| Field to File: A Tool for Activity Documentation Work in Remote Mobility Environments | | BIBAK | Full-Text | 3-12 | |
| Raúl Casillas; Alberto L. Morán | |||
| Previous studies have identified that activity documentation of mobile
workers is carried out during three different documentation stages: before
(pre-), during (at-) and after (post-) fieldwork activities. The first stage
includes fieldwork planning and equipment preparation for the job, the second
includes both an informative meeting about the activities that will take place
during fieldwork and the fieldwork activities themselves, while the third and
final stage includes the preparation and delivery of a report generated with
the information collected during fieldwork. Based on this understanding, these
studies have proposed a number of features to include in a tool that seeks to
support the documentation of this type of work, including support for fixed and
mobile modes of work and seamless access to information across stages and modes
of work. In this paper we present the design and evaluation of a prototype tool
named Field to File, which seeks to support activity documentation of workers
in remote mobile environments that have not been augmented with technology. Keywords: Activity documentation work; remote mobility environments; mobile computing;
Field to File | |||
| Trends, Challenges and Promises of Rich Experience on Mobile Devices | | BIBAK | Full-Text | 13-20 | |
| Yihsiu Chen | |||
| This article summarizes the observation of trends, methods and challenges to
provide rich content interaction on mobile devices in the industry, as part of
a panel discussion of usability issues related to rich-content applications.
The industry and expectation of human-device interaction changes as new
wireless and device technologies evolve to provide higher speed, more
continuous interaction, and possibility to consume contents while user is on
the move. However, the fundamental differences of user needs and ease to deploy
applications to fulfill these needs will eventually determine the market
between mobile applications and mobile web. Keywords: Rich content; mobility; mobile web; mobile applications; touch screen | |||
| Finding Suitable Candidates: The Design of a Mobile Volunteering Matching System | | BIBAK | Full-Text | 21-29 | |
| Wei-Chia Chen; Yun-Maw Cheng; Frode Eika Sandnes; Chao-Lung Lee | |||
| It can be difficult to get started with voluntary work for potential
volunteers (PVs). Moreover, it is difficult to find and recruit suitable
candidates for nonprofit organizations. To help solve this problem we designed
a mobile matching prototype that enables an organization to actively promote
ongoing volunteer activities with the need of recruitment through their bubble
icons on an instant map. In the other end, PVs can easily get started by
monitoring the colors of the icons and tap the ones which match their
interests. This allows them to read about developing threads and browse the
corresponding activities. The system is evaluated by interviewing two
organization managers and three volunteers. Keywords: Mobile Device; Communityware; Volunteering Matching; Context-awareness | |||
| The Effort of Social Networking on Social Behavior -- Integrating Twitter, Mobile Devices, and Wearable Clothing as an Example | | BIBAK | Full-Text | 30-37 | |
| Chen-Wei Chiang; Kiyoshi Tomimatsu | |||
| In this research, we proposed a new communication method system which is
based on Social Network Services (SNS). As the medium, we used a T-shirt with
an AR marker printed on it (AR T-shirt). User wears the AR T-shirt and has
their Tweets and latest messages shown on a mobile device. Typically, SNS users
exchange personal messages or information in virtual world, web site or mobile
interface. Therefore in this research, we tried to establish a new system to
explore users behavior. In this system we utilizes Twitter, AR T-shirt, and
mobile device (iPhone) to propose a new communication method. When people use
iPhone to recognize AR marker on the AR T-shirt to communicate, it will
initiate a new communication method. Users can directly send and receive the
latest personal messages. Thus, this system will transform virtual
communication into the real world. Keywords: Social network service; wearable clothing; mobile device | |||
| Computer Support of Team Work on Mobile Devices | | BIBAK | Full-Text | 38-47 | |
| Hilko Donker; Malte Blumberg | |||
| In this paper we present a general concept of a mobile access to a
groupware. The central aspect is how to bridge the gap between Mobile Computing
and Collaborative Software. Mobile devices have limited capabilities, and
therefore only few user interactions are desired. Conversely, groupware
requires numerous interactions in order to make virtual collaborative work
effective. First, we examine existing approaches and define our specific goal.
Then, we present background on our research on user requirements. Afterwards,
the general aspects of a prototype we developed are shown, including exemplary
examples. After having given information about the first evaluation results, we
end with a short conclusion stating our future work. Keywords: Mobile Groupware; UI Design for mobile devices | |||
| ProJest: Enabling Higher Levels of Collaboration Using Today's Mobile Devices | | BIBAK | Full-Text | 48-58 | |
| Babak Forutanpour; Jianfeng Ren | |||
| In this paper, we propose a real time and robust hand gesture system called
ProJest which allows the combination of a smartphone or laptop paired with a
pico or standard projector to turn any wall into a highly collaborative
touch-capable surface. The system comprises of 4 stages: a calibration stage,
followed by hand detection, hand tracking, and a gesture recognition step.
Testing of the ProJest system show it working well under a variety of
challenging environments, such as when users are interacting with content that
has many skin-like colors or large amounts of motion. Keywords: marker-less hand gesture recognition; collaborative workspaces;
camera-projector space | |||
| The Effect of Time Orientation and Representation of Points of Interests on the Use of Mobile Tour Guide | | BIBAK | Full-Text | 59-68 | |
| Fei Gao; Qin Gao | |||
| This study examined the effect of users' time orientation (polychronics and
monochronics) and the display of points of interests (POIs) on users' workload
and satisfaction when using a mobile tour guide. The results show that
individuals' time orientation has a significant effect on users' workload.
People who have a tendency of polychronic perceived higher workload. The
display method of POIs significantly affected users' satisfaction. Categorized
display was preferred by the users. For polychronics, display method had a
significant effect, and altogether display was a better choice. Based on the
findings, we suggest that mobile navigation interfaces design should pay extra
attention to polychronic people as they tend to manage multiple activities
simultaneously, which may add to mental workload. POIs in mobile navigation
services should are displayed by categories, and an overall view with all POIs
should be provided as well. Keywords: Multitasking; time orientation; mobile | |||
| The Virtual Workplace of a Mobile Employee -- How Does Vischer's Model Function in Identifying Physical, Functional and Psychosocial Fit? | | BIBAK | Full-Text | 69-75 | |
| Ursula Hyrkkänen; Suvi Nenonen | |||
| The article examines the applicability of Vischer's model of comfort and fit
for classifying the features of virtual workplaces used in mobile work. The
user-centered model of comfort and fit was applied in the context of systematic
literature review. The review showed that the model of environmental fit is
useful for more detailed classification of virtual places and spaces. However,
it seems that in virtual work the threshold of workplace usability rises from
the physical level to the functional level due to accessibility demands. A
mobile employee is forced to completely stop working if he/she is not able to
connect. Compared to Vischer's model the necessity level of the virtual
workplace ascends to cover also the demands of functional fit. Keywords: Virtual workplace; mobile work; comfort factors of virtual workplace | |||
| CornerPen: Smart Phone Is the Pen | | BIBAK | Full-Text | 76-83 | |
| Bong-gyu Jang; Myonghee Lee; Gerard J. Kim | |||
| The use of finger on the touchscreen is one of the most prevalent forms of
input on mobile devices. However, due to the size of the finger tip, precise
input is difficult and the presence of the finger on the touchscreen can often
occlude the content in interaction. In this paper, we propose to install a
sensor in the corner of the mobile device (e.g. smart phone) and transform the
mobile device into a digital pen for making input for itself or other external
devices. The system, dubbed "CornerPen" has many potential advantages in
addition to those of the traditional pen-based input (vs. finger based) such as
less occlusion, leveraging on tactile memory, and larger interaction surface.
We have implemented and experimentally tested the CornerPen against the nominal
finger-based touchscreen input system using two tasks, namely, flick-based icon
browsing (search) and selection and free-form text input. Our results showed
while the subjects did acknowledge the problem of occlusion with finger-based
input on the touchscreen, the CornerPen approach still was not particularly
effective nor preferred for the intended purpose, i.e. making precise input,
and only exhibited comparable performance for simple flick/tab like input
actions. Keywords: Mobile interaction; Optical tracking; Tactile memory; Pen-based interaction;
Finger touch; Icon selection; Usability | |||
| Evaluation of Continuous Practice by Mobile Learning in Nursing Practical Training | | BIBAK | Full-Text | 84-91 | |
| Yukie Majima; Yumiko Nakamura; Yasuko Maekawa; Mizuko Hiramatsu; Yukari Nakajima; Satoshi Horii; Hifumi Aoyama | |||
| Nursing students can learn many things through practical training by
experiencing actual medical practice and by coming in contact with patients.
