| Designing Healthcare Information System in Non-urban Area Using Neuroscientific Approach | | BIBAK | Full-Text | PDF | 1-4 | |
| Karim Fraoua; Christian Bourret | |||
| We will present at the beginning the situation of the Healthcare System in a
non-urban area, and how to design a new conceptual framework in a Healthcare
Information System. We will describe all the parameters of a significant good
Healthcare System as viewed by a consumer. We will focus our works of what
nowadays is known as human behavior or neuroscience. The analyses of
information system must take into account much more the neuroscience approach,
than limiting this analysis to the system components. We will focus our study
to the non-urban people's interaction with an information system in a
Healthcare area. We use a new approach especially neuroscience to represent the
expected reactions in the human behavior and the impact expected in a medical
healthcare information system. This consideration is due because of the wide
range of motivators, and rewards that may induce irrational reactions that
people show when they face to any new situation, especially those in non-urban
area. Keywords: Information System; HCI: Human Computer Interaction; neuroscience; non-urban
area; healthcare | |||
| Selecting the Right Task Model for Model-Based User Interface Development | | BIBAK | Full-Text | PDF | 5-11 | |
| Gerrit Meixner; Marc Seissler | |||
| This paper presents a taxonomy allowing for the evaluation of task models
with a focus on their applicability in model-based user interface development
processes. It further supports the verification and improvement of existing
task models, and provides developers with a decision-making aid for the
selection of the most suitable task model for their development process or
project. Furthermore the taxonomy is applied on the Useware Markup Language
1.0. The results of the application are briefly described in this paper which
led to the identification of substantial improvement potentials. Keywords: Task model, Taxonomy, Useware Markup Language, Model-based User Interface
Development, MBUID | |||
| Discourse-based Interaction Models for Recommendation Processes | | BIBAK | Full-Text | PDF | 12-15 | |
| Dominik Ertl; Hermann Kaindl; Edin Arnautovic; Jürgen Falb; Roman Popp | |||
| Manually creating recommendation processes and their user interfaces usually
requires a lot of effort. Therefore, we propose high-level interaction design
and automated generation of user interfaces for building dialogue-based product
advisors. For this purpose, this work introduces discourse models as
interaction models used for modeling recommendation processes. Such discourse
models refer to domain-of-discourse models, which represent, among other
concepts, the products (and their related product categories) that are to be
recommended. So, this paper presents how discourse-based interaction models and
their corresponding domain-of-discourse models can be used for modeling
recommendation processes. Keywords: Interaction design; discourse model; recommendation process | |||
| Combining agile methods and user-centered design to create a unique user experience: An empirical inquiry | | BIBAK | Full-Text | PDF | 16-21 | |
| Cynthia Y. Lester | |||
| With the advent of the Internet and websites, many people believe that
website development is as easy as dragging an icon here, placing a menu there,
and adding a picture. However, there is more to website design than many people
believe especially if you desire to develop a website that meets the needs of
the user and follows software engineering principles. While there are many
software process models and human-computer interaction activities that focus on
the user, the integration of these activities is quite difficult, especially as
it relates to website development. This paper presents the results of an
empirical investigation that combined one activity of human-computer
interaction, user-centered design, and one software engineering method, agile
development into a small-scale development exercise that specifically focused
on website development. The results from the study suggest that using the
hybrid approach for small-scale projects is easy to implement, but is not
without challenges. Keywords: agile development; human-computer interaction; software engineering;
user-centered design | |||
| Personality and Mental Health Assessment: A Sensor-Based Behavior Analysis | | BIBAK | Full-Text | PDF | 22-27 | |
| Javier Eguez Guevara; Ryohei Onishi; Hiroyuki Umemuro; Kazuo Yano; Koji Ara | |||
| The purpose of this study was to estimate personality and mental health
through behavior data measured by acceleration and voice intensity sensors.
Results showed significant correlations between behavior and all personality
and mental health traits studied except for openness. This methodology
ascertained an effortless assessment of personality and mental health, which
respects employee's privacy, and keeps up-to-date companies' workforce
information. Keywords: human behavior, sensory technology, mental health, personality | |||
| Unpacking the Contents -- A Conceptual Model for Understanding User Experience in User Psychology | | BIBAK | Full-Text | PDF | 28-34 | |
| Rebekah Rousi; Pertti Saariluoma; Jaana Leikas | |||
| Paradigm shifts can be noted to have taken place in several areas of
user-technology research. The most obvious have been in terms of including
users within the design process, either in terms of usability studies or user
experience design. There have also been shifts towards viewing human-technology
interaction as not only an optical experience, but also an embodied one. When
exploring these factors it is easy to prioritize the physical over the
psychological. User interactions with systems are more easily measured in terms
of concrete outcomes rather than by subjective feelings and perceptions of
interaction. Through the conference theme: user modeling and user focus, this
study's purpose has been to uncover mental contents present during the moments
of human-system interaction. The study has employed a range of design stimuli
for users to encounter and evaluate, giving a holistic idea of the
psychological components involved in the interactions. The article describes a
conceptual model which has derived from a study of mobile phone icons in the
context of their graphical user interfaces. This study shows that users draw on
multiple dimensions of mental information contents when experiencing
technology, these include: cognitive, practical, aesthetic and emotional.
