It is realistic to describe Artificial Intelligence (AI) as the most important of emerging technologies because of its increasing dominance in almost every field of modern life and the crucial role it plays in boosting high-tech multidisciplinary developments integrated in steady innovations. The implementation of AI-based solutions for real world problems helps to create new insights into old problems and to produce unique knowledge about intractable problems which are too complex to be efficiently solved with conventional methods. Biomedical data analysis, computer-assisted drug discovery, pandemic predictions and preparedness are only but a few examples of applied research areas that use machine learning as a pivotal data evaluation tool. Such tools process enormous amounts of data trying to discover causal relations and risk factors and predict outcomes that for example can change the course of diseases. The growing number of remarkable achievements delivered by modern machine learning algorithms in the last years raises enthusiasm for all those things that AI can do. The value of the global artificial intelligence market was calculated at USD 136.55 billion in 2022 and is estimated to expand at an annual growth rate of 37.3% from 2023 to 2030. Novel machine-learning applications in finance, national security, health, criminal justice, transportation, smart cities etc. justify the forecast that AI will have a disruptive impact on economies, societies and governance. The traditional rule-based or expert systems, known in computer science since decades implement factual, widely accepted knowledge and heuristic of human experts and they operate by practically imitating the decision making process and reasoning functionalities of professionals. In contrast, modern statistical machine learning systems discover their own rules based on examples on the basis of vast amounts of training data introduced to them. Unfortunately the predictions of these systems are generally not understandable by humans and quite often they are neither definite or unique. Raising the accuracy of the algorithms doesn't improve the situation. Various multi-state initiatives and business programs have been already launched and are in progress to develop technical and ethical criteria for reliable and trustworthy artificial intelligence. Considering the complexity of famous leading machine learning models (up to hundreds of billion parameters) and the influence they can exercise for example by creating text and news and also fake news, generate technical articles, identify human emotions, identify illness etc. it is necessary to expand the definition of HMI (Human Machine Interface) and invent new security concepts associated with it. The definition of HMI has to be extended to account for real-time procedural interactions of humans with algorithms and machines, for instance when faces, body movement patterns, thoughts, emotions and so on ar
{"title":"Human Machine Interaction and Security in the era of modern Machine Learning","authors":"A. Leventi-Peetz","doi":"10.54941/ahfe1002963","DOIUrl":"https://doi.org/10.54941/ahfe1002963","url":null,"abstract":"It is realistic to describe Artificial Intelligence (AI) as the most important of\u0000 emerging technologies because of its increasing dominance in almost every field of\u0000 modern life and the crucial role it plays in boosting high-tech multidisciplinary\u0000 developments integrated in steady innovations. The implementation of AI-based solutions\u0000 for real world problems helps to create new insights into old problems and to produce\u0000 unique knowledge about intractable problems which are too complex to be efficiently\u0000 solved with conventional methods. Biomedical data analysis, computer-assisted drug\u0000 discovery, pandemic predictions and preparedness are only but a few examples of applied\u0000 research areas that use machine learning as a pivotal data evaluation tool. Such tools\u0000 process enormous amounts of data trying to discover causal relations and risk factors\u0000 and predict outcomes that for example can change the course of diseases. The growing\u0000 number of remarkable achievements delivered by modern machine learning algorithms in the\u0000 last years raises enthusiasm for all those things that AI can do. The value of the\u0000 global artificial intelligence market was calculated at USD 136.55 billion in 2022 and\u0000 is estimated to expand at an annual growth rate of 37.3% from 2023 to 2030. Novel\u0000 machine-learning applications in finance, national security, health, criminal justice,\u0000 transportation, smart cities etc. justify the forecast that AI will have a disruptive\u0000 impact on economies, societies and governance. The traditional rule-based or expert\u0000 systems, known in computer science since decades implement factual, widely accepted\u0000 knowledge and heuristic of human experts and they operate by practically imitating the\u0000 decision making process and reasoning functionalities of professionals. In contrast,\u0000 modern statistical machine learning systems discover their own rules based on examples\u0000 on the basis of vast amounts of training data introduced to them. Unfortunately the\u0000 predictions of these systems are generally not understandable by humans and quite often\u0000 they are neither definite or unique. Raising the accuracy of the algorithms doesn't\u0000 improve the situation. Various multi-state initiatives and business programs have been\u0000 already launched and are in progress to develop technical and ethical criteria for\u0000 reliable and trustworthy artificial intelligence. Considering the complexity of famous\u0000 leading machine learning models (up to hundreds of billion parameters) and the influence\u0000 they can exercise for example by creating text and news and also fake news, generate\u0000 technical articles, identify human emotions, identify illness etc. it is necessary to\u0000 expand the definition of HMI (Human Machine Interface) and invent new security concepts\u0000 associated with it. The definition of HMI has to be extended to account for real-time\u0000 procedural interactions of humans with algorithms and machines, for instance when faces,\u0000 body movement patterns, thoughts, emotions and so on ar","PeriodicalId":383834,"journal":{"name":"Human Interaction and Emerging Technologies (IHIET-AI 2023): Artificial\n Intelligence and Future Applications","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133678103","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Objectives:The presented work arises in the context of