| A Web-Based Learning Environment to Support Chemistry | | BIBAK | Full-Text | 3-11 | |
| Candice Adams; Cheryl Seals | |||
| Increasing the use of technology is essential for the vitality of today's
classroom because technology creates an environment that fosters positive
attitudes toward learning and increase technologically literacy among K-12
students. Web-based applications that are centered on classroom lessons are
effective at increasing literacy because it heightens students' motivation and
interaction with technology. This paper will address the effect technology can
have on advancing computer literacy when incorporated into the classroom
through web-based learning environments. Moreover, it will take you behind the
scenes from design to implementation of ChemiNet which is a web-based learning
environment to support introductory Chemistry. Keywords: Web-based Learning Environment (WLE); Human Computer Interaction;
e-Learning; Instructional Design | |||
| Introducing Mobility in Serious Games: Enhancing Situated and Collaborative Learning | | BIBAK | Full-Text | 12-20 | |
| Sébastien George; Audrey Serna | |||
| This paper explores the introduction of mobile technologies in a particular
serious games subset called learning games. We focus on two main purposes where
mobility turns out to be useful: situated learning and collaborative learning.
The article outlines the opportunities and the remaining challenges for these
learning situations. Some important issues are highlighted for immerging
learners in real context. We also propose some scenarios to illustrate the
benefits of mobile devices in classroom situations. Keywords: Mobility; learning games; situated learning; collaborative learning; outdoor
mobile learning; in-class mobile learning | |||
| Visualization Framework for Computer System Learning | | BIBA | Full-Text | 21-26 | |
| Eiichi Hayakawa; Yuuki Nakagawa; Hideharu Ochiai; Masahiko Fuji; Yosuke Nishino | |||
| In this paper we describe a design of a computer system visualization framework for system software learning. It is difficult for learners to learn the behavior of computer system because of multiple layers of the system and invisibility. For the problem we developed and utilized an integrated learning environment. The results show the problem of high utilization cost of the environment and high development cost of the learning materials. We design a visualization framework based on cloud computing and a material development environment. The framework presents web based visualization component and log handling facilities. Lecturers can easily develop and provide the visualization material to utilize these facilities for building an appropriate material. In addition learner can use the visualization environment without installing because of running it on the cloud server. This leads to reduce the setup time for the lecturers. | |||
| Associating Learners' Cognitive Style with Their Navigation Behaviors: A Data-Mining Approach | | BIBAK | Full-Text | 27-34 | |
| Yung-Chi Hsu; Sherry Y. Chen | |||
| Investigating how learners' individual differences affect their navigation
behavior can help us understand learners' preferences and can be used to
develop the Web-based learning system that can meet learners' needs. Among
various individual differences, learners' cognitive styles need to be
considered because it is concerned how users process information. There is also
a need to examine the relationship between their navigation behavior and
performance because such findings can be used to suggest suitable navigation
tools to meet learners' real needs. To this end, the aims of this study tend to
use a data mining approach to not only investigate the relationship between
learners' cognitive styles and their navigation behavior but also analyze how
their navigation behavior influence performance. The results indicate that
holists and serialists have different navigation behavior. However, there is no
direct relationship between learning performance and navigation behavior. Keywords: Data mining; cognitive styles; navigation behavior; learning performance | |||
| The Design of Adaptive Error Feedback Music Ear-Training System with Image Cues | | BIBAK | Full-Text | 35-38 | |
| Yu Ting Hwang; Chi Nung Chu | |||
| This paper describes the design of AEFMES (Adaptive Error Feedback Music
Ear-Training System). It is an assessment analysis engine designed to provide
immediate diagnostic feedback on the melodic line assessment with pitch
recognition, interval recognition and rhythm recognition. The AEFMES with image
cues could move learners beyond basic drill exercises to a competence that is
tailored to the content of individual needs in the ear-training process. Many
misconceptions of students can be cleared up through the combination of
practice and immediate adaptive error feedback with image cues. Keywords: Ear-Training; Pitch Recognition; Interval Recognition; Rhythm Recognition | |||
| Fuzzy Linguistic Modelling Cognitive / Learning Styles for Adaptation through Multi-level Granulation | | BIBAK | Full-Text | 39-47 | |
| Ilham Huseyinov | |||
| In this study, based on fuzzy linguistic modelling and fuzzy multi level
granulation an adaptation strategy to cognitive/learning styles is presented.
Fuzzy if-then rules are utilized to adaptively map cognitive/learning styles of
users to their information navigation and presentation preferences through
natural language expressions. The important implications of this approach are
that, first, uncertain and vague information is handled; second, a mechanism
for approximate adaptation at a variety of granulation levels is provided;
third, a qualitative linguistic model of adaptation is presented. The proposed
approach is close to human reasoning and thereby lowers the cost of solution,
and facilitates the design of human computer interaction systems with high
level intelligence capability. Keywords: adaptive hypermedia; fuzzy granulation; cognitive/learning styles;
navigation/presentation preferences; linguistic variables | |||
| Method for Cultivating the "Inquiry-Mindset" Using the Information Access-Based Belief Bias Parameter | | BIBAK | Full-Text | 48-57 | |
| Kyoko Ito; Yuki Ito; Shogo Nishida | |||
| In today's world, it is important to have an "inquiry-mindset", i.e. the
disposition to access information in a critical manner. There are several
previous approaches that use discussion for cultivating an "inquiry-mindset".
However, it is not easy to cultivate an inquiry-mindset only by discussion.
This study proposes a method for cultivating an inquiry-mindset that focuses on
opening the learner's eyes to the possibility of belief bias, that is the
tendency to gather only agreeable information. This is a method for the
quantification of belief bias based on three factors: accessing information,
deciding the degree of importance, and viewpoint. Based on the evaluation
experiment in which 38 students participated, the authors observed that
accessing information and viewpoint are especially important for cultivating an
inquiry-mindset. This result confirms the efficacy of the model and argues in
favor of its combined use with other cultivating methods. Keywords: Inquiry-mindset; Belief bias; Information access; Critical thinking
disposition; Learning support | |||
| Distance Education at the Graduate Level: A Viable Alternative? | | BIBAK | Full-Text | 58-60 | |
| Brian M. Jones; Andrea Everard; Scott McCoy | |||
| A prior comparative study examining learning outcomes between traditional
classroom and web-based education at the graduate level provided little
evidence of differences in success measures between delivery methods [3]. This
research explores underlying factors that may explain why little difference was
found. Keywords: distance education; on-line learning; computer based learning; education | |||
| Creating a New Context for Activity in Blended Learning Environments: Engaging the Twitchy Fingers | | BIBA | Full-Text | 61-67 | |
| Jayne Klenner-Moore | |||
| Millennial students are used to environments that bring the information to them. iPads, iPods and Web 2.0 technologies that give today's professors the tools to interact at many levels with students. Students want to be able to do things after class time and between World of Warcraft games. This paper provides a case study of melding technology and pedagogy with learning theory to get students engaged in the learning in computer classrooms. Students way of interacting with information has changed, the way we deliver and support this exchange needs to as well. This paper will include a look at how students interact with technology and defines the types of learning objects and opportunities provided by the technology. Two levels of students were examined, middle school Hispanic computer skills learners and undergraduate students in a project management class. This paper reports on observations made during these classes. | |||
| Haptically Enhanced User Interface to Support Science Learning of Visually Impaired | | BIBAK | Full-Text | 68-76 | |
| Yueqing Li; Steven L. Johnson; Chang Soo Nam | |||
| The primary purpose of this study is to evaluate the overall quality of
haptic user interfaces designed to support various science learning activities
in order to obtain usability and performance data. The result showed that
haptic interface could significantly affect impaired students' user
performance. Audio & Tactile interface can produce significantly better
user performance than the Tactile interface. Meanwhile, the learning effect
could be greatly enhanced and students enjoyed the hands-on experience very
much. This study should provide invaluable empirical data and some insight for
the future research. Keywords: haptic; tactile; visual impairment; interface | |||
| Using Grounded Theory and Text Mining to Find Interesting Reading Materials for Slow EFL Learners | | BIBAK | Full-Text | 77-85 | |
| Yuh-Chang Lin; Chia-ling Hsu; Mu-Hua Lin; Hsiao-Fang Yang; Chao-Fu Hong | |||
| Many reasons contribute to slow EFL learners. Of all the reasons which cause
slow EFL learners, reading materials not appealing to learners tend to be the
one to blame. In order to help teachers to find out interesting reading
materials for slow EFL learners in Taiwan, this study intends to use Grounded
Theory [8] and Text Mining to search for the reading materials which are
appealing to slow EFL learners in Taiwan. Based on the approaches of free
voluntary reading proposed by Krashen [10], and extensive reading advocated by
Day and Bamford [7], the theoretical framework of this study is established.
