| Measuring Human Interaction in Digital Television Using Profiles and Geolocation | | BIBAK | Full-Text | 3-7 | |
| Valdecir Becker; Marcelo Knörich Zuffo | |||
| This paper presents an audience measurement system for Brazilian digital
free-to-air television, with profiles and geolocation introduction. The work
uses activity theory framework for analyzing the context in which the audience
and the interaction occur. There are nine user and behavior profiles proposed.
The geographic distribution of the audience is shown by maps. Keywords: Audience measurement; profiles; geolocation | |||
| PC-Based Warning Mechanism System of Fall Risk in Elderly | | BIBAK | Full-Text | 8-12 | |
| Chih-Sheng Chang; Cherng-Yee Leung; Jeih-Jang Liou | |||
| It is difficult to recognize and classify movement patterns correctly. We
have developed and evaluated a method to classify movement using contact forces
during sit-to-stand (STS) movement in elderly people. We used the key points of
the ground reaction force (GRF) to identify the sequence of important time
points in the STS movement of elderly people. The data showed that the reaction
forces had three distinctive patterns: typical-modal (t-modal), multi-modal
(m-modal), and incompetent-modal (i-modal). This is the first study to identify
STS patterns based on objective force data and key points. The STS patterns can
be used to supplement the subjective Berg Balance Scale (BBS) score to provide
a more precise analysis of STS movement in the elderly. Keywords: BBS; GRF | |||
| System of Systems for Sensor and Actuator Networks | | BIBAK | Full-Text | 13-17 | |
| Tiffany Elise Chua; Mark Merlo; Mark Bachman | |||
| Sensor and actuator networks are often the backbone of control applications.
They are used in many different fields, such as health care, home automation,
and industrial control. Despite the prevalence of sensor and actuator networks,
there is a lack of tools to support the rapid prototyping of sensing and
control applications. We have developed a system to support a generic platform
for rapid prototyping of sensing and control applications in which different
sensors and actuators are brought together to perform specific functions. At
the heart of the system-of-systems is the Control INterface to Devices and
Instruments (CINDI), a small Linux-based box with a number of standard
interfaces. The system was built with simplicity in mind and to support
component reuse. Keywords: system of systems; sensor and actuator networks; rapid prototyping;
pervasive computing; ubiquitous computing | |||
| Smart Clothes Are New Interactive Devices | | BIBAK | Full-Text | 18-21 | |
| Gi-Soo Chung; Hee-Cheol Kim | |||
| Clothes are more than wears. They are interactive wearable devices.
Recently, smart clothes have gained interest among researchers and
practitioners, and shown us the potential as comfortable mobile computers in a
ubiquitous world. This paper presents the two cases where the digital garment
that we developed have been tested and applied to: communication and video
display, and healthcare. While recognizing that the garment is still
insufficient for ordinary users, we hope that its problems will be gradually
resolved with the technological development. Keywords: Digital yarn; interactive device; smart clothes; wearable computing | |||
| Ebook Readers: An iPod for Your Books in the Cloud | | BIBAK | Full-Text | 22-27 | |
| Ann-Marie Horcher; Maxine Cohen | |||
| The new way to carry books or literature is to not carry it at all. Not only
have computing resources and data moved to the cloud, so has the latest novel
or self-help book. The key to the acceptance of this technology is usable
design that anticipates a reader's needs while still invoking a comfortable
form factor -- the book [1]. Though e-book readers have been available for a
decade, the latest wave of e-book readers has achieved a new level of
technology acceptance. This trend and potential acceptance of future models can
be understood by applying task-technology fit theory [2] to a usability study
