Computer Technologies for Human-Centered Cyber World

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: closed (20 November 2019) | Viewed by 28180

Special Issue Editor


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Guest Editor
Department of Electrical Engineering and Computer Science, Cleveland State University, Cleveland, OH 44115, USA
Interests: human-centered systems; machine learning; data science; distributed computing; blockchain
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Special Issue Information

Dear Colleagues,

Human-centered cyber systems are intrinsically multidisciplinary, which requires the collaboration of researchers and developers in systems science and engineering, human–machine systems, and cybernetics. We welcome original research contributions and manuscripts that have been substantially extended based on conference proceeding publications such as IEEE SMC. Topics of interests include any subjects in the areas of systems science and engineering, human–machine systems, and cybernetics, such as affective computing, cyber-physical systems, distributed intelligent systems, artificial life, human–computer interaction, augmented cognition, assistive technology, user interface design, usability study, robotic systems, machine vision, medical informatics, decision support systems, etc.

Prof. Wenbing Zhao
Guest Editor

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Keywords

  • affective computing
  • human–computer interaction
  • artificial intelligence
  • intelligent systems
  • decision support systems
  • cybernetics
  • human–machine systems
  • machine vision
  • virtual and augmented reality

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Published Papers (4 papers)

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Research

21 pages, 3270 KiB  
Article
A Hybrid Scheme for an Interoperable Identity Federation System Based on Attribute Aggregation Method
by Samia EL Haddouti and Mohamed Dafir Ech-Cherif EL Kettani
Computers 2019, 8(3), 51; https://doi.org/10.3390/computers8030051 - 26 Jun 2019
Cited by 5 | Viewed by 5745
Abstract
Several countries have invested in building their identity management systems to equip citizens with infrastructures and tools to benefit from e-services. However, current systems still lack the interoperability requirement, which is the core issue that could lower the wide benefits of having an [...] Read more.
Several countries have invested in building their identity management systems to equip citizens with infrastructures and tools to benefit from e-services. However, current systems still lack the interoperability requirement, which is the core issue that could lower the wide benefits of having an identity management system. In fact, in the existing systems, the user is allowed to choose only one partial identity from an identity provider (IdP) during a single session with a service provider (SP). However, in some scenarios, an SP needs to retrieve information about user’s identities managed by multiple IdPs. The potential method to tackle these shortcomings is attribute aggregation from multiple identity providers. A number of initiatives and projects on attribute aggregation have been explored. Nevertheless, these constructions do not fulfill some identity management requirements. This paper describes a new flexible model that aims to provide the necessary mechanisms to ensure attribute aggregation in order to meet the interoperability challenges of current identity management systems. The proposed scheme is a scalable solution, based on identity federation technologies, that introduces a new IdP called an account linking provider (ALP). The purpose of this ALP is to link together different accounts, holding end users’ attributes, whenever more than one source of data is needed to grant access to the requested web resource in a single session. Furthermore, the proposed identity federation system is based on a streamlined, cost-effective, and interoperable architecture, which makes this model suitable for large-scale identity federation environments. Full article
(This article belongs to the Special Issue Computer Technologies for Human-Centered Cyber World)
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12 pages, 693 KiB  
Article
A Novel Dictionary-Driven Mental Spelling Application Based on Code-Modulated Visual Evoked Potentials
by Felix Gembler and Ivan Volosyak
Computers 2019, 8(2), 33; https://doi.org/10.3390/computers8020033 - 30 Apr 2019
Cited by 9 | Viewed by 5861
Abstract
Brain–computer interfaces (BCIs) based on code-modulated visual evoked potentials (c-VEPs) typically utilize a synchronous approach to identify targets (i.e., after preset time periods the system produces command outputs). Hence, users have only a limited amount of time to fixate a desired target. This [...] Read more.
