| The Experiential Preferences of the Online Consumers in Different Internet Shopping Lifestyles Towards Online Shopping Websites | | BIBAK | Full-Text | 3-11 | |
| YenLee Chu; Jim Jiunde Lee | |||
| Consumers nowadays are too often to purchase or consume through internet,
thus, their requirements towards online shopping are seemingly higher than
before. Subsequently the online shopping vendors are supposed to satisfy the
consuming experience of shoppers that come from different kinds of levels in
order to compete in this market. This research is based on Schmitt's
(1999/2003) Strategic Experiential Modules and Lifestyles Theory. By using the
quantitative method, this study figured out the experiential strategy and
designed elements that were preferred by the consumers from dissimilar
lifestyle who surfed in different kind of online shopping websites. According
to the results of this study, Taiwan online consumers could be divided into
three lifestyle groups: online shopping avoider, online shopping lovers and
fearful online shoppers. Among the online specialty consumers, the online
shopping avoider, the online shopping lovers and the fearful online shoppers
paid attention on sensory experiences, affective experiences and relational
experiences, respectively. Whereas, among the online shopping mall shoppers,
online shopping avoider and online shopping lovers insisted on sensory
experiences and interaction experiences respectively. Keywords: Lifestyles; Experiential Marketing; Online Shopping | |||
| Guidelines of Quality for Industrial Online Tourism | | BIBAK | Full-Text | 12-21 | |
| Miguel Cipolla-Ficarra; Francisco V. Cipolla Ficarra | |||
| We present guidelines to foster quality industrial online tourism. This is
the first guideline ever made where the component of presentation of the
contents prevails over the other categories of design in a hypermedia system,
such as navigation or structure. As well as this, a heuristic table has been
determined to show whether the website correctly represents the online content
for tourist promotion. The main features that a heuristic assessor in the
industrial multimedia/hypermedia systems has to consider are those locations
where there is a crossing point among tourism, communicability, design industry
and trade. Keywords: Industrial; Tourism; Design; Layout; Evaluation; Guidelines; Museum | |||
| Provide Context-Aware Advertisements with Interactivity | | BIBAK | Full-Text | 22-31 | |
| Qin Gao; Pei-Luen Patrick Rau; Gavriel Salvendy | |||
| Interactivity and context-awareness are two salient features of mobile
advertising, but their actual influences on advertising effectiveness have not
been studied. This study attempts to understand expectations and concerns of
Chinese mobile users hold for context aware advertising, and to investigate the
influences of interactivity and context-awareness. A web-based survey and an
experiment were conducted for the two purposes respectively. Results suggested
that Chinese users generally hold a modestly positive attitude towards context
aware advertisements; advertisements adapt to physical environment, geographic
context, and purchasing history are desired; young people are more open to
context aware advertisements. Their major concerns were irrelevant messages and
information flood. The interaction between perceived interactivity and context
awareness has a big effect on advertising effectiveness. For high interactivity
advertisements, contextual offers of the advertisements result in more
responses and better advertisement attitude. But for low interactivity
advertisements, contextual offers incur more negative attitude and lead to
lower purchase intention. Keywords: mobile advertising; context-aware computing; interactivity; user experience | |||
| Skills Matter: A Tale of the Anxious Online Shopper | | BIBAK | Full-Text | 32-41 | |
| Yi Maggie Guo; Barbara D. Klein | |||
| In this study we investigate the effects of user skill and task challenge on
online shoppers' experiences. We use a model suggested by flow theory in which
shoppers are grouped into four categories (flow, anxiety, boredom, and apathy)
based on their perceptions of task challenge and their skill in performing an
online shopping task. Results show that anxious shoppers have lower perceptions
of the dimensions of flow, believe online shopping websites are less useful,
and believe they are less likely to use the system in the future compared to
the other three groups of online shoppers. Keywords: Flow; Internet; online shopping | |||
| ATM Advertisement and Financial Preferences with Sensory Analysis | | BIBAK | Full-Text | 42-47 | |
| Naotsune Hosono; Sayuri Gotanda; Hiromitsu Inoue; Yutaka Tomita | |||
| This paper discusses a sensory evaluation technique to find relationships
between advertisements on Auto teller Machine (ATM) screen and users' financial
preferences under the extended AIDMA model which represents Attention,
Interest, Desire, Memory and Action. The basic three financial preferences are
purchasing, savings and investment.
Twenty assessors performed three steps of; checked by Marble Method and Correspondence Analysis with Supplementary Treatment thorough trial experimentation of e-Commerce. This survey, using ATM advertisements, clarified users' dynamic financial preference shifts through the e-Commerce influence. In conclusion, the purchasing and the investment groups shift to the saving group. In this tendency it is surmised that looking at full varieties of the catalogues in the e-Commerce influenced the financial preferences. This experimentation can be applied to the environment of the customer relationship management (CRM). Keywords: Human Centred Design (HCD) Sensory Evaluation ATM AIDMA model; Customer
Relationship Management (CRM) | |||
| Multi-users and Multi-contextuality -- A Mobile Tourism Setting | | BIBAK | Full-Text | 48-57 | |
| Carina Ihlström Eriksson; Maria Åkesson | |||
| This paper reports from an initial stage of a Swedish project concerning
mobile IT support for tourism. From three workshops with actors within the
tourism sector we identified barriers and challenges in designing IT support
for all phases of the tourist life cycle. Thereafter we designed and evaluated
a mobile tourism guide in real life setting with six different user groups. The
research question of this paper is: What factors influence the design of mobile
services to be used by multi-users in multiple contexts? The initial findings
show that indeed there are several design challenges regarding e.g. a) the
visibility of the content of the screen when multi-users are simultaneously
using the service, b) the audibility of the speaker voice in the service when
used in a surrounding with traffic noise, c) providing optional designs for
different context, i.e. indoors/outdoors etc, and d) providing personalization
options for different group sizes. Keywords: mobility; mobile services; tourism; multi-users; multi-contextuality | |||
| "My Money in E-Purse" Searching Problems in Self Service User Interface | | BIBAK | Full-Text | 58-66 | |
| Eylem Kiliç | |||
| The purpose of this study is to investigate the usability problems while
using one of the applications of smart card, electronic purse with self service
interfaces of NETMATIK. The usability problems of this self service interface
were evaluated by heuristic evaluation and user trials. Two target groups,
students and staffs, were involved in user trial. The average age for the first
(younger) group was 18 while it was over 40 for the second (older) group. The
problems that two target groups have encountered were evaluated separately and
the effect of age differences on problems has been explored whether it is the
same for both target groups or not. The result of this study shows that both
target groups had approximately same problems with the interface; however,
these problems are more severe for the older groups. The common problems which
both groups have with the interface are being timed out by the system, failing
to enter password for card, failing to enter required password for e-purse.
Implication for interface design is discussed. Keywords: Interface design; age; e-community | |||
| Traffic Classification -- Towards Accurate Real Time Network Applications | | BIBAK | Full-Text | 67-76 | |
| Zhu Li; Ruixi Yuan; Xiaohong Guan | |||
| Timely traffic identification is critical in network security monitoring and
traffic engineering. Traditional methods using well-known ports, protocols and
precise signature matching are no longer accurate with the proliferation of new
applications. Recently, applying pattern recognition methods to classify
network application traffic based on the flow parameters (e.g. port, flow
duration, etc.) has become increasing popular. However, many methods developed
in the previous works are either too complex to be applied in real-time, or
suffer from lower accuracy due to the insufficient knowledge of the
application. In this paper, we first give an overview on the developments of
pattern recognition methods as traffic classification tools. We then develop
two separate pattern recognition methods: one with supervised learning, and one
with un-supervised learning, and apply them to classify traffic captured from a
campus backbone network. The supervised learning method (an optimized SVM
method) yields approximately 99.41% accuracy for the collected traffic. The
un-supervised learning method (an entropy based clustering method) gets the
average accuracy of 92.41% for the top 20 traffic generating hosts during the
same time period. Performance test on a single PC with 3GHz Pentium 4
processors and 1GB of memory show that both methods can handle more than 10000
network flows per second, close to real time requirements for many situations. Keywords: network flows; traffic identification; supervised learning; Pattern
recognition | |||
| First Impressions with Websites: The Effect of the Familiarity and Credibility of Corporate Logos on Perceived Consumer Swift Trust of Websites | | BIBA | Full-Text | 77-85 | |
| Paul Benjamin Lowry; Tom L. Roberts; Trevor Higbee | |||
| The current study extends theory related to the truth effect and mere-exposure effect by detailing how increased familiarity with third-party vendor logos will increase consumer short-term trust in unfamiliar websites, based on short-term impressions. The study uses a controlled 254-participant experiment. The results indicate that familiarity with a third-party logo positively impacts the credibility and short-term (swift) trust of an unfamiliar website. Additionally, the study finds that credibility of a third-party logo positively impacts the swift trust a visitor has in a website. Overall, the study concludes that both familiarity and credibility of third-party logos positively impacts swift trust in consumer websites, and familiarity has a positive impact on increasing credibility. | |||
| Online Ad Intrusiveness | | BIBAK | Full-Text | 86-89 | |
| Scott McCoy; Andrea Everard; Peter Polak; Dennis F. Galletta | |||
| In spite of the large extent and variety of on-line ads, their effects on
users are largely unknown. Although the diversity of ads on the web is
staggering, and new types spring up all the time, their properties can be
abstracted to a relatively small number of important generic features. These
characteristics include whether they obscure content and whether users have the
control to remove them. These factors were tested in a laboratory study and
results will be shared with participants at the conference. Keywords: Online Advertising; E-commerce; Attitudes | |||
| An Examination of Online Product Comparison Service: Fit Between Product Type and Disposition Style | | BIBAK | Full-Text | 90-94 | |
| Fiona Fui-Hoon Nah; Weiyin Hong; Liqiang Chen; Hong-Hee Lee | |||
| Horizontal and vertical disposition styles are two main formats used in
product comparison service on e-commerce websites. In this research, we
hypothesize that there is a fit between product type ('think' vs. 'feel'
product) and disposition style (horizontal vs. vertical style), where
horizontal disposition style is more appropriate for 'feel' products and
vertical disposition style is a better fit for 'think' products. An experiment
will be carried out to test the hypotheses. Keywords: Cognitive fit; product comparison service; product type; presentation
format; e-commerce websites | |||
| Measuring Service Quality of Online Bookstores with WebQual | | BIBAK | Full-Text | 95-103 | |
| Heejun Park; Seung Baek | |||
| With the rapid growth of the Internet technology, e-Commerce has taken one
major way of doing business. However, research on the measurement of e-Commerce
service quality, has not been sufficient. Only the evaluation of web sites has
been used to measure indirectly service quality of e-Commerce. Due to paucity
of research on the measurement, the robust research result has not been
achieved, and some research presented inconsistent results in the same domain.
This research used WebQual, a measurement uniquely developed for e-Commerce
service quality through continuous revisions, to measure e-Commerce quality of
four representative Internet Bookstores in Korea. Some statistical analyses
were conducted to verify the reliability and validity of WebQaul as an
e-Commerce service measurement. According to the research results, WebQual was
confirmed as a robust e-Commerce measurement in terms of its reliability and
validity. Further, it is identified that e-Commerce service quality, customer
satisfaction, and site revisit have positive relationships in sequence. Keywords: WebQual; ServQual; Bookstore; e-Commerce; Service Quality | |||
| Designing Product List on E-tailing Websites: The Effect of Sorting on Consumer Decision | | BIBAK | Full-Text | 104-113 | |
| Shun Cai; Yunjie Xu | |||
| One common information display design which appears in nearly all the online
retailing websites is the product list on e-tailing websites, where a number of
products are displayed together to allow online consumers to search for and
choose from. While some e-tailers present their product list in an alphabetic
order of brand or model, which results in a somewhat random list in terms of
product quality, many e-tailers provide sorting functions which allow consumers
to sort the products in a descending or ascending order. However, the extant
literature has not been particularly insightful on how consumers respond to
different order of product list. Despite the intuitive postulation that items
appearing in an early position of a list may draw more attentions from
consumers (serial position effect), it is not evident whether and how different
order of products in a list affect consumer decisions. The purpose of this
research is to investigate how product list design (ascending list, descending
list, and random list) influence consumer decisions. Such investigations are
important because the design of product listing pages explains more than half
of the variance in monthly sales on commercial websites. Accounting for the
sorting effect in models that explain online consumers' decision making can
enable marketers to construct strategically product list driven by business
objectives. Keywords: E-tailing; product list design; sorting effect; decision making | |||
| Analysis of Web Page Complexity Through Visual Segmentation | | BIBAK | Full-Text | 114-123 | |
| Guangfeng Song | |||
| Web pages have increasingly been used as the user interface of many software
systems. The simplicity of interaction with web pages is a desirable advantage
of using them. However, the user interface can also get more complex when more
complex web pages are used to build it. Understanding the complexity of web
pages as perceived subjectively by users is therefore important to better
design this type of user interface. This paper reports an analysis of web page
complexity through visual segmentation of web pages. 100 web pages were
visually segmented by human participants as well as a computer program using
Gestalt principles. The participants also indicated the perceived complexity of
the web pages during the experiment. The result shows the perception of
complexity is highly subjective but may be reliably measured. The number of
blocks resulted from the three segmentation methods seemed to be irrelevant to
perceived complexity. However, a composite metric that incorporate visual block
information and other data of web pages seems to be promising in predicting the
perceived complexity. Keywords: Visual Segmentation; Interface Complexity | |||
| An Investigation of Online Group-Buying Institution and Buyer Behavior | | BIBAK | Full-Text | 124-131 | |
| Chuan-Hoo Tan; Khim-Yong Goh; Hock-Hai Teo | |||
| This study draws on interdependency theory to propose and assess the effects
of two artifacts -- conditional purchase and information cue -- on decisional
choice in the online group-buying context. Our results suggest that buyers
presented with conditional purchase options (i.e., of not honoring the purchase
when the expected discount price is not met) are more willing to make a
purchase choice (i.e., deviate from an inactive inertia). Counter-intuitively,
provision of information cues (i.e., information about procurement actions of
the other buyers) appears to induce inaction. However, when a choice has to be
made between a riskier and a less risky choice, the presence of information
cues leads to a higher propensity for the riskier choice. Implications for
theory and practice are further discussed. Keywords: Electronic market; group-buying; interdependence theory | |||
| Challenges and Solutions of Multilingual and Translingual Information Service Systems | | BIBAK | Full-Text | 132-141 | |
| Hans Uszkoreit; Feiyu Xu; Weiquan Liu | |||
| In this paper, we present a survey of challenges and solutions of
multilingual and translingual information service systems. In contrast to the
computational linguistics literature on such systems, we are approaching the
theme here from an HCI perspective. We will argue for a strategy that reduces
reliance on automatic free-text translation, language input and classical
information retrieval while not giving up these less reliable technologies
altogether. We will also opt for a close situation-driven integration of
information and communication functionalities. The described solutions have
been incorporated into a novel mobile combined information and communication
system for foreign tourists that has been tested under realistic conditions by
users from several countries. The system is developed by the German-Chinese
cooperation project COMPASS2008, a research action within the Digital Olympics
framework. Keywords: human computer interaction; multimodal interaction; multilingual and
crosslingual strategies | |||
| The Antecedents of Online Consumers' Perceived Usefulness of Website: A Protocol Analysis Approach | | BIBAK | Full-Text | 142-149 | |
| Cheng Yi; Zhenhui Jiang | |||
| Internet-based interactive multimedia technologies enable online firms to
display featured products via a variety of product information and various
presentation formats. This study investigates how consumers evaluate the
usefulness of online product presentations from their experience with the
virtual products. Three different product displays on two products are tested
in a survey. Using a written protocol analysis approach, the study has
confirmed our expectations on the impact of information quality and system
quality on consumers' online shopping experience. Keywords: Product presentation; vividness; interactivity; information quality;
perceived usefulness | |||
| A Study on the Characteristics for the Day and Night Time Consumer Groups of Internet Shopping Malls | | BIBAK | Full-Text | 150-159 | |
| Sung hee Yoon; Soo ae Kweon | |||
| The purpose of this study was to investigate the differences in fashion
lifestyles, shopping orientation, the perception of time constraints and
shopping cost among two consumer groups (day and night-time internet shopping
mall users). 1. Fashion lifestyles depend on fashion leadership, the importance
of fashion, fashion imitation and fashion indifference. Compared to night-time
users, day-time users showed relatively low interest in fashion while
night-time users showed a high degree of fashion pursuit. 2. Shopping
orientation was summarized as six factors; Enjoyment shopping orientation,
Fashion orientation, Brand orientation, Convenience/time saving, Price
conscious orientation, Practical orientation. Night-time users were also noted
to have a high interest in fashion and tendencies to pursue brand names and
trends. 3. Not much difference was shown between the two groups about
perception of time constraints and shopping costs. Keywords: Internet shopping mall; Day and Night Time Consumer Groups; fashion
lifestyle; Shopping orientation; Perception of time constraints; Perception of
shopping cost | |||
| Interaction Design Patterns for Classroom Environments | | BIBAK | Full-Text | 163-172 | |
| Henning Breuer; Nelson Baloian; Christian Sousa; Mitsuji Matsumoto | |||
| In our research, we synthesize two lines of development that have been dealt
with independently so far: 1) the development and evaluation of educational
technologies to support problem-oriented and collaborative learning activities
inside and outside of the classroom, and 2) interaction design patterns as a
means to document and generate design knowledge. Primary contributions are
software prototypes for enhancing classroom interaction through interactive
whiteboards, multiple clients with pen-tablets and PDAs, and a basic layout of
a pattern language for formal and informal learning environments. Keywords: Interaction Design Patterns; Educational Technology; Learning Theories;
Activity Theory; Classroom; Whiteboards; Pen-Tablets; PDAs; Gesture-based
Interaction; Open Space | |||
| Predicting the Outcome of a Computer Literacy Course Based on a Candidate's Personal Characteristics | | BIBAK | Full-Text | 173-182 | |
| Andries J. Burger; Pieter J. Blignaut | |||
| People differ and we tend to notice the physical differences among them more
readily than we notice their differences in thinking styles. The success of an
information system can be influenced by the psychological make-up of an
individual. Specific biographical, psychological and cognitive factors were
identified that may explain why, with the same amount of computer training and
experience, some people will have a higher degree of computer proficiency than
others. Two formulas were derived and it was found that different variables
predict the computer proficiency of white and black students, respectively. Keywords: computer proficiency; personality; learning style; anxiety; spatial
visualisation ability; numerical ability; scholastic ability; mathematics
ability; computer attitude | |||
| An Essay About the Relevance of Educational Interactive Systems in the Learning Process | | BIBAK | Full-Text | 183-189 | |
| Alessandra Carusi; Cláudia Renata Mont'Alvão | |||
| This work aimed to investigate the relevance of hypertextuality in
interactive systems designed for children's learning. For that, it was carried
out eight interviews within experts from the following areas: teachers,
pedagogic coordinators and Pre-School and Low Elementary Supervisors. These
professionals were asked about the importance of the usage of interactive
systems in scholar and educational environment, its learning's efficiency
during usage, frequency of usage during classes and trends of these products.
