| Arab Children's Reading Preference for Different Online Fonts | | BIBAK | Full-Text | 3-11 | |
| Asmaa Alsumait; Asma Al-Osaimi; Hadlaa AlFedaghi | |||
| E-learning education plays an important role in the educational process in
the Arab region. There is more demand to provide Arab students with electronic
resources for knowledge now than before. The readability of such electronic
resources needs to be taken into consideration. Following design guidelines in
the e-learning programs' design process improves both the reading performance
and satisfaction. However, English script design guidelines cannot be directly
applied to Arabic script mainly because of difference in the letters occupation
and writing direction. Thus, this paper aimed to build a set of design
guidelines for Arabic e-learning programs designed for seven-to-nine years old
children. An electronic story is designed to achieve this goal. It is used to
gather children's reading preferences, for example, font type/size combination,
screen line length, and tutoring sound characters. Results indicated that Arab
students preferred the use of Simplified Arabic with 14-point font size to ease
and speed the reading process. Further, 2/3 screen line length helped children
in reading faster. Finally, most of children preferred to listen to a female
adult tutoring sound. Keywords: Child-Computer Interfaces; E-Learning; Font Type/Size; Human-Computer
Interaction; Information Interfaces and Presentation; Line Length; Tutoring
Sound | |||
| Adaptation Decisions and Profiles Exchange among Open Learning Management Systems Based on Agent Negotiations and Machine Learning Techniques | | BIBAK | Full-Text | 12-20 | |
| Silvia Baldiris; Ramón Fabregat; Carolina Mejía; Sergio Gómez | |||
| We have developed some projects [1,2] for addressing the heterogeneity
problem in open learning management systems (LMS). In [3], an independent
adaptation platform to support competences development through personalization
is presented. Three user characteristics (competences profile, learning style,
and accessing context) are modeled by means of analyzing user interaction data
in a LMS. This process is supported by the assignment of independent adaptation
tasks to different JADE intelligent agents. In this paper we introduce some
negotiation strategies among those intelligent agents in order to: 1) select
the best types of adaptation through collaborative tasks, and 2) generate
standards and exchangeable user profiles based on the inferred user
characteristics, describing the mechanisms to mobilize these profiles between
different LMSs. These profiles support the generation of specifics learning
designs for each particular user. Keywords: competence development; adaptation; intelligent agents; adaptive hypermedia;
machine learning | |||
| Accessing e-Learning Systems via Screen Reader: An Example | | BIBAK | Full-Text | 21-30 | |
| Maria Claudia Buzzi; Marina Buzzi; Barbara Leporini | |||
| The evolution of the Information and Communication Technology (ICT) and the
rapid growth of the Internet have impelled the pervasive diffusion of
e-Learning systems. This is a great opportunity for visually-disabled people
provided that both the interactive environment, created by the Learning
Management Systems, and the Learning Objects, created by teachers, are properly
designed and delivered. In this paper we investigate interaction of the blind
user with an open source Virtual Learning Environment (Moodle) and discuss how
the use of the W3C Accessible Rich Internet Applications (ARIA) suite may
improve the experience of navigation via screen reader. Keywords: e-Learning; accessibility; usability; blind; ARIA | |||
| Using Tablet PCs and Pen-Based Technologies to Support Engineering Education | | BIBAK | Full-Text | 31-38 | |
| Ignacio Casas; Sergio F. Ochoa; Jaime Puente | |||
| Several experiences and results of the Tablet PC adoption have been
reported, mainly in American universities. Although the benefits seem to be
highly interesting, it is not clear if they are replicable in developing
countries. In order to try to understand the impact of Tablet PCs on
engineering education in Chile, the authors conducted several experiments at
the two traditional Chilean universities. This paper reports the experiences
and the obtained results, comparing them with those obtained in American
universities. Keywords: Tablet PCs; Pen-based Technologies; Engineering Education; Mobile Computing | |||
| Optimal Affective Conditions for Subconscious Learning in a 3D Intelligent Tutoring System | | BIBAK | Full-Text | 39-48 | |
| Pierre Chalfoun; Claude Frasson | |||
| In this paper we take a closer and in-depth look at initial results obtained
from a previous novel experiment conducted with a 3D subliminal teaching
Intelligent Tutoring System. Subliminal priming is a technique used to project
information to a learner outside of his perceptual field. Initial results
showed great promise by illustrating the positive impact of the subliminal
module on the overall emotional state of the learners as well as their learning
performances. Indeed, since emotion monitoring is critical in any learning
context, we monitored the physiological reactions of the user while they
learned and while they answered questions. We present a detailed and precise
look at the optimal affective conditions that set the best learners apart. We
will also explain a most surprising finding: the positive long term impact of
subliminal priming on the entire learning process. Keywords: optimal affective conditions; HCI; subconscious learning; 3D ITS | |||
| Computer-Based Learning to Improve Breast Cancer Detection Skills | | BIBAK | Full-Text | 49-57 | |
| Yan Chen; Alastair G. Gale; Hazel J. Scott; Andrew Evans; Jonathan James | |||
| In breast cancer screening it is important both to improve and maintain
cancer detection skills at their highest levels. The introduction of digital
imaging enables computer-based learning to be undertaken outside breast
screening centres using a range of different devices. The potential for
providing computer-based interpretation training using low-cost devices is
detailed. The results demonstrated that naive observers can be trained to
recognise certain key breast cancer appearances using a low cost display
monitor along with a range of HCI techniques. Keywords: mammogram interpretation; training; eye movement; visualization;
Human-Computer Interaction (HCI) | |||
| Virtual Classroom and Communicability: Empathy and Interaction for All | | BIBAK | Full-Text | 58-67 | |
| Francisco V. Cipolla Ficarra | |||
| We present the main empathy components in the design of interactive systems
aimed at classroom and E-learning education. These components have a
bidirectional relationship with communicability and usability. Each of them
depicts an intersection of communication, semiotics, interface design, software
engineering, usability engineering and human-computer interaction.
Additionally, we present a table which can be used as a communicative quality
guide. Its content is the result of 20 years of design and heuristic assessment
of on-line and off-line interactive systems, mainly for Americans and European
users. Keywords: Education; Virtual Classroom; Hypermedia; Communicability; Design;
Information; Empathy; Interaction; Accessibility | |||
| Communicability for Virtual Learning: Evaluation | | BIBAK | Full-Text | 68-77 | |
| Francisco V. Cipolla Ficarra; Miguel Cipolla-Ficarra; Pablo M. Vera | |||
| An assessment is made of the work of design from the perspective of
communicability and usability in multimedia aimed at E-learning, mainly through
the off-line interactive systems (commercials) and on-line (open software). The
method used is accompanied by a series of heuristic results along time to
stress the validity or not of some of the design components. Besides, a novel
strategy of organizing the textual content is presented for teenagers and the
young: the truncated inverted pyramid. Finally, those quality attributes are
mentioned that are related to the dynamic and static means, at the moment of
heuristically assessing the communicability of a hypermedia system which has as
its main goal college education. Keywords: Virtual Learning; Evaluation; Content; User-Centered Design; Open Software | |||
| Attention and Motivation in Hypermedia Systems | | BIBAK | Full-Text | 78-87 | |
| Francisco V. Cipolla Ficarra; Miguel Cipolla-Ficarra | |||
| We present the results of a heuristic analysis of a set of multimedia
off-line systems aimed at boosting the mental skills of the users through
reflexes, maths, etc. To this purpose two metrics have been created to assess
the motivation of the users and the degree of help implicit in the multimedia
system. The metrics are based on a group of primitives aiming at increasing the
communicability of commercial multimedia systems and targeted to the public at
large, regardless of age and previous experience in the use of computers. Keywords: Attention; Motivation; Hypermedia; Design; Navigation; Human-Computer
Interaction; Help | |||
| A Web-Based, Interactive Annotation Editor for the eCampus Development Environment for SCORM Compliant E-Learning Modules | | BIBAK | Full-Text | 88-93 | |
| Benedikt Deicke; Jan-Torsten Milde; Hans-Martin Pohl | |||
| The eCampus development environment was created in an interdisciplinary
project at the University of Applied Sciences Fulda. Today it is a fully
web-based application for the easy creation of E-Learning modules complying the
SCORM standard. The webbased, interactive annotation editor for the eCampus
development environment is used to both automatically and manually annotate
existing OpenOffice documents in order to transform them into E-Learning
modules. The editor is build using Open Source software and frameworks such as
Ruby on Rails. Keywords: E-Learning; Web; SCORM; eCampus; OpenOffice; Ruby; Ruby on Rails;
JavaScript; user friendly; annotation; transformation | |||
| An Innovative Way of Understanding Learning Processes: Eye Tracking | | BIBAK | Full-Text | 94-100 | |
| Berrin Dogusoy; Kursat Cagiltay | |||
| This paper aims to present findings on the use of eye-tracking technology as
a new approach from an educational perspective. The studies in this paper on
relationship between learning and eye-movements have focused on concept-map
formation, learning from multimedia materials, designing materials with
different cognitive strategies, multimodal comprehension of language and
graphics with and without annotation, computer games and cognitive style
effects of computer based interfaces and hypertext environment. The results of
the Middle East Technical University (METU) Human Computer Interaction (HCI)
research group's eye-tracking based research studies presented and discussed
how this approach helps educators to better understand learning processes of
humans. Understanding and using this innovative approach is important for both
educators and researchers in terms of comprehending learning processes deeply. Keywords: Eye-tracking; web based learning processes; concept maps; computer games;
learning from multimedia | |||
| A Set of Rules and Strategies for UNSAM Virtual Campus | | BIBAK | Full-Text | 101-110 | |
| Jorge Fernández Niello; Francisco V. Cipolla Ficarra; Mario Greco; Rodolfo Fernández-Ziegler; Silvia Bernatené; Maria Villarreal | |||
| We present a first set of strategies for the establishment of a virtual
campus. Additionally, a set of pedagogic and communicative rules is established
with the purpose of achieving a better diffusion of the university contents
among the students. These rules are constantly updated according to the
teaching supply and demand, and the requirements of the teachers and the
students. Additionally the different components of interactive education are
present as well as their main functions in the virtual campus. Keywords: E-learning; Campus Virtual; Pedagogy; Design; Hypermedia; Moodle; Software;
Hardware | |||
| HCI Professional Involvement in k-12 Education: On Target or Missing the Mark? | | BIBAK | Full-Text | 111-118 | |
| Martin Jelin; Adrian Sudol; Jeffrey Damon; Douglas McCadden; David Brown | |||
| Abstract. The state of learning across geographic, socioeconomic, age, and
gender boundaries can be enhanced greatly by Human-Computer Information (HCI)
infusion into blended learning [1][2][3] or Course Management System (CMS)
software [4][3][5]. The major thrust of this paper is to examine problematic
issues examined in popular software such as Moodle™ in which the HCI
community could be beneficial. By regarding the ultimate students' goal, i.e.