Krashen claimed that when students read for information, pleasure or
problem-solving, they have acquired the essence of free voluntary reading. Day
and Bamford [7] argued that extensive reading is an important way to reinforce
the concept of learning to read by reading. Both of these two reading
approaches put emphasis on learners' free choice of reading materials which are
within their linguistic proficiency, and at the same time, are interesting to
them. Eighty-three university students are the participants, who took the
second-year English reading course in a summer session program in Taiwan. They
failed the course in regular semesters. This is their second- or third-time
taking the same course. We call them slow learners accordingly. By the
employment of Grounded Theory and Text Mining, it is expected that the
interesting reading materials can be discovered and provided for teachers to
adopt in their instruction in classes, and to a certain extent, learners'
attention to reading passages can be drawn. Keywords: Grounded Theory; Text Mining; interesting reading materials; EFL learners;
free voluntary reading; extensive reading | |||
| CAI Platform for Fundamental Geometric Training on Perspective Sketching | | BIBAK | Full-Text | 86-92 | |
| Ding-Bang Luh; Shao-Nung Chen | |||
| For most designers, freehand sketching is the primary tool for
conceptualization in the early stage of the design process. However, existing
education programs on concept presentation techniques rarely emphasizes the
practicing of two most fundamental geometric shapes -- cube and cylinder. Lack
of correct reference and proper training, students often end up with
disproportioned sketches that deviate from common visual experience which would
lead to misunderstanding of original design. This research developed a
computer-assisted cube sketching instruction platform for novice, with which
users can practice correct cube sketching using freehand skills or digital
devices for self-improvement. This platform can provide instant corrective
feedback and demonstrated 19% sketch accuracy increased relative to the control
group in a series of experiments. Based on the successful experience, a
cylinder training program is under development. The ultimate goal of which is
to develop a comprehensive CAI platform to help novice improve their skills by
self learning and correction. Keywords: CAI; Perspective sketching; Self-instruction; Geometric sketch practice | |||
| A Reading History Logger for Supporting Reading Habit Development | | BIBAK | Full-Text | 93-96 | |
| Yasuo Miyoshi; Takaaki Oobayashi | |||
| We are developing a social networking site for the purpose of support for a
reading habit development. To support the habit development, it is necessary to
grasp the state of the user's reading in real time. However, letting a user
register every reading history is a big burden for the user aiming at the habit
development. Therefore we have developed a bookmark-style reading history
logger device using Eye-Fi and PSoC. The bookmark device has a function to
register the reading date/time information to any photo-sharing site. Our
social networking site for a habit development can get the reading time by
checking a web feed of the photo-sharing site. Keywords: Habit Development; Reading; Logger; Peer Mentoring | |||
| A Drawing Learning Support System with Auto-evaluating Function Based on the Drawing Process Model | | BIBAK | Full-Text | 97-106 | |
| Takashi Nagai; Mizue Kayama; Kazunori Itoh | |||
| The purpose of this study is to develop a drawing learning support system
using a networked environment. In this paper, first, we show the outline of the
online drawing learning support system. Second, we describe the drawing process
model that support individual drawing learning. Finally, we show three examples
of learning with our system. Keywords: Drawing; Learning Support System; Drawing Process Model | |||
| Interactions between Human and Computer Networks: EFL College Students Using Computer Learning Tools in Remedial English Classes | | BIBAK | Full-Text | 107-112 | |
| Ai-Ling Wang | |||
| This study aims to explore how EFL college students perceive some
educational computer programs in terms of their effectiveness in learning,
their user friendliness, and the role these computer programs can play in
students' learning process. Online language learning was viewed from a
marketing service perspective. The researcher collected data from the online
remedial English classes she offered. Students taking the course are
low-achieving language learners. Qualitative data were collected from online
interactions between students and students and between students and the
teaching assistants or the teacher, interviews with the students,
questionnaires filled out and documents submitted online by the students. Data
collected for the study were analyzed according to the procedure specified in
the grounded theory, including data collection, note-taking, coding, memoing,
sorting, and writing. Findings of this study showed that there is a gap between
how low-achieving EFL college students and language teachers view computer
learning programs. Keywords: educational computer programs; online remedial English class; grounded
theory | |||
| Proposal of Collaborative Learning Support Method in Risk Communications | | BIBAK | Full-Text | 113-120 | |
| Hiroshi Yajima; Naohisa Tanabe | |||
| In this paper, we propose the supporting method of the risk communications
that use the collaborative learning. Using collaborative learning, participant
of risk communication can acquire not only knowledge the participant is
interested in, but also the intention and knowledge of other party who do not
concern the participant's concern. In the process of collaborative learning,
participants of risk communication get the mutual understanding about risks.
The feature of this method is to use the WD (Write Down) form and the
construction drawing of the opinion understanding made from Fishbone. Keywords: Risk Communication; Collaborative Learning; Participant | |||
| Evaluation of Online Handwritten Characters for Penmanship Learning Support System | | BIBAK | Full-Text | 121-130 | |
| Tatsuya Yamaguchi; Noriaki Muranaka; Masataka Tokumaru | |||
| This paper proposes a method for the evaluation of online handwritten
characters for a penmanship learning support system. In Japan, many people
desire to write beautiful characters, as evidenced by the fact that
correspondence courses on penmanship are very popular. However, correspondence
courses lack real-time feedback because of the time required for sending
materials, namely, the learner's copy and the teacher's correct result.
Therefore, we have developed a penmanship learning support system that
automatically evaluates the characters that a learner writes using a personal
digital assistant (PDA). We examined the validity of our proposed
character-evaluation method, and proved it to be valid. Keywords: Penmanship; Character Evaluation; PDA; Similarity; Balance; Speed; Advice | |||
| Facial Expression Recognition for Learning Status Analysis | | BIBAK | Full-Text | 131-138 | |
| Mau-Tsuen Yang; Yi-Ju Cheng; Ya-Chun Shih | |||
| Facial expression provides an important clue for teachers to know the
learning status of students. Thus, vision-based expression analysis is valuable
not only in Human-Computer Interface but also in e-Learning. We propose a
computer vision system to automatically analyze learners' video to recognize
nonverbal facial expressions to discover learning status of students in
distance education. In the first stage, Adaboost classifiers are applied to
extract candidates of facial parts. Then spatial relationships are utilized to
determine the best combination of facial features to form a feature vector. In
the second stage, each feature vector sequence is trained and recognized as a
specific emotional expression using Hidden Markov Model (HMM). The estimated
probabilities of six expressions are combined into an expression vector. The
last stage is to analyze the expression vector sequence to figure out the
learning situation of the student. Gaussian Mixture Model (GMM) is applied to
evaluate three learning scores (Understanding, Interaction, and Consciousness)
that are integrated into a status vector. Each evaluated status vector reflects
the learning status of a student and is helpful to not only teachers but also
students for improving teaching and learning. Keywords: Facial expression recognition; Learning status analysis | |||
| An Enriched Understanding of Why the Environment and Individual Characteristics Are Important in Understanding Technology Utilization in Healthcare: An Evolutionary Psychology Perspective | | BIBAK | Full-Text | 141-150 | |
| Chon Abraham; Iris A. Junglas | |||
| In this research, we provide an interdisciplinary perspective intended to
enrich our understanding about the individual and the environmental components
of technology utilization. We do so by merging the IS utilization literature
with evolutionary psychology. Using a qualitative study, we describe two cases
of technology utilization in a hospital setting. These two cases were of
particular interest as both employ the same technology, involve the same task,
occur in the same hospital, and share the same set of users, yet yield
different utilization patterns. We provide an integrated model, the
Environment-to-Technology-Utilization Model, which is insightful for IS fit
research and practice in comprehending varying utilization behavior across work
environments. Keywords: Utilization; fit; technology; task; individual; environment; evolutionary
psychology; four drives; healthcare | |||
| A Real-Time Interactive MIDI Glove for Domicile Stroke Rehabilitation | | BIBAK | Full-Text | 151-158 | |
| Nizan Friedman; David J. Reinkensmeyer; Mark Bachman | |||
| Stroke is the leading cause of chronic adult disability in Western
countries. After several weeks of inpatient physiotherapy, stroke patients are
forced to continue unguided and monotonous therapy at home. Consequently, these
patients often lose motivation to continue domicile stroke therapy and
therefore do not recover to their potential. An interactive real-time
MIDI-Glove was developed with the goal of engaging patients in meaningful,
entertaining, and motivating domicile therapy. The MIDI-Glove can also provide
a quantitative assessment of progress which provides feedback to both patient
and therapist. This paper focuses on two developed MIDI-Glove applications. The
first is Musiquant, a computer game which allows an individual to play a sample
of a song using the glove and to receive a score based on the performance. The
second application allows an individual to play along with a song using a
variety of different instruments. Keywords: Interactive real-time MIDI glove; music; stroke rehabilitation; quantitative
progress measurement | |||
| What Label Design of Ampule for Injection, Do You Want? | | BIBA | Full-Text | 159-166 | |
| Hiroyuki Furukawa | |||
| Since "To Err Is Human: Building a Safer Health System (Institute of Medicine publication, USA, 1999)" has published, the interest to accidents which happened in medical institutions has spread to the general public in Japan. And over half number of incident reports in medical institutions is related to medication. The factors which induce medication error are look-alike of the preparations, sound-alike of preparation's trade name, calculation error of dosage and so on. | |||
| The Design of an Interactive Stroke Rehabilitation Gaming System | | BIBAK | Full-Text | 167-173 | |
| Linda Harley; Scott Robertson; Maribeth Gandy; Simeon Harbert; Douglas Britton | |||
| There is a compelling need to create an alternative and affordable home
based therapy system founded on sound rehabilitative principles, that is
readily available, engaging and motivational, and can be remotely monitored by
therapists. In the past two years, stroke related medical costs have increased
20%, while the number of clinical treatment sessions have declined. The purpose
of this study was to develop an affordable interactive stroke rehabilitation
gaming experience based on therapeutic fundamentals that can easily be used in
the clinical setting or the home environment. Keywords: rehabilitation; gaming; health; upper extremity | |||
| Therapeutic Category Improvement Method Based on the Words Appearing in Effect-Efficacy Description | | BIBAK | Full-Text | 174-181 | |
| Hirotsugu Ishida; Keita Nabeta; Masaomi Kimura; Michiko Ohkura; Fumito Tsuchiya | |||
| Medical drugs have various efficacies, and are classified focusing on their
purpose of use. In Japan, the Ministry of Internal Affairs and Communications
gives Japan standard commodity classification (JSCC) numbers to drugs.