Collected information was discussed using the "contents analysis" method. Keywords: children; learning process; interactive systems | |||
| Interacting Play -- Design as a Metaphor for Developing Interactive Games | | BIBAK | Full-Text | 190-197 | |
| Teng-Wen Chang | |||
| Interactive game, especially for users can be physically involved in the
game, is one of important applications for gaming nowadays. With the most
up-to-date mediated devices, experience design has inspired lots of researches
to explore possible or better innovative interactivity between human and
machines. With physical interaction and rapid prototyping, a new computing
paradigm combining both sensor/electronic/robotic technology and digital design
media starts to show its root in both design and computing, namely ubiquitous
computing and ambient intelligence. In addition to this paradigm, we adapt the
interactivity of design and the design methods for studying situated
interactive design. Furthermore, this paper documents a series of interacting
plays for exploring possible interactions. Three attempts have conducted: Smart
Toys, Spatial Components and Ambient Interaction under the realm of
computational design and digital media. The outcomes of exploration are
documented in the paper. Keywords: Interactive creativity; situated interactive design; physical computing;
experience design; smart toy; ambient environment | |||
| Usability Assessment of an E-Learning Courseware for Basic Cataloging | | BIBAK | Full-Text | 198-207 | |
| X. Sherab Chen; Tingting Lu | |||
| A study was conducted to assess the usability of an e-learning courseware
prototype. Participants of three expertise levels -- novice students,
experienced student workers, and domain experts -- were recruited. 27 evaluated
the e-learning courseware and 2 received the same training content in a
face-to-face session to provide benchmark data. A total of 16 usability
problems and 4 pedagogical problems were identified. Preliminary findings
suggest that e-learning is a promising format for basic cataloging training and
different patterns are found in the three groups of participants' evaluations
of the courseware. Keywords: E-learning; usability; library cataloging training | |||
| Suppressing Competition in a Computer-Supported Collaborative Learning System | | BIBAK | Full-Text | 208-214 | |
| Kwangsu Cho; Bosung Kim | |||
| The purpose of this study is to explore how student competition using the
tit-for-tat strategy could be remedied with a minimum design change in order to
support student to collaborate constructively in a computer
supported-collaborative learning system called SWoRD (Scaffolded Writing and
Reviewing in the Discipline) [5], a reciprocal peer reviewing of writing
system. We identified a factor for the tit-for-tat that causes learners to
compete each other, and removed the factor from the interface. The results show
when with the interface improvement the tit-for-tat strategy was restrained in
the SWoRD system, which helped the learners constructively respond to peer
comments. Keywords: Collaborative learning; Peer review of writing; competition; SWoRD; peer
evaluation | |||
| A Study of Acteme on Users Unexpert of Videogames | | BIBAK | Full-Text | 215-224 | |
| Francisco V. Cipolla Ficarra | |||
| We present here a heuristic evaluation of the use of videogames among
inexperienced players through the notion of acteme. Firstly, we're going to
analyse the evolution of new technologies, videogames, and behaviours of people
from childhood to school age by drawing a parallel between adults and children.
Secondly, we will take into consideration mass media theorists' different
points of view regarding the introduction of videogames in homes and
educational institutions. Third, the role of the main types of interactive
games in each formative process of the individual has also been studied.
Finally, a guideline has been created with those components of videogames that
encourage self-learning and increase attention and motivation of inexpert
users. Keywords: Acteme; Behaviour; Communication; Design; Education; Hypermedia;
Human-Computer Interaction; Semiotic; Videogames | |||
| A Natural Language Interface for a 2D Networked Game | | BIBAK | Full-Text | 225-234 | |
| Andrea Corradini; Adrian Bak; Thomas Hanneforth | |||
| This paper describes a system for playing a digital version of a board game
using natural language. We consider the control of the game through players
interacting with a 2D graphical interface by typing in appropriate text
instructions. Such an input is syntactically parsed using a set of pushdown
transducers to generate a simplified string representation of the original
user's sentence. Further, a semantic parser splits the new input representation
into a series of frames, each one representing the semantics of the underlying
text chunks. Based on the game logic and according to context information, we
resolve ambiguities and incompleteness within these data structures and
generate a set of possible game instructions. Eventually, we check
preconditions related to the validity of the hypothesized commands and, if the
preconditions are met, the equivalent instructions are carried out and the game
state is updated. For testing purposes, we fed our system with game
instructions that are automatically generated by an equivalent context free
grammar that can be described by our pushdown transducers. In the case of
parseable instructions, the system has been shown to properly perform with over
98% accuracy. The application can be played over the network based on a
client/server architecture where players exchange periodic updates through a
central host. Keywords: Natural Language Processing; Multiplayer Networked Game | |||
| Detecting Learning Difficulties on Ubiquitous Scenarios | | BIBAK | Full-Text | 235-244 | |
| Marco de Sá; Luís Carriço | |||
| This paper describes a multi-platform framework that supports a set of
activities performed by both teachers and students within an educational
context. The framework's main contribution lies on the possibility given to
teachers to customize, according to various dimensions (e.g., content, user
context, and subject), material that is later provided to students. On the
other hand, students are allowed to accomplish their activities ubiquitously
through mobile devices (e.g. PDAs). The second contribution however, is the
ability that teachers gain to detect learning difficulties and problems faced
by students while accomplishing their tasks even while away from classes and
school. We describe the experiences that have been conducted and present some
results that address both educational and human-computer interaction issues. Keywords: m-learning; ubiquitous computing; mobile devices; usability evaluation | |||
| Synchronous Reading in Real-Time Environments | | BIBAK | Full-Text | 245-254 | |
| Yoram Eshet; Eran Chajut | |||
| The story-telling multimedia Living Book is one of the most common
edutainment genres, in which children hear and play with interactive and
animated stories. Living Books are designed so that every word of the narrated
story is projected on the computer monitor as it is narrated. This enables
listeners to integrate between the audio and textual representation of words
and thus to understand their meaning and learn their pronunciation. The present
paper presents results of a study which showed that young children who did not
know how to speak or read the English language became proficient in
pronunciation and gained a high level of understanding by playing with Living
Books. Results show that the participants were able to correctly pronounce
almost 70% of the words in the Living Book, and could identify the meaning of
about 70% of them. On the other hand, it was found that they were able to read
words as orthographic units but not to identify individual letters (average of
6.25%). Our findings point to the potential for incidental learning in
highly-interactive, engaging and playful multimedia environments, such as
Living Books. Keywords: living books; multimedia; reading; edutainment; incidental learning | |||
| Design and Development of Mixed Mobile Education System Based on SIFT Algorithm | | BIBA | Full-Text | 255-263 | |
| Kwangjin Hong; Keechul Jung | |||
| Due to popularization of the wireless Internet and mobile devices, the infrastructure of the ubiquitous environment is created and users can get information whatever they want, anytime and anywhere. Therefore, many laboratories study methods for efficiency of information transmission using on-line and off-line contents. In the educational field, many laboratories also study methods which apply on-line contents to off-line contents and make dynamic contents. In this paper, we propose the Mixed Mobile Education system (MME) that improves educational efficiency using on-line and off-line contents on mobile devices. Unlike the previous studies, the proposed system does not use additional makers but recognizes off-line contents as we extract feature points in the input image using the mobile camera to provide the natural environment. We use the SIFT (Scale Invariant Feature Transform) algorithm to extract feature points, which are not affected by noise, color distortion, size and rotation in the input image captured by the low resolution camera. Experimental results show that compared with previous work, the proposed system has some advantages and disadvantages and that the proposed system has good efficiency on various environments. | |||
| The Effects of Visual Versus Verbal Metaphors on Novice and Expert Learners' Performance | | BIBAK | Full-Text | 264-269 | |
| Yu-chen Hsu | |||
| Since 1990 there have been a series of studies examining the effects of
diagrams versus text on computer user's performance. There have also been
studies investigating the effects of metaphors on learning and information
searching. Research results indicate that verbal metaphors help learners to
develop more complete mental models. However, little is know about the effects
of visual metaphors that possess both the features of diagrams and metaphors.