Although the dimensions somewhat overlap, shifts can be seen between the
dominance of the dimensions when the experience is positive or negative. Keywords: user experience; mental contents; user psychology; conceptual model | |||
| Query Cluster: A Method for Web Search Behavior | | BIBAK | Full-Text | PDF | 35-42 | |
| Jinyoung Kim; Moonsung Kim; Joongseek Lee | |||
| There have been intensive research on user web search behavior since the
late 1990s. Previous researchers collected data from search engines and
analyzed explicit data (queries) to understand the characteristics of the
user's search process, while other researchers analyzed the data of recruited
subjects under experimental settings to understand the behavioral patterns in
web usage. Although these researches provided an understanding of what users
are searching for and how they are searching, both approaches did not provide
rich user contexts that capture the reason why users are motivated to search,
how long users' tasks (session) last, and other factors affecting user's search
behavior. In this paper, we propose 'Clustered Query' as the unit of analysis
in web search behavior studies. We found that users make their own
Clustered-queries that yield better overview on their web search pattern, yet
detailed individual web traces intact. The methodology consists of three phases
and Log Catcher, Query Cluster, Monitoring tool, and Retrospective Interview
technique are used in each phase. At the end of this paper, we also illustrate
the process of the pilot and main study where the methodology is modified and
validated. Keywords: Web search behavior; Methodology; User Intent; User Context | |||
| Temporal Aspects of Human-machine Interaction in the Perception of Visual Information | | BIBAK | Full-Text | PDF | 43-47 | |
| Igor Petukhov | |||
| The vision system is one of the major sensory systems in the process of
human-machine interaction. To improve the quality of interaction it is
necessary to evaluate optimal parameters for the speed of perception and volume
of visual information. New methods of evaluating the time of visual perception
as well as the time of recovery and lability of the vision system are
elaborated determining the inertia of the vision system and its ability to
perceive visual information. New data on the temporal parameters of visual
information processing are obtained through experimental research. The inertia
of visual perception is ascertained to depend on the operator's fatigue in the
working process. Keywords: human-machine interaction; visual perception; inertia | |||
| Application of User Involvement and Quality Function Deployment to Design Intelligent Service Systems | | BIBAK | Full-Text | PDF | 48-52 | |
| Víctor Acinas Garzón | |||
| This paper presents a new method for capturing user needs in product design.
The method links user needs to product design by combining user involvement
techniques together with Quality Function Deployment (QFD). The methodology is
applicable for product development as well as the design of novel products that
cannot base its design on incremental improvements of existing products. The
methodology is illustrated through application to the design of a novel
intelligent service system that aims to create channels for communication and
interaction between people with some kind of special need and their
environment. Keywords: intelligent service system design; user involvement; quality function
deployment; accessibility; inclusion | |||
| Usability Heuristics for Grid Computing Applications | | BIBAK | Full-Text | PDF | 53-58 | |
| Cristian Rusu; Silvana Roncagliolo; Gonzalo Tapia; Danae Hayvar; Virginica Rusu; Dorian Gorgan | |||
| Usability evaluation for applications based on emerging information
technology brings new challenges. Grid Computing is a relatively new,
distributed computing technology, based on sharing different types of
computational resources, located in various geographic locations. Technical
knowledge of grid users is expected to decrease in the future; that is why the
usability of Grid Computing applications will become a main issue. There is a
need for new usability evaluation methods or at least for the use of
traditional evaluations in novel ways. A set of heuristics is proposed and
validated, in order to help the heuristic evaluations of Grid Computing
applications. Keywords: usability; usability heuristics; grid computing applications | |||
| A Methodology to Establish Usability Heuristics | | BIBAK | Full-Text | PDF | 59-62 | |
| Cristian Rusu; Silvana Roncagliolo; Virginica Rusu; Cesar Collazos | |||
| Usability evaluation for applications based on emerging information
technology brings new challenges. Is it the classical concept of usability
still valid? Which are the dimensions of the (new) usability? How can it be
measured? How should we develop for (better) usability? A methodology to
develop usability heuristics for emerging applications is proposed. The
methodology was fully checked in the case of Grid Computing applications, and
partially applied in the case of Interactive Digital Television and Virtual
Worlds. Keywords: usability; usability evaluations; usability heuristics; grid computing;
interactive digital television; virtual worlds | |||
| Exploring a Map Survey Task's Sensitivity to Cognitive Ability | | BIBAK | Full-Text | PDF | 63-68 | |
| Kofi Whitney; Georgi Batinov; Les Miller; Sarah Nusser; Kathleen Ashenfelter | |||
| The present work discusses an exploratory study aimed at understanding how
users' cognitive abilities influence performance and method during a series of
address verification tasks. College students were given a paper map and asked
to verify seven residential addresses scattered throughout a neighborhood. This
approach, as opposed to using a mobile device as the verification medium,
allotted participants more freedom with respect to address verification style
and map interaction. The study methodology and results are discussed. The key
contribution of the work described in the paper has been the identification of
map usage behaviors that are sensitive to visualization and perspective taking. Keywords: human-computer; interaction, individual differences; location-based;
usability component | |||
| A Graphical Interface for User Authentication on Mobile Phones | | BIBAK | Full-Text | PDF | 69-74 | |
| Sarosh Umar; Qasim Rafiq | |||
| Recently, mobile phones have become an important tool to carry out financial
transactions besides the normal communication. They are increasingly being used
to make payments, access bank accounts and facilitate other commercial
transactions. In view of their increased importance there is a compelling need
to establish ways to authenticate people on the mobile phones. The current
method for authentication uses alphanumeric username and password. The textual
password scheme is convenient but suffers from various drawbacks. Alphanumeric
passwords are most of the times easy to guess, vulnerable to brute force
attacks and are easily forgotten. With financial transactions at stake, the
need of the hour is a collection of robust schemes for authentication.
Graphical passwords are one of such schemes which offer a plethora of options
and combinations. We are proposing a scheme which is simple, secure and robust.