Therefore practical training is an effective learning opportunity for
developing the practical nursing care ability of nursing students. Moreover, at
hospitals, which are important training facilities, with regard to medical
safety, the use of learning tools that produce electrical waves is not
possible. So, we created a learning support environment that facilitates the
imagination of nursing techniques, and enables effective preparation, review,
and learning at anytime and anywhere using a portable digital assistant (PDA)
device for practical training. As described in this paper, we report on the
outline of the educational materials named "digital nursing dictionary" that we
developed and the evaluation of the practices using it. Keywords: Mobile Learning; Nursing Practical Training; Nursing Education; Evaluation
Practice; Ubiquitous | |||
| XML in Formal Specification, Verification and Generation of Mobile HCI | | BIBAK | Full-Text | 92-100 | |
| Ines Riahi; Meriem Riahi; Faouzi Moussa | |||
| Our work is carried out in the framework of a global approach for
Human-Computer Interaction design and automatic generation. This approach is
based on a formal modeling of the Human-Computer Interaction. We propose a
Model Based Design Approach (MBDA). We are concerned with identifying the user
tasks and requirements and further with the automatic graphical interface
validation and generation. Therefore we use Petri Nets. Indeed, the Petri Nets
are very efficient in formal modeling of HCI. Our research focuses on mobile
HCI. It aims to analyze the ubiquitous environment using ontology described in
OWL2 standard. We face difficulties in modeling ontology in XML using Petri
Nets. Thus, it becomes necessary to adopt approaches for manipulation of Petri
nets via XML as PNML or XML Nets. Keywords: Human-Computer Interaction (HCI); Model Based Design Approach (MBDA);
Ubiquitous environment; Petri Nets; Ontology; OWL2; XML; XML Nets; PNML | |||
| An Efficient Document Browsing Method with Floating Diagram Window on Mobile Device | | BIBAK | Full-Text | 101-106 | |
| Yu Shibuya; Kazunobu Nagata; Kazuyoshi Murata | |||
| This paper proposes an efficient method to browse the document including
diagrams on mobile devices equipped with touch screen. With the method, the
user can pull the referenced diagram close to the referrer sentence and browse
the pulled-in diagram and the document simultaneously. The pulled-in diagram is
displayed in the floating window overlapping the document. Both the pulled-in
diagram and the underlying document are able to be scrolled and zoomed in/out
by the user independently of each other. From the experiment, it is found that
the proposed method is efficient for operation on mobile devices and the method
is viewed very positively by the participants. Keywords: mobile interaction; document browsing; touch screen; human interface | |||
| Mobile Reminder for Flexible and Safe Medication Schedule for Home Users | | BIBAK | Full-Text | 107-116 | |
| Pei-Hsuan Tsai; Chi-Sheng Shih; Jane W.-S. Liu | |||
| iMAT is a system of automatic medication dispenser and software tools. It is
for people who take medications on long term basis at home to stay well and
independent. The system helps its users to improve rigor in compliance by
preventing misunderstanding of medication directions and making medication
schedules more tolerant to tardiness and negligence. Medication schedule
manager in iMAT can be deployed either on standalone automatic, intelligent
medication dispensers, or on computers and smart phones accompanied with
traditional pillboxes. In this paper, we present the design and implementation
of PROMUS and the results of a user experience study. PROMUS is a medication
scheduler manager and reminder for modern smart phone devices. Similar to the
scheduler for the iMAT dispenser, PROMUS scheduler takes into account both user
preferences and medication directions in generation of flexible medication
schedules and compliance enforcement. In particular, we focus on the
interactions between the user and medication schedule manager to avoid
medication errors. PROMUS schedules medication events to be more flexible and
friendly by grouping the medication doses to reduce the number of times
medications are to be taken and allow the user longer response time. PROMUS
also provides intuitive, visually appealing user interface, clear organization,
and familiar terminology that can be acted upon in conformity with the original
behavior of medication record keeping. Keywords: Medication Scheduler; Smart Devices; Medication Compliance | |||
| Enabling Efficient Browsing and Manipulation of Web Tables on Smartphone | | BIBAK | Full-Text | 117-126 | |
| Wenchang Xu; Yuanchun Shi | |||
| Tables are very important carriers of the vast information on the Internet
and are widely used in web pages. However, most designs of web tables are only
for desktop PCs and just focus on how to visually and logically show large
amount of data without considering their visual effects on small-screen
devices. Therefore, users suffer inconvenience when browsing web tables on
smartphone. In this paper, we propose to enable efficient browsing and
manipulation of web tables on smartphone in order to solve the problems of both
information retrieval and content replication from web tables. We implemented a
mobile web browser on Android 2.1 platform, which deals with web tables in
three steps: genuine table detection, table understanding and user interface
design. We conducted a user study to test the effects that users used such
tool. Experimental results show that the tool increases users' browsing
efficiency of web tables and the novel browsing and manipulation modes are well
accepted by users. Keywords: Web table; Table extraction; Table understanding; Table manipulation; User
interface design | |||
| User Interface Framework for Ambient Intelligence Platforms | | BIBAK | Full-Text | 129-136 | |
| Patricia Abril-Jiménez; Cecilia Vera-Muñoz; María Teresa Arredondo Waldmeyer; Haydee Alvarez; José R. Baragaño Galán | |||
| Nowadays, the new technological advances make possible to offer different
services in a complete personalized way, covering the needs of heterogeneous
user groups. In the case of elderly users, the acceptance of technology is a
key aspect in their motivation to use certain services, and in consequence, the
adaptability of the user interfaces is a critical requirement to achieve this
goal. This paper presents the intelligent and adaptive user interfaces of a
system devoted to offer AAL services, especially designed for increasing
elderly users's acceptance, and developed as part of AmIVital project
innovative technological platform. Keywords: Ambient Intelligence (AmI); Ambient Assisted Living (AAL); Adaptative
Interfaces; elderly users; multimodal interaction | |||
| Scratchable Devices: User-Friendly Programming for Household Appliances | | BIBAK | Full-Text | 137-146 | |
| Jordan Ash; Monica Babes; Gal Cohen; Sameen Jalal; Sam Lichtenberg; Michael L. Littman; Vukosi N. Marivate; Phillip Quiza; Blase Ur; Emily Zhang | |||
| Although household devices and home appliances function more and more as
network-connected computers, they don't provide programming interfaces for the
average user. We first identify the programming primitives and control
structures necessary for the universal programming of devices. We then propose
a mapping between the features necessary for the programming of devices and the
existing functionality of Scratch, an educational programming language we use
as a basic interface between the devices and the users. Using this modified
version of the Scratch language, we demonstrate usage cases in which novice
programmers can program appliances, increasing their functionality and ability
to be customized. We also show how standardizing this programming paradigm can
facilitate knowledge transfer to new devices. We conclude by discussing our
experiences prototyping programmable appliances. Keywords: educational programming; end-user programming; home automation; household
devices; programming languages; scratch; ubiquitous computing; usability | |||
| Passive Identification and Control of Arbitrary Devices in Smart Environments | | BIBAK | Full-Text | 147-154 | |
| Andreas Braun; Felix Kamieth | |||
| Modern smart environments are comprised of multiple interconnected
appliances controlled by a central system. Pointing at devices in order to
control them is an intuitive way of interaction, often unconsciously performed
when switching TV stations with an infrared remote, even though it is usually
not required. However, only a limited number of devices have the required
facilities for this kind of interaction since it does require attaching
transceivers and often results in the necessity to use multiple remote
controls. We propose a system giving a user the ability to intuitively control
arbitrary devices in smart environments by identifying the appliance an
interaction device is pointed at and providing means to manipulate these. The
system is based on identifying the position and orientation of said interaction
device, registering these values to a virtual representation of the physical
environment, which is used to identify the selected appliance. We have created
a prototype interaction device that manipulates the environment using
gesture-based interaction. Keywords: Pointing device; gesture-based interaction; smart environments | |||
| Studying the Role of Interactivity in Museums: Designing and Comparing Multimedia Installations | | BIBAK | Full-Text | 155-164 | |
| Pedro Campos; Miguel Campos; João Pestana; Joaquim A. Jorge | |||
| Interactive installations for museums are a particular kind of interactive
systems, the design of which has been the subject of several research studies.
