| GPU Based Burning Process Simulation | | BIBAK | Full-Text | PDF | 1-6 | |
| Ran Jiao; Liu Yonggan; Hao Aimin | |||
| We present a method of simulating the process of burning phenomena on
generic polyhedral objects. By mapping the object's surface to a 2D space, the
fire front expansion can be calculated efficiently on GPU (Graphics Processing
Unit). The state of decomposition is updated according to the fire front and
the consumption of solid fuel. During the simulation loop, both the fire front
and the solid fuel consumption are updated respectively. In order to achieve a
better performance, most routines of the simulation are processed on GPU. The
entire simulation could run at an interactive rate on a normal PC. Keywords: burning; fire spreading model; deformation; | |||
| Context-dependent Action Interpretation in Interactive Storytelling Games | | BIBAK | Full-Text | PDF | 7-10 | |
| Chung-Lun Lu; Von-Wun Soo | |||
| In this paper, a framework of context-dependent behavior interpretation in
interactive storytelling system is proposed. A user can act as one of the role
characters in a story to interact with other virtual characters in the system.
We implemented two levels of action interpretation: activity and behavior. A
Microsoft Kinect sensor is used to acquire and recognize user's activities in
terms of the information of its body joints that will be trained by a
pre-learned model. Then, with multiple-context modeling and the recognized
activities, a dynamic Bayesian network is adopted to disambiguate user's
behaviors in terms of his intentional and subgoal structure. Keywords: interactive storytelling; behabior interpretation | |||
| Developing User-Centered Video Game Concepts for Language Learning | | BIBAK | Full-Text | PDF | 11-16 | |
| Yorick Poels; Jan-Henk Annema; Bieke Zaman; Frederik Cornillie | |||
| This paper will report on an ongoing project which aims to develop video
games for language learning through a user-centered and evidence-based
approach. Therefore, co-design sessions were held with adolescents between 14
and 16 years old, in order to gain insight into their preferences for
educational games for language learning. During these sessions, 11 concepts for
video games were developed. We noticed a divide between the concepts for games
that were oriented towards formal language learning (e.g. exercises on
vocabulary) and video games that were centered around communication with other
players or in-game characters. Keywords: co-design, user-centered, games, language learning | |||
| Online Casinos: The Addiction Under Control Role of Web 2.0 and re-documentarisation | | BIBAK | Full-Text | PDF | 17-21 | |
| Karim Fraoua; Christian Bourret | |||
| In this work, we will consider how to design and implement tools or
Information System based and enriched by a semantic search engines to the
forums in the world of online gambling (articles, tutorials, etc.) supporting
both textual and semantic expressions. On the basis of this new approach, based
on neuro-economic field, we will look on addiction using neuroscience and game
theory in order to construct an efficient Information System that takes into
account the expectations and attitudes of players. Keywords: online; gambling; addiction; neuroeconomy; game theory; information system | |||
| Evaluation of User Interface Satisfaction of Mobile Maps for Touch Screen Interfaces | | BIBAK | Full-Text | PDF | 22-27 | |
| Ya-Li Lin | |||
| User interfaces of mobile maps on mobile and tablet devices with a touch
screen interfaces is evaluated in this study. A four-way factorial experiment
compares the user interface satisfaction for two mobile touch devices
(iPad/iPhone), two map types (Electronic Map/Mixed Map), two keyword searches
(Landmark/District), and Chinese input methods (Hand-written/Phonetic
notation). The experiment used forty-eight participants, each of whom was
assigned three types of environmental spatial tasks: find targets, identify
cardinal directions, and identify approximate distances. The individual
differences between gender, the possession of a sense of direction and route
knowledge on user's satisfaction were also examined. The results of the study
verify that both the reliability and confirmative factor analysis model of the
questionnaire for user interface satisfaction are good enough. In addition, the
two-factor interactions and the main effects: Type, Keyword, and Input
significantly affect the degree of user satisfaction. Keywords: User Interface Satisfaction; Mobile Map; Mobile Spatial Interaction; Touch
Screen; Sense of Direction | |||
| Tablet PCs -- An Assistive Technology for Students with Reading Difficulties? | | BIBAK | Full-Text | PDF | 28-34 | |
| Andrea A. Gasparini; Alma Leora Culén | |||
| This paper presents the results of a descriptive case study concerning
adoption of iPad or other tablets as assistive technology. Two pilot studies
concerning the adoption and use of the iPad for active reading in a
teaching/learning situation have recently been conducted at elementary school
level and at university level. In the course of both studies, students with
reading difficulties were encountered. For each group of students, a key case
has been chosen. The paper presents our findings regarding adjustments that
needed to be made for these students and initial research on iPad usability for
students with special education needs. By describing two instances, one
involving a university student and the other two elementary school children, we
hope to bring attention to application of ICT for students with reading
difficulties. Students with this kind of impairment are often neglected in
comparison to students with visual impairments or other disabilities. In one
case, the iPad has been successfully integrated into students' life as an
assistive technology. The cases may be both instructive and inspirational for
educational situations involving students with similar disabilities as
adjustments and applications used to help students do not involve any large
investments in software or devices. Keywords: assistive technology; iPad; reading difficulties; tablet PC; technology
adoption | |||
| Spatial Ability and Map-Based Software Applications | | BIBAK | Full-Text | PDF | 35-40 | |
| Michelle Rusch; Sarah Nusser; Les Miller; Georgi Batinov; Kofi Whitney | |||
| Location-based applications are growing in importance as agencies are
placing more and more computing into their field applications. The development
of software for these applications needs to consider the wide range of user
skills. The present work looks at the impact of spatial ability on a typical
Census Bureau application (address verification). A study of a text guided
software system for address verification was conducted. The participants were
tested to determine their logical reasoning, visualization, and perspective
taking abilities. The participants performed a set of address verification
tasks using a tablet in a stationary environment. The study and results are
presented and discussed. Keywords: usability, spatial ability | |||
| A Presentation Support System by Expanding Embodiment with a Mobile Touchscreen Device | | BIBAK | Full-Text | PDF | 41-46 | |
| Michiya Yamamoto; Taku Murabayashi; Tomio Watanabe | |||
| Most of the people make presentations by using tools such as pointers.
However, the use of information devices such as laser pointers and mice can
restrict the presenter's embodied motions and actions. In this paper, we
propose a presentation support system that can expand embodiment by using a
portable touch screen device. First, we develop a prototype of the system by
using an iPhone, and then, we perform experimental evaluation. Next, we
performe the evaluation of the modes of PPTouch, and the effectiveness of the
system in various situations is clarified. Then we performe comparison with
conventional pointers, and evaluation by participants. Both experiments also
show the effectives of PPTouch. Keywords: presentation support; expansion of embodiment | |||
| Designing Mobile Apps for Visually Impaired and Blind Users | | BIBAK | Full-Text | PDF | 47-52 | |
| Javier Sanchez; Joaquín Selva Roca de Togores | |||
| Although mobile devices include accessibility features available for
visually impaired users, the user interface of the majority of the mobile apps
is designed for sighted people. It is clear that "Design for Usability" differs
depending if the final user is a sighted user or a visually impaired user. This
paper introduces the concept of "Low Vision Mobile App Portal", which provides
a way to access mobile apps specifically designed for visually impaired users.
