During the Coronavirus 2019 (the covid-19) pandemic, schools continuously strive to provide consistent education to their students. Teachers and education policymakers are seeking ways to re-open schools, as it is necessary for community and economic development. However, in light of the pandemic, schools require customized schedules that can address the health concerns and safety of the students considering classroom sizes, air conditioning equipment, classroom systems, e.g., self-contained or compartmentalized. To solve this issue, we developed the School-Virus-Infection-Simulator (SVIS) for teachers and education policymakers. SVIS simulates the spread of infection at a school considering the students' lesson schedules, classroom volume, air circulation rates in classrooms, and infectability of the students. Thus, teachers and education policymakers can simulate how their school schedules can impact current health concerns. We then demonstrate the impact of several school schedules in self-contained and departmentalized classrooms and evaluate them in terms of the maximum number of students infected simultaneously and the percentage of face-to-face lessons. The results show that increasing classroom ventilation rate is effective, however, the impact is not stable compared to customizing school schedules, in addition, school schedules can differently impact the maximum number of students infected depending on whether classrooms are self-contained or compartmentalized. It was found that one of school schedules had a higher maximum number of students infected, compared to schedules with a higher percentage of face-to-face lessons. SVIS and the simulation results can help teachers and education policymakers plan school schedules appropriately in order to reduce the maximum number of students infected, while also maintaining a certain percentage of face-to-face lessons.
Adaptive and intelligent user interfaces have been proposed as a critical component of a successful extended reality (XR) system. In particular, a predictive system can make inferences about a user and provide them with task-relevant recommendations or adaptations. However, we believe such adaptive interfaces should carefully consider the overall \emph{cost} of interactions to better address uncertainty of predictions. In this position paper, we discuss a computational approach to adapt XR interfaces, with the goal of improving user experience and performance. Our novel model, applied to menu selection tasks, simulates user interactions by considering both cognitive and motor costs. In contrast to greedy algorithms that adapt based on predictions alone, our model holistically accounts for costs and benefits of adaptations towards adapting the interface and providing optimal recommendations to the user.
In a sports competition, a team might lose a powerful incentive to exert full effort if its final rank does not depend on the outcome of the matches still to be played. Therefore, the organiser should reduce the probability of such a situation to the extent possible. Our paper provides a classification scheme to identify these weakly (where one team is indifferent) or strongly (where both teams are indifferent) stakeless games. A statistical model is estimated to simulate the UEFA Champions League groups and compare the candidate schedules used in the 2021/22 season according to the competitiveness of the matches played in the last round(s). The option followed in four of the eight groups is found to be optimal under a wide set of parameters. Minimising the number of strongly stakeless matches is verified to be a likely goal in the computer draw of the fixture that remains hidden from the public.
The Coronavirus disease 2019 (COVID-19) outbreak quickly spread around the world, resulting in over 240 million infections and 4 million deaths by Oct 2021. While the virus is spreading from person to person silently, fear has also been spreading around the globe. The COVID-19 information from the Australian Government is convincing but not timely or detailed, and there is much information on social networks with both facts and rumors. As software engineers, we have spontaneously and rapidly constructed a COVID-19 information dashboard aggregating reliable information semi-automatically checked from different sources for providing one-stop information sharing site about the latest status in Australia. Inspired by the John Hopkins University COVID-19 Map, our dashboard contains the case statistics, case distribution, government policy, latest news, with interactive visualization. In this paper, we present a participant's in-person observations in which the authors acted as founders of //covid-19-au.com/ serving more than 830K users with 14M page views since March 2020. According to our first-hand experience, we summarize 9 lessons for developers, researchers and instructors. These lessons may inspire the development, research and teaching in software engineer aspects for coping with similar public crises in the future.
With the advent of open source software, a veritable treasure trove of previously proprietary software development data was made available. This opened the field of empirical software engineering research to anyone in academia. Data that is mined from software projects, however, requires extensive processing and needs to be handled with utmost care to ensure valid conclusions. Since the software development practices and tools have changed over two decades, we aim to understand the state-of-the-art research workflows and to highlight potential challenges. We employ a systematic literature review by sampling over one thousand papers from leading conferences and by analyzing the 286 most relevant papers from the perspective of data workflows, methodologies, reproducibility, and tools. We found that an important part of the research workflow involving dataset selection was particularly problematic, which raises questions about the generality of the results in existing literature. Furthermore, we found a considerable number of papers provide little or no reproducibility instructions -- a substantial deficiency for a data-intensive field. In fact, 33% of papers provide no information on how their data was retrieved. Based on these findings, we propose ways to address these shortcomings via existing tools and also provide recommendations to improve research workflows and the reproducibility of research.