The proposed graphical password scheme will provide a large password space and
at the same time will facilitate memorability. It is suitable to implement on
all touch sensitive mobile phones. Keywords: User authentication; graphical password; mobile phone security; usability | |||
| PuppetAnimator: A Performative Interface for Experiencing Shadow Play | | BIBAK | Full-Text | PDF | 75-78 | |
| Yue Shi; Yue Suo; Shang Ma; Yuanchun Shi | |||
| We present PuppetAnimator, a novel interface that enables non-expert users
to experience funny shadow play and create puppet animation by manipulating the
character with simple pointing device. Inspired by the real shadow puppet
performance, we employ the "sticks from hands to the puppet" metaphor for
interaction and design a set of motion modes including Translation, Swing,
Drag, Rotation and Two-joint Drive. Based on motions modes' combination,
several puppet templates are prebuilt for the user to customize the skin with
images and control channels with input devices. Then the user can manipulate
the puppet to arrange actions. Features such as recording the user's
performance, replaying and saving as video files are also provided. This paper
describes the system design rationale and implementation. We demonstrate
PuppetAnimator with several puppet actions and pilot study shows that with the
system, users can easily make animation of a shadow puppet's action for
storytelling. Keywords: multi-point; performative interface; shadow puppet | |||
| Exploring temporal ego networks using small multiples and tree-ring layouts | | BIBAK | Full-Text | PDF | 79-88 | |
| Michael Farrugia; Neil Hurley; Aaron Quigley | |||
| Many of the current dynamic network visualisations methods or techniques
rely on node-link force-based models that were originally developed for
visualising static network snapshots. In this study, we diverge from this
traditional layout approach and develop a layout for ego networks that places
the time dimension in the foreground, by turning time into an element of shape.
In addition to this we develop an interactive system that enables the
visualisation of multiple networks simultaneously by employing small multiples.
Using the proposed layout and analytical system as a grounding visual
structure, we visually characterise dynamic network events in 3 different
networks; the evolution of the biotechnology field, a phone call data set and a
network of passenger connections of an airline. From this analysis we propose a
range of ego network visual motifs that can be used as templates to identify
and characterise events that are occurring in a dynamic network. Keywords: Dynamic networks, Ego networks, Small Multiples, Graph Drawing | |||
| A Case Study of Prototyping a Multimodal User Interface for a Media Annotation Tool | | BIBAK | Full-Text | PDF | 89-94 | |
| Dominik Ertl; Marie Kavallar; David Raneburger | |||
| Media annotation is the process of adding annotations to media, like audio
or video data. Annotations are, e.g., emotion descriptions of human emotions.
The manual creation of annotations typically requires to repeat small tasks
many times. Manual annotation is time-consuming and erroneous because user
interfaces (UI) for such annotation tools often lack the possibility of
multimodal interaction. In this work, we present a case study were we
prototyped multimodal UIs for media annotation. First, we identified
time-consuming tasks in the process of media annotation. Then we studied the
human-computer interaction, to find out which modality combinations fit well
for these tasks. This led us to suitable variants for modality combinations,
like speech input, mouse gestures, earcons and an adapted GUI. We used the
OpenInterface platform to implement prototypes of these multimodal UI variants
for an existing GUI-based media annotation tool. Our prototyping approach
allows easy change and adaptation of the multimodal UI. This supports the
designer during the multimodal UI development and leads to UIs for media
annotation tools that have a well-balanced set of modalities for interaction
purposes. Keywords: Multimodal, Media Annotation, Prototyping | |||
| Interaction Patterns for Designing Visual Feedback in Secure Websites | | BIBAK | Full-Text | PDF | 95-100 | |
| Jaime Muñ-Arteaga; Eduardo B. Fernandez; René Santaolaya-Salgado | |||
| In a website, it is essential to offer accessible and secure online services
for end users. In general, usefulness and usability aspects are taken into
account during design of website, but security issues normally are put aside.
The specification of visual feedback helps the analysis and design of websites.
This paper proposes a set of best practices of visual feedback for designing
websites where the user task can be made secure and usable. Keywords: secure website; interaction patterns; visual feedback; software
architectures | |||
| Back-to-Back: A Novel Approach for Real Time 3D Hand Gesture Interaction | | BIBAK | Full-Text | PDF | 101-105 | |
| Mingming Fan; Yuanchun Shi | |||
| In this paper, we present Back-to-Back, a novel real time hand gesture
interface for 3D interaction based on double cameras. Back-to-Back dexterously
makes use of the geometric complement of two back-to-back cameras. Held in
hand, Back-to-Back could deduce hand's 3D motion in real time. The basic idea
is to extract good corner points from the image sequences captured by two
cameras separately and track them while moving. By comparing the motions of two
groups of points, the hand's translation and rotation could be deduced
accurately as well as other motion parameters. Back-to-Back is a prototype for
gestural interaction on mobile devices equipped with two cameras. To further
demonstrate its usability, we then analyze the requirements of 3D navigation
task and design a strategy to navigate in 3D Space naturally by using
Back-to-Back. Keywords: Double Cameras, Hand Gesture, 3D Interaction, Natural User Interface, Real
Time Interaction | |||
| Learning Displacement Experts from Multi-band Images for Face Model Fitting | | BIBAK | Full-Text | PDF | 106-111 | |
| Christoph Mayer; Bernd Radig | |||
| Models are often used to gain information about real-world objects. Their
parameters describe various properties of the modeled object, such as position
or deformation. In order to fit the model to a given image, displacement
experts serve as an update function on the model parameterization. However,
building robust displacement experts is a non-trivial task, especially in
real-world environments. We propose a novel approach that learns displacement
experts from a multi-band image representation which is specifically tuned
towards the task of face model fitting. We provide the fitting algorithm not
only the original image but an image representation that reflects the location
of several facial components within the face. To demonstrate its capability to
work robustly not only in constrained conditions, we integrate the Labeled
Faces In The Wild database, which consists of images that have been taken
outside lab or office environments. Our evaluation demonstrates, that the
information provided by this image representation significantly increases the
accuracy of the model parameter estimation. Keywords: face model fitting; computer vision; human-machine-interaction | |||
| An Interface for Visual Information-Gathering During Web Browsing Sessions: BrainDump -- A Versatile Visual Workspace for Memorizing and Organizing Information | | BIBAK | Full-Text | PDF | 112-119 | |
| Marius Brade; Joerg Heseler; Rainer Groh | |||
| We propose a new method for visualizing the strength of associations based
on a fluid metaphor and cell structure. This enables users to place gathered
information visually in relation, while solving complex information tasks.
