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Enhancing computational scalability in Blockchain by leveraging improvement in consensus algorithm 利用共识算法的改进提高区块链的计算可扩展性
IF 2.6 Q2 Computer Science Pub Date : 2023-12-07 DOI: 10.3389/fcomp.2023.1304590
Sohail Jabbar, Zain Ul Abideen, S. Khalid, Awais Ahmad, Umar Raza, Sheeraz Akram
Accommodating an increasing number of users in the Blockchain network has moved to the forefront of discussion. It is also evident that without jeopardizing the data security in Blockchain, it is of indispensable need to devise an appropriate method for improving the scalability trait of Blockchain. In this article, we have proposed a consensus method that is having the potential to improve the scalability of the Private Blockchain. The system, at first, mitigates latency arising from kernel schedulers, ensuring that the application consistently has access to an available core for transaction processing. Secondly, the committee system alleviates the network's workload, preventing spurious transactions from monopolizing network resources and impeding its efficiency. Extensive experimentation is made by considering various scenarios of transaction with CPU isolation and application sticking to core 2 with varied priority. Based on the number of transactions performed per second, the proposed system is compared with different existing consensus mechanisms working in various types of Blockchains. Also, a detailed discussion is presented on the critical analysis of the adopted research mechanism. Overall, the proposed systems outperforms to other systems in various parameters of blockchain network scalability.
在区块链网络中容纳越来越多的用户已经成为讨论的前沿。显然,在不损害区块链数据安全的前提下,设计一种合适的方法来提高区块链的可扩展性特性是必不可少的。在本文中,我们提出了一种共识方法,该方法有可能提高私有区块链的可扩展性。首先,系统减轻了内核调度器引起的延迟,确保应用程序始终能够访问可用的内核进行事务处理。其次,委员会制度减轻了网络的工作量,防止虚假交易垄断网络资源,阻碍网络效率。通过考虑具有CPU隔离和应用程序以不同优先级坚持内核2的各种事务场景,进行了广泛的实验。根据每秒执行的交易数量,将提议的系统与不同类型区块链中工作的不同现有共识机制进行比较。并对所采用的研究机制进行了批判性分析。总体而言,所提出的系统在区块链网络可扩展性的各个参数上优于其他系统。
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引用次数: 0
Obstacles shape the way we walk at home 障碍塑造了我们在家行走的方式
IF 2.6 Q2 Computer Science Pub Date : 2023-12-07 DOI: 10.3389/fcomp.2023.1270520
Mélodie Sannier, Stefan Janaqi, Gérard Dray, Pierre Slangen, Benoît G. Bardy
Walking indoors, particularly at home, presents a distinct experience compared to the conventional pedestrian walking classically described. Our homes encompass intricate, confined, and cluttered architectural spaces that necessitate a predominantly curvilinear walking pattern. Despite the growing interest in studying our home, spurred by successive COVID-19 lockdowns, there remains a dearth of information regarding our walking behaviors inside homes, yet rich in data on the physical and sensory links between humans and their daily interior environment.This study presents the outcomes of a controlled experiment conducted in an apartment in Montpellier, France. Participants were tasked with traversing the living room at a natural pace, encountering two natural obstacles-a large dining table and a small coffee table. They then walked back in opposite direction, circumnavigating the same two obstacles. To examine walking behavior within a pseudo-natural context, three conditions were tested: a controlled condition and two conditions that perturbed the natural curvilinear trajectory perceptually, by imposing an unpleasant sound, or physically, by suddenly displacing the coffee table between conditions. Twenty participants performed 30 trials in each condition. We approximated the position of their center of mass and computed various metrics related to their trajectories, including walking speed, obstacle clearance distance, its adaptation over time, and inter-trial trajectory variability.Findings revealed a greater visual clearance distance for the dining table compared to the coffee table, a difference reduced by the perturbation caused by displacing the coffee table. This clearing distance diminished with repetitions, showing that over time we tend to walk closer to obstacles around us. These adaptations were clearly the result of an active visuo-motor regulation, as evidenced by the reduced trajectory variability at, or just before, the location of the obstacles.Collectively, these results demonstrate that walking at home is a flexible behavior necessitating continuous perceptual adaptations in our daily trajectories. These findings could contribute to a detailed analysis of walking indoors under natural conditions, and the investigated metrics could serve as a baseline for comparing the embodiment of physical and mental health in walking patterns, for instance during lockdowns. Furthermore, our findings have consequences for safer mediated human architecture interaction.