of the Barnes and Noble Nook and Amazon Kindle ebook readers. Keywords: ebook; digital libraries; usability; task-technology fit; gender bias | |||
| The Ambient from the Young Passengers' Perception in the Carriage of Taiwan High Speed Rail | | BIBA | Full-Text | 28-30 | |
| Jeichen Hsieh; Chan Yo Shan | |||
| To explore the Taiwan High Speed Rail passenger experience of environmental attitudes, the concept car as a potential environmental factors (Table 1) to Hershberg & Cass environmental significance of the semantic scale (Table 2) (Xu Leiqing, 2004) as Measurement tools of environmental factors in the compartment of the bipolar adjective semantic differential method is usually the number must be used about 10 to 30 is more suitable, it will be adjusted to 2to 3 group to obtain more stable reference. Online questionnaire with Taiwan High Speed Rail train running video will be a reference tool to assist measurement. The video contents directly play to compare the experience feedback of fifty passengers. | |||
| An Effective Disaster Evacuation Assist System Utilized by an Ad-Hoc Network | | BIBAK | Full-Text | 31-35 | |
| Yasuki Iizuka; Kyoko Yoshida; Kayo Iizuka | |||
| This paper proposes a system that supports effective evacuation from danger
using an original Distributed Constraint Optimization Problem (DCOP) algorithm
DiSTaS-Anne (Distributed Tabu Search with simulated Annealing). The use of DCOP
facilitates the assisted optimization of people's evacuation timing, by
estimating the location of evacuees. This system enables assistance in terms of
evacuation guidance to be given to relieve congestion, by calculating
evacuation routes via an ad-hoc network of evacuees' mobile devices (phones,
PCs, etc.), intercommunication function and location information. Keywords: optimization; Distributed Constraint Optimization Problem; disaster
evacuation | |||
| Locating Projectors Using Intensity of Reflected Beams Based on Phong Shading Model | | BIBAK | Full-Text | 36-40 | |
| Yukio Ishihara; Makio Ishihara | |||
| Abstract. In this work we focus on handheld projector-camera systems and
discuss how to find out where and in which orientation those projectors are. We
propose a way to find out them by measuring the intensities of the beams
reflected on the screen. The point is that our system does not rely on fiducial
markers which are usually stuck on the screen to help to locate the projector.
Additionally, in our system, a laser-based projector is used, and the intensity
of beams being projected and reflected on the screen is modeled based on Phong
shading model. Through the evaluation, we show the potential of our system in
HCI areas. Keywords: beam intensity; Phong shading model; laser-based projector; real-time
calibration; projector-camera system | |||
| Embodied Communication Support Using a Presence Sharing System under Teleworking | | BIBAK | Full-Text | 41-45 | |
| Yutaka Ishii; Tomio Watanabe | |||
| We have proposed the concept of a presence sharing system Ghatcha [GHost
Avatar on a Telework CHAir] in which the users' embodiment is not indicated by
the avatars but by the chairs that suggest the presence of avatars. This system
provides the same communication space for the users' embodiment, thus creating
a feeling of working alongside remote workers. In this paper, we develop
prototype systems using a virtual or a real environment. And the effectiveness
of the virtual prototype system is confirmed in the experiment. Keywords: Embodied Interaction; Avatar; Remote Communication; Telework; Remote
Operating Chair | |||
| Visibility Experiment and Evaluation of 3D Character Representation on Mobile Displays | | BIBAK | Full-Text | 46-51 | |
| Hiromu Ishio; Shunta Sano; Tomoki Shiomi; Tetsuya Kanda; Hiroki Hori; Keita Uemoto; Asei Sugiyama; Minami Niwa; Akira Hasegawa; Shohei Matsunuma; Masaru Miyao | |||
| In the experimental study, we measured visibility and readability of text
characters presented on a small 3D liquid crystal display (LCD) and evaluated
features of the 3D character representation for application to mobile devices.