Both, vague and precise relations can be visualized. We applied our approach to
a scenario of information retrieval during web browsing sessions. In this paper
we describe our novel visual information-gathering system called BrainDump. To
support the user's sensemaking process, this system provides the possibility to
change the initial associations, follow links back to the source of
information, annotate content and hierarchically group collected items. A
preliminary user test was designed and conducted. Keywords: graphical user interface; visual information gathering; visual sensemaking;
personal web information system | |||
| Navigation and Interaction in the Virtual Reconstruction of the Town of Otranto in the Middle Ages | | BIBAK | Full-Text | PDF | 120-124 | |
| Lucio Tommaso De Paolis; Giovanni Aloisio; Massimo Manco | |||
| The main goal of the Human-Computer Interaction technology is to improve
interactions between users and computers by making computers more usable and
receptive to the user's needs. This paper focuses on an application of
navigation and interaction in a virtual environment using the Wiimote and the
Balance Board of Nintendo. The aim is to make the interaction easier for users
without any experience of navigation in a virtual world and more efficient for
trained users. The application has been developed for the navigation and
interaction in the virtual environment of the MediaEvo project. The MediaEvo
Project aims at developing a multi-channel and multi-sensory platform for
edutainment in Cultural Heritage. Keywords: user interface, cultural virtual heritage, Nintendo WiiMote, Nintendo
Balance Board | |||
| Using Different Gestural-Input Methods for Personal and Public Touchscreen Devices | | BIBAK | Full-Text | PDF | 125-131 | |
| Jiyoung Kang; Jung-hee Ryu | |||
| User interfaces for personal communication devices or public devices are a
flourishing research area. This article begins with a brief history of the
current user interfaces of personal communication devices and public devices.
Key factors in introducing different types of interfaces for different types of
devices are presented, including their experiment methodology. Important
factors to consider are identified and elaborated, such as focus of attention,
text-related symbols versus simple linear symbols, novice versus expert
performance, stressful versus stressless process, and the speed-accuracy
trade-off. Keywords: User interface; personal device; public device; text-related symbol; simple
linear symbol | |||
| From Individual Personas to Collective Personas | | BIBAK | Full-Text | PDF | 132-135 | |
| Alain Giboin | |||
| Personas are user models that are represented as specific, realistic humans.
Initially focused on the modeling of individual users, the Persona method (see,
e.g., Cooper) is gradually changing towards the inclusion of collectives of
users (groups, communities, etc.). In other words, a "Collective Personas"
trend is emerging. This paper reports a literature review reflecting this
emerging trend. It synthesizes some issues and avenues related to collective
personas development. Keywords: personas, collective personas, interaction design, social interaction
design, user modeling, group modeling | |||
| Enhanced Stability of Three-Users Multirate Distributed Haptic Cooperation via Coordination to Average Peer Position | | BIBAK | Full-Text | PDF | 136-141 | |
| Ramtin Rakhsha; Daniela Constantinescu | |||
| Distributed networked haptic cooperation may become unstable when the number
of interacting users increases because the effective coordination gain for the
shared virtual object increases. The average position coordination strategy
maintains the coordination gain of the shared virtual object constant
regardless of the number of cooperating participants. Therefore, the average
position strategy is expected to increase the stability region of networked
haptic cooperation among multiple users. This paper confirms through analysis
and experiments that AP coordination maintains the three-users haptic
cooperation stable for larger coordination gains than traditional virtual
coupling coordination. The stability analysis is performed in a multirate
control framework. Multirate control is deployed to support high sampling rate
of the peer force feedback loops in the presence of a low network update rate.
The experiments report a one degree of freedom manipulation of a virtual cube
by three cooperating users. Keywords: Networked haptic cooperation; distributed control; multirate control;
coordination to averaged position | |||
| Design of a Wearable Direct-driven Optimized Hand Exoskeleton Device | | BIBAK | Full-Text | PDF | 142-146 | |
| Jamshed Iqbal; Nikos Tsagarakis; Darwin Caldwell | |||
| This work introduces a hand exoskeleton that allows full range of motion and
can exert bi-directional forces on the finger phalanges. The link lengths and
structure of the proposed mechanism have been emerged as a result of
kinematics-based optimization criteria. It is an under-actuated mechanism
allowing 4 DOF/finger with one active degree. The selection of the actuator has
been based on human hand capabilities to accomplish common daily life
activities. An initial un-actuated finger prototype has been developed to
analyze the mechanism functionality and to confirm the optimization results.
Results have demonstrated that the device covers the complete operational range
of motion of a human hand. Keywords: Hand exoskeleton System, Wearable robotics, Haptic device, Optimized robotic
mechanism | |||
| Road-based Adaptation of In-Car-Infotainment Systems | | BIBAK | Full-Text | PDF | 147-152 | |
| Sandro Rodriguez Garzon; Kristof Schütt | |||
| This paper introduces a prototype of a highly adaptive in-car-infotainment
system. The prototype processes historical user interactions in order to
discover regular sequences of interaction events within similar environments.