However, the aspects of a rich, cultural experience are easily overlooked in a
technologically driven system design and there are few studies that actually
compare the role of different interaction styles (such as touching versus
walking) on the museums visitor's experience. We present our experience of
designing a cultural interactive multimedia exhibition, comprised of four
sensor-based interactive installations, and two non-interactive installations.
Our results were organized around usability problems detected, social
interaction issues and differences between interaction styles, and suggest that
the most enjoyable installations are those which facilitate collaborative
activities as well as those making a creative use of sensor-based technology. Keywords: Interactive installations; sensor-based interfaces; public settings;
cultural exhibitions | |||
| ARAMIS: Toward a Hybrid Approach for Human-Environment Interaction | | BIBAK | Full-Text | 165-174 | |
| Stefano Carrino; Elena Mugellini; Omar Abou Khaled; Rolf Ingold | |||
| In this paper we describe ARAMIS a novel hybrid approach aiming to enhance
the human smart-environment interaction. We define this approach as hybrid
since it is the combination of three different dichotomies: wearable and
pervasive computing paradigms, virtual and real worlds, optical and non-optical
sensing technologies. In order to validate the proposed approach we have
designed a multimodal framework, in which gestures have been chosen as the main
interaction modality. The framework design aims firstly to efficiently manage
and merge information from heterogeneous, distributed sensors and secondly to
offer a simple tool to connect together such devices. Finally a prototype has
been developed in order to test and evaluate the proposed approach. Keywords: Hybrid gesture recognition; pervasive computing; human-computer interaction;
multimodality Note: Best Paper Award | |||
| Express Yourself: Designing Interactive Products with Implicitness to Improve Social Interaction | | BIBAK | Full-Text | 175-184 | |
| Huang-Ming Chang; Rung-Huei Liang | |||
| In this paper, we explore the possibility of designing interactive products
that allow users to express themselves with daily behaviors to have their own
special experiences, and the expression would improve their social interaction
as well. Three design works were implemented. For each design, experiment was
held to collect user feedback, which was mostly positive. We also see a
tendency that users would be much expressive when interacting with physical
objects that bear more information related to their everyday life. Keywords: Expression; Interactive Products; Implicitness; Social Interaction | |||
| Mojo iCuisine: The Design and Implementation of an Interactive Restaurant Tabletop Menu | | BIBAK | Full-Text | 185-194 | |
| Ting-Han Chen; Hsin-Hou Lin; Yi-Di Yen | |||
| This paper discusses the design and implementation of an interactive
tabletop system for moJo iCuisine, a western restaurant in Taiwan. The
restaurant has 22 interactive tables that enable diners to browse the menu,
order dishes, play games, fill out opinion forms, and check their bill. The
design and implementation process and findings are discussed. Keywords: Interactive restaurant; interactive menu; tabletop; service design; ordering
system | |||
| Usability of Nomadic User Interfaces | | BIBAK | Full-Text | 195-204 | |
| Walter Dees | |||
| During the last decade, a number of research activities have been performed
to enable user interfaces and the underlying user activities to be migrated
from one device to another. We call this "Nomadic User Interfaces". The primary
goal of these research activities has been to develop the technologies to
enable this. However, not much is known about the usability aspects of Nomadic
User Interfaces. In this paper we present the results of three different user
tests that we conducted to investigate the usefulness and the usability issues
of several prototype Nomadic User Interface systems that we developed. Keywords: Nomadic User Interfaces; UI Adaptation; Migratory Interfaces; Pervasive
Applications; Ubiquitous Access; Device Independence; Multi-device UI
Authoring; UI Consistency; Session/Activity Migration; Session Mobility;
Multimodal Interfaces; Remote User Interfaces; User Study; Usability Guidelines | |||
| Adaptive Implicit Interaction for Healthy Nutrition and Food Intake Supervision | | BIBAK | Full-Text | 205-212 | |
| Felix Kamieth; Andreas Braun; Christian Schlehuber | |||
| The current work is going to provide you information about our solution in
the challenge of nutrition and food intake supervision, which has been
developed lately. We will give an overview of the system and the implemented
mechanisms, which were needed for aiding users in supervising and improving
their eating habits. We will show the features, which may be useful for persons
who want to analyze their eating habits and try to improve those. Therefore our
system provides a cooking advisor, which is able to recognize the available
food and respecting those presents the user a list of recipes, which fit his
available ingredients and also his nutritional needs. If he wishes, he has also
the possibility to set other filter parameters. Additionally the cooked menus
are logged by the system and may be subject to further analyses. For
determining the available ingredients our system uses RFID technology and also
provides the user some community-like features for submitting new receipts or
new ingredients. Keywords: Food; Nutrition; Supervision; RFID; Cooking Advisor; Food Intake; Healthy
Nutrition | |||
| Recall and Communication Support System for Reminiscences Triggered by Humming | | BIBAK | Full-Text | 213-219 | |
| Yusuke Kita; Yoshio Nakatani | |||
| This paper proposes an effective reminder management system involving fond
memory communication. Our framework helps users to manage and recollect fond
memories they have. The system pays attention to the fact that unconscious
humming is deeply related to the recollection of fond memories, and proposes a
fond memory recollection system utilizing it. The system identifies a hummed
song, and if a fond memory is related to that song and has been registered in
the data base, metadata that accompanies the music gets displayed. Moreover,
the system analyzes the music that the user used to trigger a fond memory
recollection, resulting in recommended music that the user would probably like,
along with other people's fond memories, being displayed. Keywords: fond memories; recollection; communication; humming | |||
| Research of Passive Mode Interaction in Pervasive Computing | | BIBAK | Full-Text | 220-229 | |
| Yin Lu; Kejian Miao; Zhanhuai Li; Ke Wei | |||
| Two modes of HCI are discussed in this paper: Active Mode Interaction (AMI)
and Passive Mode Interaction (PMI). Closed-loop processing models of each mode
are created and analyzed. Contradictory propositions about how to implement
spontaneous PMI are identified, and a pipeline model of information
transportation in PMI is proposed for a detailed analyzation of mental activity
in PMI process. Based on the analyzation, three features of interaction medium
that have implications for PMI are identified and principles for PMI interface
design are proposed. Keywords: Human Computer Interaction (HCI); Pervasive Computing; Passive Mode
Interaction | |||
| Activity Recognition for Risk Management with Installed Sensor in Smart and Cell Phone | | BIBAK | Full-Text | 230-239 | |
| Daisuke Honda; Nobuchika Sakata; Shogo Nishida | |||
| Smart and cell phone with self-contained sensor such as accelerometer,
gyroscopic and digital magnetic compass sensor have been popular. Combining
certain algorithm and those sensors, it can estimate user's activity, situation
and even user's absolute position. However, estimation of user's activity,
situation and user's absolute position become difficult when once sensors
posture and position are changing from original position in user's motion.