在室内行走,尤其是在家里,与传统的步行相比,呈现出一种独特的体验。我们的住宅包含复杂、狭窄和杂乱的建筑空间,需要以曲线为主的步行模式。尽管在连续的COVID-19封锁的刺激下,人们对研究我们的家庭越来越感兴趣,但关于我们在家中行走行为的信息仍然缺乏,但关于人类与其日常室内环境之间的物理和感官联系的数据却很丰富。这项研究展示了在法国蒙彼利埃的一间公寓里进行的一项对照实验的结果。参与者的任务是以自然的速度穿过客厅,遇到两个自然的障碍物——一张大餐桌和一张小咖啡桌。然后他们朝相反的方向走回去,绕过同样的两个障碍。为了检查在伪自然环境中的行走行为,测试了三种条件:一种是受控条件,另一种是在感知上干扰自然曲线轨迹的两种条件,一种是施加不愉快的声音,另一种是在物理上突然移动咖啡桌。20名参与者在每种情况下进行了30次试验。我们估计了它们的质心位置,并计算了与它们的轨迹相关的各种指标,包括行走速度、过障距离、其随时间的适应性和试验间轨迹可变性。研究结果显示,与咖啡桌相比,餐桌的视觉间隙距离更大,这一差异由于移动咖啡桌造成的扰动而缩小。这种清除距离随着重复而减少,这表明随着时间的推移,我们倾向于走得更靠近周围的障碍物。这些适应显然是一种积极的视觉运动调节的结果,正如在障碍物位置处或之前减少的轨迹可变性所证明的那样。总的来说,这些结果表明,在家走路是一种灵活的行为,需要在我们的日常轨迹中不断地进行感知适应。这些发现有助于对自然条件下室内行走的详细分析,所调查的指标可以作为比较行走模式(例如在封锁期间)的身心健康体现的基线。此外,我们的研究结果对更安全的人类建筑互动有影响。
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引用次数: 0
Editorial: Model-centered software and system development 编辑:以模型为中心的软件和系统开发
IF 2.6 Q2 Computer Science Pub Date : 2023-12-05 DOI: 10.3389/fcomp.2023.1326413
Heinrich C. Mayr, B. Thalheim
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引用次数: 0
Emotion recognition with multi-modal peripheral physiological signals 利用多模态外周生理信号识别情绪
IF 2.6 Q2 Computer Science Pub Date : 2023-12-05 DOI: 10.3389/fcomp.2023.1264713
Jennifer Gohumpu, Mengru Xue, Yanchi Bao
Healthcare wearables allow researchers to develop various system approaches that recognize and understand the human emotional experience. Previous research has indicated that machine learning classifiers, such as Support Vector Machine (SVM), K-Nearest Neighbors (KNN), and Decision Tree (DT), can improve the accuracy of physiological signal analysis and emotion recognition. However, various emotions can have distinct effects on physiological signal alterations. Therefore, solely relying on a single type of physiological signal analysis is insufficient for accurately recognizing and understanding human emotional experiences.Research on multi-modal emotion recognition systems (ERS) has commonly gathered physiological signals using expensive devices, which required participants to remain in fixed positions in the lab setting. This limitation restricts the potential for generalizing the ERS technology for peripheral use in daily life. Therefore, considering the convenience of data collection from everyday devices, we propose a multi-modal physiological signals-based ERS based on peripheral signals, utilizing the DEAP database. The physiological signals selected for analysis include photoplethysmography (PPG), galvanic skin response (GSR), and skin temperature (SKT). Signal features were extracted using the “Toolbox for Emotional Feature Extraction from Physiological Signals” (TEAP) library and further analyzed with three classifiers: SVM, KNN, and DT.The results showed improved accuracy in the proposed system compared to a single-modal ERS application, which also outperformed current DEAP multi-modal ERS applications.This study sheds light on the potential of combining multi-modal peripheral physiological signals in ERS for ubiquitous applications in daily life, conveniently captured using smart devices.