The discovered environments in form of road segments and the activities will be
used to adapt the human-machine interface (HMI) in case the car approaches an
environment that is likely to contain a known activity. Temporal event patterns
as well as grouping criteria need to be prespecified to control the detection
of characteristical activities and to define the way two road segments are
declared to be similar. Furthermore, a brief technical introduction of the
automotive specific process of location information preprocessing is given,
which is used by the prototype to interpret its environment or to group road
segments. The use cases of a button that changes its size depending on the
probability of being pressed at a certain road as well as a HMI that
automatically switches to a certain radio station based on historical user
initiated radio station changes at similar road segments will be discussed in
detail. Keywords: context awareness, personalization, adaptation, intelligent user interface | |||
| Virtual Reality Technologies: a Way to Verify Dismantling Operations | | BIBAK | Full-Text | PDF | 153-157 | |
| Caroline Chabal; Alexandre Proietti; Jean-François Mante; Jean-Marc Idasiak | |||
| Dismantling is a major challenge for nuclear companies, which are faced with
the clean-up of former nuclear sites. In order to increase efficiency, optimize
costs and planning, intervention designers must verify scenario key points,
take into account unexpected situations and provide technical answers.
Simulation is a good means of visualizing and therefore understanding
constraints, of testing different alternatives, and a way to train workers
prior to interventions. This paper describes an application of such a
technology: dismantling a chemical cell in the APM (Marcoule Pilot Workshop)
facility at Marcoule (France). This highly radioactive cell will be dismantled
by a remote handling system using the Maestro slave arm. An immersive room has
been used to design the dismantling scenarios. For these, the Maestro slave arm
has been coupled with a haptic interface and, thanks to force feedback and
visual immersion, accessibility, operational trajectories and maintainability
on the carrier have been verified. If problems are found, updates of the
carrier design are carried out before its final construction to guarantee the
system will work properly. We describe the processes of building the 3D model
and verifying scenarios. Finally, we present the first results, which are
encouraging, and the perspectives for the project. Keywords: virtual reality; dismantling operation; haptic interface; accessibility
study; remote handling; collision detection; interactivity; real-time | |||
| Contextual Spaces with Functional Skins as OpenSocial Extension | | BIBAK | Full-Text | PDF | 158-163 | |
| Evgeny Bogdanov; Christophe Salzmann; Denis Gillet | |||
| Portability, flexibility and extensibility are essential features of social
media platforms. When such Web platforms are able to take user's context into
account, they provide better user experience and enhance the effectiveness of
users' actions. In this paper, we discuss an extension to OpenSocial standard,
namely contextual space, that shapes the framework, in which people carry out
online activities. The proposed contextual space extension defines how a set of
OpenSocial widgets are aggregated as a Web environment for a given purpose and
with a given functional skin as a user interface. Additionally it allows to
create contextualized widgets. In this paper we discuss the proposed extension
in details and provide the examples of its use based on real life scenarios.
Finally, we detail an implementation scheme. Keywords: context, contextualized widget, contextual space, functional skins,
portability, OpenSocial, social media platform, Web application, Web
environment | |||
| Gathering Interaction, Interface and Aesthetics Considerations in Product Design. Analyzing devices related to the accessibility of heritage | | BIBAK | Full-Text | PDF | 164-169 | |
| Marina Puyuelo Cazorla; Mónica Val Fiel; Francisco Felip Miralles | |||
| Interaction aesthetics is a substantial part of the design process of
products and devices, especially those related to enhance the accessibility of
heritage. This paper offers a perspective on the breadth of the concept
interactivity through an extensive literature review and analysis of some of
the areas closely linked to the concept: the wayfinding experiences, the visual
and tactile perception of devices and the computers' user interfaces. All these
will help to evaluate the efficiency of existing products, in order to outline
some directions that allow designers to develop new devices that make
information and cultural content accessible to all users. We analyzed the most
common devices used in cultural heritage sites, based on various parameters
relating to the level of interactivity. The main results show that most devices
are dynamic and designed to facilitate mobility, but they are not interactive.
Therefore, designers must continue their work in this direction. Keywords: aesthetics; interactivity; interface design; product design; built
environment | |||
| Digital Reconstruction of a Historical and Cultural Site Using AR Window | | BIBAK | Full-Text | PDF | 170-175 | |
| Jiyoung Kang; Jung-hee Ryu | |||
| There are many historical and cultural sites which have been demolished due
to the reckless urban development projects. 'Pimatgol' is one of those with
meaningful history and culture. There were many attempts to reconstruct the
sites using technology to remember the important places. AR Window is an
Augmented Reality application for reconstructing 'Pimatgol' for smart phones.
User can see the past scenes over the present scenes through AR Window. User
can attempt multiple interactions like blowing a breath, wiping with a finger
and touching buttons on a phone. We concentrated on how the multiple
interactions affect interests and level of awareness of the users. AR Window
will open a new path of digital reconstruction for smart phones through the
multiple interactions. Keywords: Case studies; Multiple interaction; Emotional effect; AR | |||
| Creating Added Value for Smart Card Applications: the University as a Case Study | | BIBAK | Full-Text | PDF | 176-181 | |
| Hsiao-Chi Wu; Jen Wel Chen; Ching-Cha Hsieh | |||
| Studies on smart card applications, in addition to focusing on
instrumentality and practicality, should also consider the importance of social
construction. The implications of actors with different roles on technology
directly influence the developmental direction of smart card applications. This
study examines smart card applications, using a private university in Taiwan as
a case study. It attempts to understand and interpret how the university
handles problems arising from smart card applications, from the perspective of
schools and suppliers, during the planning and design phases of implementation.