Therapeutic category numbers are decided based on three digit numbers after the
head digits "87". Although the current JSCC numbers are determined based on the
revised document "Japan standard commodity classification" compiled in 1990,
they have not been revised for 20 years. As a result, when drugs are
categorized based on this categorizing system, some drugs are not applicable to
any category. As the result, the drugs have been categorized as "other
categories" such as "drug for other allergy" or "drug for other cardiovascular
disease." The number of such drugs is increasing. However, since it is
conceivable that drugs having similar efficacy are often included in other
categories, it is necessary that such drugs are classified independently from
the "other categories." Therefore, in this study, we analyzed drugs information
categorized as "drugs for other cardiovascular disease," and proposed a method
of classifying these drugs by using clustering. Keywords: Medical Safety; Therapeutic Category; Clustering | |||
| Clinical Communication: Human-Computer and Human-Human Interactions | | BIBAK | Full-Text | 182-191 | |
| Saif Khairat; Yang Gong | |||
| In 2006, health care in the United States encompassed 14 million
professionals [1]. Such a large and complex network of employees introduces
many challenges and limitations to the communication process. This research is
a continuation of our efforts towards further understanding clinical
communication by studying previously utilized methodologies in this field and
then, proposing our new approach and its innovation. Moreover, in this paper,
we discuss our results from a pilot study conducted at the Pulmonary ICU at the
University of Missouri Hospital. The ultimate goal of this work is to develop a
practical clinical communication model that identifies influencing
communication factors. This model will serve as the foundation to our long term
goal of building an ontology-driven educational tool that will be used to
educate clinicians about miscommunication issues and as a means to improve it. Keywords: Human-computer interaction; Intensive care unit; Clinical communication
model | |||
| Using Pen-Based Computing in Technology for Health | | BIBAK | Full-Text | 192-201 | |
| Hyungsin Kim; Young Suk Cho; Ellen Yi-Luen Do | |||
| Advanced technologies open more possibilities to interact with computers in
various different ways. Especially, pen-based computing provides people with an
intuitive way to use a computer. In this paper, we present our research on
developing pen-based neuropsychological assessment tools for older adults with
cognitive impairment. First, we explain the background information and
motivation to design technology for the aging population. Then, we describe our
two applications: ClockReader and TrailMaker. We then discuss technological
affordances to support medical assessment tasks and conclude that pen-based
computing could contribute to increase the efficacy of a computer-based
assessment tool. Keywords: Pen-based Computing; Computerized Cognitive Assessments; Senior-Friendly
Design; Health-Related Technology; Sketch Recognition; Human-Centered Design;
Usability Clock Drawing Test; Trail Making Test | |||
| Using a Smart Phone for Information Rendering in Computer-Aided Surgery | | BIBAK | Full-Text | 202-209 | |
| Gaël Le Bellego; Marek Bucki; Ivan Bricault; Jocelyne Troccaz | |||
| Computer-aided surgery intensively uses the concept of navigation: after
having collected CT data from a patient and transferred them to the operating
room coordinate system, the surgical instrument (a puncture needle for
instance) is localized and its position is visualized with respect to the
patient organs which are not directly visible. This approach is very similar to
the GPS paradigm. Traditionally, three orthogonal slices in the patient data
are presented on a distant screen. Sometimes a 3D representation is also added.
In this study we evaluated the potential of adding a smart phone as a
man-machine interaction device. Different experiments involving operators
puncturing a phantom are reported in this paper. Keywords: distant display; smart phone; physical interface | |||
| A Proposal of Contraindication Database for Medicines | | BIBAK | Full-Text | 210-218 | |
| Ryo Okuya; Hirotsugu Ishida; Keita Nabeta; Masaomi Kimura; Michiko Ohkura; Fumito Tsuchiya | |||
| In recent years, despite various measures taken to reduce medical accidents
as a result of confusions over drugs, cases of medical malpractice have
occurred in Japan. As a countermeasure supported by a Health Labor Sciences
Research Grant in 2009, drug information databases based on drug package
inserts have been created for computer systems to prevent accidents caused by
incorrect treatment of drug information [1]. However, the data in the databases
remains problematic. In this study, we propose data item sets to be defined in
drug information databases. Keywords: Medical safety; Package inserts; Databases | |||
| Results of the Usability and Acceptance Evaluation of a Cardiac Rehabilitation System | | BIBAK | Full-Text | 219-225 | |
| Cecilia Vera-Muñoz; María Teresa Arredondo; Ignacio Peinado; Manuel Ottaviano; José Manuel Páez-Borrallo; Arturo Díaz de Barrionuevo | |||
| Cardiac rehabilitation programs are extremely important during the recovery
phase of patients who suffered a Myocardial Infarction (MI). Traditionally,
these programs aimed at recovering the cardiovascular functioning by means of
tailored exercise programs. However, during the last years, researchers and
practitioners have started to consider a multi disciplinary approach for the
interventions, where patient education and health behaviors changes play a
central role both in rehabilitation and in secondary prevention. Nevertheless,
the lack of resources and the need to have health professionals continuously
involved in the patient supervision process, does not make possible to extend
rehabilitation programs to all potential patients in the health care system.
This paper presents the results of the usability and acceptance validation of a
personalized home based cardiac rehabilitation system developed under the
framework of HeartCycle, a project partially funded by the European Commission. Keywords: Usability and acceptance evaluation; cardiac rehabilitation | |||
| Construction and Analysis of Database on Outer Cases of Medicines | | BIBAK | Full-Text | 226-231 | |
| Hironori Yoshimi; Hiroki Muraoka; Akira Izumiya; Masaomi Kimura; Michiko Ohkura; Fumito Tsuchiya | |||
| This study reduced the burden on medical staffs by determining 37 kinds of
attributes based on the outer cases of medicines collected from seven
pharmacies. We constructed a database on the outer cases of medicines and
analysis of it provided useful knowledge. Keywords: Outer case; openness; medicine | |||
| Are MIS Students Learning What They Need to Land a Job? | | BIBAK | Full-Text | 235-236 | |
| Andrea Everard; Brian M. Jones; Scott McCoy | |||
| The issue of declining IS enrollments is so troublesome that even ACM/AIS
has redesigned its recommended curriculum in an attempt to reverse this trend
[1]. Although all majors in most accredited Business Schools are required to
take the Introduction to IS course, the real or perceived value of this course
is unclear. This paper looks at the real or perceived value of the content of
the Introduction to Information Systems course and the possible impact on
declining enrollments. Keywords: IS Curriculum; Foundation; Content | |||
| Promotion Project for Communication between Artisans and Consumers Supported by Media Technology | | BIBAK | Full-Text | 237-244 | |
| Ritsuko Izuhara; Sho Yokokawa; Shinya Suzuki | |||
| In many regions of Japan, local artisans continue to make traditional
handicrafts using natural materials. However, rapid decreases in consumer
demand for these products and the lack of younger successors to continue the
craft have become serious problems. Possible explanations for this situation
include recent changes in the Japanese lifestyle and gaps between traditional
crafts made by artisans and the types of products needed by consumers. To solve
these problems, the present study proposes a system to connect artisans and
consumers directly. For this purpose, we established a website that facilitates
communication between artisans and consumers and the generation of new ideas
for craft products. We also launched a promotion event including exhibits using
augmented reality (AR) and projection mapping technology to raise awareness of
the project among consumers. Keywords: Craft; Promotion; AR; Projection Mapping; Local Activation | |||
| Why Virtual Job Recruitment Is Not Well Accepted by Generation Y? -- A Case Study on Second Life | | BIBAK | Full-Text | 245-254 | |
| Eleanor T. Loiacono-Mello; Soussan Djamasbi; Bengisu Tulu; Oleg V. Pavlov | |||
| Generation Y (Gen Y) forms a sizeable workforce in today's economy. Because
this generation is tech savvy, it is likely that virtual worlds would serve as
an ideal medium for recruiting such employees. Our research, however, showed
that the participants in our study, who were part of the Generation Y
population, had very little prior knowledge about recruiting in virtual worlds.