grades, and the desirable benefit of course material understanding, one can
develop an understanding of what CMS software needs and CMS software users
expect on the high school level. Keywords: blended learning; e-learning; Course Management System (CMS); Virtual
Leaning Environment (VLE); Human-Computer Interaction (HCI); k-12 Education;
magnet schools | |||
| A Language Learning System Utilizing RFID Technology for Total Physical Response Activities | | BIBAK | Full-Text | 119-128 | |
| Harumi Kashiwagi; Yan Xue; Yi Sun; Min Kang; Kazuhiro Ohtsuki | |||
| In this paper, we present a method of integrating a CALL system with RFID
tags in a classroom in order to provide the basic support for listening
activities based on the concept of Total Physical Response (TPR) Approach. We
designed and developed a prototype system with the function of providing
corrective feedback. The prototype system has the following three features: (1)
Real objects are used as the options for responding to audio questions. (2) A
considerable amount of attribute information is used to increase the variation
in the questions. (3) The system has a function of providing error messages and
additional questions, depending on the degree of a learner's mistakes. Results
from the experiment suggest that integrating real objects into the learning
system by using RFID tags has a potential impact on the language learners. Keywords: RFID; Language learning; TPR; Corrective feedback; Interaction | |||
| Promoting Metacognition in Immersive Cultural Learning Environments | | BIBAK | Full-Text | 129-139 | |
| H. Chad Lane | |||
| Metacognition, defined as active control over cognitive processes during
learning, is a critical component in the development of intercultural
competence. Progression through stages of intercultural development requires
self-assessment, self-monitoring, predictive, planning, and reflection skills.
Modern virtual learning environments now provide a level of immersion that
enable meaningful practice of cultural skills, both in terms of visual and
experiential fidelity. This paper discusses their potential role in
intercultural training, and the use of intelligent tutoring and experience
manipulation techniques to support metacognitive and intercultural development.
Techniques for adapting the behaviors of virtual humans to promote cultural
learning are discussed along with the role of explicit feedback. The paper
concludes with several suggestions for future research, including the use of
existing intercultural development metrics for evaluating learning in immersive
environments and on the balance between implicit and explicit feedback to
establish optimal conditions for acquiring intercultural competence. Keywords: intercultural competence; metacognition; intelligent tutoring systems;
immersive learning environments; experience manipulation | |||
| The Application of the Flexilevel Approach for the Assessment of Computer Science Undergraduates | | BIBAK | Full-Text | 140-148 | |
| Mariana Lilley; Andrew Pyper | |||
| This paper reports on the use of the flexilevel approach for the formative
assessment of Computer Science undergraduates. A computerized version of the
flexilevel was designed and developed, and its scores were compared with those
of a traditional computer-based test. The results showed that the flexilevel
and traditional scores were highly and significantly correlated (p<0.01).
Findings from this study suggest that the flexilevel approach is a viable
adaptive testing strategy, and may be a good candidate for smaller applications
where IRT-based CATs may be too demanding in terms of resources. Keywords: e-assessment; flexilevel; adaptive testing strategies | |||
| Development of Ubiquitous On-Demand Study Support Environment for Nursing Students | | BIBAK | Full-Text | 149-155 | |
| Yukie Majima; Yumiko Nakamura; Yasuko Maekawa; Yoichiro So | |||
| We were selected to work with "Development of e-Learning Program to help
enhance human resource ability based on needs," which is a government supported
program of fiscal year 2005 to address modern education needs (Modern GP). The
program has therefore been underway since 2005. The objectives of the program
are to use e-Learning to further improve education and teaching practices
qualitatively for nursing education, to supply high-level nursing practice
capabilities, and provide a new environment in which students can study
independently in an efficient manner. The main targets to achieve the program
goals are: i) to produce e-Learning training materials that include examples of
nursing to use for the study of nursing practice and support students'
acquisition of problem-solving abilities during nursing operations; and ii) to
construct an environment to support ubiquitous on-demand studies in which
students can study for themselves easily, at any time, and anywhere on campus
or on the actual practice site using this e-Learning methodology. This paper
presents a report of an actual lecture class conducted in using such training
materials. Keywords: Education of nursing; Nursing practice ability; E-learning; Ubiquitous
on-demand study | |||
| The Effects of Prior Knowledge on the Use of Adaptive Hypermedia Learning Systems | | BIBAK | Full-Text | 156-165 | |
| Freddy Mampadi; Sherry Y. Chen; Gheorghita Ghinea | |||
| Prior knowledge and cognitive styles are considered important determinants
in adaptive hypermedia learning systems (AHLSs) as they influence how learners
select information to put into memory. However, there is a need to investigate
how they influence learner performance and perceptions prior to comparing them
and establishing if they can be used together to maximise learning in AHLSs. To
this end, this study investigated the effects of prior knowledge on the use of
AHLSs to set the foundation for the comparison. 60 students participated in
this study. The results showed that, in general, adapting to prior knowledge
improves learner performance and perceptions, especially for users with low
prior knowledge. However, the results also indicated that the relative
improvement in learner performance is significantly higher than that of
perceptions when using the AHLS. The implications of the design of AHLSs are
discussed by the paper. Keywords: Learning performance; Perceptions; Novice; Experts; Evaluation; Cognitive
styles; Learning styles | |||
| Supporting Learners in Adaptive Learning Environments through the Enhancement of the Student Model | | BIBAK | Full-Text | 166-175 | |
| Luca Mazzola; Riccardo Mazza | |||
| This positional paper presents our research aimed at finding some possible
research directions towards the enhancement of the use of open student models
in the field of Technology Enhanced Learning and Adaptive Systems. Starting
from the historical evolution of the learner model, we will describe some
possible uses of learner models and propose some possible directions of
enhancement. We will present 6 possible directions of research, and 11
dimensions on analysis. The 6 directions have been evaluated against the
dimensions, and tentative ranking has been proposed. The result of this
analysis will guide the work on open learner models which will be undertaken in
the context of the European Union funded project GRAPPLE [1] aimed at building
an infrastructure for adaptive learning systems that will adopt the strategy of
opening learner models to the course learners and instructors. Keywords: Technology Enhanced Learning; independent Open Learner Model; Human Computer
Interaction; adaptation | |||
| The Concept of IMPRESSION: An Interactive Instruction System and Its Practice for Real-Time Distance Lessons between U.S. and Japan | | BIBAK | Full-Text | 176-185 | |
| Takashi Mitsuishi; Fumiko Konno; Yuki Higuchi; Kentaro Go | |||
| In order to perform flexible and effective lesson, we proposed "Double Loop
Instructional Design Process Model" and developed an interactive instruction
system; IMPRESSION based on the proposed model. In this paper, we show the
concept of IMPRESSION and also describe the real-time distance lessons we
conducted continuously in the first semester of 2007 with IMPRESSION and Skype
by connecting between Mountain View, CA, U.S. and Tohoku University, Sendai,
Japan via the Internet. As a result of these lessons, we confirmed that
although we had a little time lag and some QoS problems of video stream caused
by narrow bandwidth and very long distance, we could perform flexible and
effective real-time distance lessons by using IMPRESSION and a videoconference
system like ordinary lessons such as chalk and talk lessons in a classroom.