Some design aspects will be described. Preliminary results show some of the low
vision controls specifically design for visually impaired users. Keywords: design; mobile App; visually impaired; blind; usability; low vision mobile
portal; accessibility; iOS; iPhone | |||
| Building Bridges Between Elderly and TV Application Developers | | BIBAK | Full-Text | PDF | 53-59 | |
| José Coelho; Carlos Duarte; Pedro Feiteira; Daniel Costa; David Costa | |||
| The development of new digital TV systems and the design practices adopted
in the development of new TV based applications often isolate elderly and
disabled users. By considering them as users with special needs and not taking
their problems into account during the design phase of an application,
developers are creating new accessibility problems or just keeping bad old
habits. In this paper, we describe a novel adaptive accessibility approach on
how to develop accessible TV applications, by making use of multimodal
interaction techniques and without requiring too much effort from the
developers. By putting user-centered design techniques in practice, and
supporting the use of multimodal interfaces with several input and output
devices, we confront users, developers and manufactures with new interaction
and design paradigms. From their evaluation, new techniques are created capable
of helping in the development of accessible TV applications. Keywords: multimodal, adaptation, developers, elderly | |||
| Analysis of Volumetric Tactile Symbols Produced with 3D Printing | | BIBAK | Full-Text | PDF | 60-67 | |
| Jaume Gual; Marina Puyuelo; Joaquim Lloveras | |||
| The morphological elements of design used for designing tactile maps and
symbols for visually impaired users are points, linear, and areal elements. One
of the main characteristics of these elements is their two-dimensional and
graphic nature. However, since three-dimensional design came to be a fourth
group of elements, volumetric elements, has come into use. The key questions of
this study are: Is it possible to extend the range of a discriminatable set of
symbols by using volumetric elements with height contrast extended in the Z
axis? Can some formal variations of these volumetric symbols be distinguished
using the sense of touch? The results of this study show that some tactile
symbols with simple volumetric forms are easily recognizable using the sense of
touch. In the absence of further studies, this could suggest an affirmative
answer to the first research question posed. Keywords: tactile symbols; tactile maps; inclusive design; visual impairment | |||
| Ethnographic Examination for Studying Information Sharing Practices in Rural South Africa | | BIBAK | Full-Text | PDF | 68-74 | |
| Amandeep Dhir; Imad Moukadem; Nobert Jere; Puneet Kaur; Sari Kujala; Antti Ylä-Jääski | |||
| This progress paper describes a study plan and research theme with the focus
on information sharing practices, social habits and behavioral access patterns
in the context of the mobile phone and ICT usage of rural users in the emerging
economies such as South Africa. The aim is to design new solutions to support
rural users and their economic existence. An ethnographic field study was
performed in order to understand the living conditions of rural communities and
the related problems and opportunities in the field of mobile phone and ICT
usage. A variety of qualitative measures such as contextual inquiry,
participant observation, design exercises, focus and individual interviews were
used during the field. However, only preliminary results from field studies are
described in this paper. In our study, we found that needs and expectations of
the users dwelling in rural context of different emerging economies are very
much different from that of developed world. Product designers must consider
these needs in order to deliver successful ICT and mobile-based services. Keywords: Emerging markets; ethnography; information sharing; oral culture; rural
users | |||
| Accessibility Study of Rich Web Interface Components | | BIBAK | Full-Text | PDF | 75-79 | |
| Juliana Braga; Rafael Damaceno; Rodrigo Leme; Silvia Dotta | |||
| The use of the latest technologies to develop rich interfaces for websites
could decrease your accessibility, making problematic the access for people
with disabilities. Faced with this problem, this paper executed a study to
evaluate the accessibility of rich components on the Web. The paper used
WAI-ARIA recommendations as reference and analyzed the accessibility problems
found in the Jboss Richfaces components library. The study demonstrates a
methodology to make the analyzed rich components accessible. Keywords: Rich Internet; accessibility; WAI-ARIA; Web 2.0 | |||
| Virtualization Technology for Multi-display Systems | | BIBAK | Full-Text | PDF | 80-83 | |
| Igor Petukhov; Lyudmila Steshina; Ilya Tanryverdiev | |||
| The method for creation of multi-user multi-monitor systems designed for
educational purposes is suggested. The method utilizes virtual machine
technology which makes possible to create completely isolated user working
environment, remote access to equipment and remote workstation administration.
Standard interfaces like DVI, VGA or USB are used as data transmission channels
along with network technologies. Such architecture facilitates the operator's
work, making it more comfortable, and improves the quality and capabilities of
the distant access to remote resources. Keywords: multi-user multi-monitor systems; virtual machine technology; interface | |||
| A Generic Approach to Interactive University Timetabling | | BIBAK | Full-Text | PDF | 84-89 | |
| Michael Zeising; Stefan Jablonski | |||
| Room utilization is a problem for universities most notably when students do
not have to enroll for the courses they want to attend. In this case, the only
information available is the examination regulation of their respective course
of study. In this paper, it will be illustrated how student constraints can be
inferred from these regulations and how they can be used to reduce the task to
a well understood problem. Furthermore, an innovative user interface based on
these constraints which enables highly interactive university course scheduling
will be presented. In order to support a wide range of environments, the
approach rests upon a very general domain model and does not depend on a
specific solver technology. Keywords: interactive timetabling, decision support systems, examination regulations,
planning user interfaces | |||
| The Utility of Controlled Vocabularies within Bookmark Management Tasks | | BIBAK | Full-Text | PDF | 90-94 | |
| Siu-Tsen Shen; Stephen D. Prior | |||
| This research investigates the utility of adopting a controlled vocabulary
approach to bookmark management. An initial user survey conducted for this
research has shown that just over half the population use bookmarks to save
important websites and that 75% of these people use up to three sub-levels
only. The bookmark facility within all current web browsers is therefore
underutilized and the argument that users need and want greater freedom and
flexibility to create their own unique file structure is disputed. We conclude
that users need a simple, logical and contextual system of bookmark management
which complements their daily lives. Keywords: controlled vocabulary; bookmark management; web browser; information search;
information retrieval | |||
| Designing Multi-Modal Map-Based Interfaces for Disaster Management | | BIBAK | Full-Text | PDF | 95-100 | |
| Volker Paelke; Karsten Nebe; Christian Geiger; Florian Klompmaker; Holger Fischer | |||
| The access to current and reliable maps and data is a critical factor in the
management of disaster situations. Standard user interfaces are not well suited
to provide this information to crisis managers. Especially in dynamic
situations conventional cartographic displays and mouse based interaction
techniques fail to address the need to review a situation rapidly and act on it
as a team. The development of novel interaction techniques like multi-touch and
tangible interaction in combination with large displays provides a promising
base technology to provide crisis managers with an adequate overview of the
situation and to share relevant information with other stakeholders in a
collaborative setting. However, design expertise on the use of such techniques
in interfaces for real-world applications is still very sparse. We are,
therefore, conducting interdisciplinary research with a user and application
centric focus to establish real-world requirements, to design new multi-modal
mapping interfaces, and to validate them in disaster management applications.