For the visibility evaluation, we focused on time lag for first recognition,
time required for full reading, and maximum distance of 3D objects popping out
from the fixed display. We also report the dependency of the results on the age
of subjects in comparison with 2D and 3D representations. Keywords: 3D character representation; liquid crystal display (LCD); mobile display | |||
| Composite Context Information Model for Adaptive Human Computing | | BIBAK | Full-Text | 52-56 | |
| Sukyoung Kim; Eungha Kim; Youngil Choi | |||
| This study is to propose the composite context information model that
provides an appropriate model depending on the situation around user. In our
research, describe the definition of composite context information, propose the
reuse method of the preexisted context information and design the composite
context information process structure to improve performance. For developing
the user-centric context-aware computing, above all important thing is, provide
the high-level concept like human beings in knowledge framework and many
application layers use it, don't care the inner structure for processing
complex context information. Keywords: composite context information; context-aware computing | |||
| A Framework for a User Friendly Wireless Sensor Network Configuration System | | BIBA | Full-Text | 57-61 | |
| Julia C. Lee; Lawrence J. Henschen | |||
| Wireless sensor networks (WSNs) are being embedded into the fabric of our everyday lives. But there design still requires expertise in computer science and engineering in addition to the expertise for the application to which the WSNs are directed, and this slows the progress towards WSN solutions to important modern-day problems. We outline a system which may ultimately allow designers with little or no computer background to design WSNs. The system is based on a well-crafted user interface combined with a knowledge base about WSN hardware and software. | |||
| FlexRemote: Exploring the Effectiveness of Deformable User Interface as an Input Device for TV | | BIBAK | Full-Text | 62-65 | |
| Sang-Su Lee; Seungwoo Maeng; Daeeop Kim; Kun-Pyo Lee; Wonkyum Lee; Sangsik Kim; Sungkwan Jung | |||
| We tried to explore the possibility of using deformation-based interaction
as a new input method to remote control. We selected eight basic commands to
control TV and design deformation-based gestures for each command based on
prior studies regarding organic user interface. A prototype, the FlexRemote,
was made and tested by informal user study. The study showed that the users
have higher preferences to the FlexRemote in comparison with the conventional
input devices and the users can make intuitive interactions through physical
deforms. From this positive explorative study, we are expecting that this study
will present a new direction in intuitive and fun interaction method with TV in
living room environments, which is gaining greater importance. Keywords: interaction design; deformation-based interaction; organic user interface | |||
| A Study of User Needs for the 'Techno Kitchen' | | BIBAK | Full-Text | 66-71 | |
| Martin Maguire; Colette Nicolle; Russell Marshall; Ruth E. Sims; Clare Lawton; Sheila Peace; John Percival | |||
| A project, Transitions in Kitchen Living (TiKL) has been conducted to study
kitchen histories and current use by older people. A multidisciplinary team
developed a common interview methodology to collect people's personal kitchen
histories and their views on their current kitchen. Now and in the future
ambient assistance and applied electronic technology might provide additional
functionality to make kitchens easier to use for all ages. This paper relates
some of these technical developments to user needs identified in the TiKL
project and reports on the results of a survey to obtain older people's views
on them. Keywords: kitchen; advanced technology; older people; people with disabilities | |||
| Consideration of the Human-Computer Interface in the Operation Room in the Era of Computer Aided Surgery | | BIBAK | Full-Text | 72-75 | |
| Kazuhiko Shinohara | |||
| Human-computer interactions in the operation room (OR) are rapidly
increasing as a result of advances in endoscopic surgery and the implementation
of computerized physicians order entry systems (CPOE). Not only computerized
medical devices and robotics, but also various image guidance systems with
augmented reality to support endoscopic surgery, are being developed and some
are already widely used in the OR. While CPOE provide the surgical team with
quick and wide-ranging access to individual patients' medical records and
images while in the OR, essentially the procedures undertaken by surgeons and
scrub nurses cannot be changed. In this study, ergonomic problems involving the
human-computer interface in the operation room were investigated for the smooth
uses of computers in this era of computer-aided surgery. The amount of cords,
