Bilal Naqvi

Jari Porras

Mehar Ullah

Towards Identification of Patterns Aligning Security and Usability

Keywords: security, usability, usable security, patterns

Academic research and existing implementations of various systems and services identify instances of conflict between security and usability. Engineering the right trade-offs between security and usability is often not an easy task. Engineering of such trade-offs is mainly reliant on developers' skills, who are either experts in security or usability. This research aims to assist the developers in engineering the right trade-offs by proposing the use of patterns. Patterns provide benefits like means of common vocabulary, shared documentation, reuse, among others. The use of patterns can assist security and usability developers by influencing their decision-making abilities when dealing with conflicts in other but similar context of use. For the identification of such patterns, the paper presents a three-stage methodology. To instantiate the methodology, a case study was conducted whose results are also presented in the paper.

Introduction

Security and usability are considered as conflicting goals [START_REF] Naqvi | A Methodology for Aligning Usability and Security in Systems and Services[END_REF]. The trade-offs between the two are discussed at different forums not limited to cyber-security and Human Computer Interaction (HCI). Typical examples of the security and usability conflict include (1) complex password guidelines having an impact on memorability, (2) implementation of password masking to protect against 'shoulder surfing attacks' but at the cost of feedback (usability element), among others.

Traditionally security and usability have evolved independently and as different domains, therefore, expertise in both security and usability is hard to find in one person [START_REF] Garfinkel | Usable Security History, Themes, and Challenges[END_REF]. Despite this, the developers are ones who face most of the criticism when the security solutions are unusable, or when usability features pose a threat to systems' security. The domain considering the integration of principles of security and aspects of usability is known as usable security.

The early efforts in the field of usable security date back to 1998 when different properties of usability problems relevant to the development of security systems were identified [START_REF] Whitten | Usability of security: A case study[END_REF]. Despite this recognition, state of the art concerning usable security still has some catching up to do. Practices and trends followed in the large organizations reveal a lack of motivation in considering usable security as a quality dimension [START_REF] Caputo | Barriers to Usable Security? Three Organizational Case Studies[END_REF].

One possible reason for this state is the cost associated with usable security [START_REF] Kirlappos | What Usable Security Really Means: Trusting and Engaging Users[END_REF]. The implementation of security due to the constantly evolving threat environment and usability due to rapid technological advancements has been so demanding that it leaves less time and costs to manage the trade-offs between the two. Among the other reasons for the current state of the art, it is imperative to discuss the following.

 Different perceptions concerning security and usability: The community has a different opinion concerning the existence of trade-offs between security and usability. Most of the research argues the existence of trade-offs between security and usability [START_REF] Garg | Comparison between significance of usability and security in HCI[END_REF][START_REF] Kulyk | Nothing Comes for Free: How Much Usability Can You Sacrifice for Security[END_REF]. However, in parallel with the research establishing the existence of the trade-offs, there is some research classifying security and usability trade-offs as mere myths [START_REF] Sasse | Debunking Security-Usability Tradeoff Myths[END_REF][START_REF] Cranor | Better Together: Usability and Security Go Hand in Hand[END_REF]. When the opinion on the existence of the problem is divided, then it is difficult to effectively contribute towards solving it.  Varying types of users: In the community of users of the same device or application, opinions and requirements concerning security and privacy differ. Therefore, it is difficult to cater to the requirements of such a diverse category of users, which further complicates the task of finding common ground between security and usability and delivering a usable secure system.  Studying the conflicts by different communities in silos: Various communities and interest groups have been studying usable security in silos, independently from each other. Some of these include, (1) SOUPS (Symposium on Usable Security and Privacy), small community studying trends, avenues and advancements in usable security. Much of the content is tactical, rather than being strategic, (2) The cybersecurity community dealing with the wider scope of security services; usability is a minor concern for this community, (3) The software engineering community where security and usability are considered as quality characteristics. Some of the standards provide contradictory perceptions and models for the same software quality characteristics, e.g. definition of usability in ISO 9126 and ISO 9241-11, (4) The HCI community, where the researchers try to explain from a cognitive perspective how users make poor security decisions leading to system compromises. There is no medium for collaboration that enables views from different communities and perspectives to be incorporated.

 Ineffective joint working groups: Because of independent activities, there is a lack of joint efforts concerning usable security. However, there exist multiple working groups specifically on usable security, but combining their findings to come up with a strategic vision for usable security, remains a challenge.

 Lack of strategic approach: Much of the work related to usable security suffers from a cosmetic approach that is the solutions are limited to specific problems, rather than contributing towards the management of the conflicts in general [START_REF] Garfinkel | Usable Security History, Themes, and Challenges[END_REF]. For example, there was a perception that CAPTCHA (Completely Automated Public Turing Test to Tell Computers and Humans Apart) poses readability problems for the users, therefore, new CAPTCHAS were developed that allow the user to select relevant images in response to the challenge. The question that remains valid for the community to address is, 'do we need CAPTCHAS?'. The prime purpose of CAPTCHA is to protect against denial of service (DoS) attacks, which is the re-sponsibility of the service provider, and then why the user should bear the burden to deal with the CAPTCHA especially when they cause deviation from the users' primary task. Likewise, the majority of the work on usable security has been on the operational and tactical level and therefore, has a cosmetic effect on the usable security problem. However, what is required in this regard are the long term and strategic solutions, for example, a requirement-engineering framework for aligning security and usability during the phases of the system development lifecycle (SDLC).

Moreover, one aspect on which there is a consensus among different groups working on usable security is to focus on learning and assisting the developers in handling the security and usability conflicts. This forms the primary research question addressed in this paper, which is 'how to assist security and usability developers in handling the conflicts and identifying suitable trade-offs while enabling learning in a specific context of use? This research advocates the concept of 'usable security by design', which is aimed at assisting the developers in handling the conflicts and identifying suitable trade-offs by using design patterns. Each design pattern solves a recurring design problem in a particular context of use. Using the patterns' approach can be advantageous not only for the developers but for the organizations as well. Software development organizations can also contribute to the catalog of patterns, based on previous experiences from the projects. Furthermore, using the patterns while ensuring effective management of the trade-offs does not affect the timely completion and costs associated with the project.

There are some existing usable security design patterns, but there is a need to collect those patterns, add them to a catalog and disseminate the catalog among the developers and designers. Furthermore, it is imperative to identify more patterns to be added to the catalog. For identifying more usable security patterns, the proposal for a three-stage methodology is presented in this paper. The remainder of the paper is organized as follows. Section 2 presents the background and literature review. Section 3 presents the proposed methodology for the identification of usable security patterns from existing implementations. Section 4 presents a case study to instantiate the proposed methodology. Section 5 presents the discussion and avenues for future investigation identified after the workshop, and Section 6 concludes the paper.

Background and literature review

In line with the research question addressed in this paper, the literature review was conducted considering the following objectives.

1. To rationalize the use of patterns as a way of assisting developers in handling interdisciplinary conflicts e.g. security and usability conflicts. 2. To identify existing usable security patterns (if any) and methodologies for identification for such patterns.

The authors [START_REF] Cranor | Security and Usability[END_REF] state, "insufficient communication with users produces a lack of user-centered design in security mechanisms". Both usability and security professionals recognize the importance of incorporating their concerns throughout the design cycle and acknowledge the need for an iterative rather than a linear design process. The use of patterns allows the concerns from both security and usability viewpoints to be incorporated right from the start of system development lifecycle. Patterns' ability to be improved over time and incorporate multiple viewpoints make them suitable for interdisciplinary fields like usable security [START_REF] Naqvi | A Methodology for Aligning Usability and Security in Systems and Services[END_REF]. Handling the security and usability concerns earlier in the development lifecycle helps in saving significant costs and delays associated with re-work.

An architect Christopher Alexander in the book 'A Pattern Language' originally introduced the concept of patterns [START_REF] Alexander | A pattern Language[END_REF]. Deriving inspiration from this, the same concept was implemented in computer science particularly in software engineering to assist the designers of the system, while providing guidelines and high-level principles. A similar concept was introduced in HCI to assist the development of user interface design (e.g. [START_REF] Tidwell | Designing Interfaces[END_REF][START_REF] Welie | Patterns in Interaction Design[END_REF]).

Each pattern expresses a relation between three things, context, problem, and solution. Patterns provide real solutions, not abstract principles, by explicitly mentioning the context and problem and summarizing the rationale for their effectiveness. Since the patterns provide a generic "core" solution, its use can vary from one implementation to another.

Furthermore, the patterns have three dimensions: descriptive, normative, and communicative [START_REF] Mor | Participatory Patterns Workshops Resource Kit[END_REF]. From the perspective of usable security, the communicative dimensions of the patterns enable different communities to discuss design issues and solutions. Patterns also prove effective in the domains, which lack an existing body of knowledge; in such cases, the patterns assist in identifying effective practices as they emerge and capture them as objects for discussion, scrutiny, and modification [START_REF] Mor | Participatory Patterns Workshops Resource Kit[END_REF].