Initial results show that tangible and pen-based interaction are well suited to
provide an intuitive and visible way to control who is changing data in a
multi-user command and control interface. Keywords: post-WIMP user interfaces; natural user interfaces; mapping;
geo-visualization; multi-touch interaction; pen-based interaction; tangible
interaction | |||
| Multilingual Ontology Alignment Based on Visual Representations of Ontology Concepts | | BIBAK | Full-Text | PDF | 101-105 | |
| Srdan Mihic; Dragan Ivetic | |||
| Image search represents one of the most frequent user actions on the
Internet. Existing image search engines do not understand the images they
return, nor do they support multilingualism. These issues can be addressed with
the introduction of a semantic layer. The semantics is encoded in ontologies,
which contain structured information about a domain of application. In order to
provide semantic interoperability between (multilingual) ontologies, it is
necessary to obtain semantic correspondences -- ontology alignments. Various
strategies have been proposed for multilingual ontology alignment. In this
concept paper, the idea of alignment discovery based on semantic similarity of
visual representations of ontology concept is explored. Keywords: multilingual ontologies; ontology alignment; image retrieval; multimedia
semantics | |||
| TsoKaDo: An Image Search Engine Performing Recursive Query Recommendation Based on Visual Information | | BIBAK | Full-Text | PDF | 106-111 | |
| Lazaros Tsochatzidis; Athanasios Kapoutsis; Nikos Dourvas; Savvas Chatzichristofis; Yiannis Boutalis; Konstantinos Zagoris | |||
| This paper tackles the problem of the user's incapability to describe
exactly the image that he seeks by introducing an innovative image search
engine called TsoKaDo. Until now the traditional web image search was based
only on the comparison between metadata of the webpage and the user's textual
description. In the method proposed, images from various search engines are
classified based on visual content and new tags are proposed to the user.
Recursively, the results get closer to the user's desire. The aim of this paper
is to present a new way of searching, especially in case with less query
generality, giving greater weight in visual content rather than in metadata. Keywords: Image Retrieval; Metadata; Image Annotation; Query Recommendation Systems | |||
| Head Nod and Shake Gesture Interface for a Self-portrait Camera | | BIBAK | Full-Text | PDF | 112-117 | |
| Shaowei Chu; Jiro Tanaka | |||
| Interactive interfaces and applications are a flourishing research area. In
this paper, we introduce a head gesture interface for a digital camera shooting
self-portrait pictures. Natural head nodding and shaking gestures can be
recognized in real-time, using optical-flow motion tracking. A double head nod
triggers the camera shutter to take shots. Continuous nodding or shaking
triggers a zooming interface to zoom the user's face in or out. To make the
recognition robust, a safe zone analysis of the head region was conducted to
quickly exclude any insignificant head motion, and thresholds of moving
direction and length of head motion were selected in a preliminary set-up step.
A finite state machine was used to recognize head gestures. Our results show
that the proposed head gesture recognition method is a promising interface for
a self-portrait camera. Keywords: head gesture; self-portrait; human computer interaction; optical-flow;
motion tracking | |||
| Towards 3D Data Environments using Multi-Touch Screens | | BIBAK | Full-Text | PDF | 118-121 | |
| Francisco R. Ortega; Armando Barreto; Naphtali Rishe; Malek Adjouadi | |||
| The increase in availability of multi-touch devices has motivated us to
consider interaction approaches outside the limitations associated with the use
of a mouse. The problem that we try to solve is how to interact in a 3D world
using a 2D surface multi-touch display. Before showing our proposed solution,
we briefly review previous work in related fields that provided a framework for
the development of our approach. Finally, we propose a set of multi-touch
gestures and outline an experiment design for the evaluation of these forms of
interaction. Keywords: Multi-Touch; 3D Interaction; 3D Navigation; Gestures | |||
| User Interface for Trust Decision Making in Inter-Enterprise Collaborations | | BIBAK | Full-Text | PDF | 122-127 | |
| Puneet Kaur; Sini Ruohomaa; Lea Kutvonen | |||
| Trust decisions on inter-enterprise collaborations involve a trustor's
subjective evaluation of its willingness to participate in the specific
collaboration, given the risks and incentives involved. In earlier work, we
have built support on automating routine trust decisions based on a combination
of risk, reputation and incentive information. Non-routine cases must be dealt
with by human users, who require access to supporting information for their
decisions; further, their needs differ somewhat from the needs of automation
tools. This paper presents work in progress to provide a usable user interface
for manual trust decisions on inter-enterprise collaborations in situations
where automated decisions cannot be made. We have implemented a trust decision
expert tool and are in the process of evaluating it and incorporating it into a
broader collaboration management toolset. Keywords: trust decisions, reputation, risk, inter-enterprise collaboration, expert
tool | |||
| Human Operator Perspective to Autonomic Network Management | | BIBAK | Full-Text | PDF | 128-134 | |
| Marja Liinasuo; Iina Aaltonen; Hannu Karvonen; Beatriz Fuentes; Alfonso Castro | |||
| Autonomic Communications is a promising approach for the management of
future networks, based on providing self-management and other self-x
capabilities to the network elements. Network Governance approach aims to
develop new methods for operators to efficiently manage this intelligent
infrastructure, ensuring human-to-network communication. This paper presents an
interview-based analysis of the expertise of human network operators in their
network management activity and the derived requirements for the governance of
a self-managed network from a human point of view. The requirements cover the
aspects of trust, division of labor between human operators and self-x
functionalities, self-x design and human-to-network interface. Keywords: autonomic networks; self x; Network Governance; human operators; human
factors | |||
| Contents Enforme: Automatic Deformation of Content for Multi-features without Information Loss | | BIBAK | Full-Text | PDF | 135-140 | |
| Hiroaki Tobita | |||
| We introduce a deformation technique that enlarges the feature areas in an
image while retaining the information in the non-feature areas. Our main
purpose is to provide an effective thumbnail that is useful for practical use
in small display devices (e.g., cellular phones, digital cameras, and game
devices). Even though many approaches to achieve our purpose have been
developed, they are not useful because they require enough time to calculate
features. In contrast, our approach can quickly deform image features based on
a rapid segmentation technique that our laboratory has proposed. Moreover, our
system calculates each segmented area, so it can treat multi-features as
deformation elements. As a result, the feature areas were enlarged and the
non-feature areas were reduced at almost processing speed, and the total
information contained in the original image was retained. Our smooth
deformation technique is useful not only for image deformation, but also for a
wide variety of contents such as net-meeting and video contents. In this paper,
we describe the concept underlying the image enforme technique and its
applications. Keywords: Deformation; Information Retrieval; Video Compression; Zooming; Thumbnail;
Net-meeting | |||
| Authenticated Tangible Interaction using RFID and Depth-Sensing Cameras | | BIBAK | Full-Text | PDF | 141-144 | |
| Florian Klompmaker; Holger Fischer; Helge Jung | |||
| Interactive large screen displays like tabletops or walls can enhance the
interaction between humans and computers. A major topic is the collaboration
between multiple simultaneous interacting people. However, most systems suffer
from the problem that a distinction of different users is not possible. Hence,
in this paper the authors present a work in progress approach of combining
various existing technologies in order to enable personalized authenticated
tangible interactions on a tabletop. Therefore, authentication using
Radio-Frequency Identification in combination with depth-sensing cameras is
used. We demonstrate the feasibility of the approach, the multiple advantages
for interaction and give an outlook on further activities and lessons learned. Keywords: natural user interfaces; multitouch interaction; tangible interaction;
interactive table; authentication | |||
| Generic Brain-computer Interface for Social and Human-computer Interaction | | BIBAK | Full-Text | PDF | 145-149 | |
| Julita de la Vega Arias; Christoph Hintermüller; Christoph Guger | |||
| After suffering a more severe disease like spinal cord injury or stroke
patients are often not able to interact or even communicate with their
environment anymore, especially at the beginning of rehabilitation.