Further, very few of them were familiar with Second Life, which is the major
virtual world for recruitment. Even after being introduced to and spending some
time looking for job fairs and job leads in Second Life, many of the
participants expressed high levels of skepticism about the effectiveness of a
virtual job search. Thus, Second Life is not well-known among Gen Y. There is
an overall lack of awareness and thus virtual worlds are not perceived by Gen Y
to be a suitable medium for job recruitment. Keywords: Virtual Worlds; Second Life; Employee Recruitment; Generation Y; Virtual Job
Fairs | |||
| Investigating Online Advertising in Chile | | BIBAK | Full-Text | 255-256 | |
| Scott McCoy; Cristóbal Fernández Robin; José Luis Cortés | |||
| Internet advertising continues to show signs of healthy growth despite the
current economic downturn, but online advertisements are often considered
undesirable by most users. In this study, we focus on the impact these online
advertisements have on users in Chile. The study was conducted in a laboratory
setting with 80 student subjects. Results are helpful for both researchers and
practitioners. Keywords: Online Advertising; Electronic Commerce; Attitudes; Intentions; Latin
America | |||
| Analysis of Customer Satisfaction on the Stiffness of Outside Panels of Passenger Cars | | BIBAK | Full-Text | 257-265 | |
| Ilsun Rhiu; Taebeum Ryu; Byungki Jin; Myung Hwan Yun | |||
| The purpose of this study is to analyze customers' satisfaction for the
stiffness of outside panels of passenger cars. Including 'satisfaction', four
affective variables were selected for rating affection of outside panel
stiffness. About fifty customers evaluated the hood and trunk lid of nine
midsize passenger cars with a developed questionnaire in the study. The
stiffness of the hood and trunk lid for the nine vehicles was measured using
stress-strain curves. It was found that customers were more satisfied as the
slope of the stress-strain curves increased, and the decrease at a point in the
curve had negative effects. In this study, the levels of satisfaction of
outside panel stiffness were grouped by stress-strain curves, and it is likely
that the affective quality of outside panel stiffness can be controlled by
them. Keywords: Stiffness of outside panel; Stress-strain curve; Passenger cars; Affective
design; Affective quality control | |||
| Working toward Women's Economic Empowerment: Using Information and Communication Technology in Developing Areas to Market Traditional Crafts | | BIBAK | Full-Text | 266-273 | |
| Melissa Secore Levis | |||
| Women face many challenges in regard to empowerment, especially economic
empowerment. The United Nations (UN) has made a point in the Millennium
Development Goals (MDGs) that work still needs to be done so women can reach
some of the empowerment that their male counterparts enjoy. Traditional
handicrafts are a rich part of indigenous women's heritage and these women
should be enabled to market these items to a worldwide audience of customers.
Information and Communication Technologies (ICTs) can be used to help women
accomplish this. With proper dedication, education, and training, women can
reach a new level of economic empowerment, along with other benefits, by
selling their items via the Internet and other ICT-based technologies. Keywords: Human-Computer Interaction; Crafts; women's empowerment; indigenous women | |||
| Socio Economic Psycho Knowledge Based Intelligent Agents for Automated e-Commerce Negotiation | | BIBAK | Full-Text | 274-284 | |
| P. Vijayaraghavan; R. Ponnusamy | |||
| Automated Negotiation is a process in which two or more parties with
different criteria, constraints, and preferences, jointly reach an agreement on
the terms of a transaction through an automated constraint satisfaction and
preference selection mechanism. In practical real environment the process of
negotiation is not very strictly a mechanical selection or constraint
satisfaction. It is based socio economic psycho conditions. One-to-many
negotiation framework is taken as the default to test this socio economic
psycho knowledge incorporation. In these cases of auctions, online trading
needs a greater flexibility. Therefore it needs different strategies with
different opponents. In this paper, an attempt is made to incorporate the socio
economic psycho knowledge in the process of negotiation. All agents working on
behalf of one party negotiate individually with other parties. After each
negotiation cycle, the group of these agents report back to a coordinating
agent that evaluates how well each agent has done, and issues new instructions
accordingly. Each individual agent conducts reasoning by using socio psycho
knowledge constraint-based technique with the objective of overall profit for
both sides. We outline two levels of strategies that can be exercised on two
levels, the individual negotiation level, and the coordination level. In our
prototype Intelligent Trading Agency (ITA), agents autonomously negotiate
multi-attribute with socio economic psycho consideration terms of transactions
in an e-commerce environment tested with a personal computer trading scenario. Keywords: Automated Negotiation; Intelligent Trading Agency; Socio-economic Psycho
Knowledge | |||
| Shopping Cart Interactive Program (SCIP) | | BIBAK | Full-Text | 285-293 | |
| Cyndi Wiley; Emmanuel Saka; Stefan Tauber; Sunghyun R. Kang | |||
| The Shopping Cart Interactive Program (SCIP) application was designed to
improve shoppers' connection with the grocery retail environment. Nutrition is
central to human life. Eating the right foods can significantly impact one's
quality of life. With the capabilities of the SCIP application to provide an
interface that can display readable health information on a mobile device and
tailor to the specific dietary restrictions of its users, it will enable
shoppers to have a less frustrating experience when shopping for food. Keywords: Interface design; User-centered design | |||
| An Analytical Alarm Flood Reduction to Reduce Operator's Workload | | BIBAK | Full-Text | 297-306 | |
| Jens Folmer; Dorothea Pantförder; Birgit Vogel-Heuser | |||
| In the domain of process control, an alarm flood is a situation when there
are more alarms generated by the automation system than can be physically
addressed by a single operator. To reduce alarm floods an analytical approach,
so called AADA (Automatic Alarm Data Analyzer), has been developed to learn
these alarm floods by itself. Finally, this behavior can be integrated into
process-visualizations which illustrate only the root cause of an abnormal
plant state. To increase the operator's awareness during abnormal plant states,
a combined approach of the ADDA and the 3D process visualization is presented
in this paper. This approach has to reduce alarm floods and to display the most
important information of a plant to the operator during runtime. Keywords: 3D Visualization; alarm flood reduction | |||
| Self Replicating Robotic Strategies as a Catalyst for Autonomous Architectural Construction | | BIBAK | Full-Text | 307-317 | |
| Michael A. Fox | |||
| The research explores examining future trends in robotics and how they can
be applied to spatial interactive architectural environments. The strategy of
using modular robotics of architectural space-making demonstrates an
architecture whereby adaptation becomes much more holistic and operates at a
very small scale. The strategy of using self replicating strategies as a
catalyst for autonomous architectural construction was very much driven by the
premise of an advanced architectural design studio. This paper highlights
conceptual contributions by architecture students for alternative means of
Martian Colonization through means creating architecture that creates itself.
The parameters of the design project had three primary considerations
including: The actual trajectory issues (how to get materials to the Mars),
Chemical Processing (how to make materials on the Mars) and Space Manufacturing
(how to fabricate and assemble/construct things on Mars). Of these central
issues explored in this studio, the focus was primarily on Manufacturing as a
process carried out by small modular robotics. The premise of the approach is
that rather than sending a constructed architecture to space, we send tiny
robotic modules that are capable of mobility and reproduction through automated
fabrication techniques using in-situ materials. The modules with embedded
sensors, self-healing composites, and responsive materials were designed to
construct buildings aimed at adaptation. Such buildings could potentially
respond in a human-like way to counteract loads, reduce material and allow for
active environmental adaptation. When enough of architecture of the colony has
constructed itself -- we send humans to inhabit it. Several examples by
architecture students are highlighted whereby individual modules were created
within the context of a space architecture design studio and applied to
scenarios of space making at various scales. The design context primarily
focused on the master plan of a colony for 10,000 inhabitants. The colony is an
assembly of numerous discrete yet interconnected projects that include
residential, public, civil, industrial, commercial, research, healthcare, and
farming etc. The environment on mars was also seriously considered including:
gravity, pressure, radiation, and the mass balance of resources and waste
required for sustaining human life at such a scale. Students worked in teams of
two to produce complete colony designs including the detailed development and a
construction/ fabrication concept for one of the buildings. Students developed
scaled prototypes of the system that successfully demonstrated the robotic
aspects of their project. Physical models demonstrated actual robotics,
structure and materials. Biomimetic strategies were employed as a means to
satisfy adaptability in terms of form, processes, and systems. Central to
biomimicry within the context of the work was an understanding of the process
by which organisms grow and develop including includes growth, differentiation,
and morphogenesis. In terms of adaptation, the area of morphogenesis was
primarily studied as a means to create an architecture that ensures a
continuous turnover of cellular-like robotic modules that dynamically ensure
mechanical integrity similar to that of a living, evolving system.
