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Kinga Skorupska

Publications and source records attributed to Kinga Skorupska.

At least 19 recordsLinked to original sources

Prints in the Magnetic Dust: Robust Similarity Search in Legacy Media Images Using Checksum Count Vectors

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.

cs.CV

Women have it Worse: an ICT Workplace Digital Transformation Stress Gender Gap

Although information and communication technologies (ICT) solutions have positive outcomes for both companies and employees, the digital transformation (DT) could have an impact on the well-being of employees. The jobs of the employees became more demanding, and they were expected to learn ICT skills and cope with ICT workloads and hassles. Due to negative stereotypes about women's deficiency in technology, these ICT problems could affect female and male employees differently. Thus, we predicted that this additional pressure may manifest itself in higher levels of digital transformation stress (DTS) in female employees. The results confirmed this prediction and indicated the existence of a gender gap in DTS, measured two-fold - in sentiment analysis of help desk tickets and self-report using a psychological scale. Based on these results, we explore the need to discuss possible solutions and tools to support women in ICT-heavy workplace contexts.

cs.CY

Bridging the Digital Divide: Approach to Documenting Early Computing Artifacts Using Established Standards for Cross-Collection Knowledge Integration Ontology

In this paper we address the challenges of documenting early digital artifacts in collections built to offer historical context for future generations. Through insights from active community members (N=20), we examine current archival needs and obstacles. We assess the potential of the CIDOC Conceptual Reference Model (CRM) for categorizing fragmented digital data. Despite its complexity, CIDOC-CRM proves logical, human-readable, and adaptable, enabling archivists to select minimal yet effective building blocks set to empower community-led heritage projects.

cs.HC

Human Factors in Space Exploration: Opportunities for International and Interdisciplinary Collaboration

As humanity pushes the boundaries of space exploration, human factors research becomes more important. Human factors encompass a broad spectrum of psychological, physiological, and ergonomic factors that affect human performance, well-being, and safety in the unique and challenging space environment. This panel explores the multifaceted field of human factors in space exploration and highlights the opportunities that lie in fostering international and interdisciplinary cooperation. This exploration delves into the current state of research on human factors in space missions, addressing the physiological and psychological challenges astronauts face during long space flights. It emphasizes the importance of interdisciplinary collaboration, combining knowledge from fields such as psychology, medicine, engineering, and design to address the complex interaction of factors affecting human performance and adaptation to the space environment

cs.HC

Citizen Science and Machine Learning for Research and Nature Conservation: The Case of Eurasian Lynx, Free-ranging Rodents and Insects

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.

cs.HC

Preserving Tangible and Intangible Cultural Heritage: the Cases of Volterra and Atari

At first glance, the ruins of the Roman Theatre in the Italian town of Volterra have little in common with cassette tapes containing Atari games. One is certainly considered an important historical landmark, while the consensus on the importance of the other is partial at best. Still, both are remnants of times vastly different from the present and are at risk of oblivion. Unearthed architectural structures are exposed to the elements just as the deteriorating signals stored on magnetic tapes. However, the rate of deterioration is much faster with the magnetic media, as their life expectancy is counted in decades, whereas the Roman Theater, which is already in ruin, measures its lifespan in centuries. Hence, both would benefit from some form of digital preservation and reconstruction. In this panel, we discuss how to sustainably preserve tangible and intangible cultural artifacts for future generations.

cs.CY

Preserving the Artifacts of the Early Digital Era: A Study of What, Why and How?