Also, according to stored, worn and handheld position and posture of those cell
and smart phone are often changed. Therefore, we exclude estimation of user's
position and we focus to only estimation of user's activity and situation for
risk management. Basically, we design special classifier for detecting user's
unusual behavior and apply other user's position data from internet to the
results detected by the classifier which are combined wavelet transform and
SVM. We assume that user's unusual activity and situation can be detected by
smart and cell phone with high accuracy. Keywords: Activity recognition; Wearable computer; SVM; nearly fall incident; cell
phone and smart phone | |||
| Can Twitter Be an Alternative of Real-World Sensors? | | BIBAK | Full-Text | 240-249 | |
| Tetsuro Takahashi; Shuya Abe; Nobuyuki Igata | |||
| Twitter is the most famous on-line microblogging service now. People can
post (tweet) what they are doing in 140 characters. Since Twitter posts
(tweets) reflect what people are looking, hearing, feeling and so on, we can
obtain information about Real-world phenomena through the large amount of
tweets. In other words, Twitter can be regarded as a sensor of Real-world
phenomena including natural phenomena such as hay fever. This motivated us to
investigate whether can Twitter be an alternative of Real-world Sensor. In this
paper, we first describe about our system which collects and analyzes tweets in
order to generates a hay fever map just like as a weather report map. There are
some difficulties such as location estimation and normalization of number of
tweets. Using the output of the system, we discuss the comparison with actual
pollen data gathered by real sensors. The result shows that Twitter can reflect
natural phenomena in some particular areas. Keywords: Twitter; crowd knowledge; social sensor | |||
| Reacting with Care: The Hybrid Interaction Types in a Sensible Space | | BIBAK | Full-Text | 250-258 | |
| Guo-Jhen Yu; Teng-Wen Chang | |||
| Our family members are used to interact with virtual characters than real
world. One way to solve this problem is to stop using computers. The other
solution is a usable communication platform that can take advantages of both
worlds. With the spaces equipped with the media technology defined above, what
are the enhanced interfaces for supporting family members communication? We
developed the information transmission framework for the refined co-existing
spaces that we called hybrid interactive co-existing spaces (HyCoe spaces). The
result for implementation is tremendous due to the complex of sensible spaces
and the implicit intention during the communication among family members. Keywords: Sensible Environment; Interactive Co-existing Spaces | |||
| GoCoBa: Interactive Installation Design Applied on Combination of Context and People | | BIBAK | Full-Text | 259-267 | |
| Jia-Xuan Zhan; Kuo-Kuang Fan | |||
| The combination of people and context is easy to be neglected in the
Human-Computer Interaction (HCI). Context always affects unconsciously
behaviors of people, and it is inessential for people. Though observing
realistic environment and analysis, we aim to design a system for context,
object, and space interaction in sports bar. We also search some interactive
installation cases to find the related cases in order to understand the
possible interactive patterns. According to case and behavior practice to
design prototype, we made GoCoBa, an interactive design for bar goers to
immerse in the context. To sum up, GoCoBa system using cup as physical
computing and context computing help bar goers have interaction with the
context. Keywords: Interaction Design; HCI; Sports Bar | |||
| Behavioral Cost-Based Recommendation Model for Wanderers in Town | | BIBAK | Full-Text | 271-279 | |
| Kenro Aihara; Hitoshi Koshiba; Hideaki Takeda | |||
| This paper proposes a new model for recommendation based on the behavioral
cost of recommendees in town. The model is based on cost-benefit analysis of
the information provided to the user, referring to the model of temporal
discounting and preference reversal. Here we assume that behavioral cost may be
regarded as time in temporal discounting. A recommender system based on this
model can select information, which is located in the surrounding area (not so
far away) and may be preferred by the user, if the system can estimate where
the reversal phenomenon may occur. The experiments were made using an
experimental social service, called "pin@clip", which is an iPhone-based social
bookmarking service in Shibuya, Tokyo, Japan that has been operating since
December 2009. The experimental results show that the phenomenon of preference
reversals might occur, even though the authors could not obtain statistically
significant data. Keywords: context-aware computing; location-based service; recommender system;
behavioral cost; user modeling | |||
| A Framework for Agent-Based Simulation in Tourism Planning | | BIBAK | Full-Text | 280-287 | |
| Dingding Chao; Kazuo Furuta; Taro Kanno | |||
| Recently, the interest of using agent-based model combined with GIS to
perform simulations that seek solutions to problems in the study of tourism
services and planning is expanding. However, few scientific studies or
systematic methodologies in tourism research have been conducted to support the
design and development of such simulations. This research intends to develop a
general framework for agent-based simulations in tourism and present its
possibility in practical tourism planning process. By developing an agent-based
simulation combined with GIS under the protocol, planning supports to tourism
bureaus and policy makers to help them assess different tourism policy
scenarios and improve tourism services. Keywords: Tourism services; planning support architecture; agent-based simulation; GIS | |||
| Safe-in-Place Awareness GPS System with Distance-Based and Duration-Based Notification Control | | BIBAK | Full-Text | 288-292 | |
| Chi Nung Chu; Gene Chu | |||
| This paper describes the design of SIPGPS (Safe-in-Place GPS System) which
is a GPS assistance environment helping track the elderly people outdoors. This
environment is intended to facilitate the use of the GPS cell phones in
assisting elderly people with walking safely in daily life. SIPGPS facilitates
safe-in-place by assisting elderly people with emergency assistance via
distance-based and duration-based notification control. The SIPGPS which
provides the dedicated family easier way to locate their elderly family may
expand the role of care in remote location. Keywords: Safe-in-Place GPS System; Participatory Design | |||
| Landmarks Detection to Assist the Navigation of Visually Impaired People | | BIBA | Full-Text | 293-300 | |
| Paulo Costa; Hugo Fernandes; Verónica Vasconcelos; Paulo Coelho; João Barroso; Leontios J. Hadjileontiadis | |||
| Assistive technology enables people to achieve independence in the accomplishment of their daily tasks and enhance their quality of life. Visual information is the basis for most navigational tasks, so visually impaired individuals are at disadvantage due to the lack of information or given insufficient information about their surrounding environment. With the recent advances in inclusive technology it is possible to extend the support given to people with visual disabilities during their mobility. In this context we propose a new algorithm to recognize landmarks suitably placed on sidewalks. The proposed algorithm uses a combination of Peano-Hilbert Space Filling Curves for dimension reduction of image data and Ensemble Empirical Mode Decomposition (EEMD) to pre-process the image, resulting on a fast and efficient recognition method and revealing a promising solution. | |||
| Interaction in Mobility: The Evaluation of Interactive Systems Used by Travellers in Transportation Contexts | | BIBAK | Full-Text | 301-310 | |
| Christophe Kolski; Guillaume Uster; Jean-Marc Robert; Káthia Marçal de Oliveira; Bertrand David | |||
| Transportation is a rich and complex domain for studying the use of
interactive systems because of the diversity of travellers, activities,
systems, and contexts of use, and the challenges that mobility represents for
evaluation. In this paper we examine some new perspectives on transport and
mobility and their impacts on evaluation. We propose to go beyond the
evaluation of system utility, compatibility, accessibility and usability, and
adopt the inclusive concept of User Experience. Finally we propose the use of a
model-based engineering approach to take into account the variety of
interactive systems, computing platforms, and media used in transport. Keywords: Human-computer interaction; Mobility; Evaluation; transportation | |||
| Evaluation of Wayfinding Performance and Workload on Electronic Map Interface | | BIBAK | Full-Text | 311-320 | |
| Ya-Li Lin; Cheng-Han Wang | |||
| Electronic map (E-map) is important to support wayfinding, especially for
finding unfamiliar routes in the current Web mapping service applications. This
study examined the effects of four designing factors including Map Size, Map
Type, Direction key, and Zoom function as well as the ability of sense of
direction (SOD) and gender differences on the wayfinding performance for a
simulated E-map interface. The results indicate that participants with a better
SOD would have the faster response time in average and would lower overall
workload for target task. Furthermore, participants would have higher workload
as the response time is increasing. The interaction effect of SOD and map type
would affect the mean response time for target and direction tasks.
Participants with good SOD using mixed map have the faster mean response time
than ones of poor SOD. For direction task, males with good SOD and good SOD
using E-map would have faster mean response time. In addition, both males using
mixed map and females using E-map would have faster mean response time. Keywords: Electronic map (E-map); Wayfinding Performance; sense of direction; NASA-TLX
Task Load Index | |||
| Implementing Effective Tactile Symbology for Orientation and Navigation | | BIBAK | Full-Text | 321-328 | |
| Bruce Mortimer; Gary Zets; Greg Mort; Curtis Shovan | |||
| The sense of touch is an effective, but underutilized, human communication
channel. In this paper we describe our research efforts towards optimizing a
minimal tactile array for personal navigation and route guidance. There are
several aspects to this problem. From an information transfer viewpoint, the
question of tactor array size, dimension, location and display symbology
requires careful consideration. Effective tactile display symbology involves
providing information in an intuitive manner without adding to the cognitive
loading of the user. Tactile information may be presented through spatial,
temporal and signal variables. We have recently developed new wearable tactors
that offer wide sensory capabilities to provide different "feeling" stimuli.