The projects successfully demonstrate various strategies for mechanical design, locomotion and control. Keywords: Modular Robotics; Architectural Construction; Space Architecture; Habitat
Construction; Robotic Construction; Interactive Architecture | |||
| Development of Information Filtering Systems for Disaster Prevention | | BIBAK | Full-Text | 318-327 | |
| Yoshinori Hijikata; Tsutomu Yamanaka; Yuya Tanaka; Shogo Nishida | |||
| Text data with spatio-temporal information are becoming common with the
popularization of mobile phones with a GPS function and microblog services like
Twitter. This study proposes a system supporting operators in a disaster
prevention center who control an area in real-world. Our system has three
functions: (i) automatic classification that classifies messages into a fixed
category, (ii) clustering that aggregates similar messages and (iii) burst
detection that detects an event in which messages are arising in high
frequency. We asked 120 people to send text data with spatio-temporal
information by cell phones in the Osaka Expo Memorial Park. We evaluated our
system using the above data. Keywords: text summarization; spatio-temporal information; clustering; burst detection | |||
| Spatial Design, Designers and Users: Exploring the Meaning of Multi-party Service Cognition | | BIBAK | Full-Text | 328-335 | |
| Tom Hope; Mizuki Oka; Yasuhiro Hashimoto; Myeong-Hee Lee | |||
| This paper examines service cognition from the perspective of the design of
public or semi-public spaces. Results are presented from a workshop with
students using an approach and system we developed to engage users with the
design of their communal space. The paper ends with a brief discussion of these
results, which suggest that multi-party service cognition has features that
must be addressed in the design of systems, particularly in the context of
spatial design. Keywords: service cognition; design; architecture; workshops; universities | |||
| Toward an Understanding of a Computerized Monitoring System Failure: An Interpretive Approach | | BIBAK | Full-Text | 336-345 | |
| Nathan Johnson; Yibai Li; Fengchun Tang; Saonee Sarker | |||
| CMS (Computerized Monitoring Systems) are prevalent in organizations and
fulfill an important role to management. Often, new CMS implementations fail. A
possible aspect of failures is the perception by employees of being "watched"
by CMS. Since all information systems can inherently collect data, they can all
monitor employees at some level, even if it's not their primary purpose.
Therefore, users might sense they are being watched, triggering panoptic
perceptions. This research in progress endeavors to understand the panoptic
phenomenon and resulting CMS implementation failure via Actor Network Theory
(ANT). Specifically, a published case study on a CMS failure within a medical
organization is revisited to investigate organizational dynamics of misaligned
interests between the cast of characters. Through ANT, the reader attains a
better understanding of the technological and social factors that affected the
CMS implementation and the underlying processes that led to its failure.
Implications and future research are discussed. Keywords: panopticon; computer monitoring system; Actor Network Theory; interpretive
understanding | |||
| Proposal of BCM Evaluation Method Based on Disaster Scenario Simulation | | BIBAK | Full-Text | 346-353 | |
| Ryuhei Kaneko; Yoshio Nakatani | |||
| Almost 20% of big earthquakes in the world occur in Japan. It becomes
impossible for private companies and governments to carry out their business if
they suffer from severe damage. In this situation, BCM (Business Continuity
Management) become focus of public attention. But it has not become popular
enough. This is due to the fact that anti-disaster plan is difficult to be
verified because companies are lack of knowledge about what situations may
occur in disasters. This research proposes how situation changes in companies
by using a disaster progress simulator and actual cases when disasters happen.
By using this system, companies can study what situation changes and clarify
problems of their BCMs. As a result, the companies can settle on more realistic
BCMs and carry out business even in disasters. Keywords: Business Continuity Management; disaster simulation | |||
| Design of Communication Field for Leading to Satisfied Understanding: Example of High-Level Radioactive Waste Disposal in Japan | | BIBA | Full-Text | 354-359 | |
| Hiroshi Kimura; Masashi Furukawa | |||
| A disposal of high-level radioactive waste produced by nuclear power generation is a pressing issue in Japan. Especially, the process of selecting the siting areas for the HLW geological disposal proceeds with difficulty. One of reasons of this difficulty may be that many people don't have enough knowledge about HLW disposal to evaluate the issue completely. In this research, we introduce one of communication field design in order to lead to satisfied understanding concerning HLW disposal. | |||
| Control Error Analysis of Computerized Operational Environment in Nuclear Power Plants | | BIBAK | Full-Text | 360-367 | |
| Seung Jun Lee; Jaewhan Kim; Seung-Cheol Jang | |||
| The designs of advanced main control rooms (MCRs) in recently constructed or
developing nuclear power plants (NPPs) have been changed by adapting digital
and computer technologies. Conventional display systems and controls have been
replaced with computerized displays (large display panels and computer screens)
and soft controls in advanced MCRs. These different interfaces require
operators to perform different tasks for operating and maintaining NPPs. The
different operational environment could cause new types of human errors or can
vary the possibility the errors. In this work, human errors which could occur
during operation executions using soft controls were analyzed. This work
suggested human error modes for soft controls and a quantification method for
estimating possibilities of the human errors. Keywords: human error; HRA; main control room; nuclear power plant | |||
| uMeeting, an Efficient Co-located Meeting System on the Large-Scale Tabletop | | BIBAK | Full-Text | 368-374 | |
| Jie Liu; Yuanchun Shi | |||
| In this paper, we present the uMeeting system, a co-located meeting system
on the large-scale tabletop. People are used to sitting around a table to hold
a meeting. It is natural and intuitive. The table has a central role to support
team activities. Horizontal surfaces rather than vertical ones have inherent
features to support the co-located meeting. Existing tabletops aren't large
enough to support more than 4 people's meeting and the display area for each
person is not large enough. Thus we develop uTable, a large-scale multi-touch
tabletop. Based on uTableSDK we developed earlier, we develop uMeeting system
that supports co-located meeting on the large tabletop uTable. Keywords: co-located; collaboration; meeting; large-scale tabletop | |||
| Enhanced User Experience in Managing Personal Finance | | BIBAK | Full-Text | 375-383 | |
| Cindy Lu | |||
| This paper reviews several online personal finance management tools to
understand if rich interaction designs and technologies have added values to
help individuals better manage their personal finance. Goals, tasks and user
experience expectations in managing personal finance are discussed. The
interaction designs and impact on user experience in selected online financial
management tools are summarized. Some negative impact is also noted. Finally,
it discusses the challenges and suggests opportunities to user experience
professionals to address in the future. Keywords: RIA; Rich Interactions; Interaction Designs; User Experience; Personal
Finance; Web Applications; Online Tools | |||
| Experimental Investigation of Misuse and Disuse in Using Automation System | | BIBAK | Full-Text | 384-393 | |
| Akihiro Maehigashi; Kazuhisa Miwa; Hitoshi Terai; Kazuaki Kojima; Junya Morita; Yugo Hayashi | |||
| In this study, we experimentally investigated human use of automation
systems and the selection strategies of such usage. We used two different types
of tracking tasks. As a result, we found that the participants neither tended
to misuse nor disuse the automation system. Also, we confirmed that they tended
to select to use the automation system depending on their manual performance
rather than the system performance. Moreover, we found that there is a
relationship between the tendency to use the automation system and the
selection strategy. Keywords: Human-automation system interaction; Misuse; Disuse | |||
| Validating Video Analytics in Mission Critical Applications | | BIBA | Full-Text | 394-402 | |
| Stephen J. Mitchell; Sukhpreet Gill; Steve Loveless; Brent Auernheimer | |||
| Video Analytics (VA) automates and aids intelligent decision making in video surveillance applications. A video security system combines sophisticated video analytics with the oversight and judgment of human operators to save lives and critical resources. The complexity of the user experience and the range of deployments of VA make testing particularly challenging. Trade-offs between functional tests and focused usability tests are used to build a case for trustworthiness. This paper describes a method for validating video analytics for use in mission critical applications. | |||
| Proposal of an Office Work Productivity Model Based on Short Pauses in Mental Tasks | | BIBAK | Full-Text | 403-412 | |
| Kazune Miyagi; Show Kawano; Hong Zhe Jin; Hiroshi Shimoda; Hirotake Ishii | |||
| In this study, the authors propose a model which can explain and simulate
the change of office work productivity. This model assumes office workers
transit a working state and a non-working state with the probabilistic
functions based on the variation of brain fatigue. Aiming to discuss the detail
of the model, the authors have conducted a subject experiment in which work
motivation are controlled. Comparing the results of the experimental results
with the result of computer simulation based on the model, it was found that
the subjects tend to concentrate the task when the remuneration is provided,
and they try to keep their attention to the task and take a long break instead
when the task workload is high. Keywords: Productivity; Working State; Probabilistic Functions; Human Modeling | |||
| Restoration Support System for a Historic Textile Market Using Virtual Environment | | BIBAK | Full-Text | 413-422 | |
| Michiko Ohkura; Mizuki Konuma; Yuri Kogure; Sayaka Tanaka; Hitomi Ei; Akiko Sakai; Takashi Ishidou; Yoko Watanabe | |||
| Recently, a trend is growing to restore such traditional Japanese buildings
as theaters and markets as symbols of town renovation. However, the restoration
of such buildings commonly encounters difficulties, including a lack of
drawings of design and different construction materials and structures between
the past and the present. Thus, virtual images of a restored building are a
great help in evaluating and discussing restoration plans. Therefore, we
constructed a restoration support system that uses virtual environments to help
with the design plan for the indoor restoration of a historic textile market in
Saitama Prefecture. Keywords: traditional building; textile market; restoration; virtual environment | |||
| Investigating the Accessibility of Program Selection Menus of a Digital TV Interface | | BIBA | Full-Text | 425-434 | |
| Pradipta Biswas; Patrick Langdon | |||
| We have investigated the accessibility issues of the program selection menus of a digital television interface. Initially we have simulated interaction patterns of visually and mobility impaired users and based on the simulation we have made changes to the font size and layout of the existing interface. Finally we have evaluated the new interface through a user trial involving people with disabilities. The results show that the new interface reduced the average time to select a channel and number of wrong channel selections for most of the participants. | |||
| Windows Positioning System: Aural Assistance Environment for the Aging in Windows Navigation | | BIBAK | Full-Text | 435-438 | |
| Chi Nung Chu | |||
| This study explored dual-sensory user interface designs that meet the
requirements of elderly people. Eight subjects with conventional mouse and the
Windows Positioning System interface processing strategies were conducted the
experimental tasks where five types of applications were evaluated in different
font sizes. The analysis illustrates that for the conventional mouse the
difference of response time of each font size of target texts is significant by
ANOVA to the five font sizes 8, 10, 12, 14, and 16. However, the difference
between large font sizes of 14 and 16 was not significant except the result
between font sizes of 10 and 16. But for the WPS, there is no difference of
response time among the five font sizes. It showed that the effect of aural
information of target texts can benefit user from computer manipulation. Keywords: Windows Positioning System; Text-to-Speech Engine | |||
| User Interactive Design for Digital TV Web Surfing | | BIBAK | Full-Text | 439-442 | |
| Chih-Fei Chuang; Nancy Huang; Sheue-Ling Hwang | |||
| There is no standard for website layout and design of remote control device
to date, and thus this study aims at proposing evaluation and suggestion to
website layout as well as designing a proper and satisfactory remote control
device for Web TV through human factors methodology, thereby to meet the demand
of television history. There were two experiments in this study. Experiment I
focused on website layout design for Web TV, investigating the proper sizes of
characters and cursor as well as finding out possible gesture control motions.