In response to the gaps in the metaphor research literature, the present study
aims to compare the effects of visual versus verbal metaphors in facilitating
novices and experts in the comprehension and construction of mental models. Keywords: comprehension; expert; mental model; novice; verbal metaphor; visual
metaphor | |||
| The Effect of Tangible Pedagogical Agents on Children's Interest and Learning | | BIBAK | Full-Text | 270-277 | |
| Jun-hee Kim; Dea-hyun Jung; Haeng-Suk Chae; Ji-Young Hong; Kwang-Hee Han | |||
| These days there are many e-learning websites for children presenting
learning contents with animated pedagogical agents on screen. Therefore we
investigated the effects of embodied tangible agents outside of the screen for
children's interest and learning. All experiments were conducted with 6-7 year
old children and stimulus was a kind of storybook-animation. As a result, with
embodied agents outside of the screen, children felt higher degree of agent
presence, and also a higher degree of an interest about agents and more
interaction with agents. And it induced stronger persona effects in learning
than with animated agents on the screen. Also children had a statistically
significant increase in vocabulary learning. This study had implication about
designing effective tangible agents for children. Keywords: Tangible Agents; Embodied Agents; Pedagogical Agents; Children's Learning;
Children's Interesting | |||
| An Entertainment System for Improving Motivation in Repeated Practice of Musical Instruments | | BIBA | Full-Text | 278-283 | |
| Itaru Kuramoto; Yuya Shibata; Yu Shibuya; Yoshihiro Tsujino | |||
| Repeated practice is important to learn playing musical instruments, but it is quite boring and monotone, so many learners stop learning. MIPS (Musical Instruments Practice Supporter) is an entertainment system for improving motivation for a learner of electronic instruments such as electronic piano. In MIPS, a learner breeds his/her own character which grows up reflecting his/her amount of effort to practice an electronic instrument, and a battle game is held at weekend for all learners' characters, in which the characters fight each other. It stimulates a learner's motivation for practice. In this paper, we introduce MIPS and a method of estimating a learner's effort at learning. | |||
| What Makes Game Players Want to Play More? A Mathematical and Behavioral Understanding of Online Game Design | | BIBA | Full-Text | 284-293 | |
| De Liu; Xun Li; Radhika Santhanam | |||
| The online game industry is a rapidly growing Internet-based business that has become very competitive in recent years. Game vendors have the option of designing online games in such a manner that they can match players against other players. Therefore, the interesting question is to identify conditions in these human-computer-human interactions that can motivate players to be engrossed and play more games and for longer periods of time. We approach this issue using a novel combination of mathematically based Tournament Theory and behaviorally oriented Flow theory to propose that when players' skills are equally matched, the challenge intensity of the game is moderate and players will play more games and for long. We also propose that individual traits such as performance goal orientation will moderate these effects. We test our ideas with a laboratory research design. Our preliminary findings provide support for our ideas. | |||
| Breaking the Traditional E-Learning Mould: Support for the Learning Preference Approach | | BIBAK | Full-Text | 294-301 | |
| Fang Liu; Jasna Kuljis; Lorna Lines | |||
| The mismatch between 'traditional' educational model and the e-Learning has
drawn the research attention on personalized instruction, one of the growing
concerns in HCI. This paper presents a framework that can be used as a basis
for the identification of an appropriate type of personalization. Our idea is
that users who demonstrate particular learning styles, as identified in
Felder-Silverman's learning style theory, require a specific e-learning
environment that matches their learning preferences. In particular, the
framework is formulated to investigate how the different modalities presenting
e-Learning content will influence the students' learning quality and
experience. The considered learning styles profile in this paper is typical for
a science and technology domain student. Through this framework we expect that
learning preferences of a certain type of learners could be better supported
and consequently their improved learning performance. Keywords: E-Learning; Learning style; Cognitive style; Cognitive learning style;
Personalization; modality | |||
| KaLeSy-CJ: Kanji Learning System Focusing on Differences Between Chinese and Japanese | | BIBA | Full-Text | 302-311 | |
| Sa Lu; Naoko Yamashita; Hiroyuki Tominaga; Toshihiro Hayashi; Toshinori Yamasaki | |||
| We developed a Japanese Kanji learning system, called "KaLeSy-CJ", for native Chinese learners focusing on the differences between Chinese Characters and Japanese Kanji. Considering the differences in reading, writing, and meaning between Chinese Characters and Japanese Kanji, it is important for native Chinese learners to pay attention to these differences learning Kanji. In this study, we have analyzed the crucial differences between two languages, and have proposed the way to exercise native Chinese learners. Based on our proposal, we have developed a Japanese Kanji learning system called "KaLeSy-CJ". In addition, we have evaluated our system and confirmed that KaLeSy-CJ provided suitable Kanji learning environment for Chinese speakers. | |||
| Towards an Effective Evaluation Framework for IMS LD-Based Didactic Materials: Criteria and Measures | | BIBAK | Full-Text | 312-321 | |
| Carmen Luisa Padrón; Paloma Díaz; Ignacio Aedo | |||
| Evaluation is one of the most important activities in the didactic materials
development process since it allows developers to check if the obtained
material satisfies all requirements and it also provides developers with
reliable information about material's utility, validating if the obtained
material can be effective support in the achievement of the educational goals
which it intends to support. Evaluation results provide valuable information
for the material redesign in such cases when the requirements or educational
goals are not satisfied. Nevertheless its importance, the evaluation has been
often neglected in most of the approaches related to the development of
didactic materials, which are more focused on issues such as interoperability
or reusability. In this paper we present the MD2 evaluation framework based on
a general evaluation procedure that include a set of criteria and measures for
the two more important evaluation objectives of IMS LD-based didactic material:
its usability and pedagogical usefulness. Keywords: Didactic materials; Learning Objects; Units of learning; Development
Methods; Evaluation; Pedagogical Usefulness; Pedagogical Utility; Usability | |||
| Mobile Game-Based Methodology for Science Learning | | BIBAK | Full-Text | 322-331 | |
| Jaime Sánchez; Alvaro Salinas; Mauricio Sáenz | |||
| This work presents the features and results of a problem-solving
collaborative game for 8th graders science classes' curriculum. Software for
pocketPC was developed for this game, based on a complete framework methodology
with students and teachers. From our point of view, the key to integrate mobile
devices into school is the methodological framework which provides meaning;
technology by itself does not contribute much to education. The evaluation
study was focused on software usability and the results in the application of
the methodology, observing their performance in problem-solving skills. A high
degree of user satisfaction with the final product was found. They were
motivated to participate actively in the proposed tasks. Results indicate that
the experience contributed to the development of the student's problem-solving
skills obtaining positive gains as a result of this experience. Keywords: Children; science; PDA; pocketPC; gaming; learning | |||
| Group Collaboration and Learning Through Online Assessments: Comparison of Collaborative and Participatory Online Exams | | BIBAK | Full-Text | 332-340 | |
| Jia Shen; Starr Roxanne Hiltz; Michael Bieber | |||
| Online environments are regarded as well constructed to support
collaborative and social learning. This research investigates small group
collaboration and learning in the context of online exams. Incorporating
constructivism and collaborative learning theories, the online Collaborative
Exam features students' active participation in various phases of the exam
process through small group activities. The online Participatory Exam features
similar processes except that students participate in the exam individually. A
large scale field experiment was conducted to compare the two exam structures
in terms of learning strategies and exam outcomes. Results show that students
in the collaborative exam adopted significantly higher levels of social
engagement than those in the participatory exam, learned from other students,
and formed a sense of learning community. Areas for future research are briefly
discussed. Keywords: Group collaboration; collaborative exam; participatory exam; online
assessment | |||
| A New Framework of Usability Evaluation for Massively Multi-player Online Game: Case Study of "World of Warcraft" Game | | BIBAK | Full-Text | 341-350 | |
| Seungkeun Song; Joohyeon Lee; Insun Hwang | |||
| According to traditional marketing wisdom, customers' preferences are a core
issue in designing successful products, and the design process in game is
crucial for guaranteeing gamers' satisfaction. This research aimed to explore
critical factors for the game design based on the new framework of the
usability evaluation. We examined the usability in Massively Multi-player
Online Role-playing Games (MMORPGs) and reviewed literatures related to games
simultaneously. We identified eighteen usability issues in MMORPG and presented
its recommendation relevant to the issues. Moreover, the results of the study
showed fifty four critical factors composed of game interface, game play, game
narrative, and game mechanics for the game design. The research is concluded
with key implications to support the early stage of the design process in game. Keywords: MMORPG; Game Design; Design Process; Usability; Framework | |||
| A Study of Learners' Perceptions of the Interactivity of Web-Based Instruction | | BIBAK | Full-Text | 351-360 | |
| Jui-ni Sun; Yu-chen Hsu | |||
| A well designed interaction mechanism creates a shortcut to learning.
However, there is little research which analyzes learners' perceptions of the
interface as they interact with WBI, especially from the human-interaction
perspective. This study is therefore designed to provide a new framework to
design systems with different degrees of interaction, and to examine learners'
perceptions of these interaction elements. Forty-five subjects participated in
the experiment. The results show that increased interactivity levels directly
influence learners' perceived interactivity, perceived ease of use and
usefulness, and satisfaction. It is noteworthy that the interactivity levels
perceived by the designers and learners are different. We hope that designers
can adopt different degrees of interactivity as suggested by the study results
to design WBI systems that will best facilitate various learners' learning
needs. Keywords: Web-based instruction; Interactivity; ease of use; usefulness; satisfaction | |||
| Perceived Usefulness and Usability of Weblogs for Collaborating Learning | | BIBAK | Full-Text | 361-370 | |
| Yin Leng Theng; Elaine Lew Yee Wan | |||
| Using a modified Technology Acceptance Model (TAM), a study was conducted to
investigate the relationship between perceived usefulness, perceived ease of
use and intention to use weblogs for learning in higher education. Sixty-eight
students of a local university responded to the study. The findings suggested
likely acceptance of weblog use if it is perceived to be useful for learning.
The paper concludes with a discussion on implications for education. Keywords: Technology Acceptance Model; perceived usefulness; perceived usability;
weblogs; education; learning | |||
| Support Case-Based Authentic Learning Activities: A Collaborative Case Commenting Tool and a Collaborative Case Builder | | BIBA | Full-Text | 371-380 | |
| Lu Xiao; John M. Carroll; Mary Beth Rosson | |||
| Cases are stories about specific activities of a real world practice with a purpose to educate. Often providing contextual background information, cases present problem situations and expert solutions. Studying cases offers students the authentic learning experience of "seeing" how experts carry out design projects in the practice. In this paper, we present our ongoing work of designing case-based authentic learning activities in usability engineering (UE) courses, and developing collaborative tools to support the activities. We describe a collaborative case commenting tool that enables students to collaboratively browse and comment on the documents from an existing usability case library both synchronously and asynchronously, and a collaborative case builder tool that provides a virtual workspace for the students to collaboratively build a case based on their authentic design project. We discuss three collaborative case commenting activities in the UE course of Spring 2006, and a collaborative case building activity in the UE course of Fall 2006. | |||
| The Practice of Combining Cinematic Narrative with 3D Gameplay | | BIBA | Full-Text | 381-390 | |
| Charles Shih-I Yeh | |||
| Realtime 3D game director faces challenges of presenting gameplay with aesthetic and fresh visual experience to its player. Cinematic narrative in game production has been borrowed from Hollywood for several years. Cinematic camera narrative has been implemented by many published game titles. However 3D game is different from movie due to its highly interactivity. This paper presents experiences of co-developing cinematic narrative camera system with game director from film and art background for various game genres including shooter, action adventure, and sports. We also explore new possibilities to enhance cinematic experience introduced by programmable graphics hardware. Unlike most related works, we also present perspectives from game designer and director from non-technical background. | |||
| Creating Computer Supported Collaborative Learning Activities with IMS LD | | BIBA | Full-Text | 391-400 | |
| Dan Yu; Xinmeng Chen | |||
| Nowadays more and more higher education institutes implement CSCL (Computer Supported Collaborative Learning) environments to free learners of the requirement to share physical space and communicate synchronously providing a less competitive situation and promoting a more equal participation as compared to face-to-face collaboration. However in order to support effective and reusable collaborative learning design we need represent collaborative learning activities in a formal way so that they can be recognized and processed automatically by the computer. In this paper we present IMS LD, a process modelling language to formalize collaborative learning activities, and then discuss the limitations and extensions of the language in modelling collaborative learning activities. | |||
| Face to Face Communications in Multiplayer Online Games: A Real-Time System | | BIBA | Full-Text | 401-410 | |
| Ce Zhan; Wanqing Li; Farzad Safaei; Philip Ogunbona | |||
| Multiplayer online games (MOG) bring HCI into a new era of human-human interactions in computer world. Although current MOG provide more interactivity and social interaction in the virtual world, natural facial expression as a key factor in emulating face to face communications has been neglected by game designers. In this work, we propose a real-time automatic system to recognize players' facial expressions, so that the recognition results can be used to drive the MOG's "facial expression engine" instead of "text commands". Our major contributions are the evaluation, improvement and efficient implementation of existing algorithms to build a real-time system that meets the requirements specifically imposed by MOGs. In particular, we use a smaller number of fixed facial landmarks based on our evaluation to reduce the computational load with little degradation of the recognition performance. | |||
| Human Factors: User Experience Design Guidelines for Telecare Services | | BIBAK | Full-Text | 413-417 | |
| Alejandro Rodríguez-Ascaso; Bruno von Niman; Steve Brown; Torbjørn Sund | |||
| The present paper introduces user experience guidelines addressing trust,
user interaction (including usability and accessibility) and service aspects
applicable to the research, design, development and deployment of telecare
services. The work, co-funded by the European Commission and EFTA, is performed
in ETSI and is entering its final phase of development. An ETSI Guide with the
above title will be published in December 2007. Keywords: Telecare; user experience; human factors; user interaction; trust; service | |||
| Usability Issues in the Development of a User Interface for an Alerts and Reminders System for a Nursing Documentation Application | | BIBAK | Full-Text | 418-426 | |
| José A. Borges; Néstor J. Rodríguez; Carlos Pérez; Gilberto Crespo | |||
| A clinical setting is usually a very busy place for nurses because they must
deal with a relative large number of patients. Nurses' interventions with
patients are critical for their health and in some cases can be a matter of
life and death. Electronic medical record systems can be valuable tools for
assisting nurses providing in-time quality health care to patients. In
particular, an alerts and reminders system can keep nurses aware of pending
interventions or procedures for patients and provide warnings on abnormal
conditions or potential health hazards for them. This paper discusses the
usability issues dealt with in the development of an alerts and reminders
system for a nursing documentation application. It describes the conceptual
framework and the evolution of the user interface through the development
process. Results of a usability study of the system are presented that
demonstrate that nurses understood the system very well and were very satisfied
with it. Keywords: usability engineering; usability testing; graphical user interfaces;
electronic medical record systems; alerts and reminders systems | |||
| Managing Group Therapy Through Multiple Devices | | BIBAK | Full-Text | 427-436 | |
| Luís Carriço; Marco de Sá; Luís Duarte; João Carvalho | |||
| This paper presents a couple of tool-sets that allows the management of
group therapy sessions, for a single room with a large public display setting.
These sessions involve several patients, a main therapist and eventually a
second therapist. Information is created, exchanged and discussed between them
during those sessions. All participants recur to different devices to perform
their activities, from PDAs to PCs, through an interactive large display, if
available. Devices are selected and tool-sets designed adequately for each
setting and participant role. For the main therapist, the variant with an
interactive large display, required the simultaneous usage of a complimentary
devices, to cope with non-public aspects of the therapy. Preliminary evaluation
rose interesting, one hand usage issues for that variant. Keywords: ubiquitous computing; mobile devices; groupware; e-health | |||
| Challenge for Preventing Medication Errors -- Learn from Errors --: What Is the Most Effective Label Display to Prevent Medication Error for Injectable Drug? | | BIBAK | Full-Text | 437-442 | |
| Hiroyuki Furukawa | |||
| In the medical institutions, more than 50% of the error report is related to
the administration of pharmaceuticals. And the half of the report is related to
the administration of injectable drug.
By analyzing the error report, the inducing factor of medication error are not only the name similarity (sound alike) and the appearance similarity (look alike) of the preparations but also the display of the ingredient amount of the injectable drug which has 3 types ("X% YmL", "Xmg/mL YmL", and "Xmg/YmL"). The difficulty of the calculation seems to differ in these three types of display. Comparison of the right answer in these three types of display is tried for 6 subject groups which are three health care providers (physician, nurse and pharmacist) and their students. As a result, the calculation right answer percentage was high in "Xmg/YmL", "Xmg/mL YmL" and "X% YmL" in turn. Keywords: medication error; error inducing factor; display of the ingredient amount | |||
| A Study on Display to Improve the Visibility of PTP Sheets | | BIBAK | Full-Text | 443-449 | |
| Akira Izumiya; Michiko Ohkura; Fumito Tsuchiya | |||
| In recent years, an increasing number of malpractice cases have been
reported, more than half of which are related to drug labels or packages.
Press-through package (PTP) sheets are widely used to wrap tablets especially
in Japan. In this research, we report the results of experiments to establish
an optimum display design for PTP sheets. Keywords: PTP sheets; medical accident; drug label; eye-tracking system | |||
| Persuasive Interaction Strategy for Self Diet System: Exploring the Relation of User Attitude and Intervention by Computerized Systematic Methods | | BIBAK | Full-Text | 450-458 | |
| Youngho Jeen; Jiyoun Han; Hyodong Kim; Kyungwon Lee; Peom Park | |||
| The present paper deals with the problems regarding the persuasive
computational technique. While the notion of persuasion is somewhat
conventional in the psychology and pedagogy, the application research in the
computing system is relatively young and still establishing its basic tenets.