In this article, we report the pilot results of a survey study (N=1036) related to social attitudes towards the early digital heritage. On the basis of the answers, we consider what constitutes early digital artifacts (EDA) and outline how knowledge about them can be useful. We explore attitudes toward the historical and cultural importance of various EDAs and chart the surveyed requirements for their successful and sustainable preservation for current and future generations.

cs.HC

A Pilot Study of a Human-Readable Robotic Process Automation Language

In this paper, we explore the usability of a custom eXtensible Robotic Language (XRL) we proposed. To evaluate the user experience and the interaction with the potential XRL-based software robot, we conducted an exploratory study comparing the notation of three business processes using our XRL language and two languages used by the leading RPA solutions. The results of our exploratory study show that the currently used XML-based formats perform worse in terms of conciseness and readability. Our new XRL language is promising in terms of increasing the readability of the language, thus reducing the time needed to automate business processes.

cs.HC

Human-Centered Programming: The Design of a Robotic Process Automation Language

RPA (Robotic Process Automation) helps automate repetitive tasks performed by users, often across different software solutions. Regardless of the RPA tool chosen, the key problem in automation is analyzing the steps of these tasks. This is usually done by an analyst with the possible participation of the person responsible for the given activity. However, currently there exists no one-size-fits-all description language, which would allow to record, process, and easily automate steps of specific tasks. Every RPA solution uses a different notation, which is not easily human-readable, editable, and which cannot be applied to a different automation platform. Therefore, in this paper, we propose a new eXtensible Robotic Language (XRL) that can be understood by both programmers and non-programmers to automate repetitive business processes.

cs.RO

VR Accessibility in Distance Adult Education

As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is massive, despite the current barriers to its widespread application. Nevertheless, recent trends demonstrate clearly that VR is on the rise in education settings, and VR-only courses are becoming more popular across the globe. This trend will continue as more affordable VR solutions are released commercially, increasing the number of education institutions that benefit from the technology. No accessibility guidelines exist at present that are created specifically for the design, development, and use of VR hardware and software in distance education. The purpose of this workshop is to address this niche. It gathers researchers and practitioners who are interested in education and intend to work together to formulate a set of practical guidelines for the use of VR in distance adult education to make it accessible to a wider range of people.

cs.HC

A Case for VR Briefings: Comparing Communication in Daily Audio and VR Mission Control in a Simulated Lunar Mission

Alpha-XR Mission conducted by XR Lab PJAIT focused on research related to individual and crew well-being and participatory team collaboration in ICE (isolated, confined and extreme) conditions. In this two-week mission within an analog space habitat, collaboration, objective execution and leisure was facilitated and studied by virtual reality (VR) tools. The mission commander and first officer, both experienced with virtual reality, took part in daily briefings with mission control. In the first week the briefings were voice-only conducted via a channel on Discord. During the following week last briefings were conducted in VR, using Horizon Workrooms. This qualitative pilot study employing participatory observation revealed that VR facilitates communication, especially on complex problems and experiences, providing the sense of emotional connection and shared understanding, that may be lacking in audio calls. The study points to the need to further explore VR-facilitated communication in high-stake environments as it may improve relationships, well-being, and communication outcomes.

cs.HC

How to Organise Engaging Online Conferences and Escape the Zoom Rectangle

As an increasing number of academic conferences transition to the online sphere, new event paradigms must be explored and developed to better utilise the unique multimedia opportunities offered by the virtual world. With this in mind, we conducted in-depth interviews with researchers, performed a SWOT analysis of remote conferences, and developed experimental conference functionalities. We implemented these during the 9th edition of a two-day international scientific IT conference, which was attended by over 277 participants on the first day and 199 on the second. In this article, we describe how these innovative functionalities met the participants' needs based on qualitative and quantitative data. We present how the experiences of remote and in-person events differ, and offer recommendations on organising remote conferences that encourage participants to exchange knowledge and engage in activities.

cs.HC

3D Printing and Design in Isolation: A Case from a Simulated Lunar Mission

Despite the decades-long history of 3D printing, it is not used to its full potential. Yet 3D printing holds promise for isolated communities, aiming for self-sufficiency. In this experiential study conducted in an analog space habitat we evaluated challenges and opportunities of using 3D printing. Our study revealed barriers such as: 1) setting up and maintaining the 3D printing equipment while minding different kinds of pollution, that is air, temperature and sound, 2) design skill and familiarity with specialized software as well as materials and 3) the awareness of what can be achieved to meet community needs. We observed that in-community experience and know-how are reliable sources of 3D print ideas, that improve quality of life of community members if they are encouraged and supported by participatory design. Co-design of 3D prints in small, specialized communities is a promising area of study, that can bring new applications of 3D print technology.