However, we also found some points to be improved on for continuous use of
IMPRESSION. Keywords: real-time distance lesson; interactive electronic whiteboard system;
multimedia materials; instructional design process model | |||
| Improving Children's Writing Ability | | BIBAK | Full-Text | 186-195 | |
| Joana Pereira; Luís Carriço; Carlos Duarte | |||
| This paper presents IWA, a platform to aid children when learning how to
write. The proposed system offers both tutor and child a certain degree of
autonomy. IWA provides tutor and child with different interfaces. The features
available to the tutor allow the definition and configuration of repetition
exercises comprising letters, numerals and freeform gestures. The child
interface supports the child in the task of solving those exercises. The system
has been evaluated in two sessions with children. From the evaluation results
and the feedback provided by a school teacher we conclude this to be a very
promising system towards optimizing the repetition process required for
perfecting hand-writing. Keywords: Hand-writing; Children; Education; Multimedia; Evaluation | |||
| From Paper to Module -- An Integrated Environment for Generating SCORM Compliant Moodle Courses Out of Text and Multimedia Elements | | BIBAK | Full-Text | 196-203 | |
| Hans-Martin Pohl; Benedikt Deicke; Jan-Torsten Milde | |||
| ECampus is a project spanning all departments at the University of Fulda. It
has been started to create a uniform learning environment at the university.
The objective is to research and develop a user-friendly easy-to-use editor to
generate SCORM 2004 conform E-Learning modules. This editor is based on Open
Source software and new technologies such as XSL transformations and the Google
web toolkit. The whole system is provided as a web application and embedded
within the E-Learning environment of the university. Some E-Learning modules
can be developed with the system immediately. These modules are now being used
during the lessons with great success. Keywords: SCORM 2004; XSLT; transformation; creation of content; E-Learning; modules;
lesson; user friendly; style sheet; LOM; moodle; LMS | |||
| Development of a Simulator of Abacus: Ancient Analog Calculator on a Mobile Phone as a Teaching Material | | BIBAK | Full-Text | 204-208 | |
| Kenta Saito; Yuki Makita; Vu Quang; Hitoshi Sasaki | |||
| Portable electric devices such as mobile phones and video game consoles are
becoming high performance and they are becoming ubiquitous. And a lot of people
are in situations that allow for use of these applications. On one hand, it is
useful for students to study out of class if they can use teaching materials at
school with a portable device. And Japanese people had widely been using an
abacus until the electronic digital calculator appeared recently. Even today,
the abacus is used to teach math in Japanese primary schools teaching. We are
developing a simulator of abacus as one of the computerizations of the teaching
materials in this research. Keywords: abacus; android; education; teaching material; mobile phone | |||
| A Proposal for a Framework for an e-Alumni Program Using SNS | | BIBAK | Full-Text | 209-216 | |
| Hiroshi Sano | |||
| In Japan, there has been some argument that many academic programs today are
often inadequate from the viewpoint of practical education. However, it is
difficult for universities to secure enough human resources to satisfy their
students' needs with sufficient service. TUFS, or Tokyo University of Foreign
Studies, also faces the same problem as other universities do in Japan. One
proposed idea to help solve this problem is to exploit the collective
intelligence of alumni who have considerable expertise and experience in the
real world. This paper introduces TUFS's new development of a SNS application
on academic education for the purpose of improving its services. A framework of
the knowledge management of participants' collective intelligence is also
suggested here. This attempt proposes a general framework of SNS application on
practical education of universities. Keywords: SNS; Implicit knowledge; Education | |||
| Supporting End-User Development of Personalized Mobile Learning Tools | | BIBAK | Full-Text | 217-225 | |
| Marco de Sá; Luís Carriço | |||
| Mobile devices present great features for the support of pervasive learning
and content personalization. This paper presents a framework which takes
advantage of these features and supports end-users while creating their
customized tools for their students. Additionally, the framework comprises
means for teachers to include persuasive and motivational mechanisms and hints,
promoting student engagement while pursuing their learning activities. We
describe the framework's architecture, its features, including the supporting
guidelines and development process, and detail some of the already developed
material and the results that emerged during initial trials and case studies,
also stressing their contributions to the field of m-learning. Keywords: Mobile devices; personalization; multimedia content | |||
| Didactic Models as Design Representations | | BIBAK | Full-Text | 226-235 | |
| Chris Stary | |||
| The contribution focuses on the role of didactic knowledge when designing
interactive e-learning environments. Several representational approaches for
the preparation of domain content and learning support have been developed.
However, for the context-sensitive design of interactive artifacts not only the
representation of particular aspects of learning is essential, but rather the
propagation of didactic knowledge to functional services and interaction
facilities. Such an endeavor requires the explicit representation of
relationships between structure and behavior elements. Model-driven design
supports the distinctive representation of multiple perspectives while allowing
the mutually tuned refinement of design elements. In this paper a model-based
approach for self-organized e-learning is presented. It supports the design of
learner-centered knowledge acquisition by specifying user roles and learning
tasks. We discuss the required enrichments of traditional model-based design
approaches, due to the consistent tuning of high-level design elements, and the
coherent propagation of task and user information to interaction services. Keywords: model-based design; e-learning; learning management; coherence; consistency;
integrated specification | |||
| Interactive Learning Panels | | BIBAK | Full-Text | 236-245 | |
| Ricardo Tesoriero; Habib Fardoun; José A. Gallud; María Dolores Lozano; Victor M. Ruiz Penichet | |||
| New sensing technologies, as RFID readers, are being incorporated into
mobile devices to provide users with new interaction experiences. And, the
combinations of these new technologies open up new challenging application
scenarios. One of the areas that could exploit this potential is the design of
interactive solutions for context-aware applications applied to learning
environments. This article describes an m-learning environment that is enriched
with new interaction features that are, or may, be provided by actual or future
mobile device technologies. The proposed gesture based interface allows users
to relate ideas and concepts through the improvement of traditional methods.
This environment is based on the reuse of existent physical resources, such as
the learning panels used in school classes. For instance maps, historical
posters, timelines, and so on. These panels are improved with the low cost and
widely used RFID technology that enables students to interact with them through
mobile devices, encouraging the interest the students applying the
constructivist education theory. Keywords: HCI; RFID technology; mobile devices; context awareness; collaborative
environment; m-learning; social software | |||
| WebELS: A Content-Centered E-Learning Platform for Postgraduate Education in Engineering | | BIBAK | Full-Text | 246-255 | |
| Haruki Ueno; Zheng He; Jingxia Yue | |||
| This paper proposes a general purpose e-Learning platform WebELS to support
higher education in engineering and science especially for PhD education.
WebELS consists of three major modules, i.e., Learning for self-learning,
Meeting for Internet-based on-line meeting, and Lecture for Internet-based
distance lecture, as an "all-in-one" system. Using an easy-to-use
authentication interface non-IT users can edit their own e-Learning contents on
their personal computer as a series of slides from PPT, pdf, image and video
data and upload to the WebELS server for e-Learning. Audio and cursor can be
recorded onto each slide and be play-backed in a synchronized manner for
helping understanding. WebELS is a Java-based server system and functioning in
a low-speed Internet environment. The WebELS software is available as an open
source system and is used in universities and industry in Japan and Asian
countries. Keywords: e-Learning; Internet; higher education; postgraduate education; engineering
education; software platform; open source; Internet meeting; distance lecture | |||
| A Pen-Based Teaching System for Children and Its Usability Evaluation | | BIBAK | Full-Text | 256-265 | |
| Danli Wang; Tingting Ying; Jinquan Xiong; Hongan Wang; Guozhong Dai | |||
| The computer has become more and more important in children' life and
learning. Various issues exist in the application of multimedia edutainment
software and courseware. Therefore, we analyze the current situation and
requirement of preschool education software, and present the development of
pen-based teaching system for children. Lecturing courseware, annotation,
adding contents have been provided, which make targeted classroom teaching
convenient, and children interactive courseware function has also been provided
to arouse their learning initiative and enthusiasm. After analyzing the
feedback, we design and develop the improved version of the system, and
evaluate the two versions through experiments. Finally, we propose some
suggestions for its modification. Keywords: pen-based interaction; children; teaching system; usability | |||
| Development of a Visualised Sound Simulation Environment: An e-Approach to a Constructivist Way of Learning | | BIBAK | Full-Text | 266-275 | |
| Jingjing Zhang; Beau Lotto; Ilias Bergstrom; Lefkothea Andreou; Youzou Miyadera; Setsuo Yokoyama | |||
| In this paper, the design and implementation of a visualised sound
simulation environment is presented as an initial step to further laboratory
experimentation. Preliminary laboratory experiments showed a positive learning
curve in human auditory perception. Learning occurred when new information was
processed with relevant existing knowledge in this simulation environment.
While the work towards the truth of the empirical hypothesis is still under
discussion, this project has been expanded beyond the scope that was originally
envisaged and the developed environment showed its potential to be adopted on
mobile devices for many educational purposes. This initiative not only brings
scientists and educators together, but it is also hoped that it represents a
possible e-approach to a constructivist way of learning. Keywords: visualisation; simulation; constructivist; learning; mobile; visual;
auditory | |||
| Causal Links of Presence | | BIBAK | Full-Text | 279-286 | |
| Donghun Chung; Chae-Hwan Kim | |||
| The purpose of this paper is to examine antecedent variables and an outcome
variable of presence. Presence has been used to explain the extent to which
technology users are immersed and involved in a technology-created experience.
In video gaming, gamers frequently don't distinguish between reality and the
game world, and they identify characters with themselves. This comes from a
high level of presence. So what makes technology users have greater presence?