In line with the second objective of the literature review, it was identified that the authors [START_REF] Ferreira | Usability and Security Patterns[END_REF] while listing 20 usable security patterns also presented the results after analysis of commonly used software browsers like Internet Explorer, Mozilla Firefox and email clients like Microsoft Outlook. It was revealed that the identified patterns had a 61.67% application in the analyzed software implementations. The authors state "patterns make sense and can be useful guide for software developers". However, the work was limited to listing the patterns and justifying their usage.

The authors [START_REF] Garfinkel | Symposium on Usable Privacy and Security (SOUPS)[END_REF] presented a list of patterns to align security and usability. They classified the patterns into two categories: data sanitization patterns and secure messaging patterns. Different patterns listed include, 'explicit user audit', 'complete delete', 'create keys when needed', among others.

The authors [START_REF] Munoz-Arega | A methodology for designing information security feedback based on user interact patterns[END_REF] proposed a set of user interface design patterns for designing information security feedback based on elements of user interface design. Furthermore, the authors created prototypes incorporating the user interface patterns in the security feedback to conduct a laboratory study. The results of the study showed that incorporating the elements of usability interface design patterns could help in making security feedbacks more meaningful and effective.

The authors [START_REF] Naqvi | A Methodology for Aligning Usability and Security in Systems and Services[END_REF] presented a methodology for deriving usable security patterns during the requirements engineering stage of system development. The methodology relies on handling the conflicts during the early stages of system development and documenting the suitable trade-offs in the form of design patterns for reuse. What distinguishes the methodology presented in this paper from the work [START_REF] Naqvi | A Methodology for Aligning Usability and Security in Systems and Services[END_REF] is that the methodology discussed in this paper focuses on identifying and documenting instances of good implementations by experienced developers in the form of design patterns. This is more of a bottom-up approach involving the identification of the patterns from existing implementations. However, the work [START_REF] Naqvi | A Methodology for Aligning Usability and Security in Systems and Services[END_REF] focuses on the creation of new patterns based on system requirements where possible trade-offs are identified and managed. The managed trade-offs are documented as patterns for implementation in the specific project and reuse by other developers.

Methodology for the identification of usable security patterns

In this section, the proposed three-stage methodology for the identification of usable security patterns is presented. As stated earlier, the methodology is based on identifying new patterns from existing implementations, which are setting good practices in the industry (see Fig. 1). This methodology provides uniform means to identify new patterns, and an opportunity for various stakeholders to contribute towards identification of the patterns and building the usable security patterns catalog. Particularly, from the industrial perspective, it can enable documenting new patterns from the implementations by experienced developers, thereby facilitating the learning and training of new developers. The first stage involves the selection of a common usable security problem. For the selection of a usable security problem, the experts can utilize one of the instruments such as surveys involving end-users, cognitive walkthroughs, heuristic evaluations, to mention a few. The next step is to identify existing implementations addressing the problem. Since the implementations can have different ways of approaching the problem, therefore, to document the best implementation as a pattern it is imperative to fulfill the 'Rule of Three'. The rule of three requires at least three instances of similar implementations before a pattern could be identified and documented [START_REF] Mor | Participatory Patterns Workshops Resource Kit[END_REF]. Once three instances of similar implementations for a particular problem are identified, the pattern is documented on a standard template. The details of usable security patterns' template are presented elsewhere [START_REF] Naqvi | Interdependencies, Conflicts and Trade-offs between Security and Usability: Why and how should we Engineer Them?[END_REF]. Furthermore, selection of the best implementation is mainly based on the expertise of the professionals who are identifying it, however, to formalize the process it can also include evaluating the implementation with respect to a predefined set of heuristics. Defining such a set of heuristics for the evaluation would be considered as a part of the future work.  Stage 2: The second stage involves a review of the newly documented pattern by one or more experts in the field. This stage involves activities like selection of expert(s) and gathering the reviews. Based on reviews the pattern is either accepted, which means it is ready to be finalized (Stage 3), or require modification, which means it goes back for modification to the experts who identified it during Stage 1, and in other cases, it may be rejected, which means it is discarded. The review by experts besides validation of the pattern has two advantages, (1) ensuring compliance with the underlying standards and best practices concerning security and usability, and (2) ensuring that the solution proposed in the pattern manages the trade-off effectively. The expert(s) review concerning each pattern is recorded on a checklist (see Table 1). -Accept: The accepted patterns are added to the catalog. The patterns in the catalog can be disseminated among the community of developers and designers. The ways of disseminating the patterns include online pages, pocketbook for developers, and whitepapers. -Modify: The documented pattern is referred back to the security and usability experts who identified it. The proposal for modification is considered and after necessary amendments, the pattern is subjected to review for the second time.

-Reject: The rejected patterns are discarded; however, the recommendations are considered for compliance in the other identified patterns with similar as well as the other context of use.

Instantiating the methodology: A case study

To instantiate the methodology and identify a usable security pattern from existing implementations, a case study was conducted. The participants in the case study were the members of the software engineering laboratory at LUT University. Participation in the case study was voluntary. The objective behind the case study was to identify instances of good implementations by experienced developers, which set best practices in the field concerning the problem described below.

Case Description:

Mobile devices, particularly smartphones and tablets have become an inseparable companion for human users, as they have a wide range of features not just limited to communication. With such increased usage, we have seen an increase in cases of loss/theft of mobile devices, which ultimately leads to data breaches.

Consider a scenario when someone's smartphone is lost. if the lost smartphone it was locked, the victim would still be worried about ways in which an adversary could bypass the authentication mechanism and get access to the device. Access to the device could mean a breach of privacy and identity (if payment options were linked to the lost device). The authors [18] report a user study revealing that 50% of the respondents did not feel protected in case of loss/ theft of their smartphone. Based on the scenario, the following problem statement was formulated.

Problem Statement:

In case of loss/theft of the users' device, the data on the device increases the impact of loss in the form of breach of privacy. The user needs to have trust and protection feelings to be able to use the device for personal/work purposes.

Stages of Case Study:

 Stage 1: This first stage involved the selection of the usable security problem. The results of a survey [18] led to the selection of the problem. While identifying the implementations addressing this problem, a solution 'remote data deletion' was identified. The next step involved the application of the 'rule of three'. Once three similar implementations addressing the problem were identified, the pattern (pre-sented in Fig. 2) was documented on the standardized template. The solution offered by the pattern for the problem stated above is to "Offer the user with remote deletion functionality hosted by the mobile vendor or mobile service provider via a usable secure interface". A secure service available online will work in this regard. It should offer the remote deletion by invoking the restore factory settings procedure, which would erase all the information from the device in case of loss/theft. This procedure not only ensures the security of data but also incorporates the human aspect of security, achieving human satisfaction and trust (elements of the global usability).

Implementations of this pattern are available in the form of a "remote data deletion" functionality made available by smartphone manufacturers like Samsung and Apple for their users. Now the question arises who will use this pattern when this feature is already implemented? One scenario for the application of this pattern is in the case of other mobile devices including PDAs for inventory records, GPS, etc. To reduce the impact of loss in case of loss/theft of a device carrying sensitive personal/business information.  Problem statement: In case of loss/theft of the users' device, the data on the device increases the impact of loss in the form of breach of privacy. The user needs to have trust and protection feelings to be able to use the device for personal/work purposes.  Context of Use: Whenever there is loss/theft of device carrying user's data, which can lead to a breach of data.  Affected Sub Characteristics: The sub-characteristics of usability and security being affected/involved when this pattern is applied.

A Subsection Sample

 Usability: satisfaction, trust, efficiency in use  Security: privacy, confidentiality, integrity  Solution: Offer the User with remote deletion functionality hosted by the mobile vendor or mobile service provider via a usable secure interface.  Discussion: Even if the lost smartphone was locked, the human user can still be bothered by breach of their privacy and the device's security. However, when the data has been removed from the device, the impact of loss can be minimized to an exclusively monetary loss.  Type of service: Mobile devices or similar used in the same context.  Target Users: developers, designers  Epilogue: Improved data protection and reduced impact of loss.  Related Patterns: Can be added later from the catalog.

It is imperative to state that as per classification, the pattern (presented in Fig. 2) is a data/device protection usable security pattern. Other classifications of usable security patterns include usable authentication, usable security interface, among others. For example, a usable security interface pattern is presented in [START_REF] Naqvi | Interdependencies, Conflicts and Trade-offs between Security and Usability: Why and how should we Engineer Them?[END_REF].

 Stage 2: This stage involved the validation of the pattern by the experts. It is pertinent to state that the pattern presented in Fig. 2 is a validated version of the pattern after reviewing by the experts. The items in italic were added based on experts' recommendations. The pattern review checklist from one of the experts is presented in Fig. 3.