cables and medical tubing is increased between 3- and 5-fold over that used in
the conventional OR, which carries latent risks for fault connections between
the equipment and slipping and tripping accidents among the OR team. The use of
a CPOE requires additional movement to the computer terminal during surgery. If
fingerprint recognition is used as the CPOE biometrics system, surgeons and
scrub nurses cannot access the CPOE themselves during operations. As
countermeasures against such problems, the integration of cables and wires,
improvement of the WIFI environment and electromagnetic compatibility with
medical devices, and implementation of tablet PCs with voice recognition or
touch screens are required. Moreover, it is essential for the human-computer
interface in the OR to be further improved by accounting for OR-staff's work
flow. Keywords: computer aided surgery; operation room; human-computer interface | |||
| 'STISIM-Drive' Meets 'MotorcycleSim': Using Driving Simulation Software to Develop a Unique Motorcycle Simulator for Rider Behavior Research | | BIBAK | Full-Text | 76-80 | |
| Alex W. Stedmon; David Crundall; Elizabeth Crundall; Rose Saikayasit; Editha van Loon; Alex Irune; Patrick Ward; Neil Greig | |||
| In order to compare groups of road users who have fundamentally different
skills, attitudes and behaviours, one of the first in-depth motorcycle
simulation studies of its kind was conducted. The project was developed using
the innovative 'MotorcycleSim' simulator designed and built at the University
of Nottingham. The simulator is a research tool to investigate aspects of
motorcycle ergonomics and rider human factors and is the first of its kind in
the world to incorporate 'STI-SIM Drive' software that allows motorcyclists to
ride a full size motorcycle and interact with a virtual riding environment
(VRE). To build a simulator that was both fit for the purpose of research and
provided the desired levels of fidelity associated with real world riding, a
user-centred design process was adopted from the outset (based in principles of
ISO:13407). Keywords: transport simulation; motorcycles; rider behavior | |||
| AirportLogic: Usability Testing, Prototyping, and Analysis of an Airport Wayfinding Application | | BIBAK | Full-Text | 81-84 | |
| Bennett Stone; Yun Wang | |||
| As air travel continues to be prevalent in our lives, and as the use of
mobile devices designed to assist us become more common, the creation of
wayfinding applications for mobile devices continues to be a challenge for both
developers and interface designers. Unfortunately, many airport specific
wayfinding applications do not live up to user expectations. In preliminary
project phases, usability testing and evaluation of existing applications was
performed, followed by prototyping and evaluation of a proposed application.
Task-based user testing was performed to address two primary questions: 1) are
current and proposed applications efficient for users?, and 2) is the
information architecture and navigation suitable for average users? A prototype
application and corresponding website were developed, and tested, with user
testing confirming enhancements over previous airport way finding applications. Keywords: user interface design; mobile application; wayfinding | |||
| Using on-Bicycle Rider Assistant Device While Cycling: A Hazard Perception Assessment | | BIBAK | Full-Text | 85-89 | |
| Chao-Yang Yang; Cheng-Tse Wu | |||
| Technologies have been developed to assist the cyclist for precise training
exercise such as monitoring their body and bicycle state. Due to the limited
position placing on-bicycle rider assistant device and riding posture, it
enlarges the essential view range of the chance the cyclist distracted from the
road. The risks using the system have been evaluated through an interactive
video-based hazard perception/reaction test in which response times were
measured. 5 participants, 3 male and 2 female participated a 2-phase section
including 7 traffic scenes in a 5 minutes cycling exercise with and without
using on-bicycle rider assistant device. As the results, average reaction times
tended to increase 0.33 seconds and average mis-maintained pushing cadence time
was 31.4 seconds when cycling with the device assistance. It is concluded that
cadence control assisted by the device can interfere the efficiency of hazard
perception, an important safety factor of cycling. Keywords: on-bicycle rider assistant device; hazard perception; response time | |||
| Human-Robot Collaboration with Augmented Reality | | BIBAK | Full-Text | 93-97 | |
| Siam Charoenseang; Tarinee Tonggoed | |||
| This paper presents an implementation of human-robot collaboration by using
augmented reality technique for providing necessary information to human
operator. In this research, human operator and a robot arm share the same
workspace in virtual object assembly task. The virtual objects are created in
the form of 3D computer graphics that is superimposed on the real video image.
