No Arabic abstract
Learning data storytelling involves a complex web of skills. Professional and academic educational offerings typically focus on the computational literacies required, but professionals in the field employ many non-technical methods; sketching by hand on paper is a common practice. This paper introduces and classifies a corpus of 101 data sketches produced by participants as part of a guided learning activity in informal and formal settings. We manually code each sketch against 12 metrics related to visual encodings, representations, and story structure. We find evidence for preferential use of positional and shape-based encodings, frequent use of symbolic and textual representations, and a high prevalence of stories comparing subsets of data. These findings contribute to our understanding of how learners sketch with data. This case study can inform tool design for learners, and help create educational programs that introduce novices to sketching practices used by experts.
Modern security operations centers (SOCs) employ a variety of tools for intrusion detection, prevention, and widespread log aggregation and analysis. While research efforts are quickly proposing novel algorithms and technologies for cyber security, access to actual security personnel, their data, and their problems are necessarily limited by security concerns and time constraints. To help bridge the gap between researchers and security centers, this paper reports results of semi-structured interviews of 13 professionals from five different SOCs including at least one large academic, research, and government organization. The interviews focused on the current practices and future desires of SOC operators about host-based data collection capabilities, what is learned from the data, what tools are used, and how tools are evaluated. Questions and the responses are organized and reported by topic. Then broader themes are discussed. Forest-level takeaways from the interviews center on problems stemming from size of data, correlation of heterogeneous but related data sources, signal-to-noise ratio of data, and analysts time.
With the outlook of improving communication and social abilities of people with ASD, we propose to extend the paradigm of robot-based imitation games to ASD teenagers. In this paper, we present an interaction scenario adapted to ASD teenagers, propose a computational architecture using the latest machine learning algorithm Openpose for human pose detection, and present the results of our basic testing of the scenario with human caregivers. These results are preliminary due to the number of session (1) and participants (4). They include a technical assessment of the performance of Openpose, as well as a preliminary user study to confirm our game scenario could elicit the expected response from subjects.
The age of children adopting digital technologies, such as tablets or smartphones, is increasingly young. However, children under 11 are often regarded as too young to comprehend the concept of online privacy. Limited research studies have focused on children of this age group. In the summer of 2018, we conducted 12 focus group studies with 29 children aged 6-10 from Oxfordshire primary schools. Our research has shown that children have a good understanding of certain privacy risks, such as information oversharing or avoiding revealing real identities online. They could use a range of descriptions to articulate the risks and describe their risk coping strategies. However, at the same time, we identified that children had less awareness concerning other risks, such as online tracking or game promotions. Inspired by Vygotskys Zone of Proximal Development (ZPD), this study has identified critical knowledge gaps in childrens understanding of online privacy, and several directions for future education and technology development. We call for attention to the needs of raising childrens awareness and understanding of risks related to online recommendations and data tracking, which are becoming ever more prevalent in the games and content children encounter. We also call for attention to childrens use of language to describe risks, which may be appropriate but not necessarily indicate a full understanding of the threats.
Visualizing very large matrices involves many formidable problems. Various popular solutions to these problems involve sampling, clustering, projection, or feature selection to reduce the size and complexity of the original task. An important aspect of these methods is how to preserve relative distances between points in the higher-dimensional space after reducing rows and columns to fit in a lower dimensional space. This aspect is important because conclusions based on faulty visual reasoning can be harmful. Judging dissimilar points as similar or similar points as dissimilar on the basis of a visualization can lead to false conclusions. To ameliorate this bias and to make visualizations of very large datasets feasible, we introduce two new algorithms that respectively select a subset of rows and columns of a rectangular matrix. This selection is designed to preserve relative distances as closely as possible. We compare our matrix sketch to more traditional alternatives on a variety of artificial and real datasets.
Autonomous agents that can engage in social interactions witha human is the ultimate goal of a myriad of applications. A keychallenge in the design of these applications is to define the socialbehavior of the agent, which requires extensive content creation.In this research, we explore how we can leverage current state-of-the-art tools to make inferences about the emotional state ofa character in a story as events unfold, in a coherent way. Wepropose a character role-labelling approach to emotion tracking thataccounts for the semantics of emotions. We show that by identifyingactors and objects of events and considering the emotional stateof the characters, we can achieve better performance in this task,when compared to end-to-end approaches.