The aim of this research is to examine the persuasive intervention type and to
thereby explore the feasible strategy for motivating users to change their
attitudes or behaviors related to lifestyle. To measure the degree of
intervention in persuasion, an experiment was performed using the designed
website with thirty-three female subjects in their twenties. Results indicate
that 'Source Credibility' and a combination of the source credibility and two
other interventions led to significantly better motivation than other
interventions alone or together. This research has some limitations such as
restricted experimental period and condition but suffice it to say that we had
a meaningful experiment enough to lay a foundation for future work. Keywords: Persuasive Technology; Interaction; Motivation; Intervention | |||
| Augmented Virtual Reality for Laparoscopic Surgical Tool Training | | BIBAK | Full-Text | 459-467 | |
| Kanav Kahol; Jamieson French; Troy L. McDaniel; Sethuraman Panchanathan; Mark Smith | |||
| Feedback in surgical simulation has been limited to offline analysis of
movement, time taken to complete simulation and in some cases a virtual
playback of completed simulation tasks. In comparison to aircraft simulation,
these feedback schemes are very rudimentary. Research in military simulations
has shown that real time feedback significantly improves performance on the
task at hand and leads to skill generalization and transfer. However, such
systems have not been developed for surgical simulation. Lack of effective
feedback systems also has the added effect of increasing workload of senior
surgeons leading to increased costs and decreased overall efficiency. In a
pilot study performed with 8 surgical residents, we tested the effect of real
time feedback on movement proficiency. Keywords: Laparoscopic training; Augmented virtual reality; CyberGlove; Polhemus;
PHANTOM | |||
| Integrating Technology into the Medical Environment of a Developing African Country | | BIBA | Full-Text | 468-473 | |
| James Katzenstein; Barbara Chrispin | |||
| After declining through the 1990s, foreign aid to poor countries has made a comeback since 2000. Africa has been a major recipient of this increased attention. This paper describes the development of an international consulting model that has been used to percolate innovation and integrate technology within the medical environment of a private hospital in Tanzania. It has several unique features that differentiate it from other foreign aid projects. | |||
| The Analysis of Near-Miss Cases Using Data-Mining Approach | | BIBAK | Full-Text | 474-483 | |
| Masaomi Kimura; Kouji Tatsuno; Toshiharu Hayasaka; Yuta Takahashi; Tetsuro Aoto; Michiko Ohkura; Fumito Tsuchiya | |||
| We applied the data mining technique to medical near-miss cases collected by
a foundation related to the Japanese Health, Labor and Welfare Ministry, and
extracted information such as pairs of confusing medicines, the cause of
near-miss cases in some situations, which cannot be obtained by simple
aggregation calculations and descriptive statistics. We also introduce the
results of text mining applied to the free-description data regarding the
backgrounds and causes of near-miss cases and their counter measures. Keywords: Safety in drug use; data mining; text mining | |||
| Ergonomic Study of Medicament Packages for the Improvement of Safety in Use | | BIBAK | Full-Text | 484-488 | |
| Akinori Komatsubara | |||
| So as to prevent the mistakes at handling soft bag type intravenous solution
bags, renewal of the display of label design of fifty-seven kinds of
intravenous solution bags was conducted based on the human centered design. The
requirements towards the display were investigated and analyzed. The cognitive
step of handling of bags was discussed and the general display design guideline
was developed. Keywords: package design; medication human errors; labels and packages design
guideline | |||
| Industrial Design and Human Factors: Design Synergy for Medical Devices | | BIBAK | Full-Text | 489-498 | |
| Merrick Kossack; Andrew Gellatly; Alice Jandrisits | |||
| Research has shown the impact design may have on apparent, as well as
inherent, usability. Through collaboration, Industrial Designers and Human
Factors Engineers can design medical devices that address emotional design and
thus contribute to apparent usability. This collaboration must overcome
challenges common in the industry including design influences and standards,
business factors, and regulatory processes. Integrating the two disciplines,
their tools and methods, and ensuring their incorporation in the product
development process can overcome these challenges. In doing so, end users will
benefit from medical devices with both improved usability and elegance. Keywords: Medical device; design; human factors; industrial design; usability | |||
| How New Technologies Can Help Create Better UI's for Medical Devices | | BIBA | Full-Text | 499-507 | |
| William H. Muto; Edmond W. Israelski | |||
| Since medical devices are often linked to the alarmingly high rate of medical accidents, it is speculated that newer advanced user interface related technologies might mitigate some accidents. This paper describes some positive as well as negative consequences of incorporating advanced technologies with particular emphasis on technologies that directly impact the design and usability of medical device user interfaces. Notably, some technologies open opportunities to allow users more control to manipulate devices and to more effectively be alerted to usage situations with high patient safety risk. On the other hand, some technologies offer more complexity for user interface features and therefore may increase risk levels. A sample of these advanced technologies is examined for their impact on design heuristics. The paper also examines current formal risk evaluation, analysis and control methodologies used in design. These risk management methods are applied to a variety of advanced user interface technologies used in various categories of medical devices. The advanced technologies examined for risk control advantages as well as disadvantages include: (1) improved displays, e.g. large color touchscreens; (2) improved sounds, e.g. speech synthesizers for talking AED's and talking MRI systems; (3) intelligent software, e.g. drug libraries with hard and soft limits for programming devices that deliver medications; (4) advanced drug injection systems, e.g. high pressure needle-free delivery, electronic drug delivery skin patches; (5) network connectivity, e.g. internet-aware devices that warn against dangerous drug/device interactions and medication management systems that reduce medication dispensing errors; (6) robotic innovations, e.g. remote surgery systems and automatic diagnostic assay preparation systems; (7) laparoscopic advancements, e.g. 3D video cameras; innovative mechanical devices, e.g. novel metal clip artery closure systems and beating heart suturing systems; (8) RFID tracking and monitoring systems, e.g. RFID embedded in surgical sponges to reduce accidental miscounts during surgery and (9) speech controlled medical devices, e.g. operating room table adjustments and laparoscopic video camera adjustments. | |||
| The Usability Assessment of Pharmaceutical Package | | BIBAK | Full-Text | 508-517 | |
| Michiko Ohkura; Toshiaki Harikae; Fumito Tsuchiya | |||
| Recently, a number of medical incidents and accidents have been reported
over the world. Since many are related to medicine, the importance of "Safety
in the use of medicine" has attracted a lot of attention. This paper describes
experiments conducted to improve the opening of the sealed partition of
infusion bags and to indicate an understandable bag design that shows how to
use. Keywords: medical accident; infusion bag; partition; human error and display design | |||
| The Practices of Scenario Observation Approach in Defining Medical Tablet PC Applications | | BIBAK | Full-Text | 518-524 | |
| Chien Yu Peng; Wei Shin Kao; You Zhao Liang; Wen Ko Chiou | |||
| There are many hospital appliance PCs, Notebooks and PDAs used in clinical
but they have several limitations. Tablet PCs combine the advantages and
improved disadvantages of these media, but are not widely used in the clinical.
'Scenario observation' is an approach for product development processes. Its
basic theorem is 'user-orientated design (UOD)'. During the development process
'visualization' and 'actual experience' methods are employed to guide
developers from the user's point of view and scenario to evaluate the maturity
and 'completeness' of a product. Therefore the purpose of this study has been
to use 'scenario observation' approach to define the design strategy for
medical Tablet PC applications. The results of this study indicate that the
'hospitalized-placed' nurse has more demand than other medical workers.
Accordingly, there are 10 proposed design demands concerning medical Tablet
PCs. Current medical Tablet PCs do not fully understand or satisfy medical
workers' demands therefore using user 'scenario observation' surveys will help
to define better design strategies and better medical Tablet PC applications. Keywords: Scenario observation; Medical applications; Tablet PC; Design strategy | |||
| Interfacing Safety and Communication Breakdowns: Situated Medical Technology Design | | BIBAK | Full-Text | 525-534 | |
| Svetlena Taneva; Effie Law | |||
| Safety-critical medical work requires an error-minded approach for design of
the technologies that support its processes. We define the requirements that
such a framework should meet and propose ICAD -- an adverse-event minded design
approach for high-risk eHealth applications that considers users, joint
activity processes, the distributed computer-supported medical setting, and the
workflow areas that allow for communication and coordination breakdowns to
occur. We leverage knowledge for human error analysis during the task-modeling
stages from other safety-critical domains, and expand the focus of analysis to
integrate complex joint activity aspects and to account for the role of
technology, both as a medium and as an interactor. The outcome of our technique
is design and workflow solutions that prevent accidents, a priori. Keywords: eHealth; task analysis; interface design; safety; medical error | |||
| Medication Errors Caused by Order Entry System and Prevention Measures | | BIBAK | Full-Text | 535-543 | |
| Fumito Tsuchiya | |||
| Many accidents and incidents are occurred in the medical fields. The
medication is related to many of these errors, and some of errors are caused by
order entry system. These are concern with the drug name similarity. We
developed the system that was able to judge the similarity of the drug names
objectively in 2001, and through a psychological experiment, we remodeled this
system. As a result, it came to be able to avoid similarity of the new drug's
name. This paper summarizes how to prevent medication errors caused by order
entry system. Keywords: medication errors; order entry system; drug name similarity; objective
evaluation | |||
| Motivation in Home Fitnessing: Effects of Immersion and Movement | | BIBA | Full-Text | 544-548 | |
| Joyce H. D. M. Westerink; Marko de Jager; Ronald Bonants; Marijn Bruinink; Jan van Herk; Yvonne de Kort; Wijnand IJsselsteijn; Fren Smulders | |||
| In this paper we explore how we can use technology to help people to stay motivated to do home fitnessing. Two experiments with a total of 48 participants were performed, both deploying a bicycling task in a virtual reality, one focusing of effects of immersion, the other on the intrinsic impact of movement. From the results it becomes apparent that user and technology can cooperate to achieve a optimum home fitnessing experience. | |||
| Dependability and Security in Medical Information System | | BIBAK | Full-Text | 549-558 | |
| Xukai Zou; Yuan-Shun Dai; Bradley N. Doebbeling; Mingrui Qi | |||
| Medical Information Systems (MIS) help medical practice and health care
significantly. Security and dependability are two increasingly important
factors for MIS nowadays. In one hand, people would be willing to step into the
MIS age only when their privacy and integrity can be protected and guaranteed
with MIS systems. On the other hand, only secure and reliable MIS systems would
provide safe and solid medical and health care service to people. In this
paper, we discuss some new security and reliability technologies which are
necessary for and can be integrated with existing MISs and make the systems
highly secure and dependable. We also present an implemented Middleware
architecture which has been integrated with the existing VISTA/CPRS system in
the U.S. Department of Veterans Affairs seamlessly and transparently. Keywords: Medical Information System (MIS); Health Information Technology (HIT);
Dependability; Security; Tele-medicine | |||
| A Role-Based Multiple View Approach to Distributed Geo-Collaboration | | BIBAK | Full-Text | 561-570 | |
| Gregorio Convertino; Dejin Zhao; Craig H. Ganoe; John M. Carroll; Mary Beth Rosson | |||
| We describe a role-based multiple view approach to support sharing and
coordination of knowledge in geo-collaborative planning. The software
coordinates multiple unshared role-specific views with one shared team view.
The rationale for this approach is that: (1) it affords clear separation
between role-specific and shared knowledge; (2) it leverages experts' knowledge
to filter out role-specific details; and (3) it promotes implicit sharing of
strategic knowledge (i.e. about roles). We illustrate the key features
implemented in a prototype to evaluate this approach, describe design
requirements extracted from a paper prototype study, and discuss relevant
design issues. Keywords: Multiple Views; Collaborative Visualizations; Geo-Collaboration; Common
Ground; Computer-Supported Cooperative Work (CSCW) | |||
| The Project Browser: Supporting Information Access for a Project Team | | BIBAK | Full-Text | 571-580 | |
| Anita H. M. Cremers; Inge Kuijper; Peter L. M. Groenewegen; Wilfried Post | |||
| The objective of our study was to design and evaluate a user interface
concept for a so-called Project Browser, following a user-centered design
method. Previous work has suggested that users prefer to access project-related
information instrumental to the task they have to carry out. First, a domain
analysis was carried out, followed by an extensive user requirements study,
eliciting input from people experienced with working in project teams. This
formed the basis of a prototype user interface design of a Project Browser,
which provides direct access to action points and decisions taken, irrespective
of the source of the information (documents, messages or meetings). The
information from meetings was extracted from digital (multi-media) recordings
of meetings, through the application of automatic recognition and information
processing technologies. The user interface concept was evaluated with a number
of prospective users which resulted in positive and promising findings. Next,
the browser will be further evaluated in a scenario-based project setting. Keywords: user interface; meeting browser; decisions; action points; documents;
messages; meetings | |||
| Design and Implementation of a Personalized Business Activity Monitoring System | | BIBAK | Full-Text | 581-590 | |
| Hoontae Kim; Yong-Han Lee; Hongsoon Yim; Nam Wook Cho | |||
| Today's collaborative working environment requires real-time control and
monitoring of business processes which involve participants with different
roles and responsibilities. Therefore, a Business Activity Monitoring (BAM)
system should provide personalized monitoring capabilities. The purpose of this
paper is to develop a personalized BAM system. We have identified functional
requirements of the system and then develop a system design. Implementation of
the design is also provided on top of a commercial BAM solution. Keywords: Business Activity Monitoring; Personalization; Dashboard | |||
| Visual Feedback: Its Effect on Teleconferencing | | BIBAK | Full-Text | 591-600 | |
| Atsunobu Kimura; Masayuki Ihara; Minoru Kobayashi; Yoshitsugu Manabe; Kunihiro Chihara | |||
| We present shared visual feedback for supporting conversations in contingent
auditory environments like teleconferences. To facilitate the initiation of
conversations in such environments, it is critical that the caller be able to
grasp the auditory channel between the caller's mouth and the receiver's ear,
and to vocalize at the voice level proper for the receiver. To achieve this
goal, feedback of the voice level as measured at the receiver's ear is needed.
Our starting points were a first generation prototype that displays visual
feedback on the caller's screen and a second generation prototype that projects
visual feedback onto the floor in the receiver's room. To enhance the speaker's
assurance and to make installation easier, a third prototype is implemented as
a LED device and a microphone. An experiment is conducted on the third
prototype and its effectiveness in supporting natural conversations in
telecommunication sessions in daily use environments is confirmed. Keywords: Visual feedback; voice volume; teleconferencing; daily use system | |||
| Document Management and Information Organizing Method Using RFID Tags | | BIBAK | Full-Text | 601-610 | |
| Hiroyuki Kojima; Ken Iwata; Naoki Nishimura | |||
| Due to the progress of Internet technology and the increase of distributed
information on networks, the present knowledge management has been based more
and more on the performance of various experienced users. In addition to the
increase of electronic documents, the use of paper documents has not been
reduced because of their convenience. This paper describes a method of tracking
paper document locations and contents using radio frequency identification
(RFID) technology. This research also focused on the expression of a task
process and the seamless structuring of related electronic and paper documents
as a result of task knowledge formalization using information organizing. A
system is proposed here that implements information organization for both Web
documents and paper documents with the task model description and RFID
technology. Examples of a prototype system are also presented. Keywords: RFID; information organizing; document retrieval; knowledge sharing;
cooperative work; groupware | |||
| Affordance Table -- A Collaborative Smart Interface for Process Control | | BIBAK | Full-Text | 611-619 | |
| Jari Laarni; Leena Norros; Hanna Maria Kaarina Koskinen | |||
| The main task of operators in the modern nuclear power station is to monitor
and control the processes related to power production and safety. In order to
efficiently support operators' tasks the human-system interface should, e.g.,
support awareness of the process and collaboration with different stakeholders.