Brain-Computer Interfaces (BCIs) can substitute this temporarily lost
communication channels and might support rehabilitation by providing an
alternative way for controlling a computer only by thoughts without any muscle
activity. This enables the patient to communicate by writing letters on the
screen, to stay socially in contact with friends or people outside the
rehabilitation facility by participating in games like Second Life, where they
may appear as healthy persons. Another application isto control items in their
room connected to the BCI system like the lights which can be turned off and on
as it can be done in a virtual smart home without leaving the bed. In this
paper, the technology of such BCIs and the mentioned applications are described
utilizing the P300 approach. A generic BCI interface is presented, which allows
controlling them and concurrently and transparently switching among them. The
results of a recent study show that a BCI can be used by patients suffering
from cervical spinal cord injury almost as well as by healthy people which
encourages us to think it may assist rehabilitation regarding the social
aspect. A variety of BCI can be implemented with the aim of provide them a more
active and accessible lives. Keywords: Brain-Computer Interface; BCI; P300; Visual Evoked Potentials; speller;
Second Life; Virtual Smart Home | |||
| A Conversational System to Assist the User when Accessing Web Sources in the Medical Domain | | BIBAK | Full-Text | PDF | 150-154 | |
| Marta Gatius; Tsetsegkhand Namsrai | |||
| The aim of our research is to develop a framework of personal conversational
assistants, adapted to different types of tasks and users. In particular, we
have focused on how a conversational assistant can help the users in several
situations related to the medical domain, and thus can help people take care of
their health. In this paper we describe how the cultural assistant could help
the user in four situations: finding a new specialist, finding the closest
pharmacy, consulting a specific drug prescription and making an appointment to
see the doctor. Our proposal is based on the integration of language, dialogue
and ontologies to assist the user when accessing different types of web
sources: informational and transactional services, dictionaries, maps. We have
focused in a set of selected scenarios were a conversational assistant can be
useful and the conceptual and linguistic resources needed are limited. Keywords: Keywords-conversational web assistant systems; ontologies; medical domain | |||
| Face Detection CUDA Accelerating | | BIBAK | Full-Text | PDF | 155-160 | |
| Jaromír Krpec; Martin Nemec | |||
| Face detection is very useful and important for many different disciplines.
Even for our future work, where the face detection will be used, we wanted to
determine, whether it is advantageous to use the technology CUDA for detection
faces. First, we implemented the Viola and Jones algorithm in the basic
one-thread CPU version. Then the basic application is widened to the
multi-thread CPU version. Finally, the face detection algorithm is also
implemented for the GPU using CUDA technology. At the end, final programs are
compared and the results are presented in this paper. For our future plans, the
speed-up of face detection is very important. By supporting CUDA technology,
the process of the face detection showed considerable speed-up. Keywords: CUDA; GPU; Face Detection; Viola and Jones algorithm | |||
| User Attention in Mobile Devices | | BIBAK | Full-Text | PDF | 161-164 | |
| Pekka Isomursu; Minna Isomursu; Mari Ervasti | |||
| The multichannel information (over)flow emerging in modern mobile multimedia
devices creates a situation where the user's attention is a valuable asset for
which different channels have to compete. This paper explores issues that help
in effective use and maintenance of the user's attention level in such
environment. We demonstrate with examples how the user's attention level can
maintain high at different stages of task switching and execution. Keywords: mobile Internet; attentive user interface; user interface; UI; ambient
notification; human factors; design | |||
| Semiautomatic Evaluation of Websites Usability | | BIBAK | Full-Text | PDF | 165-169 | |
| Eva Garcia; Antonio Garcia-Cabot; Luis de-Marcos; Salvador Oton; Jose-Ramon Hilera | |||
| This paper presents a semiautomatic evaluation method of usability in
websites. Expert review is done in this case using a template based on the ISO
9241-151 guidelines that provides numerical and graphical results. Such results
permit to observe the aspects of usability that are missed on the evaluated
website. This template has many applications as it can be used both to evaluate
websites and to teach heuristic evaluation method for students who are studying
subjects of usability. Keywords: Usability evaluation; usability guidelines; heuristic evaluation; web
usability | |||
| Motion-sound Interaction Using Sonification based on Motiongrams | | BIBAK | Full-Text | PDF | 170-175 | |
| Alexander Refsum Jensenius | |||
| The paper presents a method for sonification of human body motion based on
motiongrams. Motiongrams show the spatiotemporal development of body motion by
plotting average matrices of motion images over time. The resultant visual
representation resembles spectrograms, and is treated as such by the new
sonifyer module for Jamoma for Max, which turns motiongrams into sound by
reading a part of the matrix and passing it on to an oscillator bank. The
method is surprisingly simple, and has proven to be useful for analytical
applications and in interactive music systems. Keywords: sonification; motion; motiongram; jamoma | |||
| Touchscreen Interfaces for Visual Languages | | BIBAK | Full-Text | PDF | 176-179 | |
| Michael Hackett; Philip T. Cox | |||
| Through the construction of a simple mock visual programming language (VPL)
editor, this study compares two different styles of touchscreen interface and
demonstrates the natural fit between touch input and visual programming. The
touchscreen removes a layer of indirection introduced by the mouse and allows
for a more direct relationship -- literally "hands on" -- with the objects on
the screen. The addition of "multi-touch" also opens up intriguing
possibilities for two-handed, immersive interfaces, with the potential for
greater efficiencies than possible with the mouse's single point of
interaction. Keywords: Touchscreens; visual programming; bimanual; user interfaces; kinaesthetic
feedback | |||
| Design Guidelines for Hybrid 2D/3D User Interfaces on Tablet Devices - A User Experience Evaluation | | BIBAK | Full-Text | PDF | 180-185 | |
| Katri Salo; Leena Arhippainen; Seamus Hickey | |||
| There is a growing proliferation of 3D based applications in tablet devices,
but there is a lack of studies evaluating user experiences of these user
interfaces. In particular, most of these applications use a mix of overlaid 2D
controls and embedded 3D controls for user interactions and there is little
current understanding on how users perceive and experience these controls. This
paper presents the results of a user experience evaluation made for the user
interface of four 3D applications running on two different tablet devices. A
number of results are obtained. First, the results show that users wish that
applications had less 2D overlaid icons and more space for touch gesture
interactions. Second, the number of on screen control elements complicates the
activity and provides a more disappointing experience. Third, avatar control
was difficult as there were no tips or clear cues on how to use them. Fourth,
users expected to control and interact with the applications by using direct
touch gestures in the 3D space. As a result, design guidelines for hybrid 2D/3D
user interfaces were created. Keywords: 3D; hybrid; tablet; user experience; user interface | |||
| A Usage-Centered Evaluation Methodology for Unmanned Ground Vehicles | | BIBAK | Full-Text | PDF | 186-191 | |
| Jurriaan van Diggelen; Rosemarijn Looije; Tina Mioch; Mark Neerincx; Nanja Smets | |||
| This paper presents a usage-centered evaluation method to assess the
capabilities of a particular Unmanned Ground Vehicle (UGV) for establishing the
operational goals. The method includes a test battery consisting of basic tasks
(e.g., slalom, funnel driving, object detection). Tests can be of different
levels of abstraction, and be performed in a virtual or real environment. In
this way, several candidate UGV's in a procurement program can be assessed, and
thus compared. Also, it can give directions to research on improving
human-robot interfaces. A first case study of this methodology conveyed
capability differences of two alternative user interfaces for a specific UGV
with their operational impact. Keywords: Human-robot cooperation; Performance evaluation | |||
| An Error Analysis Model for Adaptive Deformation Simulation | | BIBAK | Full-Text | PDF | 192-199 | |
| Umut Kocak; Karljohan Lundin Palmerius; Matthew Cooper | |||