医疗可穿戴设备允许研究人员开发各种系统方法来识别和理解人类的情感体验。已有研究表明,支持向量机(SVM)、k近邻(KNN)和决策树(DT)等机器学习分类器可以提高生理信号分析和情绪识别的准确性。然而,不同的情绪会对生理信号的改变产生不同的影响。因此,仅仅依靠单一类型的生理信号分析不足以准确地识别和理解人类的情感体验。多模态情绪识别系统(ERS)的研究通常使用昂贵的设备来收集生理信号,这些设备要求参与者在实验室环境中保持固定的位置。这一限制限制了将ERS技术推广到日常生活中外围设备使用的潜力。因此,考虑到从日常设备收集数据的便利性,我们提出了一种基于周边信号的多模态生理信号的ERS,利用DEAP数据库。选择用于分析的生理信号包括光容积脉搏波(PPG)、皮肤电反应(GSR)和皮肤温度(SKT)。使用“Toolbox for Emotional Feature Extraction from Physiological Signals”(TEAP)库提取信号特征,并使用SVM、KNN和DT三种分类器进行分析。结果表明,与单模态ERS应用相比,该系统的精度有所提高,也优于当前的DEAP多模态ERS应用。这项研究揭示了将ERS中的多模态外周生理信号结合起来用于日常生活中无处不在的应用的潜力,这些应用可以通过智能设备方便地捕获。
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引用次数: 0
PopStress: designing organizational stress intervention for office workers PopStress:为办公室工作人员设计组织压力干预措施
IF 2.6 Q2 Computer Science Pub Date : 2023-12-05 DOI: 10.3389/fcomp.2023.1265399
Yanchi Bao, Mengru Xue, Jennifer Gohumpu, Yumeng Cao, Jun Hu
Excessive work stress on office workers will affect people's health and work efficiency, and organizational stress management is becoming more and more critical. Current studies focus on the management of individual stress. The collective nature of stress and coping needs further exploration.This paper proposes the PopStress system, which converts the negative stress of an office group into the energy of a popcorn machine. When the organizational stress accumulates to the threshold, the popcorn machine will start making popcorn and attract office workers to take a break and eat. Through multisensory stimuli such as visual, audio, and olfaction, the system encourages natural and entertaining social stress-relieving behaviors within the office.Twenty-four office workers were recruited and divided into six groups for the user study. The results showed that PopStress enables users to understand the collective stress status, and successfully relieved the individual's physiological and psychological stress. This work provides insights into organizational stress management, health product design, and social design.