Discussion

The presentation of the methodology during the workshop generated a discussion from which we identified the following avenues for future consideration.

 Evaluation of instruments for identification of the usable security problem:

There is a need to evaluate different instruments that can help the security and usability experts in identifying the usable security problems with efficacy. For example, some of these instruments include:

-Surveys, involving end-users' feedback and qualitative assessment of the problems faced by users while using a security system or service.

-Heuristic Evaluations, which are conducted by experts to identify usable security problems due to violations of usability heuristics and security policies. -Cognitive Walkthrough, the security and usability experts inspect the user interfaces of security systems and services by going through a set of tasks and evaluating its understandability, ease of use and learning from the perspective of the targeted population. -Contextual Inquiry, that consists of observing services and systems in use within the context of participants' daily activities and asking for explanations as interesting events arise (security problems, usability problems, comments from users) -Semi-structured interviews, online or on-site with the users of security systems and services. The interviews would be focused on specific usability problems arising from security implementations. -Use of tools, within a lab, the users can be recruited to use security systems and services in a controlled environment. The human system interactions can be recorded using specialized tools like Morae or Observer XT.  Adding quantitative aspects to the methodology: One dimension that needs further investigation is the addition of a quantitative method in the selection of the best implementations while documenting patterns. As stated in Section 3, the methodology considers only the qualitative aspects (expertise of professionals) in the selection of best implementations, therefore, considering the quantitative aspects will support the security and usability experts in selecting the best implementations for identifying and documenting new patterns. A quantitative methodology would also require a set of metrics to assist the identification of best implementations, for example, NUC (number of user complaints) is one such metric that can help in determining the best implementations from the user perspective. The lesser is the NUC, the better is the implementation from the user point of view. However, there is a need to identify a set of these metrics and incorporate their values by assigning weights to come up with a final valuation of the implementations quantitively. This valuation can be used by experts in the selection of the best implementations addressing the usable security problem under consideration.  Assessing the across system properties perspective: Bouzekri et al., presented their work on "Characterizing Sets of Systems: Across-Systems Properties and their Representation" during IFIP WG 13.2 & WG 13.5 Workshop at INTERACT 2019, an interesting aspect to consider from the perspective of our work is the effect of with-in systems and across system properties on the identified patterns. Considering the across system properties perspective, an important question to address is, do we need different patterns addressing the same usable security problem but requiring different solutions due to the nature of the context in which these systems are deployed?  Formalizing the process of selection of experts for review: To have a set of experts for validation of the identified patterns, the work presented by Larusdottir and Kyas during the workshop identifies a mechanism that can be incorporated for selecting the right set of people for performing a validation job. The authors presented their work related to the selection of an agile team for a developing development task. However, learning from their approach can be useful in formalizing the process of selection of experts.

Conclusion

Inter-dependencies and trade-offs between security and usability need to be approached strategically. The three-stage methodology presented in this paper is an attempt in this regard. Efforts need to be put in to develop a framework within the scope of the system development life cycle (SDLC) for eliciting the conflicts between security and usability while identifying suitable trade-offs between the two. The use of patterns can also be influential in documenting the outcomes of employing such frameworks. Patterns can assist also assist in improved communication between various segments working on the project more precisely the security and usability teams.

Additionally, the use of patterns does not only assist the developers within the organizational setting but also free-lancers in assessing the usability of their security options and vice versa. Furthermore, one pattern only solves one problem in a particular context of usage; therefore, an entire catalog of usable security patterns is required just like the user interface patterns catalog. The development of such a catalog is a time-consuming process and requires community-level efforts, therefore, we intend to present our proposal of using patterns and the methodology for identifying patterns to participants of the Human-Centered Software Engineering and HCI community for their feedback and participation in the development of the usable security patterns catalog.

Fig. 1 .

 1 Fig. 1. The Proposed Methodology for Identification of Usable Security Patterns

 Stage 3 :

 3 This stage comprises the following activities subject to the decision by the expert(s):

Fig. 2 .

 2 Fig. 2. Data Deletion Pattern

Fig. 3 . Stage 3 :

 33 Fig. 3. Data Deletion Pattern Review Checklist

Table 1 .

 1 Usable Security Pattern Review Checklist

Usable Security Pattern Review Checklist Description: For the pattern under consideration fill in the columns below. Accessing ISO standards on security and usability is highly recommended to ensure compliance Name of the pattern Relevant to Usable Security Effectively Manages the trade-off Compliance with the standards and best practices Decision Additional Recommendations

	/*Unique name of the	Y	N Y N Y/N	Y	N Y/N  Accept	Include recommenda-tions for improve-
	pattern */				 Modify	ment	of	pattern,
					 Reject	proposal for modifi-cation, compliance to
						the standard, reasons
						for rejection, etc.

Acknowledgment

The first author wishes to thank Professor Ahmed Seffah for his feedback during the initial phases of this research.


Parisa Saadati
email: parisa.saadati@uwl.ac.uk

José Abdelnour-Nocera

Proposed System for a Socio-technical Design Framework for Improved User Collaborations with Automation Technologies

Keywords: sociotechnical, human work interaction design, automation, augmentation, Industry 4.0

To improve human performance, interactive technologies are going towards more automated systems that involve computers, robots and cyber-physical systems into the decision-making process. While automation can lead to increased performance and reduced impact of human errors, interactive technologies without optimal design can have a negative impact on the experience of operators and end-users, leading to suboptimal performance of the automated systems. In this research, we aim to evaluate and refineHuman Work Interaction Design (HWID) framework to be applicable in various highly-automated settings including Industry 4.0 environments. This will be performed via a thorough literature review as the first step. The list of identified factors playing a potential role in various interactive systems will then be evaluated and optimised in three case studies. We will try to understand how to maximise collaborations between the users and the machine in interactive systems. A practical approach for evaluating both employees' and end-users' perspectives in three scenarios with different levels of automation will be assessed. We will evaluate the outputs in multiple levels of organisations, employees and end-users. The ultimate output of the study will be a framework or model that will help in designing future research studies for various automation scenarios, especially semiautonomous systems that involve high levels of interaction between users and the machine. We will provide guidelines for implementation of the proposed framework in different scenarios. We expect that the framework output of this research will provide a comprehensive guideline applicable to many Industry 4.0 technologies.

Introduction

During the life cycle of any organisation, a variety of environmental stimuli will influence its operations and decision-making processes. These external factors are dependent on economic and social factors, political and legislative changes, and developments in technology and human knowledge. The internal environment may also influence various processes and elements of an organisation such as the staff, information and monitoring systems or management policies [START_REF] Barricelli | Human Work Interaction Design[END_REF]. Complex organisational systems inevitably rely now on large-scale software-intensive systems. In this paper, we hint at a possible sociotechnical HCI framework with customized value propositions and a case presentation for a future investigation of three different scenarios with different levels of automation. Socio-Technical System Design (STSD) developments have identified and addressed several problems in understanding and developing complex systems. Despite many positive outcomes, these methods have not materially changed industrial software engineering practices. One of the main reasons behind this is involving users only in the testing stage of any new system development instead of the design process [START_REF] Baxter | Socio-technical systems: From design methods to systems engineering[END_REF].

Currently, 'automation' is one of the main means for supporting operators using systems that feature high complexity. Automation allows designers to transfer the burden from operators to machine by re-allocating the system tasks that were previously performed by human [START_REF] Barricelli | Human Work Interaction Design[END_REF].Researchers have studied different aspects of implementation of advanced interactive technologies employing automation in different platforms [START_REF] Barricelli | Human Work Interaction Design[END_REF][START_REF] Barricelli | Human Work Interaction Design[END_REF][START_REF] Abdelnour-Nocera | Human Work Interaction Design of the Smart University[END_REF][START_REF] Clemmensen | A Human Work Interaction Design (HWID) Case Study in E-Government and Public Information Systems[END_REF][START_REF] Dikmen | Trust in Autonomous Vehicles[END_REF][START_REF] Parasuraman | A model for types and level of human interaction with automation[END_REF].

Organisations can now improve operations and decision making by implementing cyber-physical systems (CPS) and internet of things (IoT), and potentially linking them to blockchain technology in the future. Rising integration of Internet of Everything (IoE) into the industrial value chain is the foundation of "Industry 4.0" technologies [START_REF] Hermann | Design Principles for Industrie 4.0 Scenarios[END_REF]. These technologies can improve the end-users' experience via increasing the self-service options, optimising operations and security processes, and enhancing ground asset management and connectivity.

An important point to consider is that implementing new technologies in a complex service-driven work environment (e.g. an airport terminal) does not necessarily and automatically guarantee a positive response from workers and customers [START_REF]The fourth Industrial Revolution[END_REF]. Hence, developments towards future 'smart workplaces' need to be carefully designed in order to achieve expected service quality goals for both end-users and employees. The main purpose of this study is to identify all humanistic/social and technological elements in the design of newly automated systems applicable to Industry 4.0 that are affecting the human and machine collaborations. This paper is organised as follows. Section 2 introduces the findings of the literature review on different factors affecting the human and machine collaborations and categorising them into three main categories. Section 3 proposes the future research outcome by investigating into these factors from three case studies; university library, research platform and an airport.

