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CHINZ Tables of Contents: 05060708091011121315

Proceedings of CHINZ'10, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction

Fullname:Proceedings of the 11th ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction
Editors:Hokyoung Ryu; Erik Champion
Location:Auckland, New Zealand
Dates:2010-Jul-08 to 2010-Jul-09
Standard No:ISBN 1-4503-0104-5, 978-1-4503-0104-6; ACM DL: Table of Contents hcibib: CHINZ10
Links:Conference Home Page (defunct)
ADEPT: a visual tool for organising simulations BIBAFull-Text 1-4
  Ben Jolly; Paul Lyons; Val Snow
ADEPT is a visual tool for creating and managing groups of related biophysical systems simulations that are run by the agricultural modelling framework 'APSIM'. It was written in Java on the Eclipse Rich Client Platform. It features a user-friendly and novel GUI that aids agricultural systems modellers by presenting information about their simulations in a useful and meaningful format and allows them to manipulate that information.
Investigating the usability of social networking sites for teenagers with autism BIBAFull-Text 5-8
  Khadija Bahiss; Sally Jo Cunningham; Tony Smith
Teenagers with Autism Spectrum Disorder (ASD) tend to be socially isolated due to the interpersonal challenges of autism, yet they enjoy using computers. This study investigated the hypothesis that social networking sites provide the appropriate communication tools for teenagers with ASD. It concluded that although social networking sites remove extraneous stimuli which results in social anxiety among people with ASD, their design functionality does not provide the motivation required to initiate/conduct communication/social interaction among teenagers with ASD. Rather, people with ASD are motivated to communicate with others if the communication is part of an activity. Therefore, a multiplayer networking game has the potential of motivating teenagers with ASD to interact with others through entertainment.
An analytical framework for the evaluation of collaborative design around an interactive tabletop BIBAFull-Text 9-16
  Norlaila Hussain; Oscar de Bruijn
In this paper, we describe an analytical framework that was developed based on the distributed cognition approach to enable the evaluation of a collaborative design task around an interactive tabletop. The framework was a theoretical lens to help develop a better understanding on how people collaborate around the tabletop. This theoretical lens was necessary to prevent any preconceived ideas that the researcher may have had from affecting how the work systems would be evaluated in the research. It helped to determine what data was relevant and needed to be collected in order to develop an adequate explanation for the collaborative task observed.
Supporting adaptive learning interactions with ontologies BIBAFull-Text 17-24
  Sohaib Ahmed; David Parsons; Hokyoung Ryu
The concept of adaptive technologies is increasingly prevalent in many areas, particularly in learning. In this context we require quick and robust approaches for developing adaptive learning environments. In order to construct such environments, we need to enable reusability of learning contents according to the needs of learners, which is one of the challenges for current learning technologies. In this paper we show how an ontology-based approach can help us to reuse the same learning contents for different purposes.
Seeing is believing?: rehearsing Mayer's multimedia effects in intelligent tutoring systems BIBAFull-Text 25-28
  Norliza Katuk; Hokyoung Ryu
As an early view in my doctoral study, this paper submits a framework for evaluating intelligent tutoring systems (ITSs), embracing well-known pedagogical theories -- Cognitive Theory of Multimedia Learning and Modality Principles. What I have interested in is that these theories have been successfully applied in e-learning systems design and evaluation, but rare is found on ITSs. Hence, the study reported in this article discussed how I have formed this research question on the basis of the founding theories, and what would be accordingly planned during my future study, in the hope that this paper would raise awareness of the HCI researchers in ITS design and evaluation.
Taxonomy of usability requirements for home telehealth systems BIBAFull-Text 29-32
  Jaspaljeet Singh; Christof Lutteroth; Burkhard C. Wünsche
Over the past decade increasing healthcare and elderly care costs and demographic changes are rapidly making traditional healthcare concepts unaffordable for many developed countries. Telecare and telehealth applications have become increasingly popular because of their promise to reduce costs and staffing requirements while maintaining or even improving care. Most of the existing applications are centred around the clinical users. Patient factors are considered, but usually only incorporated into the user interface design rather than the system and its application. The patient population, and especially the large proportion of elderly patients, has unique needs, capabilities and limitations that must be considered throughout the design process of such applications. In this paper we present a taxonomy of usability requirements and design concepts for home telehealth systems which enable a more patient centric design. We systematically explore the usability problems of past and current telehealth applications. Problems faced by users of home telehealth systems are identified and solutions delineated. The paper aims to build a good understanding of the technology needs of the elderly population. It represent a solid foundation for constructing novel and more general telehealth solutions in order to make the technology more effective and more widely available.