On the other hand, Experiment II focused on the design of remote control
device, looking for the operating function for Web TV by means of motion
analysis, usability evaluation and competitive advantage analysis for five
different devices. After integrating analysis of all experimental data, we
proposed a default value of the size of characters and cursor for the website
layout design; besides, we provide suggestions for the design of remote control
device and also design a new concept remote control device. Keywords: Interactive design; Digital TV; Web surfing | |||
| An End User and Environment Field Study for an Inclusive Design of Consumer Products | | BIBA | Full-Text | 443-452 | |
| Thomas Fiddian; Chris Bowden; Mark Magennis; Antoinette Fennell; Joshue O. Connor; Pierre T. Kirisci; Yehya Mohamad; Michael Lawo | |||
| In this paper an approach to improve the design of every day consumer products for inclusive design with a focus on elderly people with mild to medium physical and sensory impairments is presented. As mainstream manufactures do not have a detailed understanding of the needs of this target group the idea is to use a Virtual Human Model that covers these impairments. A Virtual Laboratory with three design phases is the approach to allow designers to plan and evaluate the user interfaces of their products. The paper gives a state of the art and presents the Virtual User Model as a mixture of human and environment context. In this paper we present results of an detailed ethnographic study. The research carried out on a group of 58 elderly people from the UK, Ireland and Germany who had a range of three mild-to-medium impairments; hearing, vision and manual dexterity. | |||
| Effects of Age Groups and Distortion Types on Text-Based CAPTCHA Tasks | | BIBAK | Full-Text | 453-455 | |
| Chih-Hsiang Hsu; Ying-Lien Lee | |||
| Completely Automatic Public Turning test to tell Computers and Humans Apart,
or CAPTCHA, is a security measure that guards a system from exploitation by the
discrimination between a real human being and an automated computer program via
the method of presenting to the unknown user the challenges that are hard for
computer yet easy for human. Focusing on text-based CAPTCHA, this study
conducted an experiment to study the effect of age groups and distortion types
on the CAPTCHA task. Twenty-four participants were recruited to take part in
the experiment, where twelve of them were in the senior group and twelve in the
young group. Participants were observed to use three general steps:
recognition, rehearsal, and motor response. With the inevitability of the
security measure and the increasing population of senior netizens, this study
has important implications for the design of CAPTCHA systems. Keywords: CAPTCHA; age group; distortion | |||
| Evaluating Usability of Web-Based Electronic Government: Users' Perspective | | BIBAK | Full-Text | 456-465 | |
| Zhao Huang; Laurence Brooks | |||
| Electronic government (e-government) has been rapidly developed to increase
services delivery and users' access to government information. Users'
interaction with e-government is largely dependent upon how easy to use
e-government websites. In this aspect, usability needs to be importantly
addressed when developing e-government. As such, an empirical study is
conducted to evaluate usability of current e-government websites focusing on
users' perception and performance. The results indicate that a number of
usability problems have been found in the target e-government websites.
Furthermore, performance results show the different levels of users'
interaction with the e-government websites evaluated. More significantly, a
close relationship between users' perception of usability and their performance
is indicated. These findings can help designers identify users' usability
requirements and draw their particular attention to further develop more usable
e-government websites. Keywords: Web-based e-government; Usability; Users' perception; Users' performance | |||
| The Effects of Content Type and Presentation Style on User Experiences of Multimedia Content on a Tablet PC | | BIBAK | Full-Text | 466-475 | |
| Kari Kallinen; Jan Kallenbach; Niklas Ravaja | |||
| The present study examined how media type, presentation style, and user
characteristics moderate people's media experiences while reading on and
listening to news messages. We found that content type, presentation modality
and user characteristics all moderated the responses to the news messages. We
found for example that (1) entertainment news were experienced as more pleasant
and activating, but factual news as more interesting, important, and
trustworthy, (2) Audio news with text captions elicited better memory
performance and higher presence than text or audio only news, (3) fast picture
presentation elicited higher activation than slow pictures among younger users
whereas slow picture presentation elicited higher activation than fast pictures
among older users. The results demonstrate the complex mixture of user (such as
age, and level of education), presentation (such as medium, modality, speed),
and content (such as fact and entertainment) characteristics in media
experiences. Keywords: eReading; multimedia; user responses; emotion; memory performance; interest;
presence | |||
| Inherent Usability Problems in Interactive Voice Response Systems | | BIBAK | Full-Text | 476-483 | |
| Hee-Cheol Kim; Deyun Liu; Howon Kim | |||
| We are often required to use interactive voice response (IVR) systems during
daily life. However, users still find these systems difficult to navigate. By
identifying the problems with IVR systems, we can work to make them more
convenient and easier to use. Based on the results of a literature review and
an experimental study, this paper identified four major problems inherent to
the use of IVR systems: linearity, transience, ambiguity, and minimal feedback.
These issues cannot be completely avoided within IVR systems, but by
understanding how the problems arise, designers can try to minimize them. Keywords: Human-computer interaction; interactive voice response systems; usability | |||
| Effect of Aesthetic Design Elements on Tabletop Display Interaction | | BIBAK | Full-Text | 484-489 | |
| Hyunglae Lee; Hyun-Jin Shin; Ji-Hyung Park | |||
| Recent technology developments in the field of tabletop display systems have
provided new types of user experiences that were unavailable in traditional
vertical displays. While substantial amount of work has been done on new
technologies and usability tests for a tabletop display system, not much
attention was focused on aesthetic design aspect. In this paper, we studied the
effect of aesthetic design elements on tabletop display interactions,
especially focusing on users' emotional satisfaction and usability. For this
purpose, two different tabletop display systems, one aesthetically well
designed with 5 selected design elements (color, typography, form, graphic, and
sound) and the other not, were tested in an intelligent collaborative
environment. The user study showed that an aesthetically well-designed tabletop
system not only influenced users' emotional satisfaction but also usability by
enhancing the abilities in human perception, and eventually affected overall
user experience with the system. Keywords: Aesthetic design elements; Tabletop display | |||
| Effects of Presence on Causing Cybersickness in the Elderly within a 3D Virtual Store | | BIBAK | Full-Text | 490-499 | |
| Cheng-Li Liu; Shiaw-Tsyr Uang | |||
| Along with elderly society's coming, computers with an internet connection
used at home can provide this population a new channel to access to information
and services, and can also be used to manage internet shopping tasks. One of
the primary advantages of virtual environment (VE) technology applied in web
shops is its ability to provide a 3D perspective to customers for more real
sense on goods and shopping environment. The presence is a great appeal for the
elderly experienced in the 3D virtual store. How to improve the presence of 3D
virtual store is a challenge for the shopkeepers and programmers. But, whether
it is easy to produce cybersickness in the elderly when the presence is
improved, or not? The objectives of this study are to explore the effects of
depth perception cues and display modes on presence and incidence of
cybersickness in the elderly within a 3D virtual store. The results show that
participants in high level depth perception cues with 3D monitor (with circular
polarized glasses) will experience greater presence than other displays (HMD
and TFT-LCD). However, a feeling of presence may add to the incidence of
cybersickness (r = 0.671, p = 0.000). Although the feeling of presence in
TFT-LCD display is poor than 3D monitor and HMD, the symptoms of cybersickness
are the slightest. Keywords: 3D virtual stores; Elderly; Presence; Cybersickness; Depth perception cues;
Stereopicture | |||
| A Development of Web-Based Player for Instructions Recorded with the Electronic Blackboard System IMPRESSION | | BIBAK | Full-Text | 500-509 | |
| Yuichi Ohkawa; Takashi Mitsuishi | |||
| In these years, we have been developing the interactive and sharable
electronic blackboard system; IMPRESSION. In this paper, we described the
development of a web-based player for instructions, which are performed with
IMPRESSION to conduct a lesson. By using this system, a log, which shows
performed instructions in a lesson, can be used as an on-demand e-learning
material. In addition, this system provides various operational functions for
playback instructions and also can record learners' actions of studying with
these instructions. As a result, it makes possible to a teacher to grasp
learners' understanding. Keywords: E-Learning; Electronic Blackboard; RIA; User Interface | |||
| Categorize Web Sites Based on Design Issues | | BIBAK | Full-Text | 510-519 | |
| Amin Rasooli; Fattaneh Taghiyareh; Peter Forbrig | |||
| Interface design is one of the most important topics during web development
process. The final design is a tradeoff between the owner's personal idea and
the web developer's perception of what he wants. In this paper, we have
proposed a new model called WLDM (Web layout design model) to cover the
important components of interface design. There are three components in the
WLDM, including structure, content and visual. We have selected three features
for structure, two for content, and three for visual component. Thereafter, we
have made a dataset using 1088 most visited web sites. Finally, applying
K-means algorithm, we have clustered this dataset. According to our result, six
clusters were identified. Considering WLDM, web layout designer have a
blueprint to cover areas of research related to this issue. The result of this
clustering can be used for recommender systems to map owner groups, which have
different attitude. Keywords: WLDM; Web design; Adaptation; Personalization; Layout; User Interface;
Human-Computer Interaction; Clustering; Data mining | |||
| Interacting with Semantics and Time | | BIBAK | Full-Text | 520-529 | |
| Christian Stab; Kawa Nazemi; Matthias Breyer; Dirk Burkhardt; Arjan Kuijper | |||
| Time appears in many different semantic information systems like historical
databases, multimedia systems or social communities as a common attribute.