| With the widespread use of deformation simulations in medical applications,
the realism of the force feedback has become an important issue. In order to
reach real-time performance with sufficient realism the approach of adaptivity,
solution of different parts of the system with different resolutions and
refresh rates, has been commonly deployed. The change in accuracy resulting
from the use of adaptivity, however, has been paid scant attention in the
deformation simulation field. Presentation of error metrics is rare, while more
focus is given to the real-time stability. We propose an abstract pipeline to
perform error analysis for different types of deformation techniques which can
consider different simulation parameters. A case study is also performed using
the pipeline, and the various uses of the error estimation are discussed. Keywords: physically based, deformation, multi-resolution, perception, error, analysis | |||
| On the Evaluation of Auditory and Head-up Displays While Driving | | BIBAK | Full-Text | PDF | 200-203 | |
| Christina Dicke; Grega Jakus; Saso Tomazic; Jaka Sodnik | |||
| In this paper, we propose a low cost, laboratory based testing framework for
in-vehicle interfaces. Exemplified by a comparison between an auditory
interface, a Head-up display, and a combination of both we show how task
completion times, driving penalty points, mental workload, and subjective user
evaluations of the interfaces can be collected through different logging
systems and user questionnaires. The driving simulator used in the experiment
enables the simulation of varying traffic conditions as well as different
driving scenarios including a highway and a busy city center. Only some
preliminary results are reported in this paper. Keywords: Human-computer interaction; auditory interface; head-up display; car
simulator; driving performance | |||
| Evaluating the Usability and the Communicability of Grid Computing Applications | | BIBAK | Full-Text | PDF | 204-207 | |
| Cristian Rusu; Silvana Roncagliolo; Arturo Figueroa; Virginica Rusu; Dorian Gorgan | |||
| Usability is a main attribute of any interactive software system. Its
relevance for Grid Computing applications is expected to increase, as the
technical knowledge of grid users will gradually decrease. Usability evaluation
for Grid Computing applications brings new challenges. A set of specific
usability heuristics was defined and validated. The paper presents a Grid
Computing communicability study and evaluates the communicability's impact on
applications' usability. Keywords: usability; communicability; grid computing applications; semiotic
engineering; usability heuristics | |||
| Practical Usability in XP Software Development Processes | | BIBAK | Full-Text | PDF | 208-217 | |
| Zahid Hussain; Martin Lechner; Harald Milchrahm; Sara Shahzad; Wolfgang Slany; Martin Umgeher; Thomas Vlk; Christina Koeffel; Manfred Tscheligi; Peter Wolkerstorfer | |||
| This paper describes the experiences made and lessons learned in an Extreme
Programming (XP) software development project. We investigate the potential of
XP to produce user experience-optimized products by including HCI experts in
the team. We relate the software development method to user-centered design
instruments and propose solutions to different user experience integration
problems. Additionally, the practicability of different HCI instruments
regarding solving those problems is examined. The analyzed instruments and
methods are: user studies, personas, usability tests, user experience expert
evaluations, and extended unit tests. The conclusion provides tips and tricks
for practitioners. Keywords: Agile Methods; Extreme Programming; Usability; User Experience;
User-Centered Design | |||
| Emotion Recognition Through ANS Responses Evoked by Negative Emotions | | BIBAK | Full-Text | PDF | 218-223 | |
| Eun-Hye Jang; Byoung-Jun Park; Yeongji Eum; Sang-Hyeob Kim; Chul Huh; Jin-Hun Sohn | |||
| Emotion recognition using physiological responses is one of the core
processes to implement emotional intelligence in human-computer interaction
(HCI) research. The purpose of this study was to investigate emotion-specific
ANS responses and test recognition rate using classification algorithm when
negative emotion such as fear, surprise, and stress was evoked. The results of
one-way ANOVA toward each parameter, there were significant differences among
three emotions in skin conductance response (SCR), number of SCR (NSCR), skin
temperature (SKT), and high frequency of HRV (HF). Results of emotion
recognition applied to statistical method, i.e. linear discriminant analysis
(LDA) and 4 machine learning algorithm, i.e. classification and regression tree
(CART), self organizing map (SOM), Naïve Bayes and support vector machine
(SVM) for emotion recognition showed that an accuracy of emotion classification
by SVM was the highest and by LDA was the lowest. This can be helpful to
provide the basis for the emotion recognition technique in HCI as well as
contribute to the standardization in emotion-specific ANS responses. Keywords: emotion recognition; machine learning algorithm; ANS responses | |||
| Identification of Optimal Emotion Classifier with Feature Selections Using Physiological Signals | | BIBAK | Full-Text | PDF | 224-229 | |
| Byoung-Jun Park; Eun-Hye Jang; Sang-Hyeob Kim; Chul Huh; Jin-Hun Sohn | |||
| The purpose of this study is to identify optimal algorithm for emotion
classification which classify seven different emotional states (happiness,
sadness, anger, fear, disgust, surprise, and stress) using physiological
features. Skin temperature, photoplethysmography, electrodermal activity and
electrocardiogram are recorded and analyzed as physiological signals. For
classification problems of the seven emotions, the design involves two main
phases. At the first phase, Particle Swarm Optimization selects P% of patterns
to be treated as prototypes of seven emotional categories. At the second phase,
the PSO is instrumental in the formation of a core set of features that
constitute a collection of the most meaningful and highly discriminative
elements of the original feature space. The study offers a complete algorithmic
framework and demonstrates the effectiveness of the approach for a collection
of selected data sets. Keywords: emotion classification, physiologial signals, prototypes, feature selection,
particle swarm optimization | |||
| Interacting with Navigation Devices: A Case Study | | BIBAK | Full-Text | PDF | 230-235 | |
| Javier Calle; Esperanza Albacete; Enrique Sánchez; Dolores Cuadra | |||
| The paper aims to study the adequacy of interactive capabilities in
commercial navigation devices. In order to do this, an experiment is proposed
and two sets of results are obtained and analyzed: one resulting from the
application of objective metrics; and the other one, from subjective answers of
the device users when queried about their experience. To the extent that these
interactive capabilities are found to be inadequate, it is the goal of this
study to ascertain (1) whether a more natural, human-like interaction paradigm
(i.e., natural interaction) ought to be incorporated into these kinds of
devices and, if so, (2) the extent to which their interactive capabilities
improve as a result. For this, a direct comparison of device interactive
capabilities with those of human beings is necessary. Study results suggest
that the incorporation of natural interaction in navigation devices may help
respond to certain device interactive inadequacies as well as to the user
dissatisfaction which those inadequacies engender. Keywords: Guiding Service; Natural Interaction; Evaluation | |||
| Kalman Filter for Tracking Robotic Arms Using low cost 3D Vision Systems | | BIBAK | Full-Text | PDF | 236-240 | |
| Enrique Martinez-Berti; Antonio-José Sanchez-Salmerón; Francesc Benimeli | |||
| This paper describes a platform which allows humans to interact with robotic
arms using augmented reality. Low cost "kinect" cameras (Xbox 360) are used for
tracking human skeletons and locations of robot's end effectors. The main goal
of this paper is to develop robust trackers on this platform. Concretely, a
Kalman filter is used for tracking robotic arms using data received from these
sensors. It comes to finding a low cost platform for human-robot interactions. Keywords: low cost vision system; Kalman filter; augmented reality; kinematics;
Human-machine interaction | |||
| Predicting Performance and Situation Awareness of Robot Operators in Complex Situations by Unit Task Tests | | BIBAK | Full-Text | PDF | 241-246 | |
| Tina Mioch; Nanja J. J. M. Smets; Mark A. Neerincx | |||
| Human-in-the-loop field tests of human-robot operations in high-demand
situations provide serious constraints with respect to costs and control. A set
of relatively simple unit tasks might be used to do part of the testing and to
establish a benchmark for human-robot performance and situation awareness. For
an urban search and rescue ('tunnel accident') scenario, we selected and
refined the corresponding unit tasks from a first version of a test battery.