Review

Automating a process that is embedded into people's everyday lives will surely impact their experience. Automation replaces or rearranges people's practices and habits that may have been developed over long periods. Therefore, using automation in interactive systems requires consideration of potential changes on human activity and the new coordination demands on the human operators. These experiences highly depend on the type and level of automation [START_REF] Parasuraman | A model for types and level of human interaction with automation[END_REF] and to what extent the developer has allowed the machine to make decisions.

Technological elements of interactive systems

Around 1970s and after a series of technological advances labelled as the third industrial revolution (also called "the digital revolution"), the transition towards the fourth industrial revolution (Industry 4.0) is now undergoing that will transform the design, manufacturing, and operation of various products and systems [START_REF] Parasuraman | A model for types and level of human interaction with automation[END_REF]. The increasing integration of the Internet of Everything (IoE) into the industrial value chain has built the foundation for this revolution [START_REF] Hermann | Design Principles for Industrie 4.0 Scenarios[END_REF]. The increased connectivity and interaction among systems, humans and machines support the integration of various automated or semi-automated systems, and hence, increasing flexibility and productivity [START_REF] Davies | Industry 4.0: Digitalisation for productivity and growth[END_REF]. These automated systems will lead to interconnected manufacturing systems and supply chains with their own challenges.

To achieve sufficient autonomous awareness in a system, efficient integration of smart sensors and mobile devices is required alongside industrial communication protocols and standards. Economic impact of this industrial revolution is supposed to be huge [START_REF] Davies | Industry 4.0: Digitalisation for productivity and growth[END_REF], as it promises substantial increase in operational effectiveness as well as the development of new business models, services, products and organisational structures and culture [START_REF] Davies | Industry 4.0: Digitalisation for productivity and growth[END_REF][11][12].

Three key components of Industry 4.0 are Internet of Things (IoT), Cyber-Physical Systems (CPS), and smart workplaces. The main objects commonly used in the Industry 4.0 are RFID (radio-frequency identifiers), sensors, actuators, and mobile phones that interacts with each other and cooperate with their neighbouring smart components to reach the common goal. For all these smart objects and people who are going to collaborate with them, there is a need for setting technical standards to enable them to work. Industry 4.0 advancements [START_REF] Parasuraman | A model for types and level of human interaction with automation[END_REF] are categorised into 4 main principles in general:

1. Technical assistance, 2. Interconnections, 3. Decentralised decisions, and 4. Information transparency.

The main focus of this research will be on the "Collaborations" sub-principle of the "Interconnections" principle (which includes Collaborations, Standards and Security).

Three type of collaborations are considered in the context of Industry 4.0: humanhuman, human-machine and machine-machine collaborations. As a result of recent advances in smart interactive systems, employees' experience and access to technology have increased substantially. Recent development of using smart technologies in new domains such as health, education, finance and the impact of Industry 4.0 technologies in manufacturing and logistics have raised new challenges for Human Computer Interaction (HCI) researchers and practitioners.

Human Work Interaction Design

Human Work Interaction Design (HWID) is a comprehensive framework that aims to establish relationships between extensive empirical work-domain studies and HCI designs. It builds on the foundation of Cognitive Work Analysis (CWA) [START_REF] Clemmensen | A Human Work Interaction Design (HWID) Case Study in E-Government and Public Information Systems[END_REF]. HWID is currently positioned as a modern lightweight version of CWA. HWID studies how to understand, conceptualise, and design for the complex and emergent contexts in which information and communication technologies (ICT) and work are entangled [START_REF] Barricelli | Human Work Interaction Design[END_REF]. HWID models are based on the characteristics of humans and work domain contents and the interactions during their tasks and decision making activities (Figure 1). HWID focuses on the integration of work analysis (i.e., CWA methods) and interaction design methods (e.g. goal-oriented design and HCI usability) for smart workplaces. The ultimate goal of HWID is to empower users by designing smarter workplaces in various work domains.

Figure 1. The HWID framework [START_REF] Clemmensen | A Human Work Interaction Design (HWID) Case Study in E-Government and Public Information Systems[END_REF] For applying HWID models to specific workplaces we need to consider several independent and entangled factors [START_REF] Clemmensen | A Human Work Interaction Design (HWID) Case Study in E-Government and Public Information Systems[END_REF]. Considering numerous theories, concepts, techniques and methods developed for other work environments is the first step. Environmental contexts such as national, cultural, geographic, social and organisational factors will have an important role in designing optimal HWID models, as they impact interaction between users (i.e. both operators and employees) and smart systems in their work and life. There are more work-related factors including the users' knowledge/skills, application domain, work contents and goals, as well as the nature of tasks or newly introduced technologies to be considered in the interaction performance. Developing HWID models requires establishing design goals, evaluation of usability and user experience, engagement of all stakeholders, and provision of transparent design processes.

Smart Workplace

"Smart Workplace" is a vision where the organisation is fully connected with all stakeholders via proactive adaptation to the real-time needs of the organisation including operational necessities and customer requests. As an example, security concerns in airports necessitate more investigations prior to the boarding, which results in long queues and waiting times for passengers. Hence, airports need to be more innovative in operations and handling of stakeholders (passengers and workers) and their needs in real time.

Humanistic elements of interactive systems

To address human element in designing complex interactive systems, design fiction and design ethnography should be linked [START_REF] Lindley | Anticipatory Ethnography: Design Fiction as an Input to Design Ethnography[END_REF]. This is in line with considering the impact of anthropology on the design's future-orientedness by understanding the cultural meanings and sensitivity to values and context [START_REF] Otto | Design Anthropology: A Distinct Style of Knowing[END_REF]. Analysis of the allocation of functions is necessary to identify the optimal distribution of both functions and tasks between a partly-autonomous system and the user [START_REF] Barricelli | Human Work Interaction Design[END_REF]. Physical support of human workers by robots or machines is an important aspect of new technologies. This is due to involvement of users in conducting a range of tasks that are unpleasant, too exhausting or unsafe [START_REF] Awais | Human-Robot Interaction in an Unknown Human Intention Scenario[END_REF][START_REF] Kiesler | Human-Robot Interaction[END_REF]. For an effective, successful, and safe support of users in physical tasks, it is necessary that robots or machines interact smoothly and intuitively with their human counterparts [START_REF] Awais | Human-Robot Interaction in an Unknown Human Intention Scenario[END_REF], and that humans are properly trained for this kind of human-machine collaboration [START_REF] Hermann | Design Principles for Industrie 4.0 Scenarios[END_REF].

The value of information. In collaborations between human and machine, the value of information is now more recognised given high power of the machine in decisionmaking in highly-automated systems. For instance, informing users about the sensor's reading power of Tesla's automated car can significantly increase their trust [START_REF] Dikmen | Trust in Autonomous Vehicles[END_REF].

However, other studies show that the number of information items or tasks users receive in an automated process should be personalised and up to the point of their desire/tolerability. Not enough functions allocated to a user will lead to underload and boredom and thus decreased performance. [START_REF] Yerkes | The relation of strength of stimulus to rapidly of habitformation[END_REF] Too many allocated functions will lead to cognitive, perceptive or motoric overload and increase negative emotions (e.g. stress, anxiety) [START_REF] Kirk | Employee assistance programs: A review of the management of stress and wellbeing through workplace counselling and consulting[END_REF] and user's error. [START_REF] Yerkes | The relation of strength of stimulus to rapidly of habitformation[END_REF][START_REF] Barricelli | Human Work Interaction Design[END_REF] Meanwhile, users can cope with emotions after spending some time with the autonomous technology and developing some routines.

Providing an abundance of information and transparency is an important hypothesis in interactive technologies. Trust, transparency and acceptance of losing control (i.e. shared authority between the user and system [START_REF] Hermann | Design Principles for Industrie 4.0 Scenarios[END_REF]) can improve the interaction of the user by revealing the ambiguous feelings toward the automation. Other psychological factors under study include worries about practical challenges and security of the technology (e.g. hacking a system) and reliability of the process itself (e.g. flat mobile phone battery for systems that rely on applications). Users may lose their trust in decision-making of an automated system when other humans who will not follow the same process are involved and can impact on the outcome (e.g. if fishermen not using a specific application access to more fish than those using that application).

An important situation is when responsibilities are shared between users and the system. Ability to identify responsible party related to a bad outcome (i.e. user error versus system failure) can impact the performance of users [START_REF]The fourth Industrial Revolution[END_REF]. Controllable designed interface and environment of work, as well as feeling safe while using new technologies, are among other factors that can increase the performance of the users.