These actuators are non-linear in that the salient characteristics for
perception are linked to a complex drive stimulus. We have therefore developed
a tactor activation design approach termed "TActions" (Tactile Actions) where
patterns or sequence of individual tactile stimuli, each of which has its own
characteristics and properties, are used to create tactile display symbology
that a user can naturally associate with a particular function. These
components provide display design frame work which we have used to demonstrate
orientation and navigation. Keywords: Tactile display; navigation; tactor | |||
| Using Sound Patterns to Enhance Directional Sound for Emergency Route Guidance | | BIBAK | Full-Text | 329-337 | |
| Tom Plocher; Zhaoxia Janet Jin; Foong-Yeen Donny Chan | |||
| Broadband sound emitted by digital sounder devices has been shown be a
useful means for guiding building occupants to the correct emergency,
particularly under conditions of darkness and obscuration from smoke. Standard
practice has been to place a single sounder by the emergency exit door to
function as an "auditory exit sign." The current paper reports on studies
conducted in full scale building environments that investigated ways in which
multiple sounders could be used along a route in a building to provide
emergency route guidance to building occupants. The relative effectiveness of
various patterns of sounder activation patterns is described. One such pattern
that uses sequential activation of sounders together with number of sound
pulses to encode sounder position along the evacuation route is particularly
promising. Keywords: directional sound; guidance; audio; evacuation; buildings | |||
| A Knowledge Elicitation Study for a Speech Enabled GIS to Handle Vagueness in Communication | | BIBAK | Full-Text | 338-345 | |
| Hongmei Wang | |||
| One of challenges toward development of usable speech enabled Geographical
Information Systems (GIS) is how to handle vagueness that naturally exist in
human-GIS communication. The meaning of some spatial concepts are not only
fuzzy, but also context dependent. To enable the GIS to handle the vagueness
problem, in particular, the context-dependency sub-problem, we propose to
design a collaborative speech enabled GIS, which can emulate a human GIS
operator's role and handle the vagueness problem in communication through
collaborative dialogues. To emulate a human GIS operator's role, the GIS must
have knowledge corresponding to a human GIS operator's knowledge involved in
handling the vagueness problem. This paper describes a knowledge elicitation
study that we conducted to elicit human GIS operators' knowledge about how to
handle the vagueness problem through collaborative dialogues. A speech enabled
GIS, Dave_G, incorporates part of the study results. This system is able to
handle the vagueness problem through various collaborative dialogues. Keywords: GIS; Knowledge elicitation study; Vagueness problems; Human-GIS
Communication; Collaborative dialogue strategies | |||
| Believe What You Hear, Not What You See -- Vision Interferes with Auditory Route Guidance in Complex Environment | | BIBAK | Full-Text | 346-354 | |
| Ying Wang; Huiting Zhang; Lu Yu; Kan Zhang; Xianghong Sun; Thomas Plocher | |||
| Auditory route guidance has a potential use for sighted people who have to
conduct emergent real-world task during navigation. Despite its affordance in
assisting people in the absence of vision, it may receive interference from
vision under normal visual condition. The present study tested the effect of
vision on auditory route guidance using different display modes. Normal sighted
firefighters were instructed to navigate within a virtual building following
auditory commands from a navigation aid, either under normal (high-visibility)
or smoked (low-visibility) visual condition. Navigation in normal visual
condition was faster but less accurate than that under low-visibility, and was
characterized by unique walking patterns. Moreover, it resulted in worse
spatial memory and less positive experience toward the system. These results
suggest that the interaction mode of human and auditory route guidance system
could be modified by vision. Clear visual inputs boost risk-taking behaviors in
route following, which might lead to dangerous consequence in specific
navigation tasks. Furthermore, the interference from vision was not restricted
to specific display mode, indicating that it might be a general problem for
auditory route guidance. As a challenging and primary human factor issue, it
should attract more attention and caution in future research and design work. Keywords: auditory route guidance; vision; firefighter; human-computer interaction;
visual auditory interaction | |||
| A Study and Evaluation on Route Guidance of a Car Navigation System Based on Augmented Reality | | BIBAK | Full-Text | 357-366 | |
| Kengo Akaho; Takashi Nakagawa; Yoshihisa Yamaguchi; Katsuya Kawai; Hirokazu Kato; Shogo Nishida | |||
| We have developed AR-Navi, which is a car navigation system based on
augmented reality technology. AR-Navi overlays computer graphics element on
live video feed captured by the in-vehicle camera. In this study, we
investigated and evaluated information presentation methods in intersection
guidance by AR-Navi, from consideration of ease of understanding and also
safety. As a result of the evaluations, we confirmed ease of understanding,
safety, and the characteristics of AR-Navi in comparison with CG-Navi. Keywords: Car navigation systems; Augmented reality; Route guidance | |||
| Evaluation of Collision Avoidance Prototype Head-Up Display Interface for Older Drivers | | BIBAK | Full-Text | 367-375 | |
| Vassilis Charissis; Stylianos Papanastasiou; Lewis M. Mackenzie; Sachi Arafat | |||
| Spatial and situational awareness could be decreased significantly under low
visibility and adverse weather conditions. This could affect exponentially the
reactions of the older drivers and increase dramatically their collision
probability. To this end we developed a novel Head-Up Display interface that
aims to reinstate the drivers' vision which is predominantly hindered under
these conditions. In particular the proposed interface entails symbolic
representations of the lead vehicles and crucial road information, which
effectively enhances driver's vision. The proposed system was evaluated through
a comparative study against the typical instrumentation panel. The evaluation
results were overall in favour of the prototype interface which improved
significantly the reaction times of the older drivers and decreased the
collision occurrences. Keywords: Older drivers; Head-Up Display; HCI; Driving Simulator; low visibility;
navigation system; visual interface; collision avoidance | |||
| The H-Metaphor as an Example for Cooperative Vehicle Driving | | BIBAK | Full-Text | 376-385 | |
| Daniel Damböck; Martin Kienle; Klaus Bengler; Heiner Bubb | |||
| For quite a while the automotive industry has been working on assistance
systems to improve safety and comfort of today's vehicles. In the course of
this development combined with increasingly capable sensors, assistance systems
have become more and more powerful. This whole development enlarges the role of
the human, beginning from the actual driver of the car up to a supervisor of
the automation state. On the one hand this leads to a relief in the drivers
workload. On the other hand effects like out-of-the-loop and associated with
that a loss of situation awareness can appear. Trying to solve this clash of
objectives, the project "H-Mode" follows an idea of vehicle driving where the
automation is capable of driving almost autonomous, but the driver is still
kept active and in the loop by cooperating with the automation-system. The
article describes the idea of cooperative driving and especially the
H-Metaphor. Furthermore an example is given how this concept is used in the
development of assistance and automation systems. Keywords: highly automated driving; driver assistance; shared control; haptic
feedback; cooperative control; side stick | |||
| Factors for Representing In-Vehicle Roominess | | BIBAK | Full-Text | 386-390 | |
| Wonil Hwang; Nam-Hyo Kim; Hyeong-Joon Ahn; Hee-Seok Jung | |||
| Car drivers or passengers tend to perceive the interior space of motor
vehicles as a psychological space rather than a physical space. Even though
cars have the same or similar volumes of the interior space, car users may
perceive different in-vehicle roominess according to the characteristics of the
interior space of the cars. In this study, we aim to investigate factors that
represent in-vehicle roominess as psychological dimensions. 7 experts
participated in collecting 105 psychological expressions for in-vehicle
roominess, and the experiments were conducted with 15 participants and 7
diverse motor vehicles. Through factor analysis and multiple linear regression,
we found 10 factors and 3 most influential factors in the in-vehicle roominess:
namely, 'space completeness', 'narrowness' and 'dullness'. We anticipate
utilizing these factors for designing the interior space of motor vehicles in
terms of psychological dimensions. Keywords: Interior Roominess of Vehicles; Psychological Dimensions; In-vehicle
Roominess Factors | |||
| Analysis of Low-Floor Bus Passengers' Behavior Patterns Using Video Observation | | BIBAK | Full-Text | 391-400 | |
| Ji Yeon Kim; Hwan Hwangbo; Beom Suk Jin; Bong-Ha Hwang; Young Joo Moon; Yong Gu Ji | |||
| Low floor buses have regarded as a transportation which is applied to the