Additionally, it uses the Social Construction of Technology (SCOT) as an
analytic lens. The results of this study show that when the university
developed a new interpretation of smart card applications, it focused on
value-added e-services. This emerged and unexpected consequences arose from
actual work-practice situations; smart student ID cards were not merely tools
for identification and payment, but also the means to shape student lifestyles. Keywords: smart card application, SCOT, e-service, university | |||
| An Architecture of Adaptive Product Data Communication System for Collaborative Design | | BIBAK | Full-Text | PDF | 182-187 | |
| Bernadetta Kwintiana Ane; Dieter Roller | |||
| Today, designers and engineers on collaborative design environments often
work in parallel and independently using different tools distributed at
separate locations. Due to unique characteristic of engineering design,
interaction during product development is difficult to support. As the
information and communication technologies advances, computer supported
collaborative design (CSCD) becomes more promising. Nevertheless, a potential
problem remains between the product design and manufacturing, which mainly lies
on the geometric shape of products that exists inherent in mass-customization.
Meanwhile, CAD/CAM technologies have their own authoring tools, which govern
the use of independent language and format for expressing various features and
geometry. This condition creates incompatibility and has significant impact to
the product costs. This paper is to address the incompatibility problem by
introducing an architecture of the adaptive product data communication system.
The adaptive system has a capability for autonomous tracking of design changes.
The tracking model supports forward and backward tracking of constraint
violation during the collaborative design transactions. Keywords: Computer supported collaborative design; product data communication;
adaptive | |||
| Towards Implicit Enhancement of Security and User Authentication in Mobile Devices Based on Movement and Audio Analysis | | BIBAK | Full-Text | PDF | 188-191 | |
| Hamed Ketabdar; Mehran Roshandel; Daria Skripko | |||
| In this work, we present initial investigations towards analysing movements
of a mobile device as well as ambient audio captured by the mobile device for
enhancing security functionalities in the device. We present a few scenarios
which can lead to security threats related to data or services on a mobile
device (e.g., a phone being lost or stolen). We show how unexpected movements
or ambient audio captured by the device can deliver information which can be
important considering security issues, and reveal those scenarios. In addition,
we present how the identity of a user can be verified (or identified) by his
mobile device based on pattern of his regular physical activities such as
walking. This allows for implicit and continuous re-identification of the user.
The implicit process does not require active participation of user, and allows
for authentication during regular daily activities. The proposed method can
also be used to complement regular authentication techniques to protect for
example an open account on a mobile phone. It can also help to reduce number of
re-authentications by verifying that the mobile device is continuously operated
by the same user since the last regular authentication. Our final goal is to
come up with a correlation model describing the relationship between movements
of a mobile device as well as ambient audio, and security related issues. Keywords: Security; Mobile Devices; Motion and Audio Analysis; Embedded Sensors;
Unexpected Events; Implicit Authentication | |||
| An Augmented Reality Application for the Enhancement of Surgical Decisions | | BIBAK | Full-Text | PDF | 192-196 | |
| Lucio Tommaso De Paolis; Giovanni Aloisio; Marco Pulimeno | |||
| The practice of Minimally Invasive Surgery is becoming more and more
widespread and is being adopted as an alternative to the classical procedure.
This technique has some limitations and comes at a cost to the surgeons. In
particular, the lack of depth in perception and the difficulty in estimating
the distance of the specific structures in laparoscopic surgery can impose
limits on delicate dissection or suturing. The availability of new systems for
the pre-operative planning can be of great help to the surgeon. The developed
application allows the surgeon to gather information about the patient and
her/his pathology, visualizing and interacting with the 3D models of the organs
built from the patient's medical images, measuring the dimensions of the organs
and deciding the best insertion points of the trocars in the patient's body.
This choice can be visualized on the real patient using the Augmented Reality
technology. Keywords: user interface; Augmented Reality; medical image processing | |||
| Interactive System for Medical Interventions Based on Magnetic Resonance Targeting | | BIBAK | Full-Text | PDF | 197-201 | |
| Sylvain Martel; Manuel Vonthron | |||
| Magnetic Resonance Targeting (MRT) is a new approach that aims at navigating
untethered therapeutic or diagnostic micro-entities through the vascular
network until a specific targeted location is reached. The platform used for
such intervention is referred to as a Magnetic Resonance Navigation (MRN)
system and it typically takes the form of a clinical Magnetic Resonance Imaging
(MRI) scanner upgraded with special software and hardware modules to allow such
platform to perform MRN in an effective manner. Considering the complexity of
MRN operations and the speed at which real-time operations are being performed,
an interactive system capable of providing a proper interface to allow an
interventional radiologist or the like to properly interact and use such
platform becomes an essential, yet a critical component for the success of this
new medical interventional approach. Here, this paper presents for the first
time an overview of a new interactive system for MRN operations suitable to
conduct preliminary interventions. Keywords: Magnetic resonance imaging; targeted interventions; cancer therapy; user
interface | |||
| A Framework for Computer Based Training to In Vitro Fertilization (IVF) Techniques | | BIBAK | Full-Text | PDF | 202-205 | |
| Andrea Abate; Michele Nappi; Stefano Ricciardi | |||
| This paper presents a visual-haptic framework for the simulated training to
some key procedures of the In Vitro Fertilization techniques which are become
very popular to address several infertility conditions. Two of the most crucial
procedures typically involved in the fertilization process, the Intra
Cytoplasmic Sperm Injection (ICSI) and the Embryo Transfer (ET) are integrated
in the system proposed. The aim is simulating them both at the visual and
kinesthetic level by means of a specifically developed virtual environment.