Involving users in the design process. The design process should determine the content and format of information to be shared with users in order to create an experience of certainty and trust. Feedback from the users plays a major role for designing such systems. However, the amount and format of the feedback must be well chosen, otherwise it might question the main advantage of automation itself.

Research needs to bridge the gap between the micro-perspective of technology specifications and the macro-perspective of how life will and should change through implementation of that technology. Enacting future systems "in the wild", as a particular form of prototyping, is certainly an important element of this bridge.

Motivating the users to engage with the new technologies is still a challenge due to lack of understanding of the end-users' individual experience and interaction with such technologies. Users can have different roles or backgrounds that can affect their discovery, collaboration and learning of the interactive system [11].Researchers have tried to recruit users for testing their interaction via use of flyers or instructions explaining the technology (a process known as augmentation) [START_REF] Wouters | Uncovering the Honeypot Effect: How Audiences Engage with Public Interactive Systems[END_REF].

Furthermore, engaging users in designing the automated or augmented product will change their interaction time. The development teams need to familiarise themselves with space and environment of practices, build trust with the employees and improve design ideas. Studies suggest the relations between modes of discovery, design improvements, interaction and socio-spatial aspects. These relations can be developed more as an analytical and design tool to redefine the borders of opportunities for social interaction in daily automated spaces.

Summary of the review

We believe that there are unmet needs for evaluation and identification of both technical and humanistic factors involved in partly-autonomous systems [START_REF] Parasuraman | A model for types and level of human interaction with automation[END_REF][START_REF] Barricelli | Human Work Interaction Design[END_REF]. Unlike the extensive technical literature on automation, there is a small research base examining the human capabilities involved in work with automated systems [START_REF] Parasuraman | A model for types and level of human interaction with automation[END_REF].

Several factors such as sociological and psychological exchanges, ergonomic, cultural relativity, technology availability and acceptance, etc.,have been proposed to be involved in human-machine collaboration in various settings, especially in higher levels of automation. However, the main problem is that there is no comprehensive list of these factors, and no previous study has tried to develop a model based on these factors. Such a model will be helpful to system designers for developing any new interactive highly-automated system.

We therefore see HWID framework as a funnel for socio-technical design, automation technologies, and information system (Figure 2). For investigating independent and entangled factors related to human and machine collaborations in automated systems, we propose a practical approach for evaluating both end-users' and employees' (or operators') perspectives in an automatous environment.

First step (current stage) in this research is to produce a list of relevant factors from different sources including: review of the relevant literature, contact and interview with experts in this domain, and observation of some smart workplaces. This comprehensive list will then be evaluated and optimised in two scenarios (scenario 1, Univer-sity of West London Library, and scenario 2, Indian Research Platform). These scenarios were selected carefully based on potentially important factors including sociobehavioural (e.g., work pattern), psychological (e.g., trust in system), demographical (e.g., wealth and ethnicity), and geographical characteristics of their user populations.

We will analyse previously available (via literature review and expert opinions) and newly-gathered data (via questionnaires and interviews) to produce a model to be validated onscenario 3 settings (i.e.,London based airport). By several iterations in this highly automated environment we will refine and provide the final output of the study, which will be a tool/guideline for designing HWID models for various interactive technologies. Figure 3 below depicts the proposed process of research in this study.

Figure 3. Research procedure

Given the variety of environments and different levels of automation, we will potentially achieve different lists of factors that affect the performance of both operators and systems. This will help us to update the list for different environments. In the final scenario, current shortcomings and future opportunities will be evaluated by using an HWID model for future smart workplaces using Industry 4.0 framework.

Conclusion

In summary, the overall objective of this paper was to present a review of the possible theoretical background for a to-be-developed sociotechnical HCI framework, including customized value propositions for the work domain of choice, and, finally, to present three scenarios to be considered in future research. One of the outcomes that the current stage is a comprehensive list category in main principle and number of sub-principles of the factors impact the machine and human counterpart collaboration from sociotechnical perspective. This is what we hoped to illustrate with this paper as start of a series of papers in different scenarios with various automation level.

Figure 2 .

 2 Figure 2. Main scopes of proposed HWID research on user collaboration with automation in complex settings


Danzhu Li
email: lidanzhu@me.com

Gerrit C Van Der Veer
email: gerrit@acm.org

Supporting the Experience of Stakeholders of Multimedia Art -Towards an Ontology

Keywords: Contemporary Visual Art Ecosystem, Stakeholders, Ontology

We introduce the rapid change of the visual art ecosystem, triggered by current science and technology development. ICT enables new multimedia based an interactive art forms, with an increasing variety of stakeholders. We provide examples of audience involvement, of immersion, and of brain-computer interaction as a new paradigm for participation. We point to the use of new material dimensions, as well as to expanding shared creation and cognition. We also point to opportunities to apply this development to accommodate special needs. In order to support the dissemination of these possibilities, we advocate the development of a task-modeling based ontology to describe, analyse, and support the evolving art ecosystem.

1

Visual Art on the Move Our profession includes to support modern art, i.e., to teach, and to publish, relevant knowledge and skills to participate in the current and future art ecosystem. For the various stakeholders, the relevant view will be different, but stakeholders need to collaborate and communicate so a common language is needed that supports an intuitive cultural base. We are aiming on that and we intend to discuss this with the workshop / panel. From ancient times, innovation of tools and techniques did push art to a new level. But today, with ICT, dramatic changes occur everywhere, including in the world of visual arts. Rich media, as well as information visualization, became a common way of modern visual communication, and these interact with each other.

We have been exploring how contemporary artists are modifying the relationship between human beings and new realities. This will lead to an expansion of the multidimensional concept of experience, including the notion of values of visual art for its different stakeholders.

This paper analyses the current situation and developing trends of contemporary visual art from the perspective of enriching all stakeholders' experience, which suggests that contemporary visual artists should be aware. Through observation, practice, interviews and other research methods, we analyze and study the development and changes of the work and survival of stakeholders in contemporary visual (mainly interactive) art. Contemporary visual arts move to a cross disciplinary or interdisciplinary context, related to the development of science and technology and the change of human aesthetic ability. A new type of cross-border artists is coming out, and the evolution of society will make the space of art broader, evolving to a new visual art ecology. [START_REF]LuXun academy of fine arts (LAFA[END_REF] Different Experiences Brought by Science and Technology

Under the influence of science and technology, new forms of art have emerged. These new terms may be controversial, but their names do reflect a future trend of contemporary art: digital art; interactive art; technique art; generative art; bio art; and singularity art [START_REF] Qin Tan | Singularity Art -How Technology Singularity Will Impact Art[END_REF]. We observed that visual art in due time approaches motion art. In relation to this, the operations of the artists and performers changed, including a gradual transfer from mainly perceptual motor skill activities to cognitive activities, gradually including application of ICT. It urges us to predict the short-term future of art, based on our collection and collation of long-term historic technology-related information.

Contemporary dynamic visual art is oriented towards integrated media, the involvement of science and technology, and interactive, cross-border, multi-disciplinary cooperation. We predict that in the short term, art will go through a period where the practical value is greater than the aesthetic value. We analyze the impact and reflect on the changes and demands of experience and on the different levels of values from a cognitive perspective.

3

Interactive Media are Multi-dimensional

Modern visual art has developed to the interactive stage, resembling the development of HCI (human-computer interaction) technology. Artists explore the possibilities of interaction between human beings and machines, as well as between machines. Due to the rapid development of mobiles and wearable devices, interactive art features in a multi-dimensional context, serving a multi-sensory experience.

The change of experience elicits artists and audiences to co-create. The continuous improvement of technology has a direct relationship with the impact of artistic creation. Consequently, artists need to understand and learn to use new technologies.

Interactive media art based on virtual reality and augmented reality is becoming to a major form of contemporary visual art innovation. From the commercialization of tools, to the development of models, to the sharing of various open-source information platforms, artists are becoming more familiar with this performance form and are as devoted as their audience. Mixed Reality technology enables participants (artists and spectators) to extend their experience in the dimension of time and space, breaking the old way of appreciation. We will provide some examples: In order to let young people know about traditional culture, the team applied the latest Halo lens hybrid reality technology to interpret the scenes and images in DNF games and show them in the form of shadow play. In this arena, audiences can watch the performances of non-hereditary artists, and experience the performances made with new materials by players of cos-play roles, and, in addition, take HoloLens glasses to watch and try the performance of the shadows in virtual scenes.

This multi-dimensional interaction is an innovation and exploration of traditional visual art. Figure 1 shows the character designed in the game DNF, created with shadow play techniques. Figure 2 shows Cosplay actor performance in the game by using shadow play, where the audience manipulates the shadow puppet in the virtual scene through HoloLens. One of the authors participated in the creation. Figure 3 shows one of the works. In the exhibition hall, artists built a dome theatre with dozens of cushions on the floor. Under the half dome, audiences had to lie down to see the dynamic visual art projected on the inside of the dome. In figure 3 we can see a Korean artist playing with instruments and electric fans moving under the dome. At the same time, they were "projected" into the dome.