Sketch, click, plug and play: accelerated design of virtual environments by integrating multimedia and sketch content into game engines BIBAFull-Text 33-40
  Burkhard Wünsche; Daniel Keymer; Robert Amor
Virtual Environments are becoming increasingly popular outside the area of entertainment and are now used for a diverse range of applications such as education, training, simulation, urban design, architecture and archaeology. One of the main challenges of using virtual environments is the high cost of creating content. While there is a large variety of modelling tools available, they all require training, usually have a steep learning curve, and even simple structures can take hours or days to model depending on the required level of detail and the user's experience. In order to make virtual environments more accessible to a wider group of users the content creation step needs to be simplified.
   In this paper we present a framework for effectively and efficiently creating virtual environments by integrating different media such as high resolution images and QuickTime VR movies into game engines. Terrains and simple 3D content are modelled using sketch and paint-like interfaces. The QuickTime VR movies are "fused" into the game engine environment providing a context-and-focus view of different aspects of the scene.
   We demonstrate the usefulness of our approach by creating an archaeological virtual environment. The representation is much easier to create than a detailed fully 3D environment. However, it provides multiple advantages over traditional media for study and exploration, e.g., collaboration, overview and detail views, and improved perception of spatial and temporal relationships which is essential for understanding the usage of an archaeological site.
   Preliminary user studies indicate that the tool considerable facilitates the creation of virtual environments. Compared to traditional 3D worlds our environments are simpler, but due to the integration of existing multimedia content they provide a similar amount of information for exploring and understanding the simulated scene. The QuickTime VR integration is virtually seamless and together with the context provided by the 3D environment allows similar types of navigation as for environments modelled entirely in 3D.
Framework for Healthcare4Life: a ubiquitous patient-centric telehealth system BIBAFull-Text 41-48
  Jaspaljeet Singh; Burkhard C. Wünsche; Christof Lutteroth
Health care systems in many developed countries are rapidly approaching a crisis point. The reasons are an aging population, a shrinking number of workers, health care costs increasing faster than the economy, expensive new treatment options, poor public finances, and the reducing pool of health care professionals. The problem is compounded by the fact that elderly are more often affected by chronic diseases which require ongoing, often expensive, treatment. Telehealth and telecare applications are rapidly gaining in popularity because of their promise to use existing health care resources more effectively and hence to lower costs. However, usage is limited by a design often centered around the requirements of the clinical user, healthcare provider, and the equipment vendor. Many existing systems suffer from high initial costs, cannot be extended by third parties, require extra costs to add new functionalities, and are designed to create a continuing revenue source for the vendor. Furthermore the systems are usually designed to manage diseases rather than prevent them, and do not address the social and psychological needs of the patient. In this paper we critically analyse existing consumer health informatics systems and propose a framework for overcoming the identified shortcomings. The proposed system is ubiquitous, extendable by third parties, contains social aspects, and puts the user in control. Evidence from related research suggests that the design will increase motivation and participation, encourage family and social support, and improve the recording of health parameters by reducing user resistance.
Interaction with 3D models on large displays using 3D input techniques BIBAFull-Text 49-56
  Beverley Laundry; Masood Masoodian; Bill Rogers
Almost all existing 3D modeling applications rely on 2D input techniques for creating and modifying 3D models by users. This translation of user inputs from a 2D plane into actions in a 3D world often causes problems for modelers when moving, placing, rotating and transforming 3D objects. Although several 3D input techniques have been developed in the past, these have generally relied on expensive technology such as haptic or immersive devices. In this paper we investigate the possibility of using affordable devices, including the Nintendo Wii Controller (Wiimote) and conventional webcams, as means of interacting with 3D models on large displays. A pilot user study of these techniques has also been carried out, and the results are presented here.