This environment includes the human egg, the selected sperm and the micro
needles required during the ICSI as well as the catheter, the womb and the
embryo involved in ET. The proposed approach exploits a two hand-based haptic
devices mimicking the force feedback of the actual manipulation gear and a
visual-haptic engine simulating the shape and the dynamic behavior of the main
components involved in the two aforementioned stages of the artificial
fertilization process. Keywords: visual-haptic interface; 3D object manipulation; virtual training | |||
| Real Time Drunkness Analysis Through Games Using Artificial Neural Networks | | BIBAK | Full-Text | PDF | 206-211 | |
| Audrey Robinel; Didier Puzenat | |||
| In this paper, we describe a blood alcohol content estimation prototype
based on a comportment analysis performed by artificial neural networks. We
asked to subjects that had drunk alcohol to play a video-game after having
measured their blood alcohol content with a breathalyser. A racing game was
modified so that it could provide various data related to the use of the
controls by the player. Using the collected data, we trained our neural network
in order to be able to determine whether or not the subject had exceeded a
blood alcohol content threshold. We also succeeded in estimating this blood
alcohol content with a mean error of 0.1g/l. We could perform those estimations
independently of the track played among the two ones used. It was also
performed in "real time", e.g., using only the data collected within the last
10 seconds of playing. Keywords: User interfaces; Games; Neural network applications; Cognitive sciences;
Psychology; Human factors | |||
| Tactile Sensing for Safe Physical Human-Robot Interaction | | BIBAK | Full-Text | PDF | 212-217 | |
| Norbert Elkmann; Markus Fritzsche; Erik Schulenburg | |||
| Human-robot interaction in a shared workspace permits and often even
requires physical contact between humans and robots. A key technology for a
safe physical human-robot interaction is the monitoring of contact forces by
providing the robot with a tactile sensor as an artificial skin. This paper
presents a pressure-sensitive skin for the mobile assistant robot LiSA (Life
Science Assistant). It can be adapted to complex geometries and it can reliably
measure contact on the entire robot body. The sensitive skin is equipped with
integrated cushioning elements reducing the risk of dangerous injuries in
physical human-robot interaction. Besides its safety function, the sensitive
skin offers touch-based robot motion control that simplifies human-robot
interaction. In the paper we describe the sensor setup and the hardware
implementation on the mobile assistant robot LiSA and explain the strategies
for a safe human-robot interaction. Beyond that we describe the algorithms
enabling direct touch-based robot control and present some fundamental results
from our evaluation experiments. Keywords: artificial skin; human-robot interaction; mobile robot; tactile sensor | |||
| A Walking Aid Integrated in a Semi-Autonomous Robot Shopping Cart | | BIBAK | Full-Text | PDF | 218-221 | |
| Hermann Kaindl; Bernhard Putz; Dominik Ertl; Helge Hüttenrauch; Cristian Bogdan | |||
| Challenged and/or elderly people experiencing limited mobility impairment
may want to get support for walking. In public, e.g., in a supermarket, they
may want to get this support without it being immediately visible. Therefore,
we integrated walking aid functionality into a robot shopping cart. It can
support a customer to lean on the cart while the walking pace is controlled to
follow a user-determined setting. More precisely, the user of the cart can get
walking assistance by holding specifically designed handle bars supporting both
arms. This construction is fully integrated in a prototypical robot designed as
a shopping cart. Keywords: Walking aid; semi-autonomous robot shopping cart | |||
| Towards Automated Human-Robot Mutual Gaze | | BIBAK | Full-Text | PDF | 222-227 | |
| Frank Broz; Hatice Kose-Bagci; Chrystopher L. Nehaniv; Kerstin Dautenhahn | |||
| The role of gaze in interaction has been an area of increasing interest to
the field of human-robot interaction. Mutual gaze, the pattern of behavior that
arises when humans look directly at each other's faces, sends important social
cues communicating attention and personality traits and helping to regulate
conversational turn-taking. In preparation for learning a computational model
of mutual gaze that can be used as a controller for a robot, data from
human-human pairs in a conversational task was collected using a gaze-tracking
system and face-tracking algorithm. The overall amount of mutual gaze observed
between pairs agreed with predictions from the psychology literature. But the
duration of mutual gaze was shorter than predicted, and the amount of direct
eye contact detected was, surprisingly, almost nonexistent. The results
presented show the potential of this automated method to capture detailed
information about human gaze behavior, and future applications for
interaction-based robot language learning are discussed. The analysis of
human-human mutual gaze using automated tracking allows further testing and
extension of past results that relied on hand-coding and can provide both a
method of data collection and input for control of interactive robots. Keywords: mutual gaze; human-robot interaction; psychology; Markov model | |||
| Towards a General Communication Concept for Human Supervision of Autonomous Robot Teams | | BIBAK | Full-Text | PDF | 228-235 | |
| Karen Petersen; Oskar von Stryk | |||
| Towards a general concept for human supervision of autonomous robot teams
supporting the specific strengths of humans and robots, a communication concept
between robots and a human supervisor is presented in this paper. The
communication goal is to let the supervisor control a robot team with
high-level commands, e. g., by adapting mission details and influencing task
allocation in a manner that is applicable to different task allocation methods
in general. For this purpose, the supervisor needs a high-level overview of the
current state of mission and robots, which can be obtained with the presented
approach. Relevant, important events are detected by the robots using complex
event processing, and are labeled by topic and priority. A policy system
controls the amount of messages that are sent to the supervisor. Notifications
are used to inform the supervisor about the mission progress, unexpected events
and errors. Queries are used to transfer decisions to the supervisor, to make
use of implicit knowledge and experience in critical situations. The robots'
level of autonomy can be adapted using policies, that require decisions to be
either taken autonomously by the robots, or with support by the supervisor,
using different query modes. Example scenarios from different applications
including urban search and rescue will be used for validating the proposed
concept. Keywords: human-robot team interaction; supervisory control; complex event processing;
policies | |||
| Disentangling the Effects of Robot Affect, Embodiment, and Autonomy on Human Team Members in a Mixed-Initiative Task | | BIBAK | Full-Text | PDF | 236-241 | |
| Paul Schermerhorn; Matthias Scheutz | |||
| Many future robotic scenarios will require robots to work with humans in
teams. It is thus critical to ensure that those robots will be able to work
effectively with humans. While various dimensions of robots such as autonomy,
embodiment or interaction style have been investigated separately, no previous
study has looked at those three dimensions together. In this paper, we report
results from extensive experiments showing that all three dimensions interact
in complex ways, thus demonstrating the insufficiency of exploring these
dimensions individually. Based on the results, we conclude with suggestions for
interaction designs and for future studies. Keywords: human-robot interaction; adjustable autonomy; embodiment; robot; simulation;
affect; user study | |||
| Effects of Automation on Situation Awareness in Controlling Robot Teams | | BIBAK | Full-Text | PDF | 242-248 | |
| Michael Lewis; Katia Sycara | |||
| Declines in situation awareness (SA) often accompany automation. Some of
these effects have been characterized as out-of-the-loop, complacency, and
automation bias. Increasing autonomy in multi-robot control might be expected
to produce similar declines in operators' SA. In this paper we review a series
of experiments in which automation is introduced in controlling robot teams.