This combination became a rich comprehensive performance. Obviously, artists have broken the traditional form of experience, like under the domes of ancient churches or palaces in Europe. The artists challenge the audience's experience to complete their co-creation and to become part of this dynamic artistic performance.

Life Information Visualization -Brain-Computer Interface Art

The history of BCI as an artistic means is still short. Current BCI for artistic creation is mainly the application of non -invasive systems (EEG) to ensure a safe and noninvasive experience for artists and viewers. The brain signals picked up by electrodes are sent to the computer, which uses sophisticated software to translate them into computer commands.

Portability and relatively low prices make the technology easy to promote. In this way, the audience can participate in the dynamics of the art without physical actions on the piece of art, and can even co-create, either individually or (when appropriately designed by the artist) as a group of spectators. This is the embodiment and the charm of BCI in an aesthetic application, which changes the form of traditional art and of the appreciation (no longer restricted to an objective perspective). Obviously, contemporary artists need to understand the changing perspective on the role of the audience, as well as the technical aspects of designing the interaction, to apply this in their creation. Fig. 4 shows scientists using Mobile Brain-body Imaging (MoBI) technology to study the human improvisational creative process in the spirit of the "Exquisite Corpse" (an improvisational creative game created by surrealists in the 1920s, where three artists create a three-part art piece). The performance-study seeks to uncover clues to what happens in the brain as people create and contemplate art [START_REF]Exquisite Corpse -Visual Arts[END_REF]. [START_REF] Hurwitz | THE FRAGILE GIANT -The smallest man-made object ever to be filmed[END_REF] Opportunities and Challenges Faced by Artists in their Exploration of Materials

The development of art is accompanied by the use of different materials and tools. In modern society, with highly developed science and Internet, artists' exploration of new materials closely follows the pace of science and technology, though limited by the development of materials and technology. In this process, we can see that the symbiotic fields of art and technology affect each other, which catalyzes the innovation of art ecology.

According to the authors' long-term observation, a new group is gradually growing in the contemporary visual art ecology. They have subverted the public's traditional understanding of art. They generally have multiple identities or skills. Their backgrounds are computer scientists, material scientists, engineers and even biologists. We have noticed this in our early research on the art stakeholders, and we have continuously tracked the development and change of this group. We have analyzed that the development of modern education supports contemporary artists to have rich knowledge, combined with a scientific development concept and methodology.

Because of the growing number of artists with comprehensive qualities, the art market is increasingly dynamic, making the exhibition more diversified, and the audience's experience more and more multidimensional. With the improvement of the public's aesthetic level, this promotes the artists' thinking and change. Furthermore, as the interaction between the audience and art becomes more and more active, it promotes the development of cross-border artists.

We understand that they (artists and art works) blur the boundary between art and technology. But there is a real controversy. We predict that, in the near future, this group will continue to expand which will inevitably affect the development of the next generation of artists, and will update human cognition of art. We must consider both sides of the development of things. New materials like nanomaterials are expected to be widely used in future artistic creation. Today we may already witness contemporary artistic practices in this direction. For example, nano-printing art, nano-sculpture, and nano-animation: Jonty Hurwitz's work "The FRAGILE GIANT" (Fig 5) on animal protection is the smallest nano-sculpture in history. In this microcosmic world, the artist explores the relationship between man and nature. This elephant sculpture is just over on tenth of a millimeter high. It is walking along the stark and perilous landscape of a human fingerprint. It can be destroyed by a human breath. According to Hurwitz the sculptures are so tiny that they are invisible to the human eye, and able to be placed on the forehead of an ant. Details of the works are at 300-nanometer scale, similar to the wavelengths of visible light and are therefore nearly impossible, according to the laws of physics, to see in the visible spectrum. The only way to observe these works is through a nonoptical method of magnification like a scanning electron microscope [START_REF] Hurwitz | THE FRAGILE GIANT -The smallest man-made object ever to be filmed[END_REF]. Fig. 5. Jonty Hurwitz : "THE FRAGILE GIANT". The smallest man-made object ever to be filmed. (2015) https://jontyhurwitz.com/fragile-giant.

IBM Research claimed to make the "World's Smallest Movie Using Atoms" (Fig. 6). IBM took the challenge of moving 5,000 atoms around in order to create a short stop motion video, capturing the images using a scanning tunneling microscope. "A Boy and His Atom" depicts a character named Atom who befriends a single atom and goes on a playful journey that includes dancing, playing catch and bouncing on a trampoline.

Set to a playful musical track, the movie represents a unique way to convey science outside the research community [START_REF]IBM: A Boy and His Atom -The world's smallest movie[END_REF]. Technology turns inspiration and creativity into reality, challenging traditional thinking and bringing about an art revolution, and even triggering to build a new world view. This innovation requires collaboration between many different interdisciplinary experts. The cooperation and co-creation will generate a new cognitive system (a symbiotic relationship between human beings' wearables, and the context). Wearable devices may have powerful effect on our experience of the context, of interactive art, and of life. Smart fabric in wearable devices is a representative case. Sensors are becoming smaller (to nanoscale units), and smart fabric applications become more flexible and comfortable [START_REF] Li | From Painter to Interaction Designer: The Evolution of Visual Art Things[END_REF]. Artists' exploration of science and art has stimulated people's re-recognition of the reality of contemporary art.

Appealing to contemporary visual art ecology to keep pace with the times

The workshop theme" Information Retrieved from (large) WHAT Networks" (INTERACT 2019,Cyprus) has inspired us to think about Privacy issued have to be considered (copyright, personal data of audience...), and information security, human rights and ethical disputes. It is essential for building a sound and beautiful future art ecology. This chapter is therefore extended. We are concerned about two aspects: a. based on the era of the Internet of things, digital art copyright issues and works related to the collection and use of biological information security issues. and b. with the application of life science and material science to artists' creation, some controversies have touched on the rights and moral disputes of human beings, animals and other livings, such as "The Vacanti Mouse": Twenty years ago, Harvard surgeons Joseph and his brother Charles Vacanti, along with MIT engineer Bob Langer, experimented with techniques to create human body parts in the lab. They implanted the shape of a human ear in the back of a mouse [START_REF] Hugo | EXCLUSIVE: WHATEVER HAPPENED TO THE MOUSE WITH THE EAR ON ITS BACK?[END_REF]. Some people regard it as an artistic act, which has aroused controversy.

Again, the contemporary artwork named Sugababe (Exhibited in ZKM in 2014) is a Bio-Sculpture by Diemut Strebe (Fig 7 ). A living bioengineered replica of Vincent van Gogh's ear grown from tissue engineered cartilage cells procured from a direct male descendant and containing natural genetic information about Vincent as well as genetically engineered components amongst using genome editing CRISPRCas9 technique, and recent bioprinting technology. One can speak to the ear through a microphone system. The input sound is connected to a computer processor, using a software program to generate simulated nerve impulses from the sound signal in real time. This mimics sound recorded from an electrode inserted into the auditory nerve, when firing [START_REF] Strebe | Sugababe[END_REF]. This is considered to be a representative contemporary art exploration of life science. At present, artists who can use advanced science and technology such as life science, gene technology and so on are few and far between. We explore this topic to arouse stakeholders' thoughts on future ecological development. There is no doubt that science enables artists to enter a new era in the use of materials. We not only look forward to the development of art diversity, but also consider moral constraints and legal protection.

We try and practice scientific methodology and models to build a vision of future art ecology. Cognitive Science (Chapter 5) and task modeling (Chapter 6) are the methods we are studying and practicing. We hope more and more stakeholders will pay attention to this research.

Exploration of Cognition

For all stakeholders of visual art, the improvement of knowledge is accompanied by the development of technology, by interdisciplinary cooperation, lifelong learning, and the application advanced technology and machine learning to assist artistic creation. Candy and Edmonds [START_REF] Candy | Computers and Creativity Support: Knowledge, Visualization and Collaboration[END_REF], [START_REF] Candy | Modeling Co-Creativity in Art and Technology[END_REF] mention three categories of activities in the creative person's thinking and working practice were identified: knowledge, visualization, and collaboration. The quality of the type of collaboration can be assessed in terms of its durability and stimulus to creative thinking as well as the outcomes achieved.

From brush to electronic pen; from clay and stone to 3D printing: artists need to master the accessibility of technology; need to learn to use new technology for creation. Tools should meet artists' needs, and be easy to learn and use, as well as be timely updated and upgraded to meet new needs. With the development of personal computing and the coming of the era of Internet of Everything, we foresee that customized tools will serve more and more artists and stakeholders of art.