上班族过度的工作压力会影响人们的健康和工作效率,组织压力管理变得越来越关键。目前的研究集中在个人压力的管理上。压力和应对的集体性质需要进一步探索。本文提出了PopStress系统,将办公室群体的负压力转化为爆米花机的能量。当组织压力累积到阈值时,爆米花机就会开始制作爆米花,吸引上班族休息一下,吃点东西。通过视觉、听觉和嗅觉等多感官刺激,该系统鼓励在办公室内进行自然和娱乐的社交减压行为。研究人员招募了24名办公室工作人员,并将其分为六组进行用户研究。结果表明,PopStress能够让用户了解集体的压力状态,成功缓解了个体的生理和心理压力。这项工作为组织压力管理、健康产品设计和社会设计提供了见解。
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引用次数: 0
Older adults' perspectives on multimodal interaction with a conversational virtual coach 老年人对会话式虚拟教练多模式互动的看法
Q2 Computer Science Pub Date : 2023-11-07 DOI: 10.3389/fcomp.2023.1125895
Mira El Kamali, Leonardo Angelini, Denis Lalanne, Omar Abou Khaled, Elena Mugellini
Introduction The use of multiple interfaces may improve the perception of a stronger relationship between a conversational virtual coach and older adults. The purpose of this paper is to show the effect of output combinations [single-interface (chatbot, tangible coach), multi-interface (assignment, redundant-complementary)] of two distinct conversational agent interfaces (chatbot and tangible coach) on the eCoach-user relationship (closeness, commitment, complementarity) and the older adults' feeling of social presence of the eCoach. Methods Our study was conducted with two different study settings: an online web survey and a face to face experiment. Results Our online study with 59 seniors shows that the output modes in multi-interface redundant-complementary manner significantly improves the eCoach-user relationship and social presence of the eCoach compared to only using single-interfaces outputs. Whereas in our face to face experiment with 15 seniors, significant results were found only in terms of higher social presence of multi-interface redundant complementary manner compared to chatbot only. Discussion We also investigated the effect of each study design on our results, using both quantitative and qualitative methods.
多界面的使用可以提高会话虚拟教练与老年人之间更强关系的感知。本文的目的是展示两个不同的会话代理界面(聊天机器人和有形教练)的输出组合[单界面(聊天机器人,有形教练),多界面(分配,冗余互补)]对eCoach-用户关系(亲密,承诺,互补性)和老年人对eCoach的社会存在感的影响。方法本研究采用两种不同的研究设置:在线网络调查和面对面实验。结果我们对59名老年人的在线研究表明,与仅使用单界面输出相比,多界面冗余互补的输出模式显著改善了eCoach与用户的关系和eCoach的社会存在。而在我们对15名老年人进行的面对面实验中,与聊天机器人相比,多界面冗余互补方式的社会存在感更高。我们还使用定量和定性方法调查了每个研究设计对结果的影响。
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引用次数: 0
Discovering optimal resource allocations for what-if scenarios using data-driven simulation 使用数据驱动的模拟发现假设场景的最佳资源分配
Q2 Computer Science Pub Date : 2023-11-02 DOI: 10.3389/fcomp.2023.1279800
Jorge Bejarano, Daniel Barón, Oscar González-Rojas, Manuel Camargo
Introduction Data-driven simulation allows the discovery of process simulation models from event logs. The generated model can be used to simulate changes in the process configuration and to evaluate the expected performance of the processes before they are executed. Currently, these what-if scenarios are defined and assessed manually by the analysts. Besides the complexity of finding a suitable scenario for a desired performance, existing approaches simulate scenarios based on flow and data patterns leaving aside a resource-based analysis. Resources are critical on the process performance since they carry out costs, time, and quality. Methods This paper proposes a method to automate the discovery of optimal resource allocations to improve the performance of simulated what-if scenarios. We describe a model for individual resource allocation only to activities they fit. Then, we present how what-if scenarios are generated based on preference and collaboration allocation policies. The optimal resource allocations are discovered based on a user-defined multi-objective optimization function. Results and discussion This method is integrated with a simulation environment to compare the trade-off in the performance of what-if scenarios when changing allocation policies. An experimental evaluation of multiple real-life and synthetic event logs shows that optimal resource allocations improve the simulation performance.