concept of universal design. However, studies on low-floor buses in terms of
universal design were rarely conducted. Moreover, passengers using low-floor
buses have felt that these buses are not convenient, satisfactory and safe
enough. In this study, we conducted preliminary surveys to investigate the
interior design factors which affect to passengers' convenience and
satisfaction. Next, we draw passengers' behavior patterns based on context of
use by conducting video observation and based on these, some design suggestions
were drawn to investigate the way to ensure convenience, satisfaction and
safety in using low-floor buses. Keywords: Low-floor bus; Behavior Pattern; Video Observation; Context of use;
Universal design | |||
| The Effective IVIS Menu and Control Type of an Instrumental Gauge Cluster and Steering Wheel Remote Control with a Menu Traversal | | BIBAK | Full-Text | 401-410 | |
| Seong M. Kim; Jaekyu Park; Jaeho Choe; Eui S. Jung | |||
| The present study investigated the effective IVIS menu and control type of
the instrument gauge cluster and steering wheel remote control. Participants
performed menu traversal tasks with a steering wheel remote control and gauge
cluster display in a driving video simulation. Two steps of experiment were
conducted. The first was focused on the menu type and within-subject factorial
design was implemented with two levels of menu types (the spread and overlapped
menu type), two levels of control types (the wheel and touch wheel controller)
and two levels of menu traversal tasks. Subjective ratings of a preference
(using modified Likert-type rating scale) and a menu traversal time and routing
error were obtained as performance measures. ANOVA results showed that the menu
type, control type and the interaction of the control and task were
significantly affected by each of the independent variables. The result implied
that the spread menu type and wheel controller were more effective. The second
experiment was focused on the control type with the spread menu type and
within-subject factorial design was implemented with two levels of control
types (the wheel and 4-way directional controller) and two levels of menu
traversal tasks. ANOVA results of a performance showed that the control type
and task were significantly affected. The result implied that the wheel control
type with the spread menu type was more effective IVIS interface alternative on
a gauge cluster and steering wheel remote control. Keywords: IVIS Interface; IVIS Menu Traversal; IVIS Menu Type and Control Type | |||
| Assessing the Effect of a Power-Flow Gauge on Driving Behaviors Affecting Energy Consumption | | BIBAK | Full-Text | 411-417 | |
| Sang-Hwan Kim; Heramb Dandekar; Edgar Camez; Heather Harrelson | |||
| The objective of this study was to investigate the effects of a power-flow
gauge for indicating current level of "economic" driving for a simulated
electric vehicle based on drivers' acceleration and braking pedal pressing
behaviors. Sixteen participants were asked to drive a driving simulator
with/without integrating the power-flow gauge interface for city and highway.
The mean and kurtosis (stability) of acceleration and brake pedal press
positions were recorded. Results showed stable (non-aggressive) acceleration
behaviors when drivers used the interface. This indicates that the presence of
a power-flow gauge encouraged the drivers to maintain a relatively steady
acceleration pedal position as well as how the changes in driving behavior may
affect energy consumptions in forms of economic driving. Keywords: Power-flow gauge interface; Driving behaviors; Economic-driving | |||
| In-Car Dictation and Driver's Distraction: A Case Study | | BIBA | Full-Text | 418-425 | |
| Martin Labský; Tomás Macek; Jan Kleindienst; Holger Quast; Christophe Couvreur | |||
| We describe a prototype dictation UI for use in cars and evaluate it by measuring (1) driver's distraction, (2) task completion time, and (3) task completion quality. We use a simulated lane change test (LCT) to assess driving quality while using the prototype, while texting using a cell phone and when just driving. The prototype was used in two modes -- with and without a display (eyes-free). Several statistics were collected from the reference and distracted driving LCT trips for a group of 11 test subjects. These statistics include driver's mean deviation from ideal path, the standard deviation of driver's lateral position on the road, reaction times and the amount and quality of entered text. We confirm that driving performance was significantly better when using a speech enabled UI compared to texting using a cell phone. Interestingly, we measured a significant improvement in driving quality when the same dictation prototype was used in eyes-free mode. | |||
| Driver's Experience and Behavioral Patterns through the Observation of Commercial Vehicle Driving | | BIBAK | Full-Text | 426-434 | |
| Youngjae Lim; Sungjoon Park; Eui S. Jung; Taeil Kim | |||
| The objective of this paper was to investigate the driver's experience of
commercial vehicle driving. This activity analysis was performed to account for
anything that a person does in the cabin. The main user activities were
classified into three groups; critical, significant and moderate. The user
activities were also analyzed with respect to ergonomic approaches such as
using an ergonomic checklist and an expert evaluation. The evaluation results
showed that there was not enough space among the seat control buttons. In
addition, the center console lacked storage facilities compared to the occupied
space. The observation of behavioral patterns was conducted to guide an
observer though the user environment. A total of 11 commercial vehicle drivers
were recruited for this study. The 17 representative behavioral patterns were
defined in terms of the frequency and severity of events. By taking advantage
of observations, a variety of recommendations could be made from the
user-centric perspective. Keywords: User Experience; Observation; Behavioral patterns | |||
| Predicting the Effects of Time-Gaps for Adaptive Cruise Control (ACC) on Bus Driver Performance | | BIBAK | Full-Text | 435-443 | |
| Brian Tsang-Wei Lin; Sheue-Ling Hwang | |||
| Researchers have a deal of attention to the effects on driver performance
when driving with assist systems. This article describes modeling approach to
simulate the effects of time-gaps for adaptive cruise control (ACC) on bus
driver's performance. A concept model was built with the knowledge of
modularization, parameterization, and parallel processing. By running the
model, the predictions for the effects of five levels of time-gaps were
collected in two measures, mean gap and minimum gap. Predictions from the model
were validated by the experiment with a verified fix-based bus driving
simulator in authors' previous studies. Through the modeling approach, this
research provides a theoretical and accurate way to assess effects of
time-gaps. To apply this approach to the evaluation on other driving assist
systems (e.g. collision warning systems & navigation systems) is the next
topic for authors to work on. Keywords: Adaptive cruise control (ACC); Driver performance modeling approaches;
Time-gaps | |||
| Beginner Driver Support System for Merging into Left Main Lane | | BIBAK | Full-Text | 444-451 | |
| Yuki Nakamura; Yoshio Nakatani | |||
| On Japanese high-ways, sharp turn and merging areas are the critical points
where the majority of accidents occur. A number of studies have therefore taken
place to date on supporting safer driving in merge areas within a framework of
Intelligent Transportation Systems (ITS). Most of these studies, however, have
assumed that drivers merge into the right main lane from the left lane because
it is natural for Japanese drivers to do so, and in actuality those merge areas
being rather prevalent in Japan. On actual roads, due to restrictions
crossroads or the geographical conditions areas where drivers merge from the
right lane into left main lane are also present. Cars in Japan are right wheel
drive, thus it is difficult for a driver in a right driver's seat to monitor
what is behind on the left. Monitoring left rear involves the motion of turning
the body to the left, and at worst, a wheel turn to the left. This may cause a
collision with other cars and, even if it is does not result in an accident, a
stop or a slowdown, obstructing the following traffic. Beginner drivers find it
particularly difficult to merge into the left lane. In this study, we suggest
some technical skills that can be of support to beginner drivers when merging
into the left main lane. As future work, we discuss a new driver support system
that utilizes road-to-vehicle communication equipment via CCD-camera. Keywords: ITS; merging; main lane; driver support system | |||
| Multimodal Interface for Driving-Workload Optimization | | BIBAK | Full-Text | 452-461 | |
| Hyesun Park; Jongwoo Choi; Hyeong-Joon Kwon; Kyong-ho Kim | |||
| Today, driving convenience has increased greatly owing to the availability
of various telematics devices developed recently. However, this convenience
often comes at the cost of driving safety. With the aim of achieving a balance
between them, we propose a multi-modal interface for optimizing driving
workload and describe an efficient design for the interface. To demonstrate the
effectiveness of the interface, we use it in a simulator environment resembling
real driving situations, designed to allow the interface to detect and analyze