We call for the exploration and development of cognitive ergonomics in a broader scope and the application of cooperation in the field of art [START_REF] Li | Cognitive ergonomics on the move[END_REF]. This includes the special community of artists with special needs. In our practice, one graduate student from the art school (LAFA) in China is a hearing-impaired artist. He is very distressed by his limitation. He worries that if he always makes silent films, he will lose audiences and his works will be excluded from the art market. At present, he can only rely on the production of silent films to solve the problem of production. This case is representative of a considerable group of artists. In combination with our participation in the Artistic BCI workshop at CHI in Montreal in 2018, we analyzed the possibility of future support for hearing-impaired artists to edit music through EEG or other bioinformatics technologies [START_REF]Brain Art: Brain-computer Interfaces for Artistic Expression[END_REF]. Similarly, visually impaired artists and artists with language barriers can be assisted in their creation. We currently consider Ear Touch, a one-handed interaction technique that allows visually impaired people to interact with a smartphone using the ear to tap or draw gestures on the touchscreen, facilitating one-handed use as an alternative to headphones and addressing privacy and social concerns [START_REF] Wang | EarTouch: Facilitating Smartphone Use for Visually Impaired People in Mobile and Public Scenarios[END_REF]. A smart glove can already work out what the wearer is manipulating from its weight and shape [START_REF]Smart glove works out what you are holding from its weight and shape[END_REF]. [START_REF] Li | From Painter to Interaction Designer: The Evolution of Visual Art Things[END_REF] An Ontology of Modern Visual Art When applying ICT, artists revise the way they work. We observe that contemporary interactive art is an artistic act co-created by artists and participants. We briefly review its production process: from the manufacturing stage, artists need to cooperate with participants in many disciplines (using brainstorming, sketching, technology and tools, exhibition forms, interactive models, etc.). After completion of the artwork, it is expected to be co-creative with audience, e.g., through recording the behavior of the experiencer, visualizing the emotional information and the interactive behaviors needed. The stronger the participation, the higher the experiential value. This is precisely the purpose of some artists 'creation: the value of such works of art. We envision an ontology to analyse, describe, and support the future art ecosystem: with new roles, new objects, and new activities.

Our conceptual framework is based on GTA [START_REF] Van Der Veer | Task Modeling for Collaborative Authoring[END_REF], and we mainly consider to focus on development of the concepts Roles (with mandating and delegation), Objects (including tangible and intangible artifacts, and the context as an object), Tasks (as goaltriggered activities of (co-)creation, performance, and experiencing); and the multidisciplinary concept of values and forces that trigger action.  Objects of art, both intangible (scripts, programs, video and sound streams) and tangible. Each may well have an electronic identity, with possible tags regarding ownership, location, history of use and movement  Stakeholders are the various Agents in the art ecosystem: artist; supporters of techniques and tools; stage keepers, museums and gallery owners; brokers and auction houses; performers and actors; and the audience.  Roles. In the art ecosystem, collaboration between people (and other agents) changes: new roles develop (co-creating members of the audience) and roles get exchanged more easily between actors, activities get more easily delegated to systems, and mandating of roles and delegation of activities occurs at a more detailed level than before.  Each agent will have one or more different roles (defined by goals, and related sets of activities regarding art objects), and each role will relate to different types of experience (including: understanding; emotions; tendencies to act; values toward the piece of art).  Activities with their goals will be related to creation; reproduction; performance; exhibition; ownership and maintenance; documentation and communication about; etc. Our analysis will allow us to set design goals for supporting technology. A new addition contribution to GTA is exploration and research of experience and values. We decide to add values aspect for the case of art, based on observing the impact of values in the current art ecosystem on artists, art markets, audiences, buyers, and other stakeholders.

With the rise and development of industry, art is gradually industrialized, which is representative of film and television animation. The film industry is a complete industrial chain. The embodiment of aesthetic value is only one of the links, though it is the most basic. After the production and distribution of films, value is still fermenting. If the cultural value and aesthetic value of a film have a broad and lasting influence, then its collection value, commercial value and other values will change with time. This phenomenon is not only controlled by the art market. Artists and agents should think about how to create valuable art, and our expanding task analysis ontology is intended to provide a scientific theory and practical tool that can help artist and stakeholders.

3 . 1

 31 Chinese Artists Play with their Audiences XuanPin, "The Field", is a comprehensive media art work. The work is intended to celebrate the tenth anniversary of the birth of a game DNF, created by LAFA[START_REF]LuXun academy of fine arts (LAFA[END_REF] teachers and students, the Tencent Company, and Chinese folk artists.Based on the ancient shadow play, this work combines shadow play with animation and laser printing, MR immersion interaction, and other comprehensive media. It triggers people to think about tradition and modern art and technology.

Fig. 1 a

 1 Fig. 1 a. Character for the game DNF (2018). Picture by the authors, Dalian, China.

Fig. 2 b

 2 Fig. 2 b. The game DNF created with shadow play techniques (2018). Picture by the authors, Dalian, China.

Fig. 2 .

 2 Fig. 2. Cosplay actors' performance of the DNF game by using shadow play and the audience manipulating the shadow puppet in the virtual scene through HoloLens. Picture provided by Media and Animation college, LAFA.

3 . 2

 32 Lie down and enjoy arts -Immersion experience Both authors participated in the Art exhibition of SIGCHI2018, lying down on the floor to experience the art and enjoying it.

Fig. 3 .

 3 Fig. 3. Art exhibition, SIGCHI 2018, Montreal. Picture by the authors.

Fig. 4 .

 4 Fig. 4. Exquisite Corpse -Visual Arts, http://uhbmi.ee.uh.edu/portfolio/ec-m-2/

4 . 1 A

 41 Plea for the Role of Material Science DevelopmentAn increasing number of artists focus on interaction mechanisms with wearable and implantable devices as well as integrating Internet-of-Things technology with new interactive art paradigms. In fact, both artists and scientists are aiming at a substance between visible and invisible. With the development of material science, new artistic forms such as nano-art, bio-art and integrated material art have brought challenges to those avant-garde artists in exploring future art. Though many mainstream artists and stakeholders turn a blind eye, or lack foresight, to the rapid development of contemporary science and technology, some artists are exploring the humanization of technology.

Fig. 6 .

 6 Fig. 6. IBM: "A Boy and His Atom". The world's smallest movie (2013). https://www- 03.ibm.com/press/us/en/photo/40982.wss

Fig. 7 .

 7 Fig. 7. Diemut Strebe: "Sugababe". the 3D print ear. (2014). http://diemutstrebe.altervista.org


Shrikant Salve
email: shrikantsalve@gmail.com

Shubham Bombarde

Ankit Agrawal

Smruti Paldiwal

Bishal Sharma

Bhagyashree Alhat

Livability-Analysis of People's Living Comfort in Different Cities of India Using GIS: A Prototype

Keywords: Livability, GIS, Locality Indexing and Analysis, Indicators

The comfort of living for an average individual plays a crucial factor in urban development. It validates a city's ability to provide all the necessary comfort for modern livability standards. To analyze city livability, in this position paper we have proposed a system that provides a lifestyle overview through locality Indexing of a particular geographical area according to the ease of living for four particular age groups like a child, middle-aged, senior adult, and senior citizen. The system accounts for various indicators like health, transport, population, climate, pollution, crowd, etc. to yield a personalized result. The system consists of a web interface and a python backend which pulls desired data about the location from sources like Google Maps (Places API) and data.gov.in. (Indian Govt. website). This data is then mined and useful/relevant information is summarized to yield an end result. Parallel computations consisting of pattern discovery (by mining algorithms) and data aggregation are carried on a cloud service maintaining a local data store for processed queries. The generated end result is then presented to the user in the form of visualization charts.

Introduction

Cities are emerging as the prime engines of the Indian economy. They are emerging as the generators of national wealth. India can be looked up to as one among the rapidly urbanizing nations in the world. According to the census report of 2017, India's urban population is 31.16% and there are 46 metropolitan cities [START_REF]Urban population (% of data). data[END_REF]. It is necessary for the nation to invest in the social and economic functions of cities. As cities trace the path of Gross Domestic Product (GDP) growth rates by policies which adhere to the quality life, their comfort of living is highly challenged. Providing the person wanting to move to any city along with the complete knowledge of the surrounding of workplace, with least efforts is the main motivation of our project. Therefore, adapting the suitable job location (workplace) supports the person well-being [START_REF] Tu | Review of the relationship between urban greenspace accessibility and human well-being[END_REF]. The locality indexing or livability indexing is the sum of the factors that add up to a community's quality of life-including the built and natural environments, economic prosperity, social stability and equity, educational opportunity, cultural, entertainment and recreation possibilities [START_REF]Liveability index 2010: The best cities in India. A CII: Institute for Competitiveness Report[END_REF]. There can be various types or categories of indexing like physical and natural amenities. It largely depends on the class of the user who is assessing the locality. For example, some people need things to feel safe and secure. The rest might need good schools, transportation, hospitals and so on. Keeping this in mind, livability can be classified into different age groups, to provide a reliable result.

