5 ways blockchain could improve healthcare mackenzie garrity

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Papers are free to access for a one year period, starting from the beginning of the CHI conference. Using scientific discoveries to inform design practice is an important, but difficult, objective in HCI. In this paper, we provide an overview of Translational Science in HCI by triangulating literature related to the research-practice gap with interview data from many parties engaged or not in translating HCI knowledge.

We propose a model for Translational Science in HCI based on the concept of a continuum to describe how knowledge progresses or stalls through multiple steps and translations until it can influence design practice. The model offers a conceptual framework that can be used by researchers and practitioners to visualize and describe the progression of HCI knowledge through a sequence of translations.

Additionally, the model may facilitate a precise identification of translational barriers, which allows devising more effective strategies to increase the use of scientific findings in design practice.

South Asia faces one of the largest gender gaps online globally, and online safety is one of the main barriers to gender-equitable Internet access [GSMA, ]. To better understand the gendered risks and coping practices online in South Asia, we present a qualitative study of the online abuse experiences and coping practices of people who identified as women and 6 NGO staff from India, Pakistan, and Bangladesh, using a feminist analysis.

We found that a majority of our participants regularly contended with online abuse, experiencing three major abuse types: cyberstalking, impersonation, and personal content leakages.

Consequences of abuse included emotional harm, reputation damage, and physical and sexual violence. Participants coped through informal channels rather than through technological protections or law enforcement. Advances in artificial intelligence AI frame opportunities and challenges for user interface design.

Principles for human-AI interaction have been discussed in the human-computer interaction community for over two decades, but more study and innovation are needed in light of advances in AI and the growing uses of AI technologies in human-facing applications. We propose 18 generally applicable design guidelines for human-AI interaction. These guidelines are validated through multiple rounds of evaluation including a user study with 49 design practitioners who tested the guidelines against 20 popular AI-infused products.

The results verify the relevance of the guidelines over a spectrum of interaction scenarios and reveal gaps in our knowledge, highlighting opportunities for further research. Based on the evaluations, we believe the set of design guidelines can serve as a resource to practitioners working on the design of applications and features that harness AI technologies, and to researchers interested in the further development of human-AI interaction design principles.

Machine learning ML is increasingly being used in image retrieval systems for medical decision making. One application of ML is to retrieve visually similar medical images from past patients e. In this paper, we identified the needs of pathologists when searching for similar images retrieved using a deep learning algorithm, and developed tools that empower users to cope with the search algorithm on-the-fly, communicating what types of similarity are most important at different moments in time.

In two evaluations with pathologists, we found that these tools increased the diagnostic utility of images found and increased user trust in the algorithm. The tools were preferred over a traditional interface, without a loss in diagnostic accuracy. We also observed that users adopted new strategies when using refinement tools, re-purposing them to test and understand the underlying algorithm and to disambiguate ML errors from their own errors.

Taken together, these findings inform future human-ML collaborative systems for expert decision-making. This paper presents the GIFT smartphone app, an artist-led Research through Design project benefitting from a three-day in-the-wild deployment. The app takes as its premise the generative potential of combining the contexts of gifting and museum visits. Visitors explore the museum, searching for objects that would most appeal to the gift-receiver they have in mind, then photographing those objects and adding audio messages for their receivers describing the motivation for their choices.

We discuss empathy, motivation, and bottom-up personalisation in the productive space revealed by this combination of contexts. We suggest that this work reveals opportunities for designers of gifting services as well as those working in cultural heritage. We make theoretical and methodological contributions to the CHI community by introducing comparisons between contemporary Critical Heritage research and some forms of experimental design practice.

Beginning by identifying three key approaches in contemporary heritage research: Critical Heritage, Plural Heritages and Future Heritage we introduce these in turn, while exploring their significance for thinking about design, knowledge and diversity.

We discuss our efforts to apply ideas integrating Critical Heritage and design through the adoption of known Research through Design techniques in a research project in Istanbul, Turkey describing the design of our study and how this was productive of sensory and speculative reflection on the past.

Finally, we reflect on the usefulness of such methods in developing new interactive technologies in heritage contexts and go on to propose a series of recommendations for a future Critical Heritage Design practice. Immersive open-ended museum exhibits promote ludic engagement and can be a powerful draw for visitors, but these qualities may also make learning more challenging.

We used an iterative design process and qualitative methods to explore how and if visitors could 1 access and 2 comprehend the data visualizations, 3 reflect on their prior engagement with the exhibit, 4 plan their future engagement with the exhibit, and 5 act on their plans. We further discuss the essential design challenges and the opportunities made possible for visitors through data-driven reflection tools.

Many traditional HCI methods, such as surveys and interviews, are of limited value when working with preschoolers. In this paper, we present anchored audio sampling AAS , a remote data collection technique for extracting qualitative audio samples during field deployments with young children. AAS offers a developmentally sensitive way of understanding how children make sense of technology and situates their use in the larger context of daily life.