The present study proposes a causal model which includes attitude and empathy
as antecedent variables that lead to a degree of presence and then para-social
interaction as an outcome of presence level. The results showed that path
analysis of the model was successfully supported. Keywords: Presence; Attitude; Empathy; Para-Social Interaction; Wii | |||
| Games Design Principles for Improving Social Web Applications | | BIBAK | Full-Text | 287-295 | |
| Ines Di Loreto | |||
| Most young people (at least in countries were social communication
technologies are established from a long run) carry mobile devices, surf the
Internet and download music. They are always connected and live in a world
where the distinction between virtual and real fade. The design of new
interfaces becomes, in this context, a complex activity that involves a series
of methodological problems. To one side designers have to create interfaces
using basic HCI principles, on the other side they have to merge them with
others ICT principles able to support social aspects, bearing in mind that they
are addressing the above described generation of younger. Is our opinion that
designers can find useful suggestion in game design strategies. Looking at
games interface design choices, in fact, can help software engineers to improve
the usability of other types of -- more conventional -- applications. In order
to demonstrate this we will compare two social web applications: the new
Facebook website and a French online game, Hordes. Keywords: Game Design; HCI; Social Interaction | |||
| A Multiple-Level 3D-LEGO Game in Augmented Reality for Improving Spatial Ability | | BIBAK | Full-Text | 296-303 | |
| Trien V. Do; Jong-Weon Lee | |||
| Inspired by the real LEGO game, an Augmented Reality 3D LEGO game is
introduced. With multiple levels, the game provides a tool to improve spatial
ability for a wide range of ages. Through the game, users can practice many
spatial skills such as analyzing a 3D model's structure, figuring out what to
do to make a primitive geometry become a component of a 3D model, assembling
components to create a complex model. The users mainly use their hands
controlling physical makers to play the game. A user study was also carried out
to evaluate the game and to compare it with the real LEGO game. The game is
believed to be a useful and interesting tool to enhance not only human's
spatial ability but also human's creation in 3D reconstruction. Keywords: LEGO; Augmented Reality; Human Computer Interaction; Spatial ability;
Serious Game | |||
| An Online Survey System on Computer Game Enjoyment and Personality | | BIBAK | Full-Text | 304-314 | |
| Xiaowen Fang; Susy S. Chan; Chitra Nair | |||
| This paper discusses the development of an online survey instrument to
measure the game enjoyment and player characteristics like age, gender and
personality traits. A research framework of game play is proposed based on a
review of prior research on computer game enjoyment, game characteristics,
personality theories, effects of computer game play, and technology acceptance
model. The proposed framework suggests that an appropriate fit between
characteristics of the player and gaming technology will result in greater
enjoyment while social influence may moderate effects of the fit. The survey
will allow the researcher to establish the fit profiles between player
characteristics and game play. Keywords: computer games; game play; personality; enjoyment | |||
| Playability Testing of Web-Based Sport Games with Older Children and Teenagers | | BIBAK | Full-Text | 315-324 | |
| Xavier Ferré; Angélica de Antonio; Ricardo Imbert; Nelson Medinilla | |||
| Playability occupies a central role in videogame design. Heuristics may help
for establishing the game concept, but some testing is essential for ensuring a
wide acceptance in the target user population. The experience of designing and
testing a set of web-based sport videogames is described, focusing on the
heuristics employed and the testing approach. The results show that an emphasis
on a simple set of game controls and the introduction of humorous elements has
obtained a positive response from older children and teenagers. Keywords: videogame design; playability heuristics; testing with older children and
teenagers; sport web-based games; Olympic Games | |||
| Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces | | BIBAK | Full-Text | 325-334 | |
| Chun-Cheng Hsu; Elvis Chih-Hsien Chen | |||
| A great many people play online games and sales of online games are
considerable, but research has further shown that a major reason behind the
failure of games in the market is poor user interface design or usability,
highlighting even more the importance of these issues in games design. This
research uses surveys and focus groups to explore the factors influencing the
usability and interface design of online games. First the definition and
different types of game are discussed, and then the composition and features of
online game interfaces analyzed. Second, a review is made of Human-Computer
Interaction (HCI) research literature relating to design criteria for game
interfaces. Finally, in discussion with experts, this study isolates the design
criteria that should be emphasized when designing each key element of an online
game interface. Keywords: Massively-multiplayer online role-playing games (MMORPG); interface design;
elements of game interfaces | |||
| Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases | | BIBAK | Full-Text | 335-344 | |
| Hadi Kharrazi; Anthony Faiola; Joseph Defazio | |||
| This article introduces the design principles of serious games for chronic
patients based on behavioral models. First, key features of the targeted
chronic condition (Diabetes) are explained. Then, the role of psychological
behavioral models in the management of chronic conditions is covered. After a
short review of the existing health focused games, two recent health games that
are developed based on behavioral models are overviewed in more detail.
Furthermore, design principles and usability issues regarding the creation of
these health games are discussed. Finally, the authors conclude that designing
healthcare games based on behavioral models can increase the usability of the
game in order to improve the effectiveness of the game's desired healthcare
outcomes. Keywords: Serious Gaming; Diabetes; Hypoglycemia; Behavioral Modeling; Patient
Empowerment; Compliance to Treatment; Adolescent Diabetic Drivers | |||
| Analyzing Human Behaviors in an Interactive Art Installation | | BIBAK | Full-Text | 345-352 | |
| Takashi Kiriyama; Masahiko Sato | |||
| Arithmetik Garden is an interactive art installation designed to perform
arithmetic operations by using the body. Analysis of data collected during its
exhibitions shows that viewers behave differently than optimal solutions
generated by computer. There is also an indication that viewer's emotional
changes can be detected by monitoring interactions. Keywords: Interaction; behavior; emotion | |||
| The Effects of Quest Types and Gaming Motivations on Players' Knowledge Acquisitions in an Online Role-Playing Game Environment | | BIBAK | Full-Text | 353-358 | |
| Jiunde Lee; Chih-Yi Chao | |||
| The study explores how the design of quest types and different players'
gaming motivations might affect knowledge acquisitions in an online
role-playing game environment. An experiment was conducted to collect data. The
results showed that "immersion motivation" had the most significant influence
on knowledge acquisitions. The bounty-collection quest significantly affected
the procedure knowledge of subjects with high immersion motivation, whereas the
fed express quest affected declarative knowledge of subjects with high
immersion motivation. Keywords: Online Role-Playing Games; Quest Types; Gaming Motivations; Declarative
Knowledge; Procedural Knowledge | |||
| Self-movement Feeling Generation in Sports Watching with Screen Movement via Pan-Tilt Steerable Projector | | BIBAK | Full-Text | 359-367 | |
| Hiroshi Noguchi; Kei Yoshinaka; Taketoshi Mori; Tomomasa Sato | |||
| This paper describes system displays video frame of sports broadcasting with
screen movement by an active projector. Since the screen moves as the camera
operator controls their camera in the stadium by automatic detection of
background movement from video frames, the watchers are force to move their
heads in home environment. The head movement helps the watchers to feel
self-movement as if they ware located in the stadium. The experiments
demonstrate that the head movement when the watchers track the moving screen
with their eyes and heads generates sense of self-movement and active feeling
about players. Keywords: Active Projector; Sense of Self-Movement; Screen Movement; Sports Watching | |||
| Design of Interactive Emotional Sound Edutainment System | | BIBAK | Full-Text | 368-377 | |
| Myunjin Park; Kyujung Kim | |||
| This paper introduces an emotional sound edutainment system for children to
learn basic musical composition called as musical education sound interactive
game (MESIG) employing a new type of user interface. Developed interactive game
interface provides children to enjoy the game, so that they learn how to
compose musical notes with touching the tangible objectives instead of using
ordinary input devices. This way on experiencing and playing the computer games
has been evolved to use the body and hands' movement so as to interact with the
game in virtual environment, which brings out interest for the children and
their learning capability becomes more effectively improved. This system
introduced in this paper requires a single camera and carries out skin color
model tracking function to detect hand gesture as input device for playing the
game. This computer vision technique based on image processing makes possible
to operate an expressive interactive musical education system. To exploit the
effectiveness, evaluation and analysis works are accomplished upon the
realization of sound edutainment game. Keywords: Interactive games; edutainment; skin color model; computer vision | |||
| Understanding Online Game Addiction: Connection between Presence and Flow | | BIBAK | Full-Text | 378-386 | |
| SungBok Park; Ha Sung Hwang | |||
| Addictive behavior in online gaming has been an important research topic
since it has been one of the most popular activities in entertaining for
younger people in Korea. However, despite the growing popularity of online
games, empirical studies about the effects of immersion to the online game
behavior are relatively rare. By applying two psychological concepts --presence
and flow-the present study investigates how different types of immersion affect
on online game addiction. Results show that both presence and flow play
significant roles in online game addiction, however, flow mediates the
relationship between presence and online game addiction. Based on these
findings, implications and suggestions for future studies are discussed. Keywords: Presence; Flow; Online Game; Addiction; Virtual Reality | |||
| The Experience of Presence in 3D Web Environment: An Analysis of Korean Second Life | | BIBAK | Full-Text | 387-395 | |
| SungBok Park; Ha Sung Hwang; Myungil Choi | |||
| Second Life is a 3D virtual web environment that has aspects of
visualization and sense of presence, as well as text and audio interaction. The
whole research aims to explore the sense of presence experienced by online
users in Korean Second Life assessing with what ways online users who engage in