Guiding the development of UI pattern models in an educational context BIBAFull-Text 57-64
  E. G. Todd; E. A. Kemp; C. P. Phillips
User interface (UI) pattern languages may help students of Human Computer Interaction (HCI) to learn about the principles of design, guiding students to build a conceptual model of an interface. A series of studies investigated how HCI students used the TUIPL framework to develop UI-pattern models. Two studies ascertained the students' views on using different forms of UI patterns (illustrated, narrative and diagrammed). Data was collected by observation, questionnaires and completed exercises. The results indicate that the students developed an understanding of pattern language structure, were positive about their experience building UI-pattern models, and that patterns aided communication. They also indicated that improvements made between Studies One and Two to enhance the learning experience for students were effective.
StudySieve: a tool that supports constructive evaluation for free-response questions BIBAFull-Text 65-68
  Andrew Luxton-Reilly; Beryl Plimmer; Robert Sheehan
StudySieve is an online tool in which students create and share assessment questions with their peers. The submitted questions can be answered, and all answers are visible to the entire community. Both the questions and answers are evaluated by students in a double-blind peer review process. This pedagogy, known as constructive evaluation, has been previously studied in the context of multiple-choice questions. The StudySieve tool described here, supports the construction and evaluation of free-response questions.
Mobile phone user interface design for patients with traumatic brain injury BIBAFull-Text 69-72
  David Nandigam; Judith Symonds; Nicola Kayes; Kathryn McPherson
The objective of this study was to determine the kind of mobile phone that would be most acceptable for use by people with traumatic brain injury (TBI). In order to explore the specific requirements of the said population, the qualitative interviewing method was employed guided by a literature review. Four participants with moderate to severe TBI from an in-patient and community rehabilitation facility in West Auckland, NZ took part for this study. Three mobile phones, obtained off-the-shelf based on the menu functionality they represented, were used as prototypes during interviewing. Interview data was analyzed using content analysis techniques to group issues raised by the participants into emerging themes. Based on the findings from this study, it is recommended that a mobile phone interface developed for therapeutic use with TBI patients should incorporate the following features: a) soft finger touch; b) large buttons; c) icons supported by titles; and d) a single level menu structure.
Mobile games for elderly healthcare BIBAFull-Text 73-76
  Juyoung Sunwoo; Wallace Yuen; Christof Lutteroth; Burkhard Wünsche
The past decade has seen much progress of computer-based tools for health care management. At the same time, mobile devices have become ubiquitous and offer new and interesting means of interaction. In this project we investigate the use of mobile games for home based elderly care. We concentrate on rehabilitation exercises involving the arm's joints and muscles, employing accelerometers to measure and give feedback to players. We discuss the design and evaluation of two such games, Bowling and Penguin Toss. A pilot study suggests that the two games are an effective means for performing range of motion exercises, but that usability depends a lot on the fluency of the interaction during the game. A purely gesture based gameplay seems to be more natural and more enjoyable for the players.
Where the streets have no name: how library users get lost in the stacks BIBAFull-Text 77-80
  Dana McKay; Ben Conyers
There is clear evidence that library users often get lost looking for physical items, however there has been little research on how library users search the shelves or what causes them to fail to find what they are looking for. This paper presents a preliminary investigation into library users' difficulties searching the shelves.
The table widget reloaded: requirements, design and implementation BIBAFull-Text 81-88
  Ted Yeung; Sarah Crossland; Christof Lutteroth; Gerald Weber
Many applications present data sets that are essentially large tables. Certain features of such table views have become commonplace, and a comprehensive set of interactions with tables could easily be available in a platform-independent way in the form of a widget. Table widgets are not a new concept, but previous examples have some shortcomings in functionality and nonfunctional aspects. They are not explicitly based on a platform-independent set of functional requirements and do not take into account the types of data presented. Those table widgets that are part of the GUI framework do not take into account nonfunctional requirements such as the size of the data set. This paper presents the requirements for a universal table widget, and describes a prototype implementation that fulfills many of these requirements. Its features include the ability to handle large data sets, heterogeneous row and column sizes and heterogeneous content types.