AAS is defined by an anchor event, around which audio is collected. A sliding window surrounding this anchor captures both antecedent and ensuing recording, providing the researcher insight into the activities that led up to the event of interest as well as those that followed. We present themes from three deployments that leverage this technique.

Based on our experiences using AAS, we have also developed a reusable open-source library for embedding AAS into any Android application. Social play can have numerous health benefits but research has shown that not all multiplayer games are effective at promoting social engagement. Asymmetric cooperative games have shown promise in this regard but the design and dynamics of this unique style of play is not yet well understood.

In this study, we propose a framework for the design of tools to support teaching to children with disabilities. The framework provides the necessary stages for the development of tools hardware-based or software-based and must be adapted for a specific disability and educational goal.

Humans can estimate the shape of a wielded object through the illusory feeling of the mass properties of the object obtained using their hands. Even though the shape of hand-held objects influences immersion and realism in virtual reality VR , it is difficult to design VR controllers for rendering desired shapes according to the perceptions derived from the illusory effects of mass properties and shape perception.

We propose Transcalibur, which is a hand-held VR controller that can render a 2D shape by changing its mass properties on a 2D planar area. We built a computational perception model using a data-driven approach from the collected data pairs of mass properties and perceived shapes.

This enables Transcalibur to easily and effectively provide convincing shape perception based on complex illusory effects. Our user study showed that the system succeeded in providing the perception of various desired shapes in a virtual environment.

The light field display is created by a retro-reflective sheet that is mounted on the cylindrical quadcopter. This creates a light field that naturally provides motion parallax and stereoscopy without requiring any headset nor stereo glasses.

The system is currently one-directional: 2 small cameras mounted on the drone allow the remote user to observe the local scene. Complex virtual reality VR tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines.

Key aspects of the vocabulary are evaluated with users, with results validating the approach. We propose RotoSwype, a technique for word-gesture typing using the orientation of a ring worn on the index finger.

RotoSwype enables one-handed text-input without encumbering the hand with a device, a desirable quality in many scenarios, including virtual or augmented reality. The method is evaluated using two arm positions: with the hand raised up with the palm parallel to the ground; and with the hand resting at the side with the palm facing the body.

BeamBand is a wrist-worn system that uses ultrasonic beamforming for hand gesture sensing. Using an array of small transducers, arranged on the wrist, we can ensem-ble acoustic wavefronts to project acoustic energy at spec-ified angles and focal lengths. This allows us to interro-gate the surface geometry of the hand with inaudible sound in a raster-scan-like manner, from multiple view-points. We use the resulting, characteristic reflections to recognize hand pose at 8 FPS.

In our user study, we found that BeamBand supports a six-class hand gesture set at Even across sessions, when the sensor is removed and reworn later, accuracy remains high: We describe our software and hardware, and future ave-nues for integration into devices such as smartwatches and VR controllers. People with visual impairments often have to rely on the assistance of sighted guides in airports, which prevents them from having an independent travel experience.

In order to learn about their perspectives on current airport accessibility, we conducted two focus groups that discussed their needs and experiences in-depth, as well as the potential role of assistive technologies. We found that independent navigation is a main challenge and severely impacts their overall experience.

As a result, we equipped an airport with a Bluetooth Low Energy BLE beacon-based navigation system and performed a real-world study where users navigated routes relevant for their travel experience.

We found that despite the challenging environment participants were able to complete their itinerary independently, presenting none to few navigation errors and reasonable timings. This study presents the first systematic evaluation posing BLE technology as a strong approach to increase the independence of visually impaired people in airports. Online deliberation offers a way for citizens to collectively discuss an issue and provide input for policymakers.

The overall experience of online deliberation can be affected by multiple factors. We decided to investigate the effects of moderation and opinion heterogeneity on the perceived deliberation experience, by running the first online deliberation experiment in Singapore. Our study took place in three months with three phases.

In phase 1, our 2, participants answered a survey, that we used to create groups of different opinion heterogeneity. During the second phase, participants discussed about the population issue on the online platform we developed. We gathered data on their online deliberation experience during phase 3.

We found out that higher levels of moderation negatively impact the experience of deliberation on perceived procedural fairness, validity claim and policy legitimacy; and that high opinion heterogeneity is important in order to get a fair assessment of the deliberation experience. Recent years have seen interest in device tracking and localization using acoustic signals.

Further, tracking multiple concurrent acoustic transmissions from VR devices today requires sacrificing accuracy or frame rate. We present MilliSonic, a novel system that pushes the limits of acoustic based motion tracking. Our core contribution is a novel localization algorithm that can provably achieve sub-millimeter 1D tracking accuracy in the presence of multipath, while using only a single beacon with a small 4-microphone array. Further, MilliSonic enables concurrent tracking of up to four smartphones without reducing frame rate or accuracy.

Our evaluation shows that MilliSonic achieves 0. MilliSonic enables two previously infeasible interaction applications: a 3D tracking of VR headsets using the smartphone as a beacon and b fine-grained 3D tracking for the Google Cardboard VR system using a small microphone array.