Korean Second Life perceive a sense of presence. This research leads us to
understanding possible factors creating the sense of presence in Korean Second
Life as well as in 3D web environments of the near future. Instead of providing
specific response from research subjects who have experienced Second Life, this
paper presents the theoretical backgrounds to speculate on Second Life
constructs and features for enhancing users' feeling of presence. Keywords: Presence; 3D Web environment; Second Life; Virtual place; Avatar; Emoticons | |||
| Influence of Real-World Ten-Pin Bowling Experience on Performance during First-Time Nintendo Wii Bowling Practice | | BIBAK | Full-Text | 396-405 | |
| Kirsten A. Peters | |||
| In order to understand if proficiency in a real-world activity influences
performance or movement characteristics in a simulation of that activity, six
expert real-world ten-pin bowlers, ten novice real-world ten-pin bowlers and
eight expert Wii bowlers completed 3 games of Nintendo Wii Sports' bowling
game. Two values were recorded for each throw: the (score) and the total range
of motion (ROM) for the participant's throwing arm (using two-dimensional
motion capture). Averages across the first five trials were compared to
averages across the last five trials. From the first five to last five trials,
there were significant increases in both the mean score and mean ROM values,
when collapsing data across experience level. While there was a significant
main effect of experience level on the overall ROM values, differences between
each experience group's ROM values were not detected. A larger sample size is
necessary to confirm if real-world ten-pin bowling experience influences score
and ROM during first-time Wii bowling. Keywords: Motor program; motor learning; motion capture; gesture-based interaction;
video games; transfer of skill; real-world vs. simulation | |||
| Emotionally Adapted Games -- An Example of a First Person Shooter | | BIBAK | Full-Text | 406-415 | |
| Timo Saari; Marko Turpeinen; Kai Kuikkaniemi; Ilkka Kosunen; Niklas Ravaja | |||
| This paper discusses a specific customization technology -- Psychological
Customization -- which enables the customization of information presented on a
computer-based system in real-time and its application to manipulating emotions
when playing computer games. The possibilities of customizing different
elements of games to manipulate emotions are presented and a definition of
emotionally adaptive games is given. A psychophysiologically adaptive game is
discussed as an example of emotionally adapted games. Keywords: Customization; adaptive systems; psychological effects; emotion; games;
emotionally adapted games; psychophysiological measurement; Psychological
Customization | |||
| DiamondTheater: A System for Reproducing Theater and Supporting Creative Activities | | BIBAK | Full-Text | 416-425 | |
| Tatsushi Takeuchi; Koichiro Watanabe; Tomoo Inoue; Ken-ichi Okada | |||
| This paper describes a system called DiamondTheater that supports creative
activities in theater using a tabletop tangible interface. This system is used
to aid in the planning of certain aspects of theater production, such as actor
positioning, and sound and lighting cues. Without having some considerable
experience in production, it is difficult to create a mental picture of an
actual production. Thus, a miniature theatrical stage is reproduced on the
tabletop surface to facilitate the user's creation of such a picture and the
sharing of ideas. Users collaboratively construct a stage by placing small
dolls to represent actors and many kinds of miniature stage sets. In addition,
the system allows users to reproduce other aspects of theater production such
as sound and lighting. We performed a user study of this system and
demonstrated that DiamondTheater appears to effectively assist the user's
activity in theater production design. Keywords: collaborative work; theater; tabletop tangible interfaces | |||
| New Health Information Systems (HIS) Quality-in-Use Model Based on the GQM Approach and HCI Principles | | BIBAK | Full-Text | 429-438 | |
| Reem Al-Nanih; Hana Al-Nuaim; Olga Ormandjieva | |||
| Human Computer Interaction (HCI) is concerned with the design, evaluation,
and implementation of interactive computing systems for human use. HCI is
important in Health Information Systems (HIS), because misunderstandings
arising because of poorly designed interfaces may lead to medical errors. This
paper proposes a Quality-in-Use Model for HIS user interfaces, which identifies
HIS-specific quality-in-use goals based on HCI principles, such as Mental
Model, Metaphor, Visibility, Affordance, and Feedback. The Goal Question Metric
(GQM) method was applied to build the new quality-in-use model applicable to
most HIS systems. The resulting quality model is tailored for use in the
medical field and reflects the values and viewpoints of the various user groups
affected (e.g. doctors and nurses). Its qualitative and quantitative feedback
can play a constructive and instructive role in medical institutions such as
hospitals, and improve user productivity, satisfaction, and performance. Keywords: Health Information System (HIS); Human Computer Interaction (HCI); Goal
Question Metrics (GQM); Quality-in-Use | |||
| An Information Visualization Approach to Hospital Shifts Scheduling | | BIBAK | Full-Text | 439-447 | |
| Carmelo Ardito; Paolo Buono; Maria Francesca Costabile; Rosa Lanzilotti; Adalberto Lafcadio Simeone | |||
| Scheduling staff shift work in a hospital ward is a well-known problem in
the operation research field but, as such, it is very often studied from the
algorithmic point of view and seldom from the human-computer interaction
perspective. In most cases, the automatic solutions that operations research
may provide do not satisfy the involved people. After discussing the
inconveniences of an automatic approach with physicians, we have designed a
staff scheduling system that combines an expert system with an information
visualization (IV) system; in this way the schedule generated by the expert
system is presented through the IV system to the schedule manager, who can
modify the results if last minute changes are necessary, by directly
manipulating the visualized data and obtaining immediate feedback about the
changes made. Keywords: Information Visualization; Shift Scheduling | |||
| Designed to Fit: Challenges of Interaction Design for Clothes Fitting Room Technologies | | BIBAK | Full-Text | 448-457 | |
| Bo Begole; Takashi Matsumoto; Wei Zhang; Nicholas Yee; Juan Liu; Maurice Chu | |||
| This paper uncovers issues in the design of camera-based technologies to
support retail shopping in a physical store, specifically clothes shopping. An
emerging class of technology is targeting the enhancement of retail shopping,
including the trying on of clothing. Designing such systems requires careful
considerations of physical and electronic design, as well as concerns about
user privacy. We explore the entire design cycle using a technology concept
called the Responsive Mirror through its conception, prototyping and
evaluation. The Responsive Mirror is an implicitly controlled video technology
for clothes fitting rooms that allows a shopper to directly compare a currently
worn garment with images from the previously worn garment. The orientation of
images from past trials is matched to the shopper's pose as he moves. To
explore the tension between privacy and publicity, the system also allows
comparison to clothes that other people in the shoppers' social network are
wearing. A user study elicited a number of design tradeoffs regarding privacy,
adoption, benefits to shoppers and merchants and user behaviors in fitting
rooms. Keywords: Ubiquitous computing; pervasive; ambient intelligence; retail technologies;
privacy; online social networks; fashion | |||
| Usability for Poll Workers: A Voting System Usability Test Protocol | | BIBAK | Full-Text | 458-467 | |
| Dana Chisnell; Karen Bachmann; Sharon J. Laskowski; Svetlana Lowry | |||
| In this paper, we discuss our efforts to develop a repeatable test protocol
for assessing usability for poll workers -- temporary election officials who
ensure secure and private voting in voting places. The research described in
this paper is part of a larger effort to develop a standard for voting systems.
This is the first time that formal and substantial usability requirements as
part of a standard for voting systems have been established in the United
States. The standard includes requirements for poll worker usability and
associated test methods to assess whether a system meets these requirements.
The test method described in this paper sets up a protocol and pass/fail
criteria for assessing the usability of voting system documentation for poll
workers. Keywords: usability testing; pass/fail criteria; elections | |||
| CAD and Communicability: A System That Improves the Human-Computer Interaction | | BIBAK | Full-Text | 468-477 | |
| Francisco V. Cipolla Ficarra; Rocío A. Rodríguez | |||
| We present an analysis of communicability methodology in CAD interactive
systems, called DOQ (DObby Quality). This methodology has been under
development between 2001 and 2008, obtaining excellent results in both
educational and productive contexts. In studies where there is a bi-directional
interrelation between usability and communicability of technical interfaces for
the design of tissues in cotton, linen, etc., they ease the learning process of
the designers who use a textile interactive system for the first time. We also
present an educational prototype that can adapt easily to the real production
of fabric: DobbyCAD. Keywords: Dobby; CAD; Computer Graphics; Interfaces; Communicability; Usability;
Education | |||
| A Novel Visualization Tool for Evaluating Medication Side-Effects in Multi-drug Regimens | | BIBAK | Full-Text | 478-487 | |
| Jon Duke; Anthony Faiola; Hadi Kharrazi | |||
| The evaluation and management of medication side-effects is a common and
complex task for physicians. Information visualization has the potential to
increase the efficiency and reduce the cognitive load involved in this process.
We describe the design and development of Rxplore, a novel tool for assessing
medication side-effects. Rxplore supports simultaneous lookup of multiple
medications and an intuitive visual representation of query results. In a pilot
study of Rxplore's usability and utility, physicians rated the system highly
for efficiency, intuitiveness, and clinical value. Keywords: information visualization; medical informatics; adverse reactions;
medications; side-effects | |||
| Design of a Web Intervention to Change Youth Smoking Habits | | BIBAK | Full-Text | 488-494 | |
| Kim Nee Goh; Yoke Yie Chen; Emy Elyanee Mustapha; Subarna Sivapalan; Sharina Nordin | |||
| Web interventions are gaining popularity in trying to change a person's
behavior. However, poorly designed intervention websites will affect the
learning process of a person, what more to remember the content that they have
learnt. The objective of this paper is to discuss the design of a web
intervention using Gagne's Condition of Learning Theory and cognitive
dissonance. The usage of learning theory enables the designers to develop the
intervention website based on users' learning capabilities, thus placing users
as priority. This ensures that users are able to maximize learning and recall
of its content when faced with the decision to smoke or not. We are planning to
recruit target users who are smokers, ranging from the 18 to 22 age range.