In a Finnish project, Novel Affordances of Smart Environments, the aim is to
develop an interaction concept and a prototype for more efficient and effective
operation of complex industrial processes. The central element in this is
"Affordance Table" which is equipped with innovative smart artefacts based on,
e.g., tangible computing and virtual reality applications. In the present
theoretical paper we first present a conceptual model and definition of
Affordance Table based on James Gibson's ecological theory. After that,
suggestions are made for a combination of smart tools to be applied for
supporting the monitoring and control of the power process. Keywords: Affordance; smart environments; process control | |||
| Experimental Effect Estimation of an Integrated Decision Support System to Aid Operator's Cognitive Activities for Nuclear Power Plants | | BIBAK | Full-Text | 620-628 | |
| Seung Jun Lee; Poong Hyun Seong | |||
| For the advanced main control rooms (MCRs), various types of decision
support systems have been developed. It is very important to design highly
reliable decision support systems in order to adapt them in actual MCRs. In
addition, to evaluate those support systems and validate their efficiency and
reliability is as important as to design highly reliable decision support
systems, because inappropriate decision support systems or automation systems
can cause adverse effects. In this work, decision support systems are evaluated
experimentally. The target system of this work is the integrated decision
support system including an alarm system, a fault diagnosis system, a
computerized procedure system, and an operation validation system. The result
of the experiment showed that decision support functions reduce subjects'
workload and failure probabilities. Keywords: Decision support systems; Evaluation of decision support systems | |||
| Designing an Ergonomic Computer Console on the Ship | | BIBAK | Full-Text | 629-638 | |
| Chiuhsiang Joe Lin; Yung-Tsan Jou; Chih-Wei Yang; Chun-Lang Huang; Tse-Jung Chen; Ming-Zhe Tsai | |||
| This study develops a new computer console that is to be used on a ship
according to ergonomics principles. The proposed design enables console
operators to safely, comfortably, and efficiently operate equipment in the ship
navigating environment. This study discusses human limitations to work with
computer consoles in extreme motion conditions and confined workspaces that is
typical of the ship environment. The system architecture, developments, and
detailed design considerations are discussed in the paper. Keywords: Computer Console; Usability; Ergonomics | |||
| A Human-Centered Systems Approach to Ship Facility Design | | BIBAK | Full-Text | 639-648 | |
| Chiuhsiang Joe Lin; Yung-Tsan Jou; Chih-Wei Yang; Shi-Bin Lin; Yao-Hung Hsieh; Hung-Jen Chen | |||
| This paper describes a systems development study that used the
human-centered approach to ship facility design. The study followed human
systems engineering processes for developing facility and equipment in ships,
from design, test and evaluation, to manufacture and maintenance. Ship
engineering and systems development procedures are re-engineered to develop an
integrated process of ship facility design that considers all aspects of
optimal human operations, living, and working conditions. Use of this approach
will be critical to future complex ship systems design towards an integrated
system life cycle that ensures best operational safety, comfort, and
performance. Keywords: Ship facility design; Human-centered approach; Human systems engineering | |||
| UX Office. A New Software Application for User Experience Services | | BIBAK | Full-Text | 649-653 | |
| Li Ma; Xiaowei Yuan | |||
| This paper is presenting a new software application, which supports
activities for user experience professionals. We call this application "UX
Office". The application is based on key learnings: 1. Many activities of user
experience professionals follow a similar structure and process. 2. User
experience activities are very often done in a collaborative way between
clients and user experience service providers. 3. Project information is used
in several stages of the project and some project information is even being
reused in other project. 4. The quality of outcomes between user experience
service providers varies sometimes quite a lot. The UX Office is addressing
these observations and providing support for user experience professionals. The
paper describes some background information and how the UX Office deals with
the observations. The UX Office makes the professional life of user experience
experts easier, is cost efficient, enriches the result quality of outcomes and
allows collaboration between clients and service providers. Keywords: User experience; Usability Testing; UX Office | |||
| Some Empirical Results on a Multimedia Work Support System | | BIBAK | Full-Text | 654-662 | |
| Jarmo Makkonen; Ari Visa | |||
| This paper describes some results of a project that studied how multimedia
can help the worker in an assembly task. The test case was a deep-cut assembly
of a grid-anode for a cathodic protection system. A multimedia tool was
implemented and compared with the conventional support method for the same
task. The tool helps the worker by providing training and background
information. During the task the tool acts as a guide and a set of well-defined
instructions. The comparison of the methods was done by means of a field
experiment. The results show that the use of the implemented tool helps to
produce a slight increase to the quality of the work. However, the execution
time of the work was not better when using the multimedia tool. According to a
user questionnaire done in the test situation, the multimedia tool was more
useful and easier to use, and gave the users more confidence than the
conventional support method. It can be said that the use of multimedia support
helps the worker to produce better quality in the task. Keywords: multimedia; human-computer interaction; circles of mind | |||
| Experimenting Wearable Solutions for Workers' Training in Manufacturing | | BIBAK | Full-Text | 663-671 | |
| Iñaki Maurtua; Miren Unceta; Miguel Angel Pérez | |||
| This paper presents several experiments carried out by the AmILAB research
group of Tekniker in the framework of the WearIT@work project (EC IP 004216) on
the use of wearable technology base solutions for the training process of
workers in a manufacturing environment. The description includes both the
initial work at the SKODA production facilities in Czech Republic and the
experiments with local workers at Tekniker. As an introduction, the authors of
this paper shortly describe current training processes at Skoda, and derive the
potential benefits and risks of applying wearable computing technology. Keywords: wearable computing; automotive production; training; task recognition | |||
| Excellence in Ease of Use with Rich Functionality How Enterprise Software Applications with Rich Functionality Can Be Built to Excel in Ease of Use | | BIBAK | Full-Text | 672-681 | |
| Abbas Moallem | |||
| In this article, we will review the procedures and techniques used to
significantly improve the ease of use of enterprise software applications in
the framework of a small company with limited resources. We will present the
achievements and lessons learned from applying these techniques to the
development process at Tumbleweed Communications, a moderate-sized Silicon
Valley company that builds secure messaging applications for enterprises. We
will conclude by showing examples of screens before and after implementing our
user-centered design approach. Keywords: UI Design; UI Standards; Usability; User Experience | |||
| Perspectives on Reuse Process Support Systems for Document-Type Knowledge | | BIBAK | Full-Text | 682-691 | |
| Yukiko Morimoto; Hisao Mase; Hiroshi Tsuji | |||
| Reusing documents as intellectual assets is one way of improving
productivity and quality of products and services. The reuse process is
well-known to make effective use of document-type intellectual assets and
consists of four parts: (1) collecting and accumulating documents, (2)
searching and browsing documents, (3) extracting and identifying documents, and
(4) creating new documents. We describe problems in reusing document-type
knowledge and propose solutions for each problem. The most important point in
reusing documents effectively is to accumulate them in an appropriate format
and accurately identify them by content. Keywords: Knowledge; Information retrieval; Information sharing; Information
gathering; Information extraction; Knowledge management | |||
| ICT-Mediated Synchronous Communication in Creative Teamwork: From Cognitive Dust to Semantics | | BIBAK | Full-Text | 692-701 | |
| Vivian Nguyen; Paul A. Swatman | |||
| A substantial amount of research has focused on small group meetings and how
technology can support the meetings. Many applications and tools have resulted
from such work but very few are used regularly because, we believe, they are
not flexible enough to accommodate the naturally ill-structured processes of
"creative teams". Our research aims at developing effective ICT-based support
for such teams by understanding what is happening during creative teamwork --
at both human-human and human-technology levels -- through multimodal
observational channels and providing appropriate and timely intervention. This
paper describes the infrastructure for capturing ICT-mediated interactions
(cognitive dust) and the approach for transforming these low-level data into
meaningful and useful information (semantics), and presents the initial result
of our work on transforming cognitive dust into semantics. Keywords: creative teamwork; cognitive dust; data capture | |||
| Project Evaluation by E-Mail Communication Pattern | | BIBAK | Full-Text | 702-711 | |
| Jugo Noda; Ryosuke Saga; Hiroshi Tsuji | |||
| A method that uses an e-mail exchange log we developed is described that
evaluates the communication patterns within a project. A frequency map enables
the strength of communication to be measured among members, and inner vector
analysis enables clear understanding of the exact position of members directly
displaying the relationships among members. Experimental analysis of a real
project within an organization confirmed the effectiveness of the method, and
communication patterns were clearly represented. Our method is unique in that
communication patterns within a project can be identified computationally only
by using the e-mail exchange log. Keywords: E-mail; Vector Space Model; Knowledge Management; Data Mining; Organization
Management | |||
| E-Stores Design: The Influence of E-Store Design and Product Type on Consumers' Emotions and Attitudes | | BIBAK | Full-Text | 712-721 | |
| Talya Porat; Rinat Liss; Noam Tractinsky | |||
| This study examines the effect of e-store design dimensions (usability and
aesthetics) on consumers' emotions and attitudes towards the store, in three
different store domains. The study is based on a model of Web-store environment
that describes how design aspects of Web-based stores affect the consumers'
emotional states, which, in turn, influence attitudes towards the store. The
present study extends a previous study by measuring emotions using bipolar (as
opposed to unipolar) items, and by distinguishing stores in domains that range
along the high-touch -- low-touch continuum. The results indicate that the
three basic emotions -- pleasure, arousal, and dominance -- improved consumers'
attitudes towards the stores. There were some differences across domains in
terms of the effects of design factors on emotions, but overall it was found
that expressive aesthetics influenced arousal and pleasure, whereas usability
influenced dominance and pleasure. Keywords: Aesthetics; usability; design; Web-store atmosphere; emotions | |||
| Design Discussion of the [braccetto] Research Platform: Supporting Distributed Intensely Collaborating Creative Teams of Teams | | BIBA | Full-Text | 722-734 | |
| Claudia Schremmer; Alex Krumm-Heller; Rudi Vernik; Julien Epps | |||
| The growing ubiquity of computer processing power, storage and bandwidth has helped stimulate increased interest in computer-mediated interaction in recent years. Concurrently, many technological solutions to essentially human problems are maturing to the point where their higher socio-psychological context is becoming the limiting factor. An example of this is real time collaboration between remote team members, where new telepresence and groupware solutions continue to close the gap between remote and co-located collaboration. Here, an improved understanding of what types of cues are critical to preserve common ground, the coupling of work, and awareness between remote sites is still fundamentally required. In the HxI Initiative we are investigating, designing, developing, and evaluating Human Computer Interaction, Human Human Interaction, and Human Information Interaction for distributed teams of teams who are intensely collaborating. The mixture of co-located and remote interaction in social communication as well as interaction with a shared digital artifact provides complex research challenges in areas which address particular interaction issues such as multiple cursor support, mixed-presence communication, and action-communication disparities. We present the research platform [braccetto] that we designed as an enabler for the investigations of the above research challenges. The hardware design and setup discussed in this paper are the result of careful requirements engineering and design discussions for rapidly composable and adaptable telepresence workstations for distributed, intensely collaborating teams of teams. We also present underlying software services and components as enablers for telepresence and groupware capabilities that are deployed in our application domains. | |||
| Augmented Desk System: The Information Table of Collaborative and Cooperative (InfoTable) | | BIBAK | Full-Text | 735-741 | |
| Cheng-Wei Shih; Shu-Feng Pan; Ming-Xian Lee; Hong-Sheng Chen | |||
| This paper presents an information exchange table. We named InfoRiver Table.
The system provides users a platform that can display and manipulate
information objects on its surface. It is a collaborative and cooperative
information exchange device. It also allows users broadcast their information
objects in different places. The system embedded several sensors in, and it can
identify user and detect user's behavior on the table surface. Users can read
information and transmit information on the table. The system can get data from
database via network, and save data also. In advantage, the system using visual
image displays that information object on the table surface. We think it is
convenient to communicate for people. Keywords: RFID; tangible interfaces; information exchange; object tracking;
collaborative; interactive table; multi-user interfaces | |||
| A Framework for Mobile Services Supporting Mobile Non-office Workers | | BIBAK | Full-Text | 742-751 | |
| Bente Skattør; Lasse Berntzen; Tore Engvig; Per Hasvold | |||
| Mobile services supporting mobile work among non-office workers have
received limited attention. To support designers to map out possible mobile
services supporting work among such workers, we have developed a framework that
groups work into primary and secondary activities. A primary activity is
directly associated with the primary, or main, objective of the work. A
secondary activity has a more supportive or indirect association with the
primary activity. We have used the framework in three different settings: --
nursing in hospitals, home health-care, and construction. Our research shows
that even if primary activities differ considerably, we identified a set of
generic, secondary activities relevant to personnel working in all three areas.
Examples are communication, collaboration, coordination, reporting, handling
papers, or handling logistics. Such activities are supportable by mobile
services. We have found that the framework is an appropriate analysis tool for
investigating the possible use of mobile services supporting non-office
workers. Keywords: mobile work; framework; non-office workers; mobile services; primary and
secondary activities | |||
| Process-Oriented User Support for Workflow Applications | | BIBA | Full-Text | 752-761 | |
| Dian Tan; Hartmut Wandke | |||
| Workflow applications (WFA) support users working in business processes. Knowledge and comprehension of the underlying processes beyond one's own task is necessary but often not readily available. We have developed a generic taxonomy of help information for all types of workflow or process applications that considers the process-orientation of these applications. Based on this classification we have designed a user support system for one WFA. With this support system the user can not only retrieve information about field entries into the interfaces, but it also provides process-related information, including information about the work done on previous tasks as well as what will transpire with the entries, their consequences and results. Our goal is to demonstrate that the user support system enhances the users' process comprehension, ensures trustworthy decisions and hence improve human performance and accelerates processing times. | |||
| Decentralized Information Aggregation and Central Control in Networked Production Environments | | BIBAK | Full-Text | 762-770 | |
| Simon Thiel; Thomas Schlegel; Dieter Spath | |||
| In production, today's machines become increasingly intelligent. The use of
embedded CPUs has become obligatory, whereas more and more machines are
equipped with higher level computers. This way production machines are enabled
not only to be driven via remote control but to deliver detailed status
information and sensory output. To date, most of this generated information is
wasted in the archives of the machines, only read in case of upcoming machine
failures. New approaches like decentralized peer-to-peer production networks
promise new possibilities to exploit this information and take a step beyond
Manufacturing Execution Systems (MES). Production Cockpits are able to assemble
collected data filtered on several layers and to decide which data are
important enough to be presented to the user. Keywords: Production service bus (PSB); Smart-Connected-Control Platform (SCCP);
Mobile Control System; peer-to-peer network; web-based production platform;
Knowledge Repository; Ontology; sensors; production machines | |||
| With User Interface Design from Socio-Cultural Trend to a Innovative Office Phone Generation | | BIBAK | Full-Text | 771-777 | |
| Claude Toussaint | |||
| At the beginning of each new product strategy there is a complex bunch of
needs and requirements. design affairs consults socio-cultural trend research
to get the needs of future users to focus all the requirements. In
initialization workshops scenarios are created together with the customer.