数据驱动的仿真允许从事件日志中发现流程仿真模型。生成的模型可用于模拟流程配置中的更改,并在执行流程之前评估流程的预期性能。目前,这些假设场景是由分析人员手动定义和评估的。除了为期望的性能寻找合适的场景的复杂性之外,现有的方法基于流和数据模式模拟场景,而不考虑基于资源的分析。资源对过程性能至关重要,因为它们影响成本、时间和质量。方法提出了一种自动发现最优资源分配的方法,以提高模拟情景的性能。我们描述了一个模型,将单个资源分配给它们适合的活动。然后,我们将介绍如何基于偏好和协作分配策略生成假设场景。基于用户自定义的多目标优化函数发现最优资源分配。结果和讨论该方法与模拟环境集成在一起,以比较更改分配策略时假设场景的性能权衡。对多个真实事件日志和合成事件日志的实验评估表明,优化资源分配可以提高仿真性能。
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引用次数: 0
Probabilistic and semantic descriptions of image manifolds and their applications 图像流形的概率和语义描述及其应用
Q2 Computer Science Pub Date : 2023-11-02 DOI: 10.3389/fcomp.2023.1253682
Peter Tu, Zhaoyuan Yang, Richard Hartley, Zhiwei Xu, Jing Zhang, Yiwei Fu, Dylan Campbell, Jaskirat Singh, Tianyu Wang
This paper begins with a description of methods for estimating probability density functions for images that reflects the observation that such data is usually constrained to lie in restricted regions of the high-dimensional image space—not every pattern of pixels is an image. It is common to say that images lie on a lower-dimensional manifold in the high-dimensional space. However, although images may lie on such lower-dimensional manifolds, it is not the case that all points on the manifold have an equal probability of being images. Images are unevenly distributed on the manifold, and our task is to devise ways to model this distribution as a probability distribution. In pursuing this goal, we consider generative models that are popular in AI and computer vision community. For our purposes, generative/probabilistic models should have the properties of (1) sample generation: it should be possible to sample from this distribution according to the modeled density function, and (2) probability computation: given a previously unseen sample from the dataset of interest, one should be able to compute the probability of the sample, at least up to a normalizing constant. To this end, we investigate the use of methods such as normalizing flow and diffusion models. We then show how semantic interpretations are used to describe points on the manifold. To achieve this, we consider an emergent language framework that makes use of variational encoders to produce a disentangled representation of points that reside on a given manifold. Trajectories between points on a manifold can then be described in terms of evolving semantic descriptions. In addition to describing the manifold in terms of density and semantic disentanglement, we also show that such probabilistic descriptions (bounded) can be used to improve semantic consistency by constructing defenses against adversarial attacks. We evaluate our methods on CelebA and point samples for likelihood estimation with improved semantic robustness and out-of-distribution detection capability, MNIST and CelebA for semantic disentanglement with explainable and editable semantic interpolation, and CelebA and Fashion-MNIST to defend against patch attacks with significantly improved classification accuracy. We also discuss the limitations of applying our likelihood estimation to 2D images in diffusion models.