Automating path planning at a foraging task improved both target detection and
localization which is closely tied to SA. Timing data, however, suggested small
declines in SA for robot location and pose. Automation of image acquisition, by
contrast, led to poorer localization. Findings are discussed and alternative
explanations involving shifts in strategy proposed. Keywords: human-robot interaction; robot teams; situation awareness | |||
| An Architectural Model for Designing Multicultural Learning Objects | | BIBAK | Full-Text | PDF | 249-253 | |
| Jaime Muñoz-Arteaga; Jean Vanderdonckt; Juan Manuel González-Calleros; Michael Orey | |||
| Learning objects are considered as educational resources that can be
employed in technology support learning. They are a digital pieces of knowledge
to put together in order to form courses on line. Considering cultural aspects
is possible to reuse them in different context for a large diversity of
community of users. Nevertheless, the design and development of graphical user
interface for this kind of objects become more complex since the multiples
representations and the large diversity of resources. This work proposes the
use of architectural models to try to mitigate the design of user interfaces
for multicultural learning objects. Keywords: multicultural context; learning object; Presentation-Abstraction-Control;
architectural pattern; usability | |||
| Rotoscopy-Handwriting Interface for Children with Dyspraxia | | BIBAK | Full-Text | PDF | 254-259 | |
| Muhammad Fakri Othman; Wendy Keay-Bright | |||
| We discuss the design and development of computer-animated interface for
children with dyspraxia using a specialist animation technique known as
Rotoscopy. The technique may provide an engaging environment for children with
dyspraxia to improve their handwriting skills, thus increase their motivation
and self-esteem towards learning. Keywords: Animation technique, prototyping, learning difficulties | |||
| An Emotional System for Effective and Collaborative e-Learning | | BIBAK | Full-Text | PDF | 260-266 | |
| Nirmal Kumar Sivaraman; Lakshmisri Lakshmi Narayana Rao; Kittanakere Lakshminarasimhamurthy Nitin | |||
| Though e-learning is being debated to have some advantages over person to
person teaching, the latter is considered to be superior with respect to the
effectiveness of teaching. One of the reasons for this advantage of human
expert tutors is their ability to deal with the emotional aspects of the
learner. We introduce an emotion sensitive e-learning model which is sensitive
to both emotional aspects as well as the learning ability of the learner. This
is a major difference with the other similar attempts to make effective
e-learning systems and the preliminary analyses indicate considerable promise.
We hope this would complement the effectiveness of e-learning. Keywords: e-learning; emotional systems; emotional e-learning | |||
| E-book Reader and the Necessity of Divergence from the Legacy of Paper Book | | BIBAK | Full-Text | PDF | 267-273 | |
| Alma Leora Culen; Andrea Gasparini | |||
| The traditional paper-based book as we know it has been read and loved for
hundreds of years. The first generation of e-book readers, based on electronic
ink, attempted to emulate the traditional paper-based book, both in content and
functionality. In this paper we discuss how the reading of e-books starts to
diverge from the legacy of paper books. Many still favor the sensory experience
of touching an actual book, smelling the paper, and hearing the sound of
turning pages. However, huge memory, easy readability, the possibility of
sharing text between users (such as Nook allows), the multi-functionality (such
as iPad has) and the ease of downloading books, all make e-book readers
increasingly popular. Based on insights gained from ethnographic studies,
workshops, focus groups, and questionnaires, we discuss some advantages and
disadvantages of e-book readers, speculate on how they may change the way we
read, in particular actively, and propose some guidelines for future e-book
reader functionality design specifically aimed at the student population. The
first prototype resulting from co-design work with primary school students is
presented as an example of our design approach. Keywords: digital libraries; e-book readers; HCI; interface; co-design | |||
| Exploring Trust in Personal Learning Environments | | BIBAK | Full-Text | PDF | 274-279 | |
| Na Li; Maryam Najafian-Razavi; Denis Gillet | |||
| The design of effective trust and reputation mechanisms for personal
learning environments (PLEs) is believed to be a promising research direction.
In this paper, we propose a 4-dimensional trust model that complies with the
specific requirements of PLEs. Trust is explored in four dimensions: trustor,
trustee, context and visibility. The importance of these four dimensions is
investigated through a number of scenarios. The model is implemented in a PLE
platform named Graaasp. Preliminary evaluation of usefulness is conducted
through a user study and some interesting findings are discussed in the end. Keywords: trust, reputation, personal learning environment, rating, ranking | |||