states of both the driver and the vehicle in real time. The proposed interface
transfers information by optimizing the driving workload such that it within a
range appropriate in view of driver safety. In the future, we intend to
demonstrate the feasibility of the proposed interface through multiple
experiments. Keywords: Driving-Workload Optimization; Multi-Modal Interface; Telematics Devices;
Vehicle Simulator; Human-Computer Interaction (HCI) | |||
| Proposal of a Method for Promotion of Continuous Pro-Environmental Behavior with Easy Communication | | BIBAK | Full-Text | 465-473 | |
| Saizo Aoyagi; Tomoaki Okamura; Hirotake Ishii; Hiroshi Shimoda | |||
| In Japan, Promotion of Domestic Pro-Environmental Behavior (PEB) is one of
the main challenges for energy saving. Existing studies of Promotion of PEB
seldom deal with continue of PEB. Purposes of this study are proposal of a
method for promotion of continuous PEB with easy communication and evaluation
of the effectiveness of the method. Main part of the proposed method is an easy
communication system to cause social facilitation of PEB among users. An
evaluation experiment with ten participants was conducted and the result showed
that the proposed method promotes domestic PEB if "feeling of joint PEB" is
aroused. Keywords: Pro-Environmental Behavior; Computer Mediated Communication; Social impact
theory; Easy communication; Social stress | |||
| A Context Centric Approach to Utilize Social Media Services on Public Terminals | | BIBAK | Full-Text | 474-482 | |
| Micha Block; Jasmin Link; Simon Thiel | |||
| The development of new technologies for touch sensitive surfaces led to a
revival of touch interfaces in innovative scenarios and a wide field of
application. They can now be found in a range of hardware products on the
market from small handhelds and tablets, to terminals, interactive tables and
walls. In combination with information and communication technologies like GPS,
wireless LAN, cameras, motion and light sensors -- as most of the smart phones
are already equipped with -- the way is set for modern social software to
conquer these devices. The paper illustrates a context centric approach to
utilize these new technologies to access social media services in public
location-based contexts on "Social Terminals". Keywords: public social terminals; touch interfaces; multitouch; context centric
design; social media services; terminal development; concept evaluation | |||
| Accessibility for Older Users through Adaptive Interfaces: Opportunities, Challenges and Achievements | | BIBAK | Full-Text | 483-489 | |
| Rob Edlin-White; Sue Cobb; Mirabelle D'Cruz; Anne Floyde; Sarah Lewthwaite; Johann Riedel | |||
| It has been widely suggested that accessibility to technology for older
people could be improved by the provision of adaptive user interfaces. However
there has been little practical work in the area. The MyUI project sets out to
explore this area and to build infrastructure and three demonstrator
applications based on interactive TV technology. This paper, looking at the
project from a Human Factors perspective, explores whether accessibility for
older people through dynamically adapting interfaces is a realistic goal,
identifies some challenges and research questions, and provides an insight into
some achievements and ongoing work in the project. Keywords: "older people"; "adaptive interfaces"; "accessibility" | |||
| Computer Usage and User Experience in Jordan: Development and Application of the Diamond Model of Territorial Factors | | BIBAK | Full-Text | 490-499 | |
| Fuad El-Qirem; Gilbert Cockton | |||
| The Diamond Model structures territorial factors of relevance to Interaction
Design into five segments with objective and subjective facets. The initial
structure and content was derived iteratively on the basis of a literature
survey. Three field studies were then used to populate the model with Jordanian
instances of cultural and other territorial variables, and to add new variables
to the model. The model can act as design resource that combines concerns from
HCI4D (HCI for Development) with cultural variables that extend beyond the
acceptability and suitability of user interface elements. The derivation and
evolution of a Jordanian instance of the model is presented, with brief
suggestions on how it could be used by software development teams. Keywords: HCI4D; Diamond model; cultural differences; geographical differences | |||
| GooGreen: Towards Increasing the Environmental Awareness of Households | | BIBAK | Full-Text | 500-509 | |
| Ruud Mattheij; Lindsy Szilvasi; Lorraine de Beer; Kartini Rakiman; Suleman Shahid | |||
| In this paper, we present an interaction design exploration into the
possibilities of using a computer application to increase the sustainability of
households in an enjoyable manner. This is achieved by providing household
members with personal information regarding their energy consumption and its
related costs. This application also introduces a competition element that
links the energy consumption in every household member's room to their personal
user account in order to motivate users to compare their energy consumption
with other household members. Early results show that the system indeed
enhances the environmental awareness and that users are pleased with the idea
of competition-based energy savings. Keywords: Saving energy; sustainability; energy consumption; advice; control;
competition element; environmental awareness | |||
| User Experience of Social Bookmarking Tools | | BIBAK | Full-Text | 510-516 | |
| Enric Mor; Núria Ferran; Muriel Garreta Domingo; Juan Antonio Mangas Forner | |||
| Information and knowledge society brings a new context where technology
enhanced tools are key elements for being able to find, evaluate, use and
communicate information effectively and efficiently [1]. Bookmarking tools
could be the essential tools for supporting information behaviour, specifically
information managing and communication. This paper analyses the user experience
of existing bookmarking and social bookmarking tools in an e-learning
environment. The educational setting provides the required environment to truly
study these tools, since their success is not only in the ease of storing,
tagging and sharing resources at a given moment in time but in how these
resources will be retrieved when needed in the future. In this paper we present
a functional analysis and the usability inspection of the tools that support
the management and usage of information resources both during short and long
terms. Keywords: Information society; information skills; information management; bookmarking
tools; usability evaluation; e-learning | |||
| ShoeBox: A Natural Way of Organizing Pictures According to User's Affinities | | BIBAK | Full-Text | 519-524 | |
| Bojan Blazica; Daniel Vladusic; Dunja Mladenic | |||
| In this paper we tackle the problem of personalizing the experience of
browsing through digital pictures. We address two questions: how to capture the
user's personal affinity for a particular picture and how to visualize a large
collection of pictures. We propose a novel approach towards organizing pictures
called ShoeBox that aims for automatic capturing of the user's affinity for
individual pictures. Keywords: personal information management; digital photo collection; visualization;
ranking; user-centered design | |||
| Toward Adapting Interactions by Considering User Emotions and Capabilities | | BIBAK | Full-Text | 525-534 | |
| Idoia Cearreta; Nestor Garay-Vitoria | |||
| Ambient Intelligence and Affective Computing areas are working on trying to
make interfaces more natural from the human side. Taking personal, device and
system characteristics into account, adaptive interfaces might help to achieve
a greater user satisfaction and it is expected the results can be enhanced when
bearing user affectivity in mind. In this paper, an ontology that describes
affective interactions has been extended in order to represent information
about user's sensorial and perceptual capabilities when he/she interacts with
systems. Two use cases applying ontology are presented herein. Keywords: Affective Computing; Adaptations of Interactions; Ontology | |||
| A Haptic Emotional Model for Audio System Interface | | BIBAK | Full-Text | 535-542 | |
| Yuki Ichiyanagi; Eric W. Cooper; Victor V. Kryssanov; Hitoshi Ogawa | |||
| The presented study deals with the problem of selecting music content in
digital media, such as mp3 file collections. Usually, to select a specific
music file (e.g. a song), one has to directly use some a priori data about the
file content, e.g. the artist's name, genre, year of release, or the like. In
many situations, however, this data is not visible, does not offer enough
information, or otherwise does not provide for any immediately accessible mode
for selecting the audio content. With the appropriate models of interaction,
haptic output devices have a number of advantages for such selection tasks.
First, as haptically enabled systems are becoming common, users are becoming
more and more familiar with this modality of user-system interaction. Results
of recent studies also suggest that the sense of touch may be more closely
associated with moods and emotions than other modalities of interaction.
Finally, the sense of touch is available without interference with visual or
auditory channels. In the presented study, a model is proposed that links
emotional states apparently evoked by music content to specific haptic stimuli.