Smokers will be categorized according to a baseline survey. Each category of
users will go through the web intervention of different content. It is hoped
that by combining the abovementioned theories, smokers are able to reduce their
intake. Keywords: Smoking; Gagne's Condition of Learning Theory; Cognitive Dissonance; Web
Intervention; User Interface; HCI | |||
| Smart Makeup Mirror: Computer-Augmented Mirror to Aid Makeup Application | | BIBA | Full-Text | 495-503 | |
| Eriko Iwabuchi; Maki Nakagawa; Itiro Siio | |||
| In this paper, we present a system that aids people in wearing makeup easily and make the process enjoyable. We call the proposed system the "Smart Makeup Mirror", which is an electronic dressing table that facilitates the process of makeup application. In this system, we place a high-resolution camera above a computer display and have added some functions such as "Automatic zoom to a specific part of the face", "Display the face from various angles", "Simulation of lighting conditions", and "Internet voting on better makeup results" to facilitate the makeup application process. People who use this device for applying makeup will obtain highly satisfactory results, while enjoying the process. | |||
| Studying Reactive, Risky, Complex, Long-Spanning, and Collaborative Work: The Case of IT Service Delivery | | BIBA | Full-Text | 504-513 | |
| Eser Kandogan; Eben M. Haber; John H. Bailey; Paul P. Maglio | |||
| IT service delivery is challenging to study. It is characterized by interacting systems of technology, people, and organizations. The work is sometimes reactive, sometimes carefully planned, often risky, and always complex and collaborative. In this paper we describe how we've learned about IT work, using a variety of methods including naturalistic observations, contextual interviews, surveys, and diary studies. We provide examples of our study results, showing what we've learned with the different methods. We argue that to effectively study such systems, a variety of methods may be needed to complement insights and validate findings. We found that naturalistic observations were extremely time and labor intensive, yet offered us the time and space to observe unplanned events and long-lasting tasks, bringing out the full complexity and risks involved in real work. Contextual interviews and diary studies provided fewer details, yet gave a broader context to individual's work. Surveys provided an even broader picture, going beyond individual differences, yet they were limited by details and issues of sampling. | |||
| Human Computer Interaction in Virtual Standardized Patient Systems | | BIBAK | Full-Text | 514-523 | |
| Patrick G. Kenny; Thomas D. Parsons; Albert A. Rizzo | |||
| Interactive computer generated characters can be applied to the medical
field as virtual patients for clinical training. The user interface for the
virtual characters takes on the same appearance and behavior as a human. To
assess if these virtual patients can be used to train skills such as
interviewing and diagnosis they need to respond as a patient would. The primary
goal of this study was to investigate if clinicians could elicit proper
responses from questions relevant for an interview from a virtual patient. A
secondary goal was to evaluate psychological variables such as openness and
immersion on the question/response composites and the believability of the
character as a patient. Keywords: Virtual Patients; Artificial Intelligence; Clinical Psychology | |||
| Towards Standardized Pen-Based Annotation of Breast Cancer Findings | | BIBA | Full-Text | 524-533 | |
| Suzanne Kieffer; Annabelle Gouze; Ronald Moncarey; Christian Van Brussel; Jean-François De Wispelaere; Françoise Kayser; Benoît Macq | |||
| The development of computer technologies provides a means to support and facilitate the daily activities of potentially all users. This may be of particular importance for experts in breast cancer imaging and diagnosis. While many research efforts have been carried out separately on the implementation of task-oriented systems, much less effort has been undertaken to design and develop technologies compliant with domain standards or in accordance with end-user needs and expectations. This further suggests the need to improve both the usefulness and the usability of breast cancer-dedicated systems. This paper reports the results of a development method combining the application of user-centered design together with usability development methods. At different time frames in the life-cycle, the development method employed knowledge elicitation interviews, scenario-focused questionnaires, paper mock-ups and usability tests. Owing to its naturalness and its convenience, pen-based interaction with a graphics tablet was chosen as the modality to interact with the system. Additional innovative solutions were designed and implemented in order to facilitate and improve the visualization and the manipulation of data during the lesion characterization: namely an icon framework, a star-menu and a semi-automatic lesion detection system. The resulting user interface is a pen-based interactive tool supporting visualization, navigation, standardized lesion characterization and reporting. The usability tests suggest that it provides end-users with an efficient, reliable and usable system. | |||
| ImproV: A System for Improvisational Construction of Video Processing Flow | | BIBAK | Full-Text | 534-542 | |
| Atsutomo Kobayashi; Buntarou Shizuki; Jiro Tanaka | |||
| ImproV is a video compositing system for live video. It uses a dataflow
diagram to represent the video processing flow and allows performers to edit
the diagrams even while the video is running. Traditional live video is limited
to video editing, but ImproV allows users to construct video processing flows
on the fly. We present the design of ImproV and report on some actual live
video performances using ImproV as preliminary evaluation in this paper. Keywords: live performance; visual music; visual performance; visual jockey; VJ;
improvisation; dataflow; visual programming; video authoring; video compositing | |||
| E-Assessment: A Suitable Alternative for Measuring Competences? | | BIBAK | Full-Text | 543-550 | |
| Martin Kröll | |||
| More and more companies accomplish tests for the assortment of trainees to
measure the aspirants competences and competence potentials. The article in
hand is dedicated to the academic evaluation of the adoption of new
E-Assessment methods. Thereby it has to be resolved in how far the expectations
linked with the E-Assessment's assignment for example seen from the company's
view or from the proband's one, can be achieved. To adopt the computer-aided
diagnostic professionally, its advantages and disadvantages are to be
considered. Keywords: employability; e-assessment; self-organization; key qualification | |||
| Green Advocate in E-Commerce | | BIBAK | Full-Text | 551-557 | |
| Ying-Lien Lee; Fei-Hui Huang; Sheue-Ling Hwang | |||
| The continuous growth of e-commerce sees waves of information explosion.
Online shoppers have to confront with more information than ever when they are
making purchasing decisions. Among the tools that try to reduce this burden of
information overload, recommender system is one of the widely employed
techniques which can be seen in stores such as Amazon.com and iTunes Store.
This paper presents an approach of the interaction design of recommender system
in the context of green digital products. By cultivating the field of game
design, elements that make game fun and engaging are borrowed and applied to
the design of the recommender system to motivate shoppers to opt for greener
choices. In addition, the idea of Kansei Engineering will be employed in the
system to recommend according to the perceived characteristics of products. A
framework of such system will be described, along with future extensions of the
framework in the realm of e-commerce. Keywords: e-commerce; recommender system; green digital product; game design;
interaction design; Kansei Engineering | |||
| Gesture-Based Sharing of Documents in Face-to-Face Meetings | | BIBAK | Full-Text | 558-566 | |
| Alexander Loob; Christian Rathke | |||
| Many of the Electronic Meeting Systems on the market today only support
sharing of electronic documents via email or a common user space. This kind of
sharing enforces short work interruption and requires substantial mental effort
than necessary. This contribution describes the development of a simple EMS,
its shortcomings and the further development to a gesture-based EMS for sharing
documents in face-to-face meetings. The system implements the concept of a
"throwing" gesture for transferring documents to one or more participants. This
gesture is explained and evaluated in further detail. Keywords: Gesture-based Interaction; Document Sharing; Electronic Meeting System;
face-to-face meeting; reduction of mental effort and work interruption | |||
| Developing, Deploying and Assessing Usage of a Movie Archive System among Students of Film Studies | | BIBAK | Full-Text | 567-576 | |
| Nazlena Mohamad Ali; Alan F. Smeaton; Hyowon Lee; Pat Brereton | |||
| This paper describes our work in developing a movie browser application for
students of Film Studies at our University. The aim of our work is to address
the issues that arise when applying conventional user-centered design
techniques from the usability engineering field to build a usable application
when the system incorporates novel multimedia tools that could be potentially
useful to the end-users but have not yet been practiced or deployed. We
developed a web-based system that incorporates features as identified from the
students and those features from our novel video analysis tools, including
scene detection and classification. We deployed the system, monitored usage and
gathered quantitative and qualitative data. Our findings show those expected
patterns and highlighted issues that need to be further investigated in a novel
application development. A mismatch between the users' wishes at the interviews
and their actual usage was noted. In general, students found most of the
provided features were beneficial for their studies. Keywords: Video browsing; deployment effort; usage analysis | |||
| Using Activity Descriptions to Generate User Interfaces for ERP Software | | BIBAK | Full-Text | 577-586 | |
| Timothy O'Hear; Yassin Boudjenane | |||
| Delivering tailor-made ERP software requires automation of screen and
printed report creation to be cost effective. Screens generated directly from
data structures tend to have poor usability. An approach is considered using a
domain specific language to describe use cases. Paper-prototyping and usability
testing results define the usability characteristics the DSL portrays. The DSL
is capable of defining a variety of screen types and user interface elements
including forms, lists, pivot tables, Gantt charts, calendars and graphs. This
approach is currently used in production to generate an interactive "AJAX" web
user interface as well as HTML, PDF and Excel reports from descriptions stored
in XML files. We believe that further research could extend our results to
include non-ERP type software. Keywords: AJAX; domain specific language; DSL; ERP software; HTML; interaction design;
paper-prototyping; usability; user interface | |||
| Developing a Nomenclature for EMR Errors | | BIBAK | Full-Text | 587-596 | |
| Win Phillips; Yang Gong | |||
| Latent medical errors may occur in electronic medical record (EMR) systems.