First responders (fire-men) conducted these unit tasks with a state-of-the-art
robot and, subsequently, had to perform the 'tunnel accident' mission in a
realistic field setting with the same robot. The 'Detect objects' unit task
proved to partially predict operator's performance and the operator's collision
awareness in the scenario. Individual differences, particularly age, had a
major effect on performance and collision awareness in both the unit tasks and
scenario. Keywords: Human-robot cooperation; Performance evaluation | |||
| Evaluation of Cognitive Effort in the Perception of Engineering Drawings as 3D Models | | BIBAK | Full-Text | PDF | 247-250 | |
| Florin Girbacia | |||
| In this paper, an experiment aiming at estimating the cognitive complexity
of engineering drawings by measuring the reaction time and the accuracy of
mentally reconstructing 3D objects from engineering drawings is presented. The
performed experiment emphasizes the complexity that the engineer is facing in
the product development process, shown by increased reaction time and reduced
accuracy of 3D reconstructed objects. The precision and the reaction time were
not considerably improved by using 3D stereoscopic viewing. Based on the
results obtained from the experiment, a new class of technical drawings called
Augmented Reality Technical Drawings (ARTD) is proposed. This solution enhances
the visual perception by co-locating the 3D virtual object with the
corresponding engineering drawing and offers the quick recognition of the
object with less perceptive ambiguities. Keywords: computer aided design; product development; engineering drawings; mental
reconstruction | |||
| A Recommendation Method Based on Contents and User Feedback | | BIBAK | Full-Text | PDF | 251-255 | |
| So Ryoung Kim; Sang Min Choi; Yo Sub Han; Lae Hyun Kim | |||
| Nowadays, user is provided with many contents, which the previous search
engines failed to find, thanks to various recommendation systems. These
recommendation algorithms are usually carried out using collaborating filtering
algorithm, which predicts user's preference, or contents based algorithm, which
calculates on the basis of the similarity between contents. In addition to the
above algorithms, many algorithms using user's context have been recently
developed. Based on the previous researches, this paper proposes a new system
to categorize contents information into various factors and learn user's
selection. First, we divide information of items into four types and make user
preference pattern using each information type. The information types can
express more various user preferences and user preference pattern can calmly
deal with user preference. Then, we calculate the score for recommendation
using user preference pattern. That is, our system is constructed on these
three modules: item analyzing module, user pattern analyzing module and
recommendation score module. Lastly, we provide entire system flow to show how
they work. Keywords: Recommend method, Learning algorithm, User Preference, Recommendation system | |||
| Developing a Human Computer Interaction Course for an Information Technology Major | | BIBAK | Full-Text | PDF | 256-261 | |
| Cynthia Lester | |||
| It has been reported that even in the slowing economy in the United States,
that the field of technology will continue its projected growth in the job
market through the year 2018. Consequently, many institutions have begun to
offer degrees that specialize not just in engineering or computer science, but
in information technology, as well. Degrees are offered at the associate's,
bachelor's, master's, and PhD levels from a variety of two-year and four-year
institutions. Students who major in information technology explore management
and information theory. More specifically, students focus on current technology
trends and applications as it relates to the business and communication
applications of computing with special emphasis on e-business, e-commerce and
business computing. As a result of the merger between technology and business
many of the degree programs especially at the undergraduate and graduate levels
offer specific courses in human factors in information systems or
human-computer interface to cover designing systems with human behavior in
mind. The aim of this paper is to present the development of an undergraduate
human computer interaction course for a newly developed information technology
major leading to a bachelor's degree in information technology. The paper
presents the teaching pedagogy selected for the course; course description
including course outcomes and topics; and, student assessments. Also discussed
are challenges in the development of the course as it relates to being
cross-listed for enrollment by both information technology and computer science
majors. Keywords: Human computer interaction; information technology; undergraduate students | |||
| Physical Instructional Support System Using Virtual Avatars | | BIBAK | Full-Text | PDF | 262-265 | |
| Tomoaki Ogawa; Yasushi Kambayashi | |||
| Certain sports such as martial arts and dance have sets of good typical
motion types. These motion types were abstracted from the physical movements of
excellent practitioners. They are devised for instruction purpose, and are
optimal movements of the target sports. It is extremely important for learners
to learn these typical motion types. Traditionally the transfer of such typical
motion types is done by in-person instructions. Therefore it is considered that
it is not suitable for distance learning environment. We have developed a
support system to convey this motion types by way of communication networks. In
this paper, we propose a real-time physical instructional support system. The
instructor and the learners communicate with each other by the virtual humanoid
3D-CG avatars through the Internet. By using this system, it is possible for
the instructor to demonstrate his motions, and for learners to obtain the
instructor's movements at distant places. The obtained information is beyond
simple camera images. Because the system provides the three-dimensional
perspectives and it superimposes the instructor's movements on the learner's
avatars as well as provides a means of real-time direct communication. Keywords: sport; Kinect; MMDAgentt; remote instruction | |||
| Situated Cognitive Engineering: The Requirements and Design of Automatically Directed Scenario-based Training | | BIBAK | Full-Text | PDF | 266-272 | |
| Marieke Peeters; Karel van den Bosch; John-Jules Ch. Meyer; Mark A. Neerincx | |||
| Serious games enable trainees to practice independently of school, staff,
and fellow students. This is important as amount of practice directly relates
to training efficacy. It is also known that personalized guidance elevates the
benefits of training. How to achieve automated guidance, for example to be used
in serious games, is a yet unsolved issue. This paper uses the situated
Cognitive Engineering method to analyze the operational demands, theoretical
foundations and technological opportunities for the design of an automatically
directed scenario-based training system (AD-SBT). AD-SBT guides training by
selecting scenarios that match the trainee's competency level, by monitoring
the training process, and by offering appropriate support. Three instructional
principles are used: adapt training to the trainee's cognitive characteristics,
strengthen the trainee's will to learn, and foster transfer of learned skills.
