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    Hidden Layer Interaction: A Technique to Explore the Material of Generative AI

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    This pictorial describes the process of developing an interaction technique for directly engaging with the hidden layers of a generative AI model for image synthesis. First, we give some background to generative AI in HCI, arguing that current interaction techniques prevent us from directly interacting with the material of AI, foreclosing its use in design. Drawing on inspiration from the Computer Science field of feature visualization, we investigate the materiality of our prototype, a GAN model trained to generate fashion imagery, and show how Hidden Layer Interaction offers an alternative to standard prompting. In doing so, we illustrate how this change in approach leads to new forms of interaction with the internal semantics of generative AI, and demonstrate how one might use Hidden Layer Interaction to engage with AI as a material in design

    Imagining a Soft and Relational Smart Home

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    This paper presents three scenario-based speculations accompanied by material explorations of soft IoT for smart homes based on humidity data. Cycle Lines tracks and displays weekly patterns of humidity levels shown as colored lines in a woven display, Relationscape, a real-time tracker and knitted display of humidity showing the relation between two different households, and Eco-collective, embroidery IoT that changes color depending on the humidity levels of different objects in the household. Based on first-person engagements with humidity sensors placed in the authors’ homes, they imagine new types of soft IoT devices that sense and display relations to humidity data, suggesting a role for mundane,craft-based IoT for smart homes. They express the relational nature of humidity and how it is tied to well-being in the home, among household members and other human and more-than-human inhabitants, as well as the environmental conditions inside and outside of the home. The soft, craft-based approach to imagining futures of IoT for smart homes has feminist commitments and invites for further problematizing domestic labor practices and craft activism in the domestic context

    Outsourcing response-ability:Tales from ‘agile’ governance

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    As Western countries have deepened their levels of digitalisation of the public sector, governments have become increasingly interested in abandoning, or at least loosening, some of the more rigid bureaucratic structures governing the state apparatus and experimenting with the agile methodologies that grew out of Silicon Valley around the turn of the millennium. In this chapter, we argue that this increasingly widespread agile public digitalisation style is creating a need to pay more attention to the development and design, delivery, efficiency, and governance of digital public services, the infrastructures they rely on, and the societal impact of this so-called agile transformation.We suggest understanding this problem through the prism of response-ability, an empirically derived concept consisting of three distinct but overlapping dimensions regarding the ability of the state to (a) respond fast and flexibly, (b) be held accountable for its decisions, and (c) be responsive to citizens and stakeholders. These three dimensions have always been central to democratic statehood but are re-actualised and gain new meaning as they become part of the processes of public digitalisation and agile transformation.The chapter consists of four sections, each presenting a theme within agile and digital public transformation, in relation to which the concept of response-ability comes into play. The themes are governance, insourcing, legacy and maintenance, and citizen involvement. The sections draw on the authors’ knowledge and empirical studies of the public sectors in the Nordic countries and the UK, and draw on various data types, from interviews with key actors to field visits and publicly available documents, as well as, for some of us, previous industry experience.This chapter discusses the governance consequences of the alleged ‘agile transformation’ of digitalising Western states. This transformation process, a consequence of the widespread digitalisation efforts of Western states, builds on a set of values and routines from software engineering which advocate for change in the project management logics of digital public service provision. An ‘agile’ public sector promises to deliver not just more thoroughly digitalised public services, but also better digitalisation by enhancing the speed, flexibility, and innovative capabilities of IT project management. However, such an agile transformation is not easily accomplished, and its implications for the welfare state and traditionally bureaucratic state apparatuses remain unclear. Through the prism of response-ability, we problematise the state's attempted agile transformation from four perspectives – governance, sourcing, legacy and maintenance, and citizenship and user involvement – drawing on empirical studies of the public sectors in the Nordic countries and the UK

    Bias in Danish Medical Notes: Infection Classification of Long Texts Using Transformer and LSTM Architectures Coupled with BERT

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    Medical notes contain a wealth of information related to diagnosis, prognosis, and overall patient care that can be used to help physicians make informed decisions. However, like any other data sets consisting of data from diverse demographics, they may be biased toward certain subgroups or subpopulations. Consequently, any bias in the data will be reflected in the output of the machine learning models trained on them. In this paper, we investigate the existence of such biases in Danish medical notes related to three types of blood cancer, with the goal of classifying whether the medical notes indicate severe infection. By employing a hierarchical architecture that combines a sequence model (Transformer and LSTM) with a BERT model to classify long notes, we uncover biases related to demographics and cancer types. Furthermore, we observe performance differences between hospitals. These findings underscore the importance of investigating bias in critical settings such as healthcare and the urgency of monitoring and mitigating it when developing AI-based systems

    Fréchet Distance in Unweighted Planar Graphs.