While working in assembly task, the robot will assist the human operator by
loading the virtual objects. Furthermore, a task planner controls all robots'
operations accordingly to human actions. Using augmented reality, human
operator will receive robot's task plan in the form of computer graphics during
assembly task. The computer-generated information will support human operator's
decision for a suitable next step action. Keywords: Human-Robot Collaboration; Augmented Reality; Task Planning | |||
| Making Pixel Patterns Automatically for Camouflage -- Using Color Information from Their Background | | BIBAK | Full-Text | 98-101 | |
| Woon Jung Cho; Wonmi Ahn; Myung Shik Kim; Jeeyea Park; Seungduk Kim; Kwang-Hee Han | |||
| Camouflage is an attempt to obscure a target's outline and match its
background for hiding the target. Detectability of a target depends on the
features of the background and changes in the surrounding. Thus, we have to
consider visual information from the background and apply them to the
development of an effective camouflage pattern. As dynamic environments are
essential for designing an adaptive pattern, controlling digital images and
making patterns automatically by use of computer can be efficient alternatives
through the designing process of development and evaluation. In this study, we
made the automatic pixel patterns program for the camouflage assessment. For
making patterns, color information derived from background was used and
pixel-dot type of pattern was considered in view of the digital pattern.
Automatic stimuli-pattern maker developed in this study follows several steps;
load an image, select an area, extract colors, and create a pattern. This
automatic implementation has some benefits for design processes for camouflage
pattern development. Further studies are needed not only for program-upgrade
but also for improvement of color strategy through analyzing camouflage
features. Keywords: camouflage pattern; camouflage assessment; photosimulation; adaptive pattern | |||
| Virtual Bridge: AR-Based Mobile Interaction for Easy Multimedia Control of Remote Home Devices | | BIBAK | Full-Text | 102-106 | |
| DongJin Eun; Taik Heon Rhee; Seonghoon Kang; Minsuk Choi; Sangil Lee; Hark-Joon Kim | |||
| This paper proposes an interaction for controlling multimedia contents of
remote devices using a mobile device based on AR technology. Using a real-time
object recognition method, home devices detected by the camera of a mobile
device are displayed on the camera preview screen along with the thumbnails of
their own multimedia contents around the recognized positions. A user may drag
a multimedia content which he or she wants to play, and drop it onto another
target home device which he or she wants to play the content through. The user
study showed that the proposed interaction expects higher usability since once
a home device is registered with its device name when registering its image
shown on the mobile camera for the object recognition, this matching process is
no longer necessary when a user controls the device through the mobile device. Keywords: Mobile Interaction; Augmented Reality; Mobile AR; DLNA; Contents Sharing;
Real-Time Object Recognition | |||
| Design and Implementation of a Low-Cost Projected Virtual Reality System to Support Learning Processes | | BIBAK | Full-Text | 107-111 | |
| Rodrigo Gómez; Helmuth Trefftz | |||
| Virtual Reality technologies have been successfully incorporated into the
learning processes and potential new applications in education are explored
continuously. We found that one of the difficulties to popularize its use in
the educational context, in countries with emerging and developing economies,
is the cost of hardware required to generate satisfactory immersive experience.
In this work we considered virtual reality from the perspective of
human-computer interaction to support learning processes. The characteristics
of low-cost projected virtual reality system (PVR) proposed, combines study and
integration of available technology solutions, the development of an image
synchronization routine that enables the use of a single video projector and
the design of a printable pattern that preserve the state of polarization on
the projection screen. Keywords: Virtual Reality; projection surface; polarization | |||
| Interface Design to Support Situation Awareness in Virtual Puppetry | | BIBAK | Full-Text | 112-115 | |
| Keisha Harthoorn; Stephen Hughes | |||
| We propose virtual puppetry as a potential mechanism for enhancing students'
presence in a virtual learning environment. To develop this style of
interaction will require substantial attention to the user interface in order
to promote the operator's situation awareness of both the real and virtual
environments. This presentation describes the development of an initial
prototype and some of the ongoing concerns for controlling virtual puppets. Keywords: Virtual Puppetry; Interface Design; Situation Awareness; Virtual
Environments; Presence; Virtual Heritage | |||
| Immersive Video Game Based on Exercise Prescription | | BIBAK | Full-Text | 116-119 | |
| Daegun Kim; Changhoon Park | |||
| It is increasingly desirable to have good health. And, regular exercise is
the most effective way to improve fitness. But, most people who repeat the
exercise easily feel the boredom and tend to give up. This paper propose an
immersive video game based on exercise prescription. The game is designed to
ensure safety and effectiveness exercise. And, exercise intensity and time can
be adjusted automatically with monitoring the player's physical status. We
expect this kind of game will help people increase their interest and
motivation. Keywords: Health; Video Game; Exercise Prescription; Safety; Effectiveness | |||
| Assessing the Use of Cognitive Resources in Virtual Reality | | BIBAK | Full-Text | 120-124 | |
| William E. Marsh; Jonathan W. Kelly; Veronica J. Dark; James H. Oliver | |||
| Due to system limitations, interactions in virtual environments are often
unnatural and this may impact performance. During learning, unnatural
interactions draw from a finite pool of cognitive resources, meaning that those
resources cannot be used for a concurrent, possibly more important task.