This paper reports evidence taken from the literature and by means of a use
case simulation to validate and verify the presented requirements for AD-SBT
and the underlying claims. Results show that the introduced requirements
baseline and the resulting design for AD-SBT form a good starting point for
future refinement and prototyping. Keywords: director; scenario; training; cognitive engineering | |||
| Augmented Reality in Minimally Invasive Surgery | | BIBAK | Full-Text | PDF | 273-277 | |
| Lucio Tommaso Paolis De De Paolis; Giovanni Aloisio Aloisio | |||
| The advantages of the Minimally Invasive Surgery are evident for the
patients, but these techniques have some limitations for the surgeons. In
medicine, the Augmented Reality (AR) technology allows surgeons to have a sort
of "X-ray" vision of the patient's body and can help them during the surgical
procedures. In this paper we present two applications of Augmented Reality that
could be used as support for a more accurate preoperative surgical planning and
also for an image-guided surgery. The first AR application can support the
surgeon during the needle insertion for the Radio-frequency Ablation of the
liver tumours in order to guide the needle and to have a precise placement of
the instrument within the lesion. The augmented visualization can avoid as much
as possible to destroy healthy cells of the liver. The second AR application
can support the surgeon in the preoperative surgical planning by means of the
visualization of the 3D models of the organs built from patient's medical
images and in the choice of the best insertion points of the trocars in the
patient's body. Keywords: Augmented Reality, medical images, minimally invasive surgery, laparoscopic
pediatric surgery, RF ablation | |||
| Increased Cognitive Load in Resolution of Problems Caused by Human Error on New Aircrafts | | BIBAK | Full-Text | PDF | 278-284 | |
| Edgard Martins | |||
| The flaws in the commitment of decision-making in emergency situations and
the lack of perception related to all elements associated with a given
situation in a short space of time indicate, often, lack of situational
awareness. Automation always surprises the crews and often prevents them from
understanding the extent of this technology that is very common in aircraft
units with a high degree of automation. These facts are discussed in a subtle
way by aircraft drivers who can not do it openly, as it might create an
impression of professional self-worthlessness (self-deprecation). This leads to
common questions like: What is happening now? What will be the next step of
automated systems? This type of doubt would be inadmissible in older aircraft
because the pilot of those machines works as an extension of the plane. This
scenario contributes to emotional disorders and a growing hidden problem in the
aeronautical field. These unexpected automation surprises reflect a complete
misunderstanding or even the misinformation of the users. It also reveals their
inability and limitations to overcome these new situations that were not
foreseen by the aircraft designers. Our studies showed a different scenario
when the accident is correlated with systemic variables. It has identified the
problems or errors that contribute to the fact that drivers are unable to act
properly. These vectors, when they come together, may generate eventually a
temporary incompetence of the pilot due to limited capacity or lack of training
in the appropriateness of automation in aircraft or even, the worst
alternative, due to a personal not visible and not detectable non-adaptation to
automation. We must also consider in the analysis the inadequate training and
many other reasons, so that we can put in right proportion the effective
participation or culpability of the pilot in accidents. Our doctoral thesis
presents statistical studies that allow us to assert that the emotional and
cognitive overload are being increased with automation widely applied in the
cockpits of modern aircraft, and also that these new projects do not go hand in
hand with the desired cognitive and ergonomic principles. Keywords: New technologies; Automation; Human error | |||
| Using Social Media for Collaborative Learning in Higher Education: A Case Study | | BIBAK | Full-Text | PDF | 285-290 | |
| Na Li; Sandy El Helou; Denis Gillet | |||
| This paper investigates the acceptability of using social media for
collaborative learning in the context of higher education. A social media
platform, Graasp, is used to support students' learning activities in a
project-based course. An evaluation of Graasp regarding its usefulness as a
collaboration platform, a knowledge management site, and a gadget container,
was conducted with the course participants. Quantitative and qualitative
assessment methods used in the evaluation, as well as the main findings are
presented. Keywords: social media, collaborative learning, knowledge management, E-Learning 2.0 | |||
| AlgoPath: A New Way of Learning Algorithmic | | BIBAK | Full-Text | PDF | 291-296 | |
| Estelle Perrin; Sébastien Linck | |||
| This paper presents a new way of learning algorithmic: AlgoPath is a virtual
world in which variables are represented by 3D figures carrying a backpack and
the sequence of instructions is represented by a stone path. The interface of
AlgoPath helps students to avoid common mistakes. The world of AlgoPath gives
them a mental representation of algorithms. Students are more prone to learn
because AlgoPath changes the level of difficulty. They can forget the
off-putting syntax and grammar of algorithmics. AlgoPath is ludic and students
feel they are more playing than learning. Keywords: 3D-based training; education; algorithmics; ludic teaching | |||
| Alleyoop: Interactive Information Retrieval System with Sketch Manipulations | | BIBAK | Full-Text | PDF | 297-302 | |
| Hiroaki Tobita | |||
| The Alleyoop system enables users to retrieve information through sketch
manipulations. A number of information retrieval systems already enable users
to casually search and browse through the Web. These systems are useful for
conventional input forms where a user uses a keyboard to input a keyword to a
dialog box. However, they are not suitable for pen-based input styles. Users of
pen-based computers have to input a query to a fixed dialog box by drawing the
query. In contrast, the Alleyoop system is designed for pen-based computing, so
users can interactively retrieve information through sketch manipulations. When
a user draws a closed curve and a keyword, information nodes related to the
keyword are collected automatically inside the closed curve. The user can also
create a Venn diagram by continuously drawing closed curves and keywords, and
form more complex queries for information retrieval. Moreover, the system
allows the user to create a layout by drawing strokes freely, so he/she can set
the information nodes on the layout and see them in detail. In this paper, we
describe our Alleyoop system and how it can be effectively applied. Keywords: Retrieval; Information Visualization; Sketch and Paint Manipulations;
Interactive System | |||
| Interactive Hand Gesture-based Assembly for Augmented Reality Applications | | BIBAK | Full-Text | PDF | 303-308 | |
| Rafael Radkowski; Christian Stritzke | |||
| This paper presents an Augmented Reality (AR) assembly system for the
interactive assembly of 3D models of technical systems. We use a hand tracking
and hand gesture recognition system to detect the interaction of the user. The
Microsoft Kinect video camera is the basis. The Kinect observes both hands of a
user and the interactions. Thus, a user can select, manipulate, and assemble 3D
models of mechanical systems. The paper presents the AR system and the
interaction techniques we utilize for the virtual assembly. The interaction
techniques have been tested by a group of users. The test results are explained
and show that the interaction techniques facilitate an intuitive assembly. Keywords: Augmented Reality; Interaction; Interactive Assembly | |||
| A Dance Training System that Maps Self-Images onto an Instruction Video | | BIBAK | Full-Text | PDF | 309-314 | |
| Minoru Fujimoto; Tsutomu Terada; Masahiko Tsukamoto | |||
| Owing to recent advancements in motion capture technologies, physical
exercise systems that use human interaction technologies have been attracting a
great deal of attention. There are already various approaches in place that
support motion training methods by using motion capture technology and wearable
sensors to analyze body motion. In this study, our basic idea was to change the
appearance of a dancer in an instruction video to that of the user, who we
assume would be interested in seeing what they would look like if they could
perform so well. We developed a motion training system that maps the user's
image onto an instruction video. Evaluation results demonstrated that our
proposed method is effective for motion training in specific situations. Keywords: motion capture; motion training | |||
| Interaction in Augmented Reality by Means of Z-buffer Based Collision Detection | | BIBAK | Full-Text | PDF | 315-318 | |
| Yasuyuki Souma; Hidemi Yamachi; Yasuhiro Tsujimura; Yasushi Kambayashi | |||
| We propose a new interaction method in AR (augmented reality) using a depth
sensor and a collision detection method with the Z-buffer. The method generates
3D models of the real world in real-time and performs interaction between the
real and virtual world. In order to provide the real-time collision detection
between the models of real world and those of virtual world, we have developed
a detection method called Cyber Radar. This technique uses two sets of depth
values of the Z-buffer that is generated through the orthographic projection.