Beside the temporal information, the resources in these domains are categorized
in a domain-specific schema and interconnected by semantic relations.
Nevertheless, the high potential of these systems is not yet exhausted
completely. Even today most of these knowledge systems present time-dependent
semantic knowledge in textual form, what makes it difficult for the average
user to understand temporal structures and dependencies. For bridging this gap
between human and computer and for simplifying the exploration of
time-dependent semantic knowledge, we developed a new interactive timeline
visualization called SemaTime. The new designed temporal navigation concept
offers an intuitive way for exploring and filtering time-depended resources.
Additionally SemaTime offers navigation and visual filtering methods on the
conceptual layer of the domain and is able to depict semantic relations. In
this paper we describe the conceptual design of SemaTime and illustrate its
application potentials in semantic search environments. Keywords: Information Visualization; Semantic Visualization; Timeline Visualization;
Semantic Search; Time-Dependent Ontology | |||
| Investigating Drag and Drop Techniques for Older People with Cognitive Impairment | | BIBAK | Full-Text | 530-538 | |
| Frédéric Vella; Nadine Vigouroux; Pierre Rumeau | |||
| Graphical user interfaces and interactions that involve pointing to items
and dragging them are becoming more common in rehabilitation and assistive
technologies. We are currently investigating interaction techniques to
understand point-select-drag interactions for older people with cognitive
impairment. In particular, this study reports how older perform such tasks.
Significant differences in behavior between all of the interaction techniques
are observed and the reasons for these differences are discussed according the
Mini Mental Score. Keywords: Human Computer Interaction; Older subjects; dementia; evaluation | |||
| An Interface for Opportunistic Discovery of Information for Young People | | BIBA | Full-Text | 541-548 | |
| Jamshid Beheshti; Andrew Large | |||
| The exploratory study investigates a virtual reality interface for opportunistic discovery for young people. We recruited ten volunteer students, who performed a pre-assigned information search task in a VR library which consists of about 1500 web sites depicted as books organized on the shelves. We calculated a metric for opportunistic discovery of information (ODI) based on the distance of books chosen by the participants from those initially found by a conventional search. The VR interface supported ODI more than do conventional search engines. | |||
| Evaluating Leading Web Search Engines on Children's Queries | | BIBAK | Full-Text | 549-558 | |
| Dania Bilal; Rebekah Ellis | |||
| This study compared retrieved results, relevance ranking, and overlap across
Google, Yahoo!, Bing, Yahoo Kids!, and Ask Kids on 15 queries constructed by
middle school children. Queries included one word, two words, and multiple
words/phrases/natural language, and the results were benchmarked against Google
and Yahoo Kids! top 5 and top 10 retrieved results using a new relevance
ranking metric. Yahoo! and Bing yielded similar results on all queries, but
their relevance ranking differed on one-word queries. Ask Kids outperformed
Yahoo Kids! on all queries, and a modest percentage of results had the same
relevance ranking as Google. Yahoo Kids! and Ask Kids returned unique results
that were not retrieved by the other three engines on the first results page.
Yahoo! and Bing produced the highest percentage in overlap with Google followed
by Ask Kids. Implications are made for children and mediators concerning the
use of search engines on children's queries. Keywords: Children; queries; query construction; web search engines; evaluation;
information retrieval; relevance ranking; ranking comparison; overlap; unique
results; Google; Yahoo!; Bing; Yahoo Kids!; Ask Kids | |||
| How Children Can Design the Future | | BIBAK | Full-Text | 559-569 | |
| Mona Leigh Guha; Allison Druin; Jerry Alan Fails | |||
| Over the past 15 years, children have become more integrally involved in the
design of their technology. In this paper, we present the idea that design
partnering methods, specifically Cooperative Inquiry, used for designing
technology with children can and should now be extended into informal and
formal educational settings. Keywords: Children; Cooperative Inquiry; Design Process; Education | |||
| Effects of Print-Storybooks and E-Storybooks with Reading Comprehension Strategies on Fifth Graders' Reading Comprehension Ability | | BIBAK | Full-Text | 570-579 | |
| Hsiu-Shuang Huang; Shang-Liang Chen; Yea-Mei Leou; Ho-Chuan Huang; Ching-Yu Yeh; Yun-Yao Chen; Chun-Lien Chen; Ya-Ying Tseng | |||
| The goal of the study was to develop the instruction module of the
e-storybooks reading comprehension in the elementary school and test the effect
of the instruction module of the e-storybooks reading comprehension. This study
was to compare the influences of print-storybooks and the instruction module of
the e-storybooks reading comprehension among the fifth graders' reading
comprehension ability. The results of the study indicated that there was
significant difference between the experimental group and the controlled group.