These scenarios reflect respectively single socio-cultural trends in form of
narrative stories, which describe a detailed product environment. This serves
as an extensive briefing for the interdisciplinary design team: Industrial,
interface, color and material designers, anthropologists, psychologists and
engineers. Different product concepts are developed and verified qualifiedly by
different methods of testing. The top resulting ideas are developed further and
culminate in first functional prototypes. They cover a predefined performance
range and are subject to further international usability and acceptance tests.
Also later during the specification and implementation phase rapid prototyping
helps to guarantee the user centered design process and implement a common
understanding in the international interdisciplinary development team. In the
following this innovation process is briefly represented with the example of
the development of a new office phone generation for Siemens. Keywords: User interface design; usability engineering; product innovation process;
international interdisciplinary team | |||
| Complexity in Enterprise Applications vs. Simplicity in User Experience | | BIBAK | Full-Text | 778-787 | |
| Matthias Uflacker; Daniela K. Busse | |||
| Advanced business applications like enterprise resource planning systems
(ERP) are characterized by a high degree of complexity in data, functionality,
and processes. This paper examines some decisive causes and their implications
on software configuration and user interaction specifically. A case study on
SAP®'s R/3® Sales & Distribution module exemplifies complexity in
order management systems and documents its impact on the user experience. We
emphasize the need to shield users appropriately from underlying system
complexity to provide a convenient and simple to use software tool. Several
approaches to address this goal are discussed. Keywords: Enterprise Applications; ERP Systems; Software Complexity; User Experience;
Design | |||
| Focus+Roles: Socio-Organizational Conflict Resolution in Collaborative User Interfaces | | BIBAK | Full-Text | 788-796 | |
| Davy Vanacken; Chris Raymaekers; Kris Luyten; Karin Coninx | |||
| Collaborative workspaces are in dire need of elegant floor control policies,
resolving and preventing conflicts without interrupting the dynamic workflow.
Our approach employs the user's roles and focus to extend existing solutions.
Roles define a user's responsibilities and privileges during a particular
activity; tracking the users' focus provides a means of improving mutual
awareness within a multi-user setting. Furthermore, in combination with
document properties such as content type and sensitivity, roles make up an
effective access control system. We apply the approach to a co-located group of
users, interacting simultaneously on a collaborative shared display, which
results in graceful (e.g. correct in a socio-organizational context) conflict
handling and access to shared data. Keywords: computer-supported cooperative work; multi-user interfaces; collaboration;
floor control; access control | |||
| Information Complexity in Air Traffic Control Displays | | BIBAK | Full-Text | 797-806 | |
| Jing Xing | |||
| Air traffic controllers use visual displays to interact with various
automation systems. Information complexity in those systems may cause
controllers to miss or misinterpret visual data, thereby reducing safety. The
purpose of this study was to answer three basic questions: 1) What constitutes
information complexity in automation displays? 2) How complex is "too complex"
for controllers? 3) Can we objectively measure information complexity in the
displays? We first developed a general framework for measuring information
complexity. The framework reduces the concept of complexity into three
underlying factors: quantity, variety, and the relations between basic
information elements; each factor is evaluated at three generic stages of human
information processing: perception, cognition, and action. We then developed
nine metrics of display complexity, each measuring the effects of a complexity
factor on information processing at a given stage. These metrics provide an
objective method to evaluate automation displays for acquisition and design
prototypes. Keywords: Information Complexity; Display; Interface Design; Evaluation; Air Traffic
Control | |||
| HOPE: Extensible System for Automatic & Periodic Diagnosis of Offshore Software Project | | BIBA | Full-Text | 807-815 | |
| Xuan Zhang; Lei Zhang; Meiping Chai; Shigeru Miyake; Ryota Mibe | |||
| In order to support the management of the offshore projects, HOPE (Hitachi Offshore Project Examiner) is developed based on some open source tools. HOPE can automatically collect the raw project data, organize them in the database, calculate the different data granularities, analyze the project indexes, detect the exception/release information according to some specified rules, and generate the HTML reports for the offshore projects. Furthermore, HOPE can be executed periodically according to the schedule specified by the user. To ensure HOPE adapt to the different users, an extensible plug-in architecture is designed. Both the data collection and the project diagnosis are implemented by the customizable plug-ins. | |||
| Playwright Agent as Adaptive Scripts for Organization-Communication | | BIBAK | Full-Text | 816-824 | |
| Yu-Pei Yeh; Teng-Wen Chang | |||
| Brainstorming is a commonly used method for diffusion thinking in early
design stage. While the communication between two participants is blocked with
isolated communication boundaries, the ideas are often transferred via a
propagated interaction process among design team participants. The paper
describes an organization-communication method to study the interaction between
designers and design teams using act/react characteristics of role-interplay.
Adapting a role-play framework called DARIS; a particular controlling agent
called Playwright Agent is developed and used for implementing the adaptive
scripts. Furthermore, by simulating the interconnecting process among discrete
communication boundaries, the interaction and controlling mechanism of
Playwright Agent is also unleashed in the paper. The mechanism and the agent
implementation of proposed framework, namely DARIS+ is shown to represent the
interaction as well as their consequence. An example for describing how
Playwright Agent works is also shown in the paper. Keywords: Collaborative Design; Role Playing; Organization-communication;
Communication Boundary; Agent-based System | |||
| A User-Oriented Assessment of Enterprise Information Systems | | BIBA | Full-Text | 825-834 | |
| Eun Jung Yu; Youngjoon Choi; Choon Seong Leem | |||
| Enterprises are investing a great amount to utilize information systems. These investments are expected to increase worker productivity and thus bring forth a considerable amount of profit to the enterprise. Given this situation, there are many studies being conducted on the relation between IT investment and an increase in individual productivity. This study deals with more general enterprise information systems, and has the objective of developing a model to assess the user's utilization of the enterprise information systems. Using the User competency evaluation model as the basis, the assessment model uses User's EIS basic knowledge, general application, master application, personality as the measurement areas, and utilizes a different measurement method for the different categories taking into account the characteristics of each category. Also, in order to test the validity and credibility of the assessment model, we applied a case among approximately 18,000 female employees of Korea's representative automobile companies. As a result, all of the measured categories with the exception of User's EIS Personality were proven to be valid and credible. The User's EIS Personality is an index that is more prone to be affected by the individual characteristics of the user, and thus requires further research. | |||
| The Role of Cognitive Styles in Groupware Acceptance | | BIBA | Full-Text | 835-845 | |
| NorolHamiza Zamzuri; WanAdilah WanAdnan | |||
| This paper attempts to bring forward the idea of the role of cognitive styles in groupware acceptance. The study examines the role of cognitive styles and other TAM variables and predicts the role of cognitive styles in influencing the usage of groupware. A simple random sampling method was used in this study and 109 respondents were participated who are from Administrative staff in Universiti Teknologi Mara, Shah Alam (Uitm), Selangor. A theoretical framework from information system (Technology Acceptance Model) was based for this study and cognitive styles as external variables. The goal for studying cognitive styles in groupware acceptance is to understand how user process information and how systems can be better built to accommodate the diversity of the population. Due to this, it leads the understanding of the individual differences in groupware acceptance specifically in making a decision to change. The results indicate that cognitive styles do affect ease of use and usefulness; unfortunately it does not significant lead to the usage of the system. This result will help system designers in creating the interface design and etc. Limitations and directions for future research are discussed. | |||
| Effect of Physical Consistency of Web Interface Design on Users' Performance and Satisfaction | | BIBAK | Full-Text | 849-858 | |
| Ahamed AlTaboli; Mohammad Raafat Abou-Zeid | |||
| The purpose of this study is to investigate the effect of three selected
elements (colors, fonts and locations) of physical consistency of a Website
interface on performance and satisfaction of users. An experiment was conducted
using an Arabic Website, where three physically inconsistent designs of the
Website according to each of the selected elements of physical consistency were
used as independent variables, and a consistent design was used for control.
Subjects were instructed to perform a number of common Web tasks in the
Websites. Two performance variables (dependent variables) were measured: tasks
completion time and number of errors. Satisfaction level was also recorded.
Results showed that both the fonts element and the locations element have a
significant effect on number of errors. The locations element and the colors
element have a subjectively significant effect on satisfaction. None of the
three elements has a significant effect on completion times. Keywords: Consistency of Web interfaces; performance and satisfaction | |||
| A Semiotic-Based Framework for the Development of Tailorable Web Applications | | BIBAK | Full-Text | 859-868 | |
| Rodrigo Bonacin; Maria Cecília Calani Baranauskas; Thiago Medeiros dos Santos | |||
| In face of the diversified individual and collective requirements of Web
applications, we argue that the Web interfaces should be flexible enough to
adapt or to be adapted to each usage context. We draw on the idea of Tailoring
to design for flexibility. However, due to the additional effort to provide
flexibility, usually the construction of a tailorable application results on
higher costs and complex solutions. The objective of this work is to provide
developers and designers with a framework to support the development of
tailorable Web applications. This framework is based on a normative approach to
describe the volatile requirements including social and pragmatics aspects of
the system usage. In the paper we discuss the theoretical basis, describe the
framework, and provide short examples of how to use it. Keywords: Tailoring; Organisational Semiotics; Flexibility; Web | |||
| Travelling Stories: Mobile Applications for Storytellers | | BIBA | Full-Text | 869-880 | |
| Anxo Cereijo Roibás; Nina Sabnani; Riccardo Sala | |||
| This paper discusses the outcomes of a research carried out in collaboration with the BT Mobility Research Centre and the National Institute of Design in India, aimed of understanding appropriate applications for the use of mobile phones as leisure multimedia devices for nomadic users such as commuters and travellers. This work intended to go beyond the use of mobile devices to broadcast of TV or download of music, video clips, paying special attention to the contextual usage of this media and trying to solve some unsolved issues for these interfaces as the low sociability, creativity, contextual sensitivity and interaction that so far they enable. It prospects a use of mobile interactive multimedia systems in future communication scenarios in which users can create and share self-authored & contextual digital content. Websites such as YouTube, AOL and Yahoo providing access to personal videos that have been taken using webcams, video cameras or mobile phones, evidence an emerging trend where users become authors of multimedia content. This self-authored content production is finding application in different areas: information (travel, finance, mortgages, cooking, culture, health, etc), entertainment (sports, gossips, performance, etc), government, commerce, etc. For example, BeenThere and TheWorldisnotFlat are user generated travel sites where people can share tips about places to go on holiday. Moreover, some major newspapers like The Guardian, use this content in their Travel section. Furthermore, other more structured websites link the videos to specific places -- using, for example, Google maps -- enabling users to locate the videos in a map, relating the self-authored content to a specific context. Another interesting example of self-authored content is http://www.wefeelfine.org, which is an 'exploration of human emotion on a global scale', or in other words, a navigation among different people's feelings (self-authored texts, sounds, pictures or videos) and emotions in the past few hours. These feelings are organized by the users into six formal movements titled: Madness, Murmurs, Montage, Mobs, Metrics, and Mounds. User centered design methodologies that take effectively into account peripatetic users interacting in their real contexts are crucial in order to identify realistic scenarios and applications for pervasive interactive multimedia systems that provide positive user experiences. This article supports the statement that handhelds due to intrinsic attributes such as friendly multimedia production tools (video, pictures and text mainly), ubiquitous presence, communication capabilities and nimbleness to dialog with surrounding platforms such as iTV, PCs, PDAs, in-car-navigators and smart-house deployments, are highly plausible tools to support users' creation and distribution of self-authored multimedia content in pervasive communication scenarios. This paper explores the futures 870 A. Cereijo Roibás, N. Sabnani, and R. Sala of pervasive interactive multimedia systems, and in particular the user experience related to the generation and publishing, broadcasting and narrowcasting of self-authored multimedia content through mobile devices. For this scope, it analyzes some traditional storytelling methods and tools, specially the kavaad -- that is still in use in Rajasthan, India -- in order to understand mechanisms can be the most suitable for storytelling self-production and sharing. | |||
| Analysis of Internet Users' Interests Based on Windows GUI Messages | | BIBAK | Full-Text | 881-888 | |
| Jinhyuk Choi; Geehyuk Lee; Yonghoon Um | |||
| It is important to unobtrusively observe users' interactions on web browsers
for the measurement of users' interest. Moreover, the observation should be
performed on the client side in real time, because the contents of web pages
are dynamically subject to change in the current Internet environment. In this
paper, we suggest a simple method of inferring a user's interest for web
contents by monitoring the amount of processed GUI messages while the user is
reading a web page. We developed a software module that runs behind the
Internet Explorer and monitors the number of processed GUI messages, the
viewing time and the size of a web page. We found that the number of processed
GUI messages, when properly normalized by the size of a web page, is close
correlated with a user's interest for web contents. Keywords: User interests; web browsing patterns; GUI messages | |||
| Deconstructing Web Experience: More Than Just Usability and Good Design | | BIBAK | Full-Text | 889-898 | |
| Chandra Harrison; Helen Petrie | |||
| To design for positive web experience designers require an understanding of
what factors elicit specific affective or cognitive responses. To gather user
perceptions, which may offer insight for future objective exploration, an
online survey asked five open ended questions regarding user perception of
design aspects associated with a range of affective and cognitive states;
specifically what stimulates web user's curiosity and creativity, what
challenges their abilities, what surprises them and what alters their sense of
time. The majority of responses can be categorized as either usability or
design factors, but 17.4% cannot and warrant further exploration to determine
their utility for designing optimal user experience. Results also indicate that
for each of the states there are trends in the responses, suggesting that
certain aspects of web interface design elicit specific reactions. These
aspects should be explored and applied if designers want to encourage
pleasurable website experience. Keywords: Usability; emotional design; user experience | |||
| Report on Project to Identify Excellent Local Government Web Sites An Attempt to Educate Web Systems Developers on the Importance of Human-Centered Design Processes | | BIBAK | Full-Text | 899-905 | |
| Seiji Hayakawa; Haruhiko Urokohara; Toshikazu Shinohara; Naoto Aizawa; Yayoi Kitamura | |||
| In 2006, the Human-centered Design Organization (HCD-Net) began advocating
the utility of the HCD process for web systems developers. In this project, we
focused on the "move-in/move-out" procedures services of local-government web
sites and identified sites of excellent usability. This document reports on the
history and findings of the project, and suggests tasks for the future. Keywords: usability evaluations; the human-centered design process; local-government
web sites; marking system; usability education | |||
| A Survey of Factors Influencing People's Perception of Information Security | | BIBAK | Full-Text | 906-915 | |
| Ding-Long Huang; Pei-Luen Patrick Rau; Gavriel Salvendy | |||
| Information security is a great concern to computer users, which is not only
a technical problem, but also related to human factors. The objective of this
study is to investigate the factors that can influence people's perception of
different threats to information security. In the survey study, 602 respondents
were asked to evaluate one of 21 common threats to information security with
regard to its position on each of the 20 threat-related items. An exploratory
factor analysis was then conducted, and a six-factor structure modeling
people's perception of different threats to information security was derived.