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    The Fréchet distance is a distance measure between trajectories in ℝ^d or walks in a graph G. Given constant-time shortest path queries, the Discrete Fréchet distance D_G(P, Q) between two walks P and Q can be computed in O(|P|⋅|Q|) time using a dynamic program. Driemel, van der Hoog, and Rotenberg [SoCG'22] show that for weighted planar graphs this approach is likely tight, as there can be no strongly-subquadratic algorithm to compute a 1.01-approximation of D_G(P, Q) unless the Orthogonal Vector Hypothesis (OVH) fails.Such quadratic-time conditional lower bounds are common to many Fréchet distance variants. However, they can be circumvented by assuming that the input comes from some well-behaved class: There exist (1+ε)-approximations, both in weighted graphs and in ℝ^d, that take near-linear time for c-packed or κ-straight walks in the graph. In ℝ^d there also exists a near-linear time algorithm to compute the Fréchet distance whenever all input edges are long compared to the distance. We consider computing the Fréchet distance in unweighted planar graphs. We show that there exist no strongly-subquadratic 1.25-approximations of the discrete Fréchet distance between two disjoint simple paths in an unweighted planar graph in strongly subquadratic time, unless OVH fails. This improves the previous lower bound, both in terms of generality and approximation factor. We subsequently show that adding graph structure circumvents this lower bound: If the graph is a regular tiling with unit-weighted edges, then there exists an Õ((|P|+|Q|)^{1.5})-time algorithm to compute D_G(P, Q). Our result has natural implications in the plane, as it allows us to define a new class of well-behaved curves that facilitate (1+ε)-approximations of their discrete Fréchet distance in subquadratic time

    Front Matter, Table of Contents, Preface, Conference Organization

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    The TYPES meetings are a forum to present new and ongoing work in all aspects of type theory and its applications, especially in formalized and computer assisted reasoning and computer programming. This volume constitutes the post-proceedings of the 30th International Conference on Types for Proofs and Programs, TYPES 2024, that was held at the IT University of Copenhagen, Denmark, from 10 to 14 June 2024

    Cohesive urban bicycle infrastructure design through optimal transport routing in multilayer networks

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    Bicycle infrastructure networks must meet the needs of cyclists to position cycling as a viable transportation choice in cities. In particular, protected infrastructure should be planned cohesively for the whole city and spacious enough to accommodate all cyclists safely and prevent cyclist congestion—a common problem in cycling cities like Copenhagen. Here, we devise an adaptive method for optimal bicycle network design and for evaluating congestion criticalities on bicycle paths. The method goes beyond static network measures, using computationally efficient adaptation rules inspired by optimal transport on the dynamically updating multilayer network of roads and protected bicycle lanes. Street capacities and cyclist flows reciprocally control each other to optimally accommodate cyclists on streets with one control parameter that dictates the preference of bicycle infrastructure over roads. Applying our method to Copenhagen confirms that the city’s bicycle network is generally well-developed. However, we are able to identify the network’s bottlenecks, and we find, at a finer scale, disparities in network accessibility and criticalities between different neighbourhoods. Our model and results are generalizable beyond this particular case study to serve as a scalable and versatile tool for aiding urban planners in designing cycling-friendly cities

    Exploring the Temporal Dynamics of Facial Mimicry in Emotion Processing Using Action Units

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    Facial mimicry—the automatic, unconscious imitation of others' expressions—is vital for emotional understanding. This study investigates how mimicry differs across emotions using Face Action Units from videos and participants' responses. Dynamic Time Warping quantified the temporal alignment between participants' and stimuli's facial expressions, revealing significant emotional variations. Post-hoc tests indicated greater mimicry for 'Fear' than 'Happy' and reduced mimicry for 'Anger' compared to 'Fear'. The mimicry correlations with personality traits like Extraversion and Agreeableness were significant, showcasing subtle yet meaningful connections. These findings suggest specific emotions evoke stronger mimicry, with personality traits playing a secondary role in emotional alignment.Notably, our results highlight how personality-linked mimicry mechanisms extend beyond interpersonal communication to affective computing applications, such as remote human-human interactions and human-virtual-agent scenarios. Insights from temporal facial mimicry—e.g., designing digital agents that adaptively mirror user expressions—enable developers to create empathetic, personalized systems, enhancing emotional resonance and user engagement

    Introduction: Carbon and Culture Change

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    This introduction and the volume as a whole discuss the transformational role that carbon has come to play in social and cultural life. As a proxy for greenhouse gas emissions, carbon has become a phenomenon that can no longer be accounted for solely within the technoscientific vocabulary of climate scientists or as an economic externality to human modes of production. As a new value form, carbon has entered individual and collective imaginaries across the globe. We contend that this entrance is by no means uniform. The introduction thus attends to carbon as a range of diverse phenomena in human lives and, second, to the way that it can be approached as culture. It continues with a discussion of carbon's potential for generating or promoting change, before turning to the different contributions to this volume, and how they provide unique perspectives on the topic of carbon as a cultural phenomenon. The chapters are thus framed through a focus on the diverse meanings ascribed to carbon in different cultural contexts. In sum, in the introduction, together with the volume as a whole, we demonstrate how paying attention to carbon as a cultural phenomenon allows for a more profound appreciation of when, how and why carbon enables (or sometimes disables) change in the form of green transitions or transformations

    Using Psychophysiological Insights to Evaluate the Impact of Loot Boxes on Arousal

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    This study investigates the psychophysiological effects of loot box interactions in video games and their potential similarities to gambling-related behaviours. Using electrodermal activity (EDA) measurements, the research examines player arousal during loot box interactions and explores whether individuals with higher Internet Gaming Disorder (IGD) severity exhibit reduced sensitivity to these random reward mechanisms. The study employs a custom-designed game, ``A Minute Outside,'' to control experimental conditions and standardise loot box interactions. Participants' IGD severity is assessed using the Internet Gaming Disorder Scale – Short Form (IGDS9-SF), while arousal is measured through EDA, analysing skin conductance responses (SCRs), area under the curve (AUC), and skin conductance level (SCL). By leveraging psychophysiological methods commonly used in gambling research, this investigation aims to provide objective evidence on whether loot boxes function as gambling-like mechanisms at a physiological level. The study contributes to the ongoing debate surrounding gaming disorder and loot box harms, offering insights for game developers and policymakers on the potential risks associated with these monetisation strategies

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