本文首先描述了估计图像概率密度函数的方法,这些方法反映了这样的观察,即这些数据通常被限制在高维图像空间的受限区域中——并非每个像素模式都是图像。通常说,图像位于高维空间中的低维流形上。然而,尽管图像可能位于这样的低维流形上,但并非流形上的所有点都具有相同的图像概率。图像在流形上的分布是不均匀的,我们的任务是设计出将这种分布建模为概率分布的方法。为了实现这一目标,我们考虑了在人工智能和计算机视觉社区中流行的生成模型。为了我们的目的,生成/概率模型应该具有(1)样本生成的特性:它应该可以根据建模的密度函数从这个分布中采样,以及(2)概率计算:给定感兴趣的数据集中以前未见过的样本,人们应该能够计算样本的概率,至少到一个归一化常数。为此,我们研究了正态流和扩散模型等方法的使用。然后我们将展示如何使用语义解释来描述流形上的点。为了实现这一点,我们考虑了一个新兴的语言框架,它利用变分编码器来产生驻留在给定流形上的点的解纠缠表示。流形上点之间的轨迹可以用演化的语义描述来描述。除了用密度和语义解纠缠来描述流形外,我们还表明这种概率描述(有界)可以通过构建对抗攻击的防御来提高语义一致性。我们在CelebA和点样本上评估了我们的方法,以提高语义鲁棒性和分布外检测能力进行似然估计,MNIST和CelebA通过可解释和可编辑的语义插值进行语义解纠集,CelebA和Fashion-MNIST用于防御补丁攻击,显著提高了分类精度。我们还讨论了将我们的似然估计应用于扩散模型中的二维图像的局限性。
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引用次数: 0
Computational charisma—A brick by brick blueprint for building charismatic artificial intelligence 计算魅力——一砖一瓦构建魅力型人工智能的蓝图
Q2 Computer Science Pub Date : 2023-11-02 DOI: 10.3389/fcomp.2023.1135201
Björn W. Schuller, Shahin Amiriparian, Anton Batliner, Alexander Gebhard, Maurice Gerczuk, Vincent Karas, Alexander Kathan, Lennart Seizer, Johanna Löchner
Charisma is considered as one's ability to attract and potentially influence others. Clearly, there can be considerable interest from an artificial intelligence's (AI) perspective to provide it with such skill. Beyond, a plethora of use cases opens up for computational measurement of human charisma, such as for tutoring humans in the acquisition of charisma, mediating human-to-human conversation, or identifying charismatic individuals in big social data. While charisma is a subject of research in its own right, a number of models exist that base it on various “pillars,” that is, dimensions, often following the idea that charisma is given if someone could and would help others. Examples of such pillars, therefore, include influence (could help) and affability (would help) in scientific studies, or power (could help), presence, and warmth (both would help) as a popular concept. Modeling high levels in these dimensions, i. e., high influence and high affability, or high power, presence, and warmth for charismatic AI of the future, e. g., for humanoid robots or virtual agents, seems accomplishable. Beyond, also automatic measurement appears quite feasible with the recent advances in the related fields of Affective Computing and Social Signal Processing. Here, we therefore present a brick by brick blueprint for building machines that can appear charismatic, but also analyse the charisma of others. We first approach the topic very broadly and discuss how the foundation of charisma is defined from a psychological perspective. Throughout the manuscript, the building blocks (bricks) then become more specific and provide concrete groundwork for capturing charisma through artificial intelligence (AI). Following the introduction of the concept of charisma, we switch to charisma in spoken language as an exemplary modality that is essential for human-human and human-computer conversations. The computational perspective then deals with the recognition and generation of charismatic behavior by AI. This includes an overview of the state of play in the field and the aforementioned blueprint. We then list exemplary use cases of computational charismatic skills. The building blocks of application domains and ethics conclude the article.