Microtasks enable people with limited time and context to contribute to a larger task. In this paper we explore casual microtasking, where microtasks are embedded into other primary activities so that they are available to be completed when convenient. Participants were most likely to complete the writing microtasks during periods of the day associated with low focus, and would occasionally use them as a springboard to open the original document in Word. These findings suggest casual microtasking can help people leverage spare micromoments to achieve meaningful micro-goals, and even encourage them to return to work.

While there is widespread recognition of the need to provide people with vision impairments PVI equitable access to cultural institutions such as art galleries, this is not easy. We present the results of a collaboration with a regional art gallery who wished to open their collection to PVIs in the local community. We describe a novel model that provides three different ways of accessing the gallery, depending upon visual acuity and mobility: virtual tours, self-guided tours and guided tours.

As far as possible the model supports autonomous exploration by PVIs.



Current Articles and Resources

Papers are free to access for a one year period, starting from the beginning of the CHI conference. Using scientific discoveries to inform design practice is an important, but difficult, objective in HCI. In this paper, we provide an overview of Translational Science in HCI by triangulating literature related to the research-practice gap with interview data from many parties engaged or not in translating HCI knowledge. We propose a model for Translational Science in HCI based on the concept of a continuum to describe how knowledge progresses or stalls through multiple steps and translations until it can influence design practice. The model offers a conceptual framework that can be used by researchers and practitioners to visualize and describe the progression of HCI knowledge through a sequence of translations. Additionally, the model may facilitate a precise identification of translational barriers, which allows devising more effective strategies to increase the use of scientific findings in design practice.

Mackenzie Garrity – Thursday, August 22nd, 5. SimplyVital Health, a healthcare-focused blockchain company, agreed Aug.

5 ways blockchain is being used in healthcare

World Economic Forum. ASEAN 4. News: World Economic Forum Site: www. Introduction 7 2. What is the Fourth Industrial Revolution? The Fourth Industrial Revolution and a new approach to regional governance 15 6. ADB does not guarantee the accuracy of the data included in this publication and accepts no responsibility for any consequence of their use.


Items where department is "Computer and Information Sciences"

5 ways blockchain could improve healthcare mackenzie garrity

Suarez, Todd K. Knobbe, James L. Crowley, James I. Kirkland, and Andrew R. Zadegan, William L.

Sign up for the Canada Weekly Brief and get all you need to know delivered right to your inbox. Leslye Headland Russian Doll directed and executive-produced the pilot.

How Inflation Can Impact Your Financial Health

Journal of Fish Diseases , 45 1. ISSN Digital Creativity. Education and Information Technologies. Bongiovanni, Ivano and Renaud, Karen and Brydon, Humphrey and Blignaut, Renette and Cavallo, Angelo A quantification mechanism for assessing adherence to information security governance guidelines.


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Sandra Kwak is commended for her work in climate solutions and sustainability through 10Power. She is honored to be acknowledged among this remarkable group of leaders and innovators. The collective helps individuals and organizations to understand their unique environmental impact, while creating personalized solutions to mitigate the risks of climate change. Based in San Francisco, California and with operations centralized in Haiti, 10Power uses a unique, market-based approach to enable its customers to grow operations and create employment opportunities. Map Collective is a DC-based company which tracks global carbon usage and issues quotas and certifications to countries, businesses and smaller governmental municipalities hoping to help in the fight against climate change.

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Proceedings

Alice R. Within her role, she provides a channel for problem resolution to promote the highest quality of care and service excellence. Prior to her work with SHC, she was the Community Service Foundation Director at San Mateo County Medical Association where she partnered with local stakeholders and clinicians to expand county-wide community health programs to diverse populations.


UTHealth, Cerner launch data science competition to tackle sepsis & 9 other health IT notes

RELATED VIDEO: Utilizing Blockchain Technology in Healthcare

Students from across the state have the opportunity to present their research findings or thesis at the annual MassURC. The majority of Americans, especially young people are having trouble financially. This is whether they are dealing with debt, habitual spending, budgeting, or other problems. While Americans across the country need help and resources for different reasons, college students and graduates may especially need financial education because of the piling student loan debt. Young people are taking on large amounts of debt as well as expensive costs of living in certain major cities.

A Abussaud, Abdullah Ossam. A Alatiq, Abdulrahman Khalil.

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Expands on the construct of psychological ownership, placing it in the contexts of both individual consumer behavior and the wider decision-making of consumer populations. Analyzes the social conditions and cognitive processes concerning shared consumer experiences and psychological ownership. Psychological Ownership and Consumer Behavior pinpoints research topics and real-world issues that will define the field in the coming years. It will be especially useful in graduate classes in marketing, consumer behavior, policy interventions, and business psychology. Shu, PhD found her calling in academia, she had a career in industry. With undergraduate and advanced degrees in electrical engineering from Cornell University, Shu spent five years with Bell Communications Research.

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  1. Melvyn

    excuse me, i thought and cleared the question