Analyses of medical errors, including the cognitive theory of action and the
systems approach, are described. Key aspects of EMR systems are presented and
examples are provided. A nomenclature is suggested to improve reporting and
communication about EMR errors. The nomenclature uses concepts of an error
state and a precipitating event. The error state comprises an error element, an
error condition, and an error context. The precipitating event comprises an
event agent, and event task, and an event context. The event task includes a
task object, a task action, and task parameters. Keywords: medical errors; electronic medical records; electronic health records | |||
| Mapping for Multi-source Visualization: Scientific Information Retrieval Service (SIRS) | | BIBAK | Full-Text | 597-605 | |
| Dario Rodighiero; Matina Halkia; Massimiliano Gusmini | |||
| This paper discusses the design process of a multi-index, multi-source
information retrieval system (SIRS). SIRS provides comprehensive visualization
of different document types for the JRC working environment. The interface
design is based on elastic window management and on the Focus+Context method to
browse large amounts of information without losing its contextual relevance.
Source integration was achieved by mapping techniques, on which we applied
methods, degree-of-separation and closure, to provide advanced relational
context for objects. Keywords: interface design; information visualization; mapping; multiple indexes;
SIRS; adaptive interface | |||
| Client-Side Visualization of Internet Forums for Information Retrieval | | BIBAK | Full-Text | 606-613 | |
| Guangfeng Song | |||
| This paper presented a method to visualize Internet forums on the client
side. Enhancement to web browsing was proposed to solve problems in information
retrieval from forums. Specifically, visualization of structural information
provided useful overviews for web browsing. A conceptual model described forums
as three-dimensional spaces with information objects as points and web browsing
as movements in the spaces. A series of diagrams were proposed to provide
overviews for users' web browsing movements. Implementation of the
visualization system and examples of the diagrams were presented in the paper. Keywords: Visualization; Internet Forums | |||
| Social-Technical Tools for Collaborative Sensemaking and Sketching | | BIBAK | Full-Text | 614-623 | |
| James Sullivan; Meredith Banasiak; Christopher Messick; Raymond Rimey | |||
| Sensemaking is a deliberate effort to understand events or information, and
a sketch is an exploratory graphic composition of a concept or observation.
Within the architecture domain, sketching is employed during pre-design phases
to create a shared understanding among clients and stakeholders. While
sensemaking is highly collaborative, sketching is usually a solitary activity.
This paper describes the design and evaluation of two prototype
social-technical tools to support collaborative "same time, same place"
sketching and sensemaking: (1) a software environment (SketchBook) that allows
users to quickly generate and capture ideas; and (2) a wireless, scalable,
multi-user pen interface (FireFly). When used together, these tools support
simultaneous sketching, diagramming, and annotation within the same work space
without traditional bottlenecks of "turn taking" by passing a single pen. This
paper presents the motivation for sensemaking and sketching, and findings from
a preliminary evaluation involving a design charrette with architecture
students. Keywords: design; sketching; architecture; collaborative interfaces; sensemaking | |||
| Developing Some User Interfaces of TV under Enormous Channels Environment | | BIBAK | Full-Text | 624-631 | |
| Shumpei Tamaoki; Tomohiro Torikai; Hirohiko Mori | |||
| Multi-channel digital broadcasting is very popular among people and offers
us enormous programs and the increase of the number of the channels affects our
behavior in watching TV. In the case of target-oriented watching, we have
already some solutions. However, in the case of non-target watching, it is
getting for us difficult to find some interesting programs in a relaxed
attitude. In this study, we focus on the issue of EPG and we propose the
improved systems to solve it. These systems facilitate users to shortening of
program search time and grasping of program contents in the relaxed attitude.
From the results of the experiment to evaluate them, we showed shortening of
program search time. Keywords: Home Appliance; TV; Enormous Channels; Non-target Watching; EPG; Thumbnail | |||
| Electronic Glassboard -- Conception and Implementation of an Interactive Tele-presence Application | | BIBAK | Full-Text | 632-640 | |
| Peter Thies; Benjamin Koehne | |||
| This work presents a conception of a novel tele-presence system with an
integrated interactive component. Previous solutions in this research area
mainly focus on communication and do not offer sufficient, intuitive
cooperation support for distributed meeting members. The Electronic Glassboard
fills this gap by integrating the video display and drawing area. This allows
for cooperative sketching without losing direct eye-contact with the
cooperation partner. Keywords: tele-presence; CSCW; EMS; electronic meeting support; transparency;
sketching; distributed conferencing; videoconferencing | |||
| A New Automatic Teller Machine (ATM) Proposal through the Analysis of ATMs of Three Banks | | BIBAK | Full-Text | 641-650 | |
| Serdar Yarlikas | |||
| This study tries to propose a new ATM through the analysis of automatic
teller machines (ATMs) of different banks. To propose a new ATM, the ATMs of
three banks in Turkey were investigated. These banks were Bank-1, Bank-2 and
Bank-3. The strengths and weaknesses of the ATMs of the three banks were tried
to be determined by comparing the ATMs. To determine the strengths and
weaknesses of these ATMs, transaction performance analysis and a questionnaire
were applied to the participants. There were 30 participants in the study.
Through the transaction performance analysis and the questionnaire, strength
points of ATMs were determined. The strength points of ATMs were proposed in
order to adapt into the new ATM. At the end of the study, the design properties
and the features of the new ATM were stated. Keywords: ATMs; Transaction Performance Analysis; Questionnaire; New ATM | |||
| Designing Usable Bio-information Architectures | | BIBAK | Full-Text | 653-662 | |
| Davide Bolchini; Anthony Finkelstein; Paolo Paolini | |||
| Bioinformatics websites offer to the life science large community
repositories of information ranging from genes, genomes, proteins, experimental
data and their integration, with the aim of supporting the elucidation of
biological processes. As the bioinformatics community increasingly relies on
the design, sharing and use of web-based resources, it is important to
systematically address the usability of these applications and to deliver a
more rewarding user experience to researchers. The bioinformatics community is
also acknowledging the role that Human-Computer Interaction can play to improve
the usability of these systems. In the context of a project aiming at improving
the usability of large bioinformatics websites, we carried out an in-depth
usability analysis and conceptual redesign of a well-known protein repository,
with the aim of characterizing information architecture usability problems and
providing corresponding design solutions to improve the user experience. This
design has been validated and refined using interactive prototypes with users,
usability experts and domain experts, and opens a new set of navigation
opportunities which has the potential to improve the research work of
bioinformaticians. Although being a preliminary study, the research reveals
generic information architecture and navigation issues which have design
implications for browsing-intensive bioinformatics repositories at large. Keywords: usability; information architecture; navigation design; bioinformatics | |||
| Run-Time Adaptation of a Universal User Interface for Ambient Intelligent Production Environments | | BIBAK | Full-Text | 663-672 | |
| Kai Breiner; Daniel Görlich; Oliver Maschino; Gerrit Meixner; Detlef Zühlke | |||
| The SmartFactoryKL is an arbitrarily modifiable and expandable
(flexible) intelligent production environment, connecting components from
multiple manufacturers (networked), enabling its components to perform
context-related tasks autonomously (self-organizing), and emphasizing
user-friendliness (user-oriented). This paper presents the results of a
research project focusing on the run-time generation and adaptation of a
universal task-oriented user interface for such intelligent production
environments. It employs a Room-based Use Model (RUM) developed in the context
of a continuing research project series on universal remote control devices for
intelligent production environments. The SmartFactoryKL is the first
ambient intelligent production environment for demonstration and development
purposes worldwide. After three years of research, a first prototype has been
finished that allows for controlling the production line using a single remote
user interface able to adapt to varying remote devices according to the actual
context of use, in a complex, model-based approach. Keywords: MBUID; Model driven development; generating user interfaces; modeling;
adaptable user interfaces | |||
| Heuristic Evaluation of Mission-Critical Software Using a Large Team | | BIBAK | Full-Text | 673-682 | |
| Tim Buxton; Alvin Tarrell; Ann L. Fruhling | |||
| Heuristic evaluation is a common technique for assessing usability, but is
most often conducted using a team of 3-5 individuals. Our project involved a
team of 16 stakeholders assessing usability of a mission-critical decision
support system for the US military. Data collected from so many evaluators
could easily become overwhelming, so we devised a method to first filter
evaluations based on agreement between evaluators, and then further prioritize
findings based on their individual Frequency, Impact, and Severity scores. We
termed our methodology the 'Integrated Stakeholder Usability Evaluation
Process,' and believe it will be useful for other researchers conducting
similar research involving heuristic evaluations with large groups. Keywords: Usability Evaluation Methods; Heuristic Evaluation; Decision Support | |||
| Interface Development for Early Notification Warning System: Full Windshield Head-Up Display Case Study | | BIBAK | Full-Text | 683-692 | |
| Vassilis Charissis; Stylianos Papanastasiou; George Vlachos | |||
| This paper elaborates on the development of a prototype Head-Up Display
(HUD) system designed to offer crucial navigation information to the driver,
under adverse weather conditions. In particular the paper presents the
implementation process and evaluation of the sharp turn notification and
traffic warning cues which reflect some of the most common risks that may be
encountered in a collision in a motorway environment under low visibility.