During the COVID-19 pandemic, most countries have experienced some form of remote education through video conferencing software platforms. However, these software platforms fail to reduce immersion and replicate the classroom experience. The currently emerging Metaverse addresses many of such limitations by offering blended physical-digital environments. This paper aims to assess how the Metaverse can support and improve e-learning. We first survey the latest applications of blended environments in education and highlight the primary challenges and opportunities. Accordingly, we derive our proposal for a virtual-physical blended classroom configuration that brings students and teachers into a shared educational Metaverse. We focus on the system architecture of the Metaverse classroom to achieve real-time synchronization of a large number of participants and activities across physical (mixed reality classrooms) and virtual (remote VR platform) learning spaces. Our proposal attempts to transform the traditional physical classroom into virtual-physical cyberspace as a new social network of learners and educators connected at an unprecedented scale.
Our research aims to highlight and alleviate the complex tensions around online safety, privacy, and smartphone usage in families so that parents and teens can work together to better manage mobile privacy and security-related risks. We developed a mobile application ("app") for Community Oversight of Privacy and Security ("CO-oPS") and had parents and teens assess whether it would be applicable for use with their families. CO-oPS is an Android app that allows a group of users to co-monitor the apps installed on one another's devices and the privacy permissions granted to those apps. We conducted a study with 19 parent-teen (ages 13-17) pairs to understand how they currently managed mobile safety and app privacy within their family and then had them install, use, and evaluate the CO-oPS app. We found that both parents and teens gave little consideration to online safety and privacy before installing new apps or granting privacy permissions. When using CO-oPS, participants liked how the app increased transparency into one another's devices in a way that facilitated communication, but were less inclined to use features for in-app messaging or to hide apps from one another. Key themes related to power imbalances between parents and teens surfaced that made co-management challenging. Parents were more open to collaborative oversight than teens, who felt that it was not their place to monitor their parents, even though both often believed parents lacked the technological expertise to monitor themselves. Our study sheds light on why collaborative practices for managing online safety and privacy within families may be beneficial but also quite difficult to implement in practice. We provide recommendations for overcoming these challenges based on the insights gained from our study.
The ethical design of social Virtual Reality (VR) is not a new topic, but "safety" concerns of using social VR are escalated to a different level given the heat of the Metaverse. For example, it was reported that nearly half of the female-identifying VR participants have had at least one instance of virtual sexual harassment. Feeling safe is a basic human right - in any place, regardless in real or virtual spaces. In this paper, we are seeking to understand the discrepancy between user concerns and designs in protecting user safety in social VR applications. We study safety concerns on social VR experience first by analyzing Twitter posts and then synthesize practices on safety protection adopted by four mainstream social VR platforms. We argue that future research and platforms should explore the design of social VR with boundary-awareness.
The outbreak of the COVID-19 pandemic has deeply influenced the lifestyle of the general public and the healthcare system of the society. As a promising approach to address the emerging challenges caused by the epidemic of infectious diseases like COVID-19, Internet of Medical Things (IoMT) deployed in hospitals, clinics, and healthcare centers can save the diagnosis time and improve the efficiency of medical resources though privacy and security concerns of IoMT stall the wide adoption. In order to tackle the privacy, security, and interoperability issues of IoMT, we propose a framework of blockchain-enabled IoMT by introducing blockchain to incumbent IoMT systems. In this paper, we review the benefits of this architecture and illustrate the opportunities brought by blockchain-enabled IoMT. We also provide use cases of blockchain-enabled IoMT on fighting against the COVID-19 pandemic, including the prevention of infectious diseases, location sharing and contact tracing, and the supply chain of injectable medicines. We also outline future work in this area.
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.
Current deep learning research is dominated by benchmark evaluation. A method is regarded as favorable if it empirically performs well on the dedicated test set. This mentality is seamlessly reflected in the resurfacing area of continual learning, where consecutively arriving sets of benchmark data are investigated. The core challenge is framed as protecting previously acquired representations from being catastrophically forgotten due to the iterative parameter updates. However, comparison of individual methods is nevertheless treated in isolation from real world application and typically judged by monitoring accumulated test set performance. The closed world assumption remains predominant. It is assumed that during deployment a model is guaranteed to encounter data that stems from the same distribution as used for training. This poses a massive challenge as neural networks are well known to provide overconfident false predictions on unknown instances and break down in the face of corrupted data. In this work we argue that notable lessons from open set recognition, the identification of statistically deviating data outside of the observed dataset, and the adjacent field of active learning, where data is incrementally queried such that the expected performance gain is maximized, are frequently overlooked in the deep learning era. Based on these forgotten lessons, we propose a consolidated view to bridge continual learning, active learning and open set recognition in deep neural networks. Our results show that this not only benefits each individual paradigm, but highlights the natural synergies in a common framework. We empirically demonstrate improvements when alleviating catastrophic forgetting, querying data in active learning, selecting task orders, while exhibiting robust open world application where previously proposed methods fail.