The controlled group had better performances of reading comprehension than
experimental group. To put it more specifically, students and teachers were
busy learning how to operate the module and platform, and that resulted in
greatly reduced learning effect. However, with the mastery of e-storybooks
instruction module, experimental group class expressed higher motivation than
controlled group class in learning activities. These data indicated that the
study had the positive contribution. Keywords: digital reading; e-storybooks; reading comprehension; reading strategies | |||
| The Interaction of Children's Concepts about Agents and Their Ability to Use an Agent-Based Tutoring System | | BIBAK | Full-Text | 580-589 | |
| Alicia M. Hymel; Daniel T. Levin; Jonathan Barrett; Megan M. Saylor; Gautam Biswas | |||
| Computer-based teachable agents are a promising compliment to classroom
instruction. However, little is known about how children think about these
artificial agents. In this study, we investigated children's concepts about the
intentionality of a software agent they had interacted with and tested whether
these concepts would change in response to exposure to the agent. We also
tested whether individual differences in concepts about agent intentionality
would affect children's ability to learn from the agent. After repeated
exposure to a teachable agent, students did not make more intentional
attributions for the agent than a computer, but a general understanding of
agency predicted success in learning from the agent. Understanding basic
concepts about agency appears to be an important part of the successful design,
implementation, and effectiveness of computer-based learning environments. Keywords: learning; artificial agents; theory of mind | |||
| A Comparison of Children's and Adults' Retrieval Performances and Affective Reactions When Using a Conventional Interface and an Information Visualization Interface | | BIBA | Full-Text | 590-598 | |
| Andrew Large; Jamshid Beheshti | |||
| Reports on an exploratory study of the performance and affective responses of children compared with adults when using a conventional tree structured interface and an information visualization interface to identify subject terms embedded in a hierarchical subject taxonomy. It is part of a larger project to investigate the efficacy of information visualization as a means to enhance web-based subject taxonomies. The study found that adults were more successful at locating terms than children, but that there was no significant difference in the times taken to complete a successful search by children and adults. It also found that the affective reactions to the conventional interface versus the information visualization interface were very similar among the children and the adults. | |||
| Following the Signs: Children's Use of Visual Cues to Facilitate Website Evaluation | | BIBA | Full-Text | 599-606 | |
| Valerie Nesset | |||
| The paper discusses how research investigating reading strategies can inform web usability design for children by identifying visual cues or 'signposts' that facilitate reading and subsequent evaluation of websites. Using data obtained from a broader study of information-seeking behavior of third-grade students conducted in Montreal, Quebec, Canada the paper reports on the students' use of visual cues when reading and evaluating websites in their search for relevant information. It was discovered that such cues as bolded text, the chunking of textual passages, color, and the thoughtful placement of images all were factors that facilitated quick and efficient evaluation of websites. | |||
| Development of Web-Based Voice Interface to Identify Child Users Based on Automatic Speech Recognition System | | BIBAK | Full-Text | 607-616 | |
| Ryuichi Nisimura; Shoko Miyamori; Lisa Kurihara; Hideki Kawahara; Toshio Irino | |||
| We propose a method to identify child speakers, which can be adopted in Web
filtering systems to protect children from the dangers of the Internet. The
proposed child identification method was developed relies on an automatic
speech recognition (ASR) algorithm, that uses an acoustic hidden Markov model
(HMM) and a support vector machine (SVM). To extend the proposed method for use
in a Web application, we used our voice-enabled Web system (the w3voice system)
as a front-end interface for a prototype system. In this paper, we present an
overview of the prototype system to elucidate our proposal. We also evaluate
the efficacy of the proposed method in identifying child speakers by using
voices captured from real Web users. Keywords: Child speakers; Voice-enabled Web system; HMM; SVM | |||
| Comparison of a 3-D Expression System and a Standardized IQ Test for Children | | BIBAK | Full-Text | 617-626 | |
| Akihiro Suzuki; Masayuki Wajima; Takashi Kawakami; Tetsuo Okazaki | |||
| The objective of this paper is to analyze how children develop their spatial
expression ability in 3-D space. We prepared a 3-D paint system that has
"Translation-test", "Rotation-test" and "Paper-lay-out-test". As an experiment,
we collected data by using our 3-D paint system for children between the ages
of 4 and 6 in a pre-school in August 2009, January 2010, and August 2010. We
conducted a survey on correlation between the system and WPPSI: WPPSI is an IQ
test. At these experiments, we conducted 5 performance tests with WPPSI. The
results are summarized as follows: 1) Children are able to recognize virtual
3-D space of the system, and are able to express images in virtual 3-D space;
2) The data shows the trend that spatial expression ability in space becomes
better with advancing ages; 3) We obtained correlations between the system and
WPPSI. The system can analyze some abilities that are difficult for WPPSI. Keywords: Spatial vision; Spatial expression; Human-computer-interaction; Children | |||
| Exploring Children's Requirements for the Graphic Design of WebOPAC | | BIBAK | Full-Text | 627-636 | |
| Tengku Siti Meriam Tengku Wook; Siti Salwah Salim | |||
| This research specifically focuses on the graphic design issues involved in
a WebOPAC interface for children. Children's ideas, expectations, experiences
and needs were explored through their involvement in a variety of participatory
design (PD) activities. The main outcomes of these activities were lists of the
children's preferences and interests, sketches of design ideas and metaphors
which led to the specification of the children's requirements for the graphic
design of a WebOPAC interface. This research also points out the potential of
information visualization (IV) and virtual reality (VR) techniques in terms of
supporting the implementation of these requirements. Keywords: Children's requirements; graphic design and participatory design method | |||
| Influence of Gender and Age on the Attitudes of Children towards Humanoid Robots | | BIBAK | Full-Text | 637-646 | |
| Fang-Wu Tung | |||
| This study addresses the attitudes of children toward robots displaying
various degrees of anthropomorphic appearance. Understanding the means by which
children perceive and evaluate robots across the spectrum of anthropomorphism
is a crucial issue within the field of robotics research. This study conducted
two experiments to understand children's attitudes toward robots with various
degrees of realism and examine whether gender or age influences the social and
physical attraction children feel toward humanoid robots. The results of the
study suggest that when designing robots for children, designers need not focus
on creating an authentic human-like appearance. In addition, the influence of
children's age on their attitudes toward robots is less significant than that
of gender. Generally, children aged from 8 to 14 years have similar attitudes
to and perceptions of humanoid robots. An interesting finding is the persistent
differences between boys and girls, with respect to the ratings of their social
and physical attraction to robots. Particularly, girls are more accepting of
human-like robots, especially female robots, than boys are. Keywords: Human-Robot interaction; child; interaction design; humanoid robot | |||
| Affective Videogames: The Problem of Wearability and Comfort | | BIBAK | Full-Text | 649-658 | |
| Andrea Bonarini; Fiammetta Costa; Maurizio Garbarino; Matteo Matteucci; Maximiliano Romero; Simone Tognetti | |||
| The aim of this paper is to report the interaction design process followed
by an interdisciplinary team to develop an innovative ICT wearable device for
affective video gaming. The process follows Norman and Draper's User Centered
Design principles [1] including: functional development, laboratory test of the
technology with human subjects, product design, prototype realization and
experimentation with final users. The functioning of the device is based on the
detection of physiological parameters, e.g., Blood Volume Pulse (BVP),
Temperature (T), and Galvanic Skin Response (GSR), through electrodes placed on
the forehead of the player. These signals are aimed at detecting the emotional
state of the player by means of computational intelligence algorithms. This
information can be used to modify the behavior of a videogame in order to
maintain the player in the desired state of subjective enjoyment. Our goal was
to develop a comfortable and easy to use device to avoid disturbs on the
emotional state of the player. Keywords: Design for wearability; Affective computing; Videogame | |||
| Extraversion and Computer Game Play: Who Plays What Games? | | BIBAK | Full-Text | 659-667 | |
| Xiaowen Fang; Miaoqi Zhu | |||
| In the last two years, our research group has been conducting online surveys
on enjoyment of computer game play and player personalities. From the
preliminary data we collected as of now, we observed positive relationship
between the personality trait, extraversion, and players' choice of games. This
paper presents a research project that attempts to explore this relationship
and investigate the reasons why this relationship exists using interview
method. The expected findings will likely help game designers improve
interaction designs in computer games. Keywords: Extraversion; personality; enjoyment; computer games | |||
| User Modeling Approaches towards Adaptation of Users' Roles to Improve Group Interaction in Collaborative 3D Games | | BIBAK | Full-Text | 668-677 | |
| Johanna Renny Octavia; Anastasiia Beznosyk; Karin Coninx; Peter Quax; Kris Luyten | |||
| This paper focuses on how adaptation of users' roles based on a
collaborative user model can improve group interaction in collaborative 3D
games. We aim to provide adaptation for users based on their individual
performance and preferences while collaborating in a 3D puzzle game. Four
different user modeling approaches are considered to build collaborative user
models. Through an experiment, we present the validation of these approaches
for two different cases: co-located collaboration and remote collaboration.
From the experiment, we learned that the Minimum total time approach, which
defines the best collaboration as the one that gives the shortest total time in
completing the task, works mostly effective in both situations. Keywords: User modeling; adaptation; collaborative 3D games | |||
| MusicTagger: Exploiting User Generated Game Data for Music Recommendation | | BIBA | Full-Text | 678-687 | |
| Hannes Olivier; Marc Waselewsky; Niels Pinkwart | |||
| The system "MusicTagger" is a game in which two players hear 30 seconds of a song, describe it independently and get points if they succeed in making the same descriptions. Additionally, it is a music recommendation system which compares songs with the help of the descriptions given in the game. MusicTagger is based on the principle of "human computation", meaning that problems (in this case, music recommendation) are solved by computers via eliciting human knowledge and making intelligent use of the aggregated information. This paper presents the design and implementation of the "MusicTagger" system together with results of an empirical lab study which demonstrates the potential of the recommendation engine. | |||
| The Influence of Social Experience in Online Games | | BIBAK | Full-Text | 688-693 | |
| Hua Qin; Pei-Luen Patrick Rau; Song-feng Gao | |||
| The objective of this study is to explore the influence of social behaviors
in the online games on the behaviors in the real world. Four kinds of social
behaviors in the online games such as chatting, making friends, role playing,
team work are proposed, which these behaviors tie virtual world and real
society. Based on the data from 101 effective respondents, this study analyzes
the relationship between average playing time, social behavior in the real
world and social behaviors in the game world. The results find that social
behaviors in the game environment change significantly players' social behavior
in the real world, and also contribute largely to more behavior repetition. Keywords: Social experience; online games | |||
| Head-Pose Recognition for a Game System Based on Nose's Relative Position | | BIBAK | Full-Text | 694-701 | |
| Qingjie Zhao; Xiaoming Shi; Yuxia Wang | |||
| This paper proposes a head pose identification method using nose's relative
position information in a face region and develops a game system based on
visual head pose identification techniques to control a virtual robot walking
in a virtual maze environment. Adaboost classifiers are used to detect a face
and give a rough classification. A nose classifier is used to detect noses in a
detected face region. The nose's relative position information is utilized to
further determine a specific head pose. A method for selecting the best nose
area is also proposed to solve the problem that multi-nose areas may be
detected in one face region. Experiment results show that by using these
techniques correct head poses can be acquired and applied in the game system. Keywords: Human computer interaction; head pose; nose position | |||