cs.HC

Interdisciplinary Research with Older Adults in the area of ICT: Selected Ethical Considerations and Challenges

In this paper we analyse, classify and discuss some ethical considerations and challenges related to pursuing exploratory and interdisciplinary research projects in the area of ICT, especially those involving older adults. First, we identify spotlight areas, which are especially prominent in these fields. Next, we explore possible pitfalls interdisciplinary researchers may stumble onto when planning, conducting and presenting exploratory research activities. Finally, some of these are selected and discussed more closely, while related open questions are posed.

cs.HC

Deploying Enhanced Speech Feature Decreased Audio Complaints at SVT Play VOD Service

At Public Service Broadcaster SVT in Sweden, background music and sounds in programs have for many years been one of the most common complaints from the viewers. The most sensitive group are people with hearing disabilities, but many others also find background sounds annoying. To address this problem SVT has added Enhanced Speech, a feature with lower background noise, to a number of TV programs in VOD service SVT Play. As a result, when the number of programs with the Enhanced Speech feature increased, the level of audio complaints to customer service decreased. The Enhanced Speech feature got the rating 8.3/10 in a survey with 86 participants. The rating for possible future usage was 9.0/10. In this article we describe this feature's design and development process, as well as its technical specification, limitations and future development opportunities.

cs.SD

XR Hackathon Going Online: Lessons Learned from a Case Study with Goethe-Institut

In this article we report a case study of a Language and Culture-oriented transdisciplinary XR hackathon organized with Goethe-Institut. The hackathon was hosted as an online event in November 2020 by our University Lab in collaboration with Goethe-Institut as a follow-up to our previous co-organized event within our research group Living Lab. We have improved the formula of the event based on lessons learned from its previous edition. First, in one of the two hackathon tracks we provided the participants with a custom VR framework, to serve as a starting point for their designs to skip the repetitive early development stage. In cooperation with our partner, Goethe-Institut, we have also outlined best modern research-backed language-learning practices and methods and gathered them into actionable evaluation criteria.

cs.HC

Participatory Action for Citizens' Engagement to Develop a Pro-Environmental Research Application

To understand and begin to address the challenge of air pollution in Europe we conducted participatory research, art and design activities with the residents of one of the areas most affected by smog in Poland. The participatory research events, described in detail in this article, centered around the theme of ecology and served to design an application that would allow us to conduct field research on pro-environmental behaviours at a larger scale. As a result we developed a research application, rooted in local culture and history and place attachment, which makes use of gamification techniques. The application gathers air quality data from the densest network of air pollution sensors in Europe, thereby aligning the visible signs of pollution in the app with the local sensor data. At the same time it reinforces the users' pro-environmental habits and exposes them to educational messages about air quality and the environment. The data gathered with this application will validate the efficacy of this kind of an intervention in addressing residents' smog-causing behaviours.

cs.CY

Participatory Design Landscape for the Human-Machine Collaboration, Interaction and Automation at the Frontiers of HCI (PDL 2021)

We propose a one-day transdisciplinary creative workshop in the broad area of HCI focused on multiple opportunities of incorporating participatory design into research and industry practice. This workshop will become a venue to share experiences and novel ideas in this area. At the same time, we will brainstorm and explore frontiers of HCI related to engaging end users in design and development practices of established and emerging ICT solutions often overlooked in terms of co-design. We welcome a wide scope of contributions in HCI which explore sustainable opportunities for participatory design and development practices in the context of interconnected business, social, economic and environmental issues. The contributions ought to explore challenges and opportunities related to co-design at the frontiers of HCI - participatory design of newest and complex technologies, not easily explainable or intuitive, novel collaborative (remote or distributed) approaches to empowering users to prepare them to contribute as well as to engaging them directly in co-design.

cs.HC