The relations between the factors and the perceived overall danger of threats
were also tested by multiple regression analyses. Keywords: Perception; Information Security; Survey; Factor Analysis | |||
| Towards Web Services Oriented Unified Supervisory HCI | | BIBAK | Full-Text | 916-925 | |
| Djilali Idoughi; Christophe Kolski | |||
| A lot of work & research has been done in HCI supervision-type
industrial context, but mostly relative to control rooms and local supervision.
However, many multi-site or extended and complex organisations are faced with
some new challenges and trends such as supervisory systems integration and
unified access of the different actors which have not been much considered so
far. A service oriented solution is outlined and explained in the context of
industrial supervision oriented towards to a unified and integrated supervisory
HCI design. A representative supervisory scenario taken from a real case study
which illustrates the approach is then described. Keywords: HCI; supervision; service oriented approach; web services; operators;
service integration; composite applications; unified access | |||
| Everyday Storytelling: Supporting the Mediated Expression of Online Personal Testimony | | BIBAK | Full-Text | 926-933 | |
| Aisling Kelliher; Glorianna Davenport | |||
| Personal stories make our everyday experiences memorable over time. This
paper presents 'Everyday Mediated Storytelling', a model of the casual
storyteller's process of capturing, creating and sharing personal mediated
narratives. Based on this model, an online authoring and publishing application
for sharing everyday rich-media narratives named 'Confectionary' was developed.
Results from a lengthy study with a group of committed users signify the
success of the Confectionary system as an engaging everyday tool for personal
storytelling that stimulated self-reflection, broadened the scope of
storytelling strategies demonstrated by its users and supported active audience
interpretation. The model, methodology, and system presented in this paper
provide a basis for understanding how we move fluidly between our direct
experiences, our cognitive and emotional reflections and our storied
representations and interpretations. This paper also demonstrates how a spatial
everyday authoring and publishing application advances the digital storytelling
process from one of media collection to one of storied reflection. Keywords: Everyday mediated storytelling; spatial narratives; multimedia authoring
tools; participatory audiences | |||
| Chat-Robot Based Web Content Presentation Interface and Its Evaluation | | BIBAK | Full-Text | 934-943 | |
| Yumi Kikuchi; Kota Hidaka; Shinya Nakajima; Minoru Kobayashi | |||
| Our goal is an interface that allows novice users to browse and enjoy Web
contents as easily as they can watch TV. Given this goal, Web page contents
should be converted into fully-animated TV-like audio/visual contents, taking
users' mental situation into consideration. Moreover, this paper focuses on
generating adaptive Web page presentation according to the emotional
parameters. To get the user's interest and attention, we utilize two robots
which can speak. In order to develop conversions that take account of the
user's mental situation, we performed two step surveys. First, the emotional
impressions of primitive audio/visual effects were investigated. Second, the
effect of the combinations of robot and primitive effects was investigated. The
first experiment yielded a 'situation composition grammar;' given an emotional
situation, the appropriate audio/visual effects can be selected. The second
experiment suggested that presentation media components exhibit mutual
interaction. We implemented a prototype and subjectively evaluated it. The
results confirm the effectiveness and validity of our proposal. Keywords: Web content; reconstruction; re-synthesis; robot; emotion | |||
| Understanding Influence of Mobile Internet Services on Life Behavior of Mobile Users | | BIBAK | Full-Text | 944-953 | |
| Sang Min Ko; Yong Gu Ji; Dongsoo Kim | |||
| We have performed a Web-based survey to analyze a variety of services
provided via mobile devices, and we studied how the usage of mobile Internet
services is influencing the life behavior of mobile users. The survey was
targeted to young generation users in their 20's-early 30's, who are main users
of mobile Internet services. Mobile services are categorized into
Entertainment, m-Commerce, and Information Service in this work. In total, 236
users participated in the survey. We reviewed the current usage status of
mobile services and analyzed how each service affected users' mobile life
behavior. The results of this paper illustrate that "Mobile e-mail," "Listening
to music," "Travel information," and so on have a significant influence on
users' mobile life behavior. Keywords: Mobile; Mobile Life; Mobile Internet; Mobile Service; User Study | |||
| Interactive Design of Memory Sharing Applications for Families | | BIBAK | Full-Text | 954-960 | |
| Minako Kubo; Akihiko Kodama; Etsushi Takaishi; Rikio Chiba; Keita Watanabe; Michiaki Yasumura | |||
| Previous research on ubiquitous computing in homes has tended to focus on
system-oriented issues such as automated controls and sensor networks. In
contrast, this paper reports on research oriented to families living in homes.
Handling and sharing memories stored on external media is difficult within
current homes, though sharing memories, and communicating through them is an
important part of family life. Relevant data is often kept in digital storage
and infrequently accessed if at all. We have established design principles and
developed the following prototype interfaces within the home that increase
interactions amongst family members: TimeAfterMirror; PushPull; MemoryBubbles;
Asnaro. These prototypes jointly form a system for dealing with family
memories. This system can be used to capture, organize, review representations
of past events, and support communication. These prototypes were demonstrated
within a home-like environment at an exhibition in Tokyo in November 2006. Keywords: application platform; home; memory; ubiquitous interface | |||
| Personal Life Logger and Belonging Monitor Using Reliable ZigBee Networks | | BIBAK | Full-Text | 961-970 | |
| KwangHee Lee; KyoungJu Noh; Changseok Bae | |||
| In this paper, we introduce a wearable and handheld Intelligent Gadget (IG).
IG is a prototype system for implementing a concept of personalized smart
object defined in SPOT. we design and implement a personal life logger and
belonging monitor using IGN which provides interaction among IGs for supporting
real-time online logging of personal life log and dynamic reconfiguration of
personalized services. We also propose a reliable data transmission method
within IGN based on ZigBee network, and show performance analysis through an
experiment of transferring JPEG data. Keywords: Intelligent Gadget; Intelligent Gadget Network; Smart Object; Personalized
service | |||
| A Three-Level Approach for Analyzing User Behavior in Ongoing Relationships | | BIBAK | Full-Text | 971-980 | |
| Enric Mor; Muriel Garreta Domingo; Julià Minguillón; Sheena Lewis | |||
| This paper describes a hybrid methodology to study users in ongoing
relationships based on three levels of user data analysis. Most user-centered
design methods are ideal for the analysis of users' needs, wants, and
expectations at a specific point in time. However, nowadays, most online
applications and services have recurrent users whose characteristics might vary
not only over time but also depending on the task they want to accomplish and
the context in which they are accomplishing it. Therefore, the common user
research methods are not adequate for providing long term feedback. Our
three-level approach methodology combines qualitative and quantitative data for
analyzing user behavior over an extended period of time. The present study is
based on an e-learning environment, which is a great example of a website with
recurrent users whose behavior changes over time. Keywords: Long-term human-computer interaction; ongoing relationships; log analysis;
combining methodologies; user behavior; virtual learning environments;
e-learning | |||
| Relevance Measurement on Chinese Search Results | | BIBAK | Full-Text | 981-988 | |
| Hua Qin; Pei-Luen Patrick Rau | |||
| The objective of this study is to develop a measurement of search result
relevance for Chinese queries through comparing four Chinese search engines (A,
B, C, D). The relevance measurement was First N method and statistical test. By
blind evaluating of first 10 search results, four indexes such as average
precisions within first n results (P @ n), hit rate within n results (H @ n),
mean dead link rate within n results (MD @ n) and mean reciprocal rank of first
relevant document (MRR1 @ n) were figured out. The results implied that except
for MD @ n engine C was better, the other three indexes engine A were the best.
However, by statistical analyzing, it indicated that there were no significant
difference of the P @ n, H @ n and MRR1 @ n among the four engines except for
the index MD @ n. Keywords: Relevance; Chinese queries; measurement | |||
| Multiple Viewed Search Engine for an e-Journal -- A Case Study on Zoological Science | | BIBAK | Full-Text | 989-998 | |
| Takahiro Seki; Taiki Wada; Yasuhiro Yamada; Nozomi Ytow; Sachio Hirokawa | |||
| The multiple viewed search engine presented here retrieves documents of an
indicated search area and displays a matrix of the distribution of the
clustering from two aspects of the retrieval result. The search engine provides
a visual and semantic bird's-eye view of the entire retrieval result. In
addition, the characteristic words of each cluster are displayed in the matrix,
and supports narrowing of the search. Furthermore, it is possible to
immediately change the analysis criteria or the number of clusters and to use a
zooming function. Thus, various retrieval conditions for a query can be
attempted immediately and continuously. As a case study, this paper performs
several analyses on the electronic journal Zoological Science using a multiple
viewed search engine. Keywords: Multiple viewed search engine; Clustering; Characteristic word extraction;
E-journal | |||
| Exploring Multi-dimensional Conceptualization of Social Presence in the Context of Online Communities | | BIBAK | Full-Text | 999-1008 | |
| Kathy Ning Shen; Mohamed Khalifa | |||
| The recent development has suggested a multi-dimensional approach in
understanding social presence. Based on environmental psychology literature and
prior research on social presence, we propose three dimensions of social
presence, i.e., sensory, affective and cognitive, and examine its effect on
virtual community participation with a partial mediation of extrinsic and
intrinsic motivation. The research model was empirically tested with a survey
involving 430 individuals. The empirical results provided strong support for
the multi-dimensional conceptualization of social presence and clarified the
effects of various social presence dimensions on participation. But we did not
find significant mediating effects of motivational factors. Both theoretical
and practical implications are discussed. Keywords: Social Presence; Virtual Communities; Motivation | |||
| Does the Web Design Disconnect the Emotional Connection? | | BIBAK | Full-Text | 1009-1018 | |
| Tara Shrimpton-Smith; Bieke Zaman | |||
| Recently, more and more attention is being paid to emotions in the field of
Human-Computer Interaction. However, there has been little research that
focuses on the relation between emotions and usability or 'web design'. In this
context, we examined the correlation between the emotions of the user and the
usability of the applications he or she is working with. The main findings
reveal that there does not exist a connection between web design and emotions.
To some extent, computer and internet experience correlate with the user's
emotions. Finally, our results show that there is no significant connection
between the application's content and the user's emotions. Keywords: Usability; FaceReader; emotions | |||
| Ideas for Mobile Services Created and Explored in an Ethnographical Study | | BIBAK | Full-Text | 1019-1028 | |
| Bente Skattør | |||
| Mobile work in an exposed physical working environment, e.g. in the building
industry, challenges the design and use of mobile services. So far, we have
seen little or no use of mobile technology on the building sites. This research
presents and discusses ideas for mobile services that were created and explored
by the workers on building sites. The ideas originate from three ethnographical
studies accomplished in 2003-2006. The studies covered different phases i.e.
understanding the field, prototyping in the field and deploying in the field.
In total we suggest 23 ideas that cover a wide range of mobile services like
building work, logistics, health and safety, quality assurance, communication
and access to information. These ideas bridge the gap between the building
sites and the headquarters. Further, we see a special and interesting potential
of the mobile services that aim to avoid discontinuities during work and that
aim to improve or replace paper-based routines. Keywords: Mobile services; user-centered system design; ethnographical field work;
creating; exploring; mobile work | |||
| The Effects of Mobile Service Quality and Technology Compatibility on Users' Perceived Playfulness | | BIBAK | Full-Text | 1029-1038 | |
| Felix B. Tan; Jacky P. C. Chou | |||
| There is a growing body of research into Mobile Information and
Entertainment Services in recent years. This study explored the effect of
mobile service quality and its compatibility to mobile technology on users'
perceived playfulness toward these services. Perceived Service Quality and
Perceived Technology Compatibility were found to influence users' Perceived
Playfulness. Furthermore, Perceived Technology Compatibility significantly
mediated the relationship between Perceived Service Quality and Perceived
Playfulness. This suggests that service attributes need to be aligned with
mobile phone functionalities to enhance user's Perceived Playfulness. In
addition, Perceived Usefulness, Ease of Use and Personalization were the three
most important service quality aspects that influenced Perceived Playfulness. Keywords: Perceived Service Quality; Perceived Technology Compatibility; Perceived
Playfulness; Mobile Information and Entertainment Services | |||
| Emotional Web Usability Evaluation | | BIBAK | Full-Text | 1039-1046 | |
| Sylvia Tzvetanova; Ming-Xi Tang; Lorraine Justice | |||
| This paper presents a framework for emotional interface where a method for
emotional interface evaluation is purposed and the emotion eliciting conditions
in online graphic interfaces are explored. Those eliciting conditions are
concerning the design elements of an online storytelling system. For the
purposes of the evaluation two online storytelling interfaces are compared: a
plain user friendly interface versus animated with images interface. The
results are analyzed for the user's emotional responses as well as for the
user's feedback on the functionality of the interfaces. It is shown that users
find "positive emotion" web sites more functional, than the non emotional ones. Keywords: usability evaluation; emotional interface; emotional design | |||
| A Successful Field Test of a Mobile and Multilingual Information Service System COMPASS2008 | | BIBAK | Full-Text | 1047-1056 | |
| Hans Uszkoreit; Feiyu Xu; Weiquan Liu; Jörg Steffen; Ilhan Aslan; Jin Liu; Christel Müller; Bernhard Holtkamp; Manfred Wojciechowski | |||
| We will describe a field test and its evaluation of a truly novel type of
mobile computer programs that will assist foreign tourists in their
communication with Chinese people. The software is an electronic phrase book
and a translation aid but at the same time a powerful multilingual information
system connected to numerous services via the Internet. It effectively helps
visitors to navigate through the streets, temples and shopping centres of the
Beijing megalopolis. It was developed in the German-Chinese project COMPASS
2008, a research action within the Digital Olympics framework. The subjects of
the field test were fifteen tourists from seven countries. The test
concentrated on usability and acceptance. The applied methodology adapts
recognized standards and widely accepted best practice to the specific
application type. Keywords: field test; multilingual; multimodal; mobile applications; context-sensitive
information service; usability and acceptability evaluation | |||
| Love Dimensions on the Web | | BIBAK | Full-Text | 1057-1062 | |
| Hannu Vanharanta; Jussi Kantola; Waldemar Karwowski | |||
| The nature of the conscious experience of love is a puzzle to people all
around the world. Many of us want to understand our love in order to make it
more sustainable. An application developed for this purpose is presented in
this paper: Rose is a self-evaluation application that aims to help individuals
evaluate and understand the many dimensions of their love. Rose is freely
available on the Internet. In this paper, we summarize the results of everybody
who has taken part in the on-line self-evaluation using this application. Keywords: Love; dimensions; fuzzy logic; Circles of Mind | |||
| A Replicated CSCW Framework for Multi-user Interaction in 3D Collaborative Design | | BIBAK | Full-Text | 1065-1074 | |
| Fazhi He; Huajun Liu; Xiantao Cai; Shuxu Jing | |||
| In order to support fast, freedom and natural multi-user interaction, a
replicated framework for collaborative design of 3D solid model is presented.