designing for individuals with visual impairment, specifically we refer to a target group of children from two to seven years of age. The study was conducted with the contribution of the XXX research group within the XXX project funded by the European Community (2020-2023), with the aim of creating a specific curriculum for training the profession of a visual rehabilitator for children. In this perspective, the paper shows a practical case study carried out through the simulation technique at XXX.The approach that would be applied to this course is innovative, as it involves the immersive and experiential participation of students and the adoption of the most advanced training technologies in the field of simulation.In order to proceed with the implementation of the experiment, the contribution of multiple figures, such as expert designers, doctors, ophthalmologists, psychologists, and visual rehabilitators, was planned, creating a multidisciplinary and interdisciplinary study. The ultimate goal is to provide students with standardized criteria for assessing and intervening appropriately within the living spaces of the child with visual impairment.Methods:The preliminary phase involved the simulation of a typical home environment for the considered target, specifically the set-up of a children's bedroom. The set-up of XXX is based on a movie set. Equipped with the most advanced technologies, it allows for the recording and creation of digital content (real-time recordings) and the configuration of environments, such as the arrangement and number of furnishings and the variation of ambient brightness, which are fundamental elements to ensure the autonomy of actions such as eating, playing, washing and orienting oneself, planned in each educational module.Specifically, the bedroom was set up with basic and standard elements, trying to recreate a real context in the most realistic way. The furniture included a bed, a bedside table, a small table for playing, a small chair, a bookshelf, a desk, various soft toys and games, two closets with sliding doors, and a desk chair.The entrance door and a window were also simulated in the room.The placement of the various elements within the room was designed based on the needs of visually impaired and blind children and the experimentation was divided into two moments characterized by two different setups. The first set-up involved a glaring light setting and the selection of objects that were difficult to distinguish, then the environment was modified through the use of contrasting elements, visual markers, and appropriate lighting through dimmable lights.Results:The experiment, which took place as part of the activities of TWP4 - Task 4.2 Lesson Plan Development: guides and plans for teachers supporting the localization of the curriculum, was carried out by a series of students from various European countries who partici
{"title":"HCD methodologies and simulation for visual rehabilitator’s education in oMERO\u0000 project","authors":"Isabella Nevoso, Niccolò Casiddu, Annapaola Vacanti, Claudia Porfirione, Isabel Leggiero, Francesco Burlando","doi":"10.54941/ahfe1002923","DOIUrl":"https://doi.org/10.54941/ahfe1002923","url":null,"abstract":"Objectives:The presented work arises in the context of designing for individuals\u0000 with visual impairment, specifically we refer to a target group of children from two to\u0000 seven years of age. The study was conducted with the contribution of the XXX research\u0000 group within the XXX project funded by the European Community (2020-2023), with the aim\u0000 of creating a specific curriculum for training the profession of a visual rehabilitator\u0000 for children. In this perspective, the paper shows a practical case study carried out\u0000 through the simulation technique at XXX.The approach that would be applied to this\u0000 course is innovative, as it involves the immersive and experiential participation of\u0000 students and the adoption of the most advanced training technologies in the field of\u0000 simulation.In order to proceed with the implementation of the experiment, the\u0000 contribution of multiple figures, such as expert designers, doctors, ophthalmologists,\u0000 psychologists, and visual rehabilitators, was planned, creating a multidisciplinary and\u0000 interdisciplinary study. The ultimate goal is to provide students with standardized\u0000 criteria for assessing and intervening appropriately within the living spaces of the\u0000 child with visual impairment.Methods:The preliminary phase involved the simulation of a\u0000 typical home environment for the considered target, specifically the set-up of a\u0000 children's bedroom. The set-up of XXX is based on a movie set. Equipped with the most\u0000 advanced technologies, it allows for the recording and creation of digital content\u0000 (real-time recordings) and the configuration of environments, such as the arrangement\u0000 and number of furnishings and the variation of ambient brightness, which are fundamental\u0000 elements to ensure the autonomy of actions such as eating, playing, washing and\u0000 orienting oneself, planned in each educational module.Specifically, the bedroom was set\u0000 up with basic and standard elements, trying to recreate a real context in the most\u0000 realistic way. The furniture included a bed, a bedside table, a small table for playing,\u0000 a small chair, a bookshelf, a desk, various soft toys and games, two closets with\u0000 sliding doors, and a desk chair.The entrance door and a window were also simulated in\u0000 the room.The placement of the various elements within the room was designed based on the\u0000 needs of visually impaired and blind children and the experimentation was divided into\u0000 two moments characterized by two different setups. The first set-up involved a glaring\u0000 light setting and the selection of objects that were difficult to distinguish, then the\u0000 environment was modified through the use of contrasting elements, visual markers, and\u0000 appropriate lighting through dimmable lights.Results:The experiment, which took place as\u0000 part of the activities of TWP4 - Task 4.2 Lesson Plan Development: guides and plans for\u0000 teachers supporting the localization of the curriculum, was carried out by a series of\u0000 students from various European countries who partici","PeriodicalId":383834,"journal":{"name":"Human Interaction and Emerging Technologies (IHIET-AI 2023): Artificial\n Intelligence and Future Applications","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132390394","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}