Additionally, emphasis was placed on the prioritisation and effective
presentation of information available through vehicular sensors, which would
assist, without distracting, the driver in successfully navigating the vehicle
under low visibility conditions. This information which appear in the form of
symbolic representations of real objects, are projected in the vehicle's
windscreen and superimposed onto the real scenery. Overall the paper examines
the potential benefits and occurring issues of the proposed HUD interface and
presents the results of a large scale evaluation of the system on a group of
forty users, as performed using a driving simulator. Keywords: HUD; HMI; Warning systems; Simulator; Driver's Behaviour | |||
| Reflections on the Interdisciplinary Collaborative Design of Mapping the Universe | | BIBAK | Full-Text | 693-702 | |
| Chaomei Chen; Jian Zhang; Michael S. E. Vogeley | |||
| We describe our experience of developing scientific software in an ongoing
multidisciplinary research project participated by information scientists and
astronomers. In particular, we reflect on how the interdisciplinary
collaboration is facilitated by the development of a unique boundary object --
a hybrid map of the Universe and scientific discoveries. With reference to
theories of interdisciplinary communication, we underline that information
visualization serves a fundamental role in scientific software development. The
impact of information visualization can go far beyond the content
representation, and can facilitate communications across distinct disciplines. Keywords: Interdisciplinary collaboration; boundary objects | |||
| Distilling Support Opportunities to Improve Urban Search and Rescue Missions | | BIBAK | Full-Text | 703-712 | |
| Tjerk de Greef; Augustinus H. J. Oomes; Mark A. Neerincx | |||
| Current USAR missions are challenged by many factors leading to a study on
how human computer interaction can provide support in this domain. Using data
from a two-day observation in combination with mission reports, we applied a
situated cognitive engineering design methodology to distill the operational
demands, the human factors challenges, and the current and future technological
design space. The operational demands result in a set of core functions that
were explained in various parts of the USAR mission organization. Furthermore,
an exemplary support scenario and prototype was provided in combination with
claims on the envisioned effect. Keywords: urban search and rescue; situated cognitive engineering; user-centered
design; work domain analysis | |||
| A New Approach to Design an Interactive System for Molecular Analysis | | BIBAK | Full-Text | 713-722 | |
| Mouna Essabbah; Samir Otmane; Joan Hérisson; Malik Mallem | |||
| The rapid evolution of molecule's imaging and observation's techniques has
caused a growing interest in studying molecular structures. Naturally,
scientists have turned to simulation and 3D modeling in order to better
understand biological phenomena. Thus, several 3D modeling systems have
emerged. Some of these systems are dedicated to 3D visualization, and others
are interested in 3D handling. However, we observed that these systems use
classical 3D interaction techniques, frequently used in virtual reality (VR).
On the other hand, the biological environment is very complex and binding as
well. Thus, to remain faithful to the constraints of the environment and be
closer to natural behavior of molecules, we have tried to propose a 3D
manipulation adapted to the domain, a bio-supervised 3D manipulation. Keywords: 3D Manipulation; Complex Systems; Biological Constraints; Adaptability;
Bio-supervisor | |||
| The Differences of Aviation Human Factors between Individualism and Collectivism Culture | | BIBAK | Full-Text | 723-730 | |
| Wen-Chin Li; Don Harris; Lon-Wen Li; Thomas Wang | |||
| Culture is at the root of action; it underlies the manner by which people
communicate and develop attitudes towards life. This research examined
statistical differences in the 18 categories of Human factors Analysis and
Classification System (HFACS, Shappell & Wiegmann, 2003) across 523
aviation accidents in the Republic of China (a collective culture) and 119
aviation accidents in the USA (an individual culture). The result suggests that
the culture of individualism seems to be superior for promoting aviation safety
compared to collectivist cultures, however, factors such as the design of the
aircraft, the management procedures and the nature of safety regulation all
have a strong Western influence from the individualist culture. All of these
factors are culturally congruent with the USA. It is essential to identify the
potential causal roots for these differences from the underlying factors in
these aviation mishaps, and identify what kind of factors drive people to act
or react to dynamic situations that either lead to an accident help to develop
an effective accident prevention strategy. Keywords: Accident Investigation; Aviation Safety; Cross-culture; Human Factors | |||
| Web-Based Training System for Improving Aviation Maintenance Performance | | BIBAK | Full-Text | 731-740 | |
| Guo-Feng Liang; Jhih-Tsong Lin; Sheue-Ling Hwang; Eric Min-Yang Wang; Patrick Patterson; Jiun-Fa Li | |||
| To increase aviation maintenance and inspection safety, we propose a
web-based training system (WBTS) for technician training and performing
maintenance tasks. Toward this goal, the risks of human errors were considered
for each procedure from the perspectives of performance shaping factors (PSFs).
WBTS functions include English and Chinese explanations, human error effects on
human-machine system, human errors relative to serious rankings and frequency,
and graphic information aid in each component removal and installation
procedure. To verify the proposed platform, experiments were conducted on a
JT8D engine during the inaugural flight of Boeing's 727 to compare traditional
workcard and proposed WBTS in two complex teamwork tasks. The results revealed
that teams' risk cognition, situation awareness, and performance have been
increased by proposed WBTS comparing to that by the traditional work-card
instructions. Keywords: Human error; performance shaping factor; maintenance incidents; WBTS;
situation awareness; workload | |||
| Allocating Human-System Interfaces Functions by Levels of Automation in an Advanced Control Room | | BIBAK | Full-Text | 741-750 | |
| Chiuhsiang Joe Lin; Chih-Wei Yang; Tzu-Chung Yenn; Lai-Yu Cheng | |||
| Human factors engineering (HFE) focuses on the design of human-system
interfaces (HSIs). The HSIs, those NPPs parts that personnel interact with in
performing their tasks, included control switches, red, green, amber, and white
indicator lights, mimic displays, lighted annunciator panels, and hand-written
status boards. The advanced technology has introduced the capability of
integrating information from numerous plant systems and supplying needed
information to operations personnel in a timely manner. Challenges of the
well-integrated computerized control room include ensuring reduced staffing
does not treat with increased task complexity, achieving a consistent user
interface, ensuring increased automation does not adversely affect the
operator's mental model of the plant, and systems actually support the
operator. This study investigated the process of the HSI functions allocation
by considering which functions should be automated and to what extent, which is
also called the level of automation (LOA). Keywords: Human factors engineering; human-system interface; nuclear power plants;
type of automation; level of automation | |||
| Development of an Expert System as a User Interface for an RFID Application | | BIBAK | Full-Text | 751-759 | |
| Deok Hee Nam | |||
| The paper presents developing an expert system as a user interface program
to decode radio frequency identification codes for simulation and modeling of
natural disasters. The entire developed environment for the expert system is
intended to integrate all subtasks as a common user interface program to
simulate and report the damages due to the catastrophic disasters. To perform
the simulation as a part of the entire system, the proposed expert system reads
in RFID codes in order to provide the desired information about the damages due
to the catastrophic disasters based upon the available fields. Keywords: intelligent decoder; expert system; Radio Frequency Identification; user
interface program | |||
| Developing a Validation Methodology for Educational Driving Simulators and a Case Study | | BIBAK | Full-Text | 760-769 | |
| Hatice Sancar; Kursat Cagiltay; Veysi Isler; Gizem Tamer; Neslihan Ozmen; Utkan Eryilmaz | |||
| The aim of this study is to develop a methodology for validating driving
simulators in terms of simulator usability. The methodology was used to
validate a truck simulator designed for training truck drivers about economic
fuel consumption. The participants were eight truck drivers. Interview and
observation methods were used to gather data. The results of the study showed
that drivers did not have difficulty to recognize the parts of the driving
simulator. Also, they stated that driving the simulator was easy. However, they
said that they had some difficulties to use some systems of the simulator. Keywords: Driving Simulators; Validation; Usability | |||
| Developing a Usable Mobile Flight Case Learning System in Air Traffic Control Miscommunications | | BIBAK | Full-Text | 770-777 | |
| Kuo-Wei Su; Keh-Yeu Lee; Po-Hsin Huang; I-Tsun Chen | |||
| Aviation's highest priority is safety. The primary risk to safety derives
not from automated systems but from human factors, most notably pilots and air
traffic control. We present results from development of a flight case learning
system designed and aviation regulation retrieve system to operate on mobile
phones used by pilots and air traffic controllers. Our system takes advantage
of key ontology concepts, human-centered design strategies, and appropriate
small-screen interface design protocols. A questionnaire to assess user
interaction satisfaction (QUIS) was deployed for subsequent usability testing
and to verify acceptance of, and satisfaction with the system. Twelve students
participated in the questionnaire-based evaluation of subjective satisfaction.
In addition, two flight experts served on a review panel for domain knowledge
verification and acceptance of the interface design. Our results confirm that
MFCLS is a suitably designed mobile learning system that can accelerate
self-learning for both pilots and controllers. Keywords: ATC communications aviation regulation; ontology; HCI (Human Computer
Interaction) | |||