The framework combines general collaborative problems with special challenges
from 3D design. In consistency maintain of multi-user interaction, an extended
event order of operations is studied to integrate causal order and independent
order based on semantic analysis of 3D design. A special consistency problem,
the name consistency, is analyzed. A collaborative naming mechanism is provided
with a case study. The proposed method will constructed the footstone to take
the potential advantages of replicated 3D collaborative design. Keywords: Three-dimension; Collaborative design; Replicated architecture; Multi-user
interaction; Consistency maintain; Naming mechanism | |||
| A Review of Possibilistic Approaches to Reliability Analysis and Optimization in Engineering Design | | BIBA | Full-Text | 1075-1084 | |
| Li-Ping He; Hong-Zhong Huang; Li Du; Xu-Dong Zhang; Qiang Miao | |||
| A variety of analysis strategies and design methodologies are widely applied to accommodate uncertainties in engineering design. Generally there exist two different types of uncertainties in practice, aleatory uncertainty and epistemic uncertainty. When data and information are very limited, the probabilistic methodology may not be appropriate. Among several alternative tools, possibility theory is proved to be a computationally efficient and stable tool to handle incomplete information. In this paper, we first introduce two issues concerned with possibilistic approaches: reliability analysis and design optimization. Then the type of uncertainties in these issues are explained with emphasis on the epistemic uncertainty. After that, this paper presents both theoretical development and computational improvement of possibility theory in recent years. More details are given to reveal the capability and characteristics of quantified uncertainty from different aspects. In the end, future research directions are summarized. | |||
| An Interactive Evolutionary Design System with Feature Extraction | | BIBAK | Full-Text | 1085-1094 | |
| Xu Jiang; Sun Shouqian; Tan Zhengyu; Shi Fuqian | |||
| In order to extraction the product form features, the Web-based feature
database system was carried out and the feature cognition space was
constructed. The form feature information was analysed and processed through
Multidimensional Scaling (MDS), hierarchical clustering and morphological
analysis technology. To enhance the efficiency of the automatic conceptual
design, the interactive evolutionary design system (IEDS) based on the
Orthogonal Interactive Genetic Algorithm (OIGA) in form design was advanced.
With this method, the genetic convergence effects are improved and users'
fatigues are alleviated by means of simplifying the solution space
orthogonally, communizing the fitness evaluation and visualizing the project
interface. Example results indicate the improved IEDS was more feasible and
reasonable than the simple IEDS. Keywords: conceptual design product form the interactive evolutionary design system | |||
| Verification of Development of Scenarios Method and Visual Formats for Design Process | | BIBAK | Full-Text | 1095-1101 | |
| Haifu Lin; Masaaki Kurosu; Hideaki Takahashi; Hiroshi Kato; Takeshi Toya | |||
| This paper takes up Scenario Based Design (Rosson & Carroll, 2003) and
Micro Scenario Method (Kurosu, 2006), and analyzed the both methodological
scenario making processes. In Scenario Based Design, the four making steps are
proposed: (1) problem scenario, (2) activity scenario, (3) information
scenario, and (4) interaction scenario. In addition, Micro Scenario Method
developed two steps of scenario making: (1) problem micro scenario, and (2)
solution micro scenario. These methodologies are useful when we consider the
human centered design for making products. However, in a pragmatic use case,
especially for product designers, it is difficult to visualize the images and
ideas taken from the Scenario Based Design and Micro Scenario Method. Based on
our analysis, we proposed a new method that is development of scenario method
and visual formats for Design Process. The feature of this method is to draw
rough sketch and illustration to describe the ideas. Hence, the question which
we must consider next is usefulness of this method. Here, we conduct a
experiment for testing the programmatic applicability of our proposed method. Keywords: Scenario Based Design; Micro Scenario Method; Scenario method and Visual
formats for Design Process; solution; usability | |||
| A Camera-Based Multi-touch Interface Builder for Designers | | BIBAK | Full-Text | 1102-1109 | |
| Han-Hong Lin; Teng-Wen Chang | |||
| In our daily life, human beings tend to use both hands to accomplish complex
tasks, but not to computers. However, multi-touch technology allows users to
control all objects on the screen with more than just one finger. Therefore,
how designers can take advantage of such technology and explore its potentials?
So we propose a multi-touch interface builder called MToolKit for easy and
effective construction of multi-touch interface for designers. By using
camera-based sensor framework, we further analyze the multi-touch examples
available for the interactive patterns. With these analysis and design
requirement for building up an interface builder for designers, we conduct a
two-point input and implemented them into our system called MToolkit. MToolkit
was implemented by java and based on processing programming environment and a
video processing C++ library with java wrapper. An example of using our
MToolkit is elaborated in this paper. Keywords: Multitouch; toolkit for designers; processing; MToolkit; camera-based
framework | |||
| Design of Change-Absorbing System Architecture for the Design of Robust Products and Services | | BIBAK | Full-Text | 1110-1119 | |
| Sanghyun Oh; Beomjin Park; Shinae Park; Yoo Suk Hong | |||
| Engineering changes, whether it is desirable or undesirable, incur cost and
delay in schedule. It should be avoided as much as possible and change
management strategy should be chosen as to minimize the overall cost. This
paper proposes a method to represent change propagation and formulate change
absorbing problem into mathematical programming. Solution to the mathematical
problem can lead to optimal change absorbing strategy that minimizes overall
cost. Keywords: Engineering Change Management; Change Absorbing | |||
| A Multifunctional VR-Simulator Platform for the Evaluation of Automotive User Interfaces | | BIBAK | Full-Text | 1120-1129 | |
| Tony Poitschke; Markus Ablaßmeier; Stefan Reifinger; Gerhard Rigoll | |||
| This contribution presents an approach for a scientific driving simulator
platform for the representation and evaluation of new driver assistance and
information systems. We will give a short introduction to the used gaming
engine and then present the developed components of our new driving simulation
platform. For a most realistic driving behavior, we implemented an own
physics-component basing on a real vehicle model. Further, the platform
provides the opportunity to easily create new scenarios depending on the test
setup. Keywords: automotive; usability; driving simulation; evaluation; virtual reality | |||
| Stripe-Cache: An Efficient Cache Scheme for Building Multimedia Oriented RAID System | | BIBA | Full-Text | 1130-1139 | |
| Qinqi Wei; Changsheng Xie; Xu Li | |||
| The design of the underlying storage subsystems for multimedia applications faces significant challenges for capability Ahigh I/O performance and availability requirements. A RAID system is defined as a storage system that distributes data redundantly across array of disks and can provide high throughput as well as higher availability. In this paper, we present a novel cache scheme (for short Stripe-cache) for building a multimedia oriented RAID system. This efficient stripe-cache has the following innovations: (1) Hierarchy architecture with different block structure according to the underlying data layout that exploits temporal locality and spatial locality (2) Timing-transfer and replacing scheme forwardly move data block in cache for special efficiency. We built up the multimedia oriented RAID system as a device driver module upon the X86-Linux platform with the stripe-cache. Evaluation results show that the system can offer much higher I/O performance in handling multimedia applications than lots of conventional storage systems. | |||
| DiFac: Digital Factory for Human Oriented Production System | | BIBAK | Full-Text | 1140-1149 | |
| Marco Sacco; Claudia Redaelli; Carmen Constantinescu; Glyn Lawson; Mirabelle D'Cruz; Menelaos Pappas | |||
| DiFac is an IST research project (FP6-2005-IST-5-035079) funded by the
European Commission within the 6th Framework Programme priority called
"Collaborative Working Environment". The project aims to develop an innovative
Collaborative Manufacturing Environment (CME) for the next generation of
Digital Factory in order to support the competitiveness of SMEs. A digital
factory represents a persistent hybrid community where a rich virtualised
environment representing a variety of factory activities will facilitate the
sharing of factory resources, manufacturing information and knowledge, and help
the simulation of collaborative design, planning, production and management
among different participants and departments. The DiFac CME will be used as a
framework to support group work in an immersive and interactive way for three
manufacturing activities: product development; factory design and analysis; and
training of workers. Furthermore it will provide support for data analysis,
visualization, advanced interaction and presence within the VE, ergonomics
analysis and collaborative decision-making. Keywords: Digital Factory; Ergonomics; Presence; Collaboration; Virtual Reality | |||
| INT-MANUS: Interactive Production Control in a Distributed Environment | | BIBAK | Full-Text | 1150-1159 | |
| Thomas Schlegel; Aravind Srinivasan; Maxim Foursa; Manfred Bogen; Rejin Narayanan; David d'Angelo; Géza Haidegger; Istvan Mezgar; Joseph Canou; Damien Sallé; Fabrizio Meo; Jon Agirre Ibarbia; Anja Herrmann Praturlon | |||
| The European research project INT-MANUS embedded in the I*PROMS European
network of excellence addresses the increasing demand for flexibility and
adaptivity, which is summarized by rapid reconfigurations of complete factories
as well as related aspects in Human Computer Interaction (HCI), Software, and
Production Systems. The project's main goal is to develop a new technology for
the production plants of the future, the Smart Connected Control Platform
(SCCP). This platform allows controlling a factory with the help of an open
distributed learning agent platform that integrates machines, robots, and human
personnel. Keywords: Production Service Bus (PSB); Smart-Connected-Control Platform (SCCP);
Mobile Control System; real-time; Advanced Maintenance; Augmented Reality;
Virtual Reality; Knowledge Repository; tracking system | |||
| 3D Modeling and Design Supported Via Interscopic Interaction Strategies | | BIBAK | Full-Text | 1160-1169 | |
| Frank Steinicke; Timo Ropinski; Gerd Bruder; Klaus Hinrichs | |||
| 3D modeling applications are widely used in many application domains ranging
from CAD to industrial or graphics design. Desktop environments have proven to
be a powerful user interface for such tasks. However, the raising complexity of
3D dataset exceeds the possibilities provided by traditional devices or
two-dimensional display. Thus, more natural and intuitive interfaces are
required. But in order to get the users' acceptance technology-driven solutions
that require inconvenient instrumentation, e.g., stereo glasses or tracked
gloves, should be avoided. Autostereoscopic display environments in combination
with 3D desktop devices enable users to experience virtual environments more
immersive without annoying devices. In this paper we introduce interaction
strategies with special consideration of the requirements of 3D modelers. We
propose an interscopic display environment with implicated user interface
strategies that allow displaying and interacting with both mono-, e.g., 2D
elements, and stereoscopic content, which is beneficial for the 3D environment,
which has to be manipulated. These concepts are discussed with special
consideration of the requirements of 3D modeler and designers. Keywords: HCI; autostereoscopic displays; 3D user interfaces; interscopic interaction
techniques; 3D modeling and design | |||
| Capturing User Interface Events with Aspects | | BIBAK | Full-Text | 1170-1179 | |
| Yonglei Tao | |||
| User interface events, resulting from the normal operations of a
window-based application, provide crucial information for usability evaluation.
Since user interface events are extremely voluminous and rich in detail,
automated capture tools are required. With the intent to support usability
evaluation in early development phases, such a tool must meet two basic
criteria: acquiring relevant usability information at the desirable level of
abstraction and adaptable to continuous changes in the user interface. Here, we
propose an aspect-oriented approach to capturing user interface events. As the
user interacts with an application through its user interface, user interface
events occur in various components across the application. Aspects allow
capturing select user interface events in a self-contained fashion without
imposing undesirable constraints on the target application. We demonstrate in
this paper that our approach is a suitable one for early usability evaluation. Keywords: Usability Evaluation; Automatic Tools; Aspect-Oriented Programming | |||
| Research of Distributed Data Mining Association Rules Model Based on Similarity | | BIBA | Full-Text | 1180-1189 | |
| Shengjun Xue; Zhengqiu Lu | |||
| With the rapid development of social information, the application of distributed database system is increasing. Distributed data mining will play an important role in data mining, because distributed database system is different from centralized database system. We need to develop special algorithm for data mining on distributed database. Although current algorithms of association rules based on apriori have been optimized to a certain extend, we still have more work to do to increase its efficiency. This paper analyzes and introduces the algorithm for mining distributed association rules, and puts forward a new method for distributed data mining based on similarity which takes the heterogenous data source well into account. Finally the experiment also proves the increased veracity of this model. | |||
| Applications of Virtual Reality in Product Design Evaluation | | BIBAK | Full-Text | 1190-1199 | |
| Jilin Ye; Saurin Badiyani; Vinesh Raja; Thomas Schlegel | |||
| Product evaluation throughout various stages of a design process is crucial
to the final product's success, and this may be a costly, time consuming and
logistically complex process. Currently there are limited product design
evaluation tools available to provide better support to the whole product
design and development process. Virtual reality (VR) has matured to become
useful technology to support efficient and effective product design and
development applications. This paper reports an investigation on applying VR
technologies to computer aided product evaluation. The research work has
concentrated on: i) investigating the potential of emerging VR based
technologies such as three dimensional (3D) haptic interaction and 3D
stereoscopic viewing, ii) integrating and implementing these VR based
technologies into a computer aided product evaluation application and iii)
exploring the efficiency and effectiveness of these VR based technologies in
comparison with traditional techniques used during the product design
evaluation process. Keywords: Product evaluation; Virtual reality technologies; Human computer
interaction; Product design and development; Evaluation application | |||
| Performance Evaluation for Automatic Protection Switching in a CDMA-TDD Wireless Communication System | | BIBA | Full-Text | 1200-1209 | |
| Li Zhang; Hiroyuki Okamura; Tadashi Dohi | |||
| The CDMA (Code Division Multiple Access) is classified into two mainstream technologies; CDMA2000 and CDMA-TDD (Code Division Multiple Access with Time Division Duplex mode). Specifically, in China, the CDMA-TDD mode has been used as the standard of 3G mobile network system. In this paper, we investigate the performance of automatic protection switching (APS) of CDMA-TDD wireless communication system, where APS is the familiar technology to guarantee highly reliable communication networks such as an asynchronous transfer mode network. We develop a stochastic model based on a continuous-time Markov chain for the CDMA-TDD wireless communication system with APS, and derive some related quantitative performance measures in terms of Quality of Service (QoS). Throughout numerical experiments, we examine how the design of APS and network affects the performance measures quantitatively. | |||
| A Routing Algorithm for Random Error Tolerance in Network-on-Chip | | BIBAK | Full-Text | 1210-1219 | |
| Lei Zhang; Huawei Li; Xiaowei Li | |||
| In DSM and nanometer technology, there will present more and more new fault
types, which are difficult to predict and avoid. Applying fault tolerant
algorithms to achieve reliable on-chip communication is one of the most
important issues of Network-on-Chip (NoC). This paper reviews the main on-chip
fault tolerant communication algorithms and then proposes a new routing
algorithm with end-to-end feedback. The average transmission latency, power
consumption and reliability are compared with other techniques. As experiments
show, the proposed algorithm has lower latency, lower power consumption
compared with those of others, and it can provide high reliability. Keywords: fault tolerance; reliability; Network-on-Chip; routing; error correcting;
error detecting | |||