An experiment is conducted to verify tactile-emotive associations assumed by
the model, and also to explore whether music specific characteristics, such as
genre, would directly be related to haptic sensations. Experimental results
obtained are discussed and used to design a novel user interface for an audio
system. The envisaged interface would allow for selecting music through tactile
interactions. The study's conclusions are drawn, and future work is outlined. Keywords: User interface; music selection; haptic | |||
| Guess Who? An Interactive and Entertaining Game-Like Platform for Investigating Human Emotions | | BIBAK | Full-Text | 543-551 | |
| Muneeb Imtiaz Ahmad; Hassan Tariq; Mehreen Saeed; Suleman Shahid; Emiel Krahmer | |||
| In this paper, we discuss the design and the development of a highly
customizable interactive platform 'Guess Who', which was designed as a tool for
investigating human emotions in a variety of experimental setups. In its
essence, 'Guess Who?' is actually a game, which includes typical game elements
(winning, loosing, scoring) and can also be played purely for entertainment
purposes. The design of the game includes three major elements; 1)
experimenter-friendly customizable interface, 2) single player mode-laying
against an intelligent computer, 3) two player mode -- playing with a remote
opponent over the internet via audio video communication channel. Early user
evaluations show that Guess Who game is not only a very productive research
tool for researchers, where researchers are able to record valuable data in
different experimental conditions in a natural way, but also a great source of
entertainment for children. Keywords: Games; Emotions; Child-Computer Interaction; Usability | |||
| Adaptive Machine Learning Approach for Emotional Email Classification | | BIBAK | Full-Text | 552-558 | |
| K. Karthik; R. Ponnusamy | |||
| Emotional e-mail classification is one of the important issues in the
service oriented organizations. E-mails are served in a first come first serve
basis. Few e-mails express the unfair treatment or dissatisfaction of service.
It is essential to serve such e-mails with a high priority. In this paper an
attempt is made to identify such mails which express the strong emotions of the
customers / stakeholders. This system classifies the e-mails in to three
categories via positive, negative and other mails. An adaptive machine learning
algorithm that uses combined SVD and KNN methods is developed to solve the
problem of emotional e-mail classification. Also an emotional dictionary is
used as a central component of this system that serves various emotional words
and phrases for classification. The system also adaptive in nature and adapts
various new words and phrases that explicates the emotion. Keywords: E-mail Classification; Emotion; Machine Learning Algorithm; Emotional
Dictionary | |||
| Designing Poetic Interaction in Space | | BIBAK | Full-Text | 559-568 | |
| Yi-Chu Lin; Huang-Ming Chang; Rung-Huei Liang | |||
| An amount of research has risen growing concern of designing aesthetics of
interaction in addition to function, usability, and pleasure of it. Beyond
aesthetic interaction, we propose poetic interaction as a promising design
genre. Based on Bachelard's phenomenological approach, we suggest that poetic
interaction design begin with imagination and expression-making of both
material and computational things. The challenges include how to design
successful reverberation and admiration of poetic images while one interacts
and reflects. Examining spatial metaphors, we classify poetic interaction into
poetic space and interactive artifacts. With gestalt psychology, we present
practical guides for designing poetic interaction. Two examples illustrate the
relationship between poetic images and expression-making. Finally, we implement
a design work, whisper, to explore the framework, as well as validate our
findings via a qualitative experiment. Participants were positively impressed
that interaction could deliver experience of poetic images with artifacts and
space of implicit expression. Keywords: Interaction Design; Poetic Image; Poetic Interaction; Poetic Space;
Expression-making; Gestalt; Computational Artifacts | |||
| Spectral Subtraction Based Emotion Recognition Using EEG | | BIBAK | Full-Text | 569-576 | |
| Jin-Hong Min; Hyeong-Oh Kwon; Kwang-Seok Hong | |||
| In this paper, an EEG-based emotion database was reconstructed using
spectral subtraction, and recognition performances were evaluated. For
subtraction, we created two types of databases. One database included facial
expression readings, and the other included both emotion and facial expression
readings. A reconstructed database containing pure emotional information was
achieved by spectral subtraction, and compared with the original recorded data
of emotion and facial expression readings. Facial expression illustrations and
the International Affective Picture System were used for inducing facial
expressions and feelings. EEG data was recorded after an emotion was excited or
while imitating a particular facial expression. By subtracting the database of
information related to facial expressions from a database about facial
expressions and emotions, pure information about emotion was created. The
method used to separate emotion and expression in a database was spectral
subtraction. Recognition experiments were classified into six types of
emotions. Using the original database, the true emotion could be guessed from
EEG readings 29.9% of the time, but using the reconstructed database resulted
in an 81.7% recognition rate. Keywords: EEG; Spectrum Subtraction; Emotion Recognition | |||
| Improving Human-Machine Interaction -- A Non Invasive Approach to Detect Emotions in Car Drivers | | BIBAK | Full-Text | 577-585 | |
| Michael Oehl; Felix W. Siebert; Tessa-Karina Tews; Rainer Höger; Hans-Rüdiger Pfister | |||
| As cars become increasingly computerized, automatic emotion detection and
affective computing provides a promising basis for future-oriented
human-computer interaction (HCI) in cars. However, we are still facing severe
problems when trying to detect the users' emotional state reliably. This
experimental study investigated grip-strength as a new non-invasive method to
detect emotions directly in an automobile context. A positive emotion
(happiness) and a negative emotion (anger) were examined regarding their
influence on grip-strength applied to the steering wheel. Results confirmed and
extended preliminary findings: Drivers' grip-strength slightly increased while
driving a car when happiness was experienced and especially decreased when
anger was experienced. Implications for further research as well as for praxis
are outlined. Keywords: Emotion detection in cars; human-computer interaction; human-centered
design; affective computing | |||
| Emotion Recognition Using Biological Signal in Intelligent Space | | BIBAK | Full-Text | 586-592 | |
| Kanlaya Rattanyu; Makoto Mizukawa | |||
| In this study, we focus on emotion recognition for service robots in the
living space based on Electrocardiogram (ECG). An emotional state is important
information that allows a robot system to provide appropriate services in way
that are more in tune with users' needs and preferences. Moreover, the users'
emotional state can be feedbacks to evaluate user's level of satisfaction in
the services. We apply a diagnosis method that uses both inter-beat and
within-beat features of ECG. The post hoc tests in Analysis of Variance (ANOVA)
showed that our approach satisfies more confidence level of difference between
emotions than conventional methods. Our system design was based on wireless and
wearable biological sensor for mobility and convenience of users' daily
lifestyle. Keywords: Emotion Recognition; ECG; Intelligent Space | |||
| Intentionality in Interacting with Companion Systems -- An Empirical Approach | | BIBAK | Full-Text | 593-602 | |
| Dietmar Rösner; Rafael Friesen; Mirko Otto; Julia Lange; Matthias Haase; Jörg Frommer | |||
| We report about a WOZ experiment with a carefully designed scenario that
allows to investigate how users interact with a companion system in a mundane
situation with the need for planning, re-planning and strategy change. The data
collection from the experiments comprises multimodal records (audio, video,
biopsychological parameters) and transcripts of the verbal interaction, and all
subjects fill out a battery of well established psychometric questionnaires
about various aspects especially of their personality. This will allow to
correlate observed behaviour and detected affects and emotions with measured
aspects of the personality of subjects and is expected to serve as a basis for
defining a typology of users. In addition, a subgroup of the subjects takes
part in semiformal in-depth interviews that focus on retrospective reflexion of
the users' subjective experience during the experiments and especially on the
intentionality that users ascribed to the system during the course of
interaction. Keywords: Intentionality; Wizard of Oz; Companion Systems; Emotion; Multimodal | |||
| Multimodal Emotion Classification in Naturalistic User Behavior | | BIBA | Full-Text | 603-611 | |
| Steffen Walter; Stefan Scherer; Martin Schels; Michael Glodek; David Hrabal; Miriam Schmidt; Ronald Böck; Kerstin Limbrecht; Harald C. Traue; Friedhelm Schwenker | |||
| The design of intelligent personalized interactive systems, having knowledge about the user's state, his desires, needs and wishes, currently poses a great challenge to computer scientists. In this study we propose an information fusion approach combining acoustic, and bio-physiological data, comprising multiple sensors, to classify emotional states. For this purpose a multimodal corpus has been created, where subjects undergo a controlled emotion eliciting experiment, passing several octants of the valence arousal dominance space. The temporal and decision level fusion of the multiple modalities outperforms the single modality classifiers and shows promising results. | |||