine the user experience of the introduced game. The sample of study respondents consisted mainly of students who first played the game and then completed the post-use questionnaire. The reported findings uncovered to which extent Stranded Away has met the requirements of relevant user experience dimensions.
7.D. Teeni (Coller School of Management, Tel Aviv University, Tel Aviv, Israel)
Analyzing the Impact of Digitality and AI on HCI: Four Dimensions of Intelligent Digitality That Afford Innovative Designs 
Interactive games on the Internet often reflect aspects of ‘serious’ behavior and attitude found in the real and virtual worlds. They can be used to analyze how digitality may be designed to attain positive individual and social impact. Consider a game such as Wordle and think about how different it is from a printed word puzzle, and moreover, think about how even more different you can make it by adding more digitality in the game’s form and the way it is played. This paper analyzes the distinct, albeit interrelated, dimensions in which intelligent digitality can innovate the product, the process, the agency and the environment of human-computer interaction. We build on previous HCI research and metaphors to provide a framework for incorporating digitality, especially AI, to produce innovative designs, demonstrating these ideas with the (imaginative) design of Wordle.
8.M. Hajarian, P. Diaz, I. Aedo (Universidad Carlos III de Madrid, Leganes, Spain)
Evaluating the Impact of Different User Engagement Elements on Software Applications 
User engagement elements are important aspects of any software application. The presence or absence of these elements can have different levels of impact on applications’ success or failure. However, to the best of our knowledge, the presence or absence of these elements in successful and unsuccessful software applications has not yet been analyzed to help software engineers understand the impact each of these elements can have on applications. To fill this gap, in this paper, based on the reviewed literature, we have categorized the user engagement elements into eight main elements and evaluated them against 50 successful and unsuccessful software applications. Evaluation results indicate that utility, interactivity, and design quality have been highly used in successful software applications, while gamification, personalization, and social networking have been almost absent in unsuccessful applications. We have discussed the implications of these findings and given some recommendations for improving user engagement in software applications.
9.D. Ogrizović (Sveučilište u Rijeci, Pomorski fakultet, Rijeka, Croatia)
Interaktivna potpuno imerzivna virtualna stvarnost računalne simulacije brodske strojarnice 
S obzirom na mogućnosti visokoškolskih pomorskih institucija i potreba studenata, te sadašnjih i budućih pomoraca kao i sve veće konkurencije na svjetskom pomorskom tržištu više je nego očita moguća uloga uvođenja i primjene novih informacijsko komunikacijskih tehnologija u modernizaciji procesa obrazovanja i usavršavanja studenata te pomoraca. Računalno generirano digitalno okruženje, dostupno kroz potpuno imerzivnu virtualnu stvarnost, nudi korisniku realističan osjećaj odnosno percepciju fizičkog prisustva u kojem korisnici mogu vršiti interakciju s virtualnim objektima i svojim radnjama odrediti što se događa u njemu. Kako je stjecanje iskustva sastavni dio učenja što se odvija u nastavnom procesu kroz uporabu stvarnih sustava na brodu i specijaliziranih simulatora razvijena je računalna simulacija brodske strojarnice korištenjem tehnologije virtualne stvarnosti. Provedeno je korisničko testiranje kako bi se istražio utjecaj potpuno imerzivne virtualne stvarnosti na spoznaju i rad korisnika, osjećaj prisutnosti, psihološki utjecaj, učinkovitost izvedbe u odnosu na tradicionalne sustave te interes za upotrebu nove tehnologije.


Osnovni podaci:
Voditelji:

Joe Valacich (United States), Jeffrey Jenkins (United States), Dragan Čišić (Croatia)

Voditeljstvo:

Dinko Bačić (United States), Laura Brandimarte (United States), Constantinos K.  Coursaris (Canada), Nenad Jukić (United States), Božidar Kovačić (Croatia), Dario Ogrizović (Croatia), Saonee Sarker (Sweden), Christoph Schneider (Spain), Chee-Wee Tan (Denmark), Jason  Thatcher (United States), Markus  Weinmann (Germany), David Wilson (United States)


Prijava/Kotizacija:

PRIJAVA / KOTIZACIJE
CIJENA U EUR-ima
Do 8.5.2023.
Od 9.5.2023.
Članovi MIPRO i IEEE
230
260
Studenti (preddiplomski i diplomski studij) te nastavnici osnovnih i srednjih škola
120
140
Ostali
250
280

Popust se ne odnosi na studente doktorskog studija.

Kontakt:

Joe S. Valacich
University of Arizona
Eller College of Management
McClelland Hall Rm 430L, PO Box 210108
Tucson, AZ 85721, United States

Phone: +1 520 621 0035
E-mail: valacich@arizona.edu 
 

Dragan Čišić
Sveučilište u Rijeci
Radmile Matejčić 2
HR-51000 Rijeka, Hrvatska

GSM: +385 98 219 600
E-mail: dragan.cisic@inf.uniri.hr

 

Najbolji radovi bit će nagrađeni.
Prihvaćeni radovi bit će objavljeni u zborniku radova s ISSN brojem. Prezentirani radovi na engleskom jeziku bit će poslani za uključenje u digitalnu bazu IEEE Xplore.
.............
Postoji mogućnost da se odabrani znanstveni radovi uz određenu doradu objave u sljedećim časopisima: Journal of Computing and Information Technology (CIT)MDPI Applied ScienceMDPI Information JournalFrontiers i EAI Endorsed Transaction on Scalable Information Systems.

 

Mjesto održavanja:

Opatija je vodeće je ljetovalište na istočnoj strani Jadrana i jedno od najpoznatijih na Mediteranu. Ovaj grad aristokratske arhitekture i stila već više od 170 godina privlači svjetski poznate umjetnike, političare, kraljeve, znanstvenike, sportaše, ali i poslovne ljude, bankare, menadžere i sve kojima Opatija nudi svoje brojne sadržaje. 

Opatija svojim gostima nudi brojne komforne hotele, odlične restorane, zabavne sadržaje, umjetničke festivale, vrhunske koncerte ozbiljne i zabavne glazbe, uređene plaže i brojne bazene i sve što je potrebno za ugodan boravak gostiju različitih afiniteta. 

U novije doba Opatija je jedan od najpoznatijih kongresnih gradova na Mediteranu, posebno prepoznatljiva po međunarodnim ICT skupovima MIPRO koji se u njoj održavaju od 1979. godine i koji redovito okupljaju preko tisuću sudionika iz četrdesetak zemalja. Ovi skupovi Opatiju promoviraju u nezaobilazan tehnološki, poslovni, obrazovni i znanstveni centar jugoistočne Europe i Europske unije općenito.


Detaljnije informacije se mogu potražiti na www.opatija.hr i www.visitopatija.com

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