Brain–computer interfaces (BCIs) based on code-modulated visual evoked potentials (c-VEPs) typically utilize a synchronous approach to identify targets (i.e., after preset time periods the system produces command outputs). Hence, users have only a limited amount of time to fixate a desired target. This hinders the usage of more complex interfaces, as these require the BCI to distinguish between intentional and unintentional fixations. In this article, we investigate a dynamic sliding window mechanism as well as the implementation of software-based stimulus synchronization to enable the threshold-based target identification for the c-VEP paradigm. To further improve the usability of the system, an ensemble-based classification strategy was investigated. In addition, a software-based approach for stimulus on-set determination is proposed, which allows for an easier setup of the system, as it reduces additional hardware dependencies. The methods were tested with an eight-target spelling application utilizing an n-gram word prediction model. The performance of eighteen participants without disabilities was tested; all participants completed word- and sentence spelling tasks using the c-VEP BCI with a mean information transfer rate (ITR) of 75.7 and 57.8 bpm, respectively. Full article
(This article belongs to the Special Issue Computer Technologies for Human-Centered Cyber World)
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17 pages, 8555 KiB  
Article
Location Intelligence Systems and Data Integration for Airport Capacities Planning
by Mirza Ponjavic and Almir Karabegovic
Computers 2019, 8(1), 13; https://doi.org/10.3390/computers8010013 - 7 Feb 2019
Cited by 6 | Viewed by 8536
Abstract
This paper describes an approach introducing location intelligence using open-source software components as the solution for planning and construction of the airport infrastructure. As a case study, the spatial information system of the International Airport in Sarajevo is selected. Due to the frequent [...] Read more.
This paper describes an approach introducing location intelligence using open-source software components as the solution for planning and construction of the airport infrastructure. As a case study, the spatial information system of the International Airport in Sarajevo is selected. Due to the frequent construction work on new terminals and the increase of existing airport capacities, as one of the measures for more efficient management of airport infrastructures, the development team has suggested to airport management to introduce location intelligence, meaning to upgrade the existing information system with a functional WebGIS solution. This solution is based on OpenGeo architecture that includes a set of spatial data management technologies used to create an online internet map and build a location intelligence infrastructure. Full article
(This article belongs to the Special Issue Computer Technologies for Human-Centered Cyber World)
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20 pages, 3663 KiB  
Article
Exergame Experience of Young and Old Individuals Under Different Difficulty Adjustment Methods
by Oral Kaplan, Goshiro Yamamoto, Takafumi Taketomi, Alexander Plopski, Christian Sandor and Hirokazu Kato
Computers 2018, 7(4), 59; https://doi.org/10.3390/computers7040059 - 7 Nov 2018
Cited by 6 | Viewed by 7272
Abstract
In this work, we compare the exergaming experience of young and old individuals under four difficulty adjustment methods. Physical inactivity is a leading cause of numerous health conditions including heart diseases, diabetes, cancer, and reduced life expectancy. Committing to regular physical exercise is [...] Read more.
In this work, we compare the exergaming experience of young and old individuals under four difficulty adjustment methods. Physical inactivity is a leading cause of numerous health conditions including heart diseases, diabetes, cancer, and reduced life expectancy. Committing to regular physical exercise is a simple non-pharmaceutical preventive measure for maintaining good health and sustaining quality of life. Incorporating exercise into games, studies frequently used exergames as an intervention tool over the last decades to improve physical functions and to increase adherence to exercise. While task difficulty optimization is crucial to exergame design, researchers consistently overlooked age as an element which can significantly influence the nature of end results. We use the Flow State Scale to analyze the mental state of young and old individuals to compare constant difficulty with ramping, performance-based, and biofeedback-based difficulty adjustments. Our results indicate that old individuals are less likely to experience flow compared to young under the same difficulty adjustment methods. Further investigation revealed that old individuals are likely to experience flow under ramping and biofeedback-based difficulty adjustments whereas performance-based adjustments were only feasible for young. Full article
(This article belongs to the Special Issue Computer Technologies for Human-Centered Cyber World)
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