One is obtained through rendering the virtual space from the sensor object
toward a target point. This set does not have the depth values of the sensor
object. Another one is obtained through rendering only the sensor object in the
reverse direction. From these two depth value sets, we obtain the distance
between the sensor object and others for each pixel. This technique requires
only one or two rendering processes and it is independent from the complexity
of object's shape, deformation or motion. In this paper, we evaluate the
interaction using this method and report the problems to be solved. Keywords: Cyber Radar; depth sensor; Z-buffer; collision detection; object detection | |||
| The Effect of Metacognition in Cooperation on Team Behaviors | | BIBAK | Full-Text | PDF | 319-325 | |
| Kohei Nonose; Taro Kanno; Kazuo Furuta | |||
| Teams and teamwork are indispensable, especially when tackling difficult and
complex tasks that cannot be easily addressed by a single individual. Because
breakdowns in team cooperation can cause accidents, much research attention has
been devoted to studies on team cooperation, and many measurements and training
of teamwork have been proposed. Traditional studies have often focused on
observational teamwork behaviors to measure and enhance teamwork. In order to
better measure and enhance teamwork, it is believed that it is necessary to
focus on the cognitive mechanisms that underlie teamwork. This study focuses on
metacognition in cooperation that underlies team cooperation, and aims to
investigate the importance of metacognition in cooperation. The comparisons of
metacognition in cooperation and team performance indexes suggest that an
improvement of metacognition in cooperation will enhance team performance and
that certain types of metacognition in cooperation are important for positive
teamwork. Keywords: team cooperation, cognition, measurements, training | |||
| Educational Playability Analyzing Player Experiences in Educational Video Games | | BIBAK | Full-Text | PDF | 326-335 | |
| Amer Ibrahim; Francisco Luis Gutiérrez Vela; Natalia Padilla Zea | |||
| Educational video games constitute some of the main edutainment applications
currently on the market. However, the development of video games as educational
tools is very difficult due to their multidisciplinary nature (fun and
education). Player Experience is a good measure of the level of fun and
education presented to players and determines, to some extent, the success of
an educational video game. This paper examines the importance of the role of
Player Experience in motivating and enhancing the concept of learning through
play, and highlights the role of Educational Playability attributes as suitable
and effective tools to analyze and measure the experience obtained by a player
during a game. The paper also discusses the role of a balanced Educational
Video Game that provides a good level of motivation and engagement in order to
improve player experience. Keywords: Playability; Player Experience; Educational Video Game | |||
| User Experience: Buzzword or New Paradigm? | | BIBAK | Full-Text | PDF | 336-341 | |
| Dominique Scapin; Bernard Senach; Brigitte Trousse; Marc Pallot | |||
| This paper explores User Experience, a rather novel and popular view on
human-computer interaction, through an extensive review of the literature.
After introducing its polysemous nature, this paper describes the origins of
User Experience, its scope, components and various definitions. Then, User
Experience methods are surveyed, distinguishing processes, frameworks, and
specific methods. The conclusion identifies a set of issues about the needs for
increased User Experience maturity. Keywords: User Experience, Usage, HCI, New Paradigm, Hedonic, Pragmatic, Methods | |||
| Enhancing Automatic Detection of Frustration Induced During HCI with Moment-based Biosignal Features | | BIBAK | Full-Text | PDF | 342-347 | |
| Dimitris Giakoumis; Dimitrios Tzovaras; George Hassapis | |||
| Enhancing HCI systems with the capability to detect user's frustration and
respond appropriately is a significant challenge. In this line, biosignal
features based on the theory of orthogonal Krawtchouk and Legendre moments are
assessed in the present work over their ability to enhance accuracy in
automatic detection of frustration, which is induced through HCI, during
video-game playing. Experimental evaluation, conducted over a multi-subject
dataset over frustration detection showed that conventional features, typically
extracted from Galvanic Skin Response and Electrocardiogram in the past,
achieved correct classification rate (CCR) of 83.59%. Fusing these conventional
features with moment-based ones extracted from the same modalities resulted to
significantly higher accuracy, at the level of 93%. Furthermore, moment-based
features lead also to over 10% increase in CCR when the aim was to identify
both bored and frustrated cases, within a 3-classs affect detection problem. Keywords: automatic frustration detection, biosignals, moment-based features, video
game-playing | |||
| Adaptivity Considerations for Enhancing User-Centric Web Experience | | BIBAK | Full-Text | PDF | 348-353 | |
| Marios Belk; Panagiotis Germanakos; Panagiotis Zaharias; George Samaras | |||
| User Experience (UX) design relates to the creation of models that affect
user experiences during interaction with a system, while the incorporation of
cognitive factors in the personalization process of Web systems might provide a
more user-centric approach. This paper explores the influence specific
cognitive factors may have on UX qualities to be used as adaptivity factors for
personalizing and improving users' experiences in commercial Web-sites. A user
experience evaluation was conducted where 96 students navigated in an existing
commercial Web-site for a problem-based task. A user experience measurement was
performed so as to assess users' perceptions regarding the pragmatic, hedonic
and attraction qualities of the environment. It has been observed that specific
cognitive factors have considerable influence on specific qualities of user
experience. To this end, such findings are encouraging for further
investigation of the possible impact of cognitive factors in terms of enhancing
the personalization process of commercial Web-sites so as to achieve better
user experience. Keywords: User-adaptive systems; User Modeling (UM); User Experience (UX); Cognitive
Factors | |||
| Modality Preferences of Different User Groups | | BIBAK | Full-Text | PDF | 354-359 | |
| Benjamin Weiss; Sebastian Müller; Matthias Schulz | |||
| In order to examine user group differences in modality preferences,
participants of either gender and two age groups have been asked to rate their
experience after interacting with a smart-home system offering unimodal and
multimodal input possibilities (voice, free-hand gesture, smartphone touch
screen). Effects for gender, but not for age (younger and older adults) have
been found for modality preferences. Women prefer touch and voice over gesture
for many scales assessed, whereas men do not show this pattern consistently.
Instead, they prefer gesture over voice for hedonic quality scales. Comparable
results are obtained for technological expertise assessed individually. This
interrelation of gender and expertise could not be solved and is discussed
along with consequences of the results obtained. Keywords: multimodal dialog system; evaluation; user factors | |||
| Users' Trust and Secure Feeling towards Cloud Services | | BIBAK | Full-Text | PDF | 360-365 | |
| Kaarina Karppinen | |||
| The paper describes the study in which end users' trust and feeling of
security in regard to cloud services are examined. Trust and security are one
of the key issues within cloud where people use a shared pool of computing
resources for the storage of their data and thus do not have control over the
management of their own data content. An online survey was conducted in three
countries (Finland, USA and Japan) with more than 3000 respondents. The twelve
cloud trust creators that were identified by cloud software experts in our
earlier study were picked, and asked the end users to rank how important those
factors are for them when deciding if it is secure to use a service in the
cloud. The results show that ease of use has the biggest effect on the secure
feeling towards cloud services, followed by the language and the price of the
service. Some differences were visible between the countries. These as well as
the differences for the results between genders, age groups and expertise
levels of the respondents are presented in this paper. Keywords: cloud services; end users; security; trust | |||