Our system provides a lookout into the quality of life in a particular area or region or city as it accounts all the social, economic, environmental and civic factors that determine the possibility of a citizen to live in a city [START_REF] Yin | Research on Assessment of City Livability Based on Principle Component Analysis-Taking Shandong Province for Example[END_REF]. To get an in-depth idea of this project we have gone through several existing works, that consists of all the possible survey knowledge using Structural Equation Modelling (SEM) and Geographic Information System (GIS) approach.

City Livability Index and GIS

Livability encompasses broad human needs ranging from food and basic security to beauty, cultural expression, and a sense of belonging to a community or a place [START_REF]Liveability index 2010: The best cities in India. A CII: Institute for Competitiveness Report[END_REF]. Nowadays, 31.16 % of India lives in an urban area like towns and cities [5]. It is estimated that in the coming 20 years, nearly half of India would be shifting towards urbanized areas [5]. As a result, developing new cities for migration would be a major challenge. The City Livability Index 2010 [START_REF]Liveability index 2010: The best cities in India. A CII: Institute for Competitiveness Report[END_REF] is a Government of India report which comments on the quality of life that our cities offer. It relies on entirely objective analysis, employing more than 300 indicators on a 10-year timeline series. For evaluating neighborhoods of Nigeria, a Structural Equation Modelling (SEM) approach has been introduced by Iyanda et.al. [START_REF] Iyanda | Evaluating Neighborhoods Livability in Nigeria: A Structural Equation Modelling[END_REF]. This study employed a Delphi survey technique on fifteen livable human community experts in South Arica from which the conceptual variables for neighborhood features were developed for the study. A questionnaire survey was conducted among the residents of the selected low-income housing in South Africa.

The data collected for the study were analyzed for factorial validity through SEM. The result obtained from the SEM analysis confirms only five indicators out of twenty-two indicators identified from the interview and literature review for the study. This study adopts structural equation modelling (a second order factor) to investigate the key factors of analyzing livability of planned residential neighborhoods in Minna, Nigeria. Using Geographic Information System (GIS) application tools, users can create interactive queries, information analysis, map data edition and display the results [START_REF] Naik | GIS-based 4D model development for planning and scheduling of a construction project[END_REF]. Therefore, we have used GIS to identify the livability index of a particular area.

Methodology

According to our survey, we have selected indicators that will fetch datasets corresponding to each of the indicators from sources like Google Places API [START_REF]Google Maps Places API[END_REF], data.gov.in [START_REF]Government of India data[END_REF] and kaggle.com [10] into our environment and start standardizing it. Each of the datasets undergoes standardization and indexing in parallel until a raw figure that exhibits a particular indicator is obtained. These raw figures are then saved as variables which are reflected on the results page.

Identifying Indicators

During literature study from papers, government of India reports, we have identified several indicators are listed in

Fetching Datasets for Indicators

After identification of indicators, the Google Places API, data.gov.in and kaggle.com have used the fetch the dataset for a particular location.

Indexing Technique

There are different indexing methods [START_REF]Methodology for collection and computation of livability standards in cities, Ministry of Urban Development, Government of India[END_REF] explained below. Data is indexed by calculating the following interpretations confined in the spectrum of data points as defined by the dataset.

Dimensional Index Methodology. This method normalizes all the data points within a fixed range (0, 1). This enables to sort and compare any given data points.

𝐼 = 𝐼(𝑥) -𝐼(min) 𝐼(max) -𝐼(𝑚𝑖𝑛)

(1)

𝑂𝑅 𝐼 = 1 - 𝐼(𝑥) -𝐼(min) 𝐼(max) -𝐼(𝑚𝑖𝑛) (2)
For example: Open spaces (Indicator) -Max: 50%, Min: 5% Example of a Pune city where Open Space is 30%: (30-5)/ (50-5) = 25/45=0.55 is Dimensional Index Methodology.

Z-Score or Standardization. This method classifies the data points across the median which helps in interpreting whether a given point has a positive/negative impact depicted in Table -3.

𝐼 = 𝑥 -𝜇 𝜎 (3)

Where, µ = 1 𝑛 8 𝑥 The good impact of that particular observation Decile Scale Ranking. This method aggregately ranks all the data points using a calculated Decile Scale as shown below. In the end, we can calculate the ranking of each state based on the values of the decile scale. Similarly, we can compute the rankings for all the indicators taken into account and rank the cities accordingly [START_REF]Methodology for collection and computation of livability standards in cities, Ministry of Urban Development, Government of India[END_REF]. The computed decile scale show in Table-4 below. Table-5 depicts the sample indexing method for an indicator. The sample indicators like Health Parameter, Safety, Crime etc. with their respective sample values (taken from datasets like Google Places API, data.gov.in and kaggle.com) taken for reference and their respective Dimensional Index Methodology, Z-score, Decile values were calculated as shown in the Table-5. The above methods are used to calculate the livability index for different cities, which are also incorporated in the tool that we have proposed for livability analysis. The screenshot of prototype designed is depicted below,

Conclusion and Future Scope

The present work is inspired by a web portal 'AARP Livability Index' [START_REF]AARP Livability Index Homepage[END_REF], aiming to incorporate analysis for Indian regions. We have developed a tool (prototype) for calculating the livability index of Indian cities. Livability index support to find out users well-being for particular workplace or city. We work with different data sources to provide a similar, and a bit more enhanced experience that the existing solution by customizing the results based on the user-intended age group. A combined system that can fetch geographical data from sources and process it accordingly for the end-user to deliver a content-rich visualization is henceforth developed. We plan to refine the feature selection and classification process by using machine learning techniques to reduce complexity and to improve the exactness. This project has the potential to evolve as a platform for city surveying and highlighting improvable sectors, which could stand useful for development planning at further stages. Lastly, we intend to make this application accessible to a broad group of end users by hosting it on a cloud service in the near future.

Fig. 1 .

 1 Fig. 1. Decile Scale Calculation D(n) = PERCENTILE (data_values[ ], n/10), where n = [1,9], data values = array of values.

Fig. 2 .

 2 Fig. 2. The scrren-shot-1 of tool's User Interface for Livability Analysis

Fig. 3 .

 3 Fig. 3. The scrren-shot-2 of tool's User Interface for Livability Analysis

Table 1 .

 1 Table-1 below. Livability is defined by a set of factors or in this paper we called it as 'indicators.' Some of these indicators may carry varying significance for different age groups, which could be ranked among to yield personalized result. Table-2 shows how indicators are grouped and mapped accordingly in specific livability classes, where each class may/may not have some importance over the other. These grouped indicators aim to perfectly imply and achieve all the quality standards essential for current day assessment. Indicators are prioritized among four classes-Child, Middle Aged, Senior Adult, and Senior Citizen depicted in Table-2 [3]. Livability Indicators

	Features	Child	Middle Aged	Senior Adult	Senior Citizen
		(0 -15)	(15 -30)	(30 -50)	( > 50)
	Population	3	2	0	1
	Migration	3	0	1	2
	Education	1	0	2	3
	Occupation	3	1	0	2
	Health & Medical	1	2	3	0
	Standards
	Health Parameter	1	3	2	0
	Safety	2	0	1	3
	Crime	3	2	0	1
	Cyber Crime	2	0	1	3
	Road Accidents	2	0	1	3
	Housing Options	3	2	0	1
	Housing Cost	3	1	0	2
	& Availability
	Urban House hold	3	0	1	2
	crowding
	Socio Cultural Env	2	0	1	3
	Political Env.	3	2	1	0
	Infrastructure	2	0	1	3
	Economic Env.	2	0	1	3
	Income and employ-	3	1	0	2
	ment
	Economic Infrastruc-	3	2	0	1
	ture
	Business Env.	3	1	0	2
	Purchasing Power	3	1	0	2
	Planned Env. /City	3	2	0	1
	Communication	3	0	1	2

Table 2 .

 2 Reference Table for

Table 1

 1

	Level	Importance
	0	Highest
	1	High
	2	Low
	3	Lowest

Table 3 .

 3 Z-score table

	Z Score	Conclusion
	Negative	Bad impact of that particular observation
	Zero	No/Average impact of that particular observation
	Positive

Table 4 .

 4 Decile Scale

	D1	D2	D3	D4	D5	D6	D7	D8	D9
	63.89 65.98 68.05 70.12 72.19 75.43 78.66 83.02 88.51

Table 5 .

 5 Example-Sample Indexing of an Indicator

			Dimensional
		Sample	Index Method-
	Sample Indicator	Values	ology	Z Score Decile
	Health Parameter	67.02	0.162	-0.638	9
	Safety	61.80	0.000	-1.053	10
	Crime	72.19	0.323	-0.228	6
	Cyber Crime	94.00	1.000	1.504	1
	Road Accidents	80.28	0.574	0.415	2

Table 6 .

 6 Relevant Statistics