魅力被认为是一个人吸引和潜在影响他人的能力。显然,从人工智能(AI)的角度来看,为它提供这种技能可能会有相当大的兴趣。除此之外,大量的用例为人类魅力的计算测量打开了大门,比如在获得魅力的过程中辅导人类,调解人与人之间的对话,或者在大社会数据中识别有魅力的个人。虽然魅力本身是一个研究课题,但存在许多基于各种“支柱”(即维度)的模型,通常遵循这样的观点:如果某人能够并且愿意帮助他人,魅力就会被赋予。因此,这些支柱的例子包括科学研究中的影响力(可能有帮助)和亲和力(会有帮助),或者作为一个流行概念的权力(可能有帮助)、存在感和温暖(两者都有帮助)。在这些维度上建立高水平的模型,例如,高影响力和高亲和力,或者为未来的魅力型人工智能(例如,人形机器人或虚拟代理)建立高权力、存在感和温暖,似乎是可以完成的。此外,随着情感计算和社会信号处理相关领域的最新进展,自动测量也变得非常可行。因此,在这里,我们呈现了一砖一瓦的蓝图,用于建造看起来有魅力的机器,但也分析了其他人的魅力。我们首先非常宽泛地探讨这个话题,并从心理学的角度讨论如何定义魅力的基础。在整个手稿中,构建模块(砖块)变得更加具体,并为通过人工智能(AI)捕获魅力提供了具体的基础。在引入魅力概念之后,我们将目光转向口语中的魅力,将其作为一种典范情态,这对于人与人之间和人机之间的对话至关重要。然后,计算角度处理人工智能对魅力行为的识别和生成。这包括对该领域的比赛状态和上述蓝图的概述。然后,我们列出了计算魅力技能的示例用例。应用领域和伦理的构建块是本文的结束语。
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引用次数: 0
Mandarin Chinese translation of the Artificial-Social-Agent questionnaire instrument for evaluating human-agent interaction 评估人-代理交互作用的人工社会-代理问卷工具的中文翻译
Q2 Computer Science Pub Date : 2023-10-30 DOI: 10.3389/fcomp.2023.1149305
Fengxiang Li, Siska Fitrianie, Merijn Bruijnes, Amal Abdulrahman, Fu Guo, Willem-Paul Brinkman
The Artificial-Social-Agent (ASA) questionnaire is an instrument for evaluating human-ASA interaction. It consists of 19 constructs and related dimensions measured by either 24 questionnaire items (short version) or 90 questionnaire items (long version). The questionnaire was built and validated by a research community effort to make evaluation results more comparable between agents and findings more generalizable. The current questionnaire is in English, which limits its use to only a population with an adequate command of the English language. Translating the questionnaire into more languages allows for the inclusion of other populations and the possibility of comparing them. Therefore, this paper presents a Mandarin Chinese translation of the questionnaire. After three construction cycles that included forward and backward translation, we gave both the final version of the translated and original English questionnaire to 242 bilingual crowd-workers to evaluate 14 ASAs. Results show on average a good level of correlation on the construct/dimension level (ICC M = 0.79, SD = 0.09, range [0.61, 0.95]) and on the item level (ICC M = 0.62, SD = 0.14, range [0.19, 0.92]) between the two languages for the long version, and for the short version (ICC M = 0.66, SD = 0.12, range [0.41, 0.92]). The analysis also established correction values for converting questionnaire item scores between Chinese and English questionnaires. Moreover, we also found systematic differences in English questionnaire scores between the bilingual sample and a previously collected mixed-international English-speaking sample. We hope this and the Chinese questionnaire translation will motivate researchers to study human-ASA interaction among a Chinese literate population and to study cultural similarities and differences in this area.
人工-社会-代理(ASA)问卷是评估人类-社会-代理互动的工具。它由19个构式和相关维度组成,由24个问卷项目(短版)或90个问卷项目(长版)测量。调查问卷是由一个研究团体努力建立和验证的,以使评估结果在药物和发现之间更具可比性。目前的调查问卷是用英语编写的,这限制了它的使用范围,只有掌握英语语言的人群才能使用。将调查问卷翻译成更多的语言,可以纳入其他人群,并有可能对他们进行比较。因此,本文提出了一份调查问卷的中文翻译。经过前向翻译和后向翻译的三个构建周期,我们将翻译后的最终版本和原始英文问卷交给了242名双语人群工作者,以评估14个asa。结果显示,两种语言在长版本和短版本(ICC M = 0.66, SD = 0.12,范围[0.41,0.92])的结构/维度水平(ICC M = 0.79, SD = 0.09,范围[0.61,0.95])和项目水平(ICC M = 0.62, SD = 0.14,范围[0.19,0.92])上平均具有良好的相关性。分析还建立了中英文问卷项目得分转换的校正值。此外,我们还发现双语样本与先前收集的混合国际英语样本之间的英语问卷得分存在系统性差异。我们希望这一发现和中文问卷翻译能够激励研究人员在中国识字人群中研究人类与asa的互动,并研究这一领域的文化异同。
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