Because users typically have primary objectives to accomplish in the virtual
world, we argue that interaction techniques and other system design choices
should account for task compatibility. We use a dual-task paradigm to study
resource usage during locomotion tasks varying in their similarity to
real-world locomotion. In one experiment, unnatural locomotion interfaces
required additional spatial resources compared to natural movements. Some
participants used unique strategies unlikely in traditional dual-task studies,
possibly due to the high level of immersion. Keywords: Virtual reality; dual-task paradigm; working memory; locomotion; cognitive
resources; user interfaces | |||
| Augmented Reality Approach to Domestic Maintenance Tasks | | BIBA | Full-Text | 125-129 | |
| Jorge Martín-Gutiérrez; Irene Inés Santos Pérez | |||
| Augmented reality technology is becoming more familiar and utilized at user level thanks to new generation of smartphones provided of webcam, big format tactile screens and internet connection. This allows creating applications which make certain human tasks nicer and more comfortable. AR technology has been applied to mechanical engineering field, concretely for assistance on repairing and maintenance tasks of complex and specific systems using expensive systems which are not very useful nor accessible for performing simple or domestic tasks. In this work we intend making this technology approachable for applications and tasks which are more common to everybody. For example, two AR technology based tools, one belonging to a smartphone platform and another using a head mounted display (HMD) glasses connected to a PC. Both allow helping user while performing installation, maintenance and adjustment of a mountain bike brakes system. | |||
| Development of AR Display System for Dental Surgical Simulator | | BIBAK | Full-Text | 130-133 | |
| Katsuhiko Onishi; Shota Ito; Yusuke Kawamura; Hiroshi Noborio | |||
| In this paper, we describe about a display system for dental surgical
simulator. The design concept of our system is that the system allows the user
to learning the dental surgical methods with the real hand and body posture.
Therefore our system set a display, which shows virtual teeth model and real
teeth and gums, close to user's hand position and allows the user to
manipulating object directly. Keywords: dental surgical simulator; direct manipulation; augmented reality | |||
| Earthquake Disaster Prevention Support Tool -- Visualization of Prevention Effectiveness by Utilizing Augmented Reality | | BIBAK | Full-Text | 134-138 | |
| Kyoko Yoshida; Masahiro Urabe; Hayato Tsuchiya; Yasuki Iizuka; Kayo Iizuka | |||
| Japan has faced major problems with large-scale earthquake countermeasures
due to its location in an earthquake zone. The Building Standards Act of Japan
has been amended since previous major earthquake damage and new buildings have
been built with a safer design than ever before. However, measures against
falling or overturning of furniture, which could injure people inside
buildings, are not sufficient. In this paper, the authors propose an earthquake
disaster prevention support tool with which one can experience the shaking of
furniture with or without earthquake disaster countermeasures using a 3DCG
animation function of Augmented Reality (AR) and three applications of this
tool. Keywords: earthquake disaster prevention; Augmented Reality (AR); disaster simulated
experience | |||
| A Three-Dimensional Fingertip Interface | | BIBAK | Full-Text | 141-145 | |
| Yangkeun Ahn; Kwangmo Jung; Jiman Hong | |||
| This paper proposes a method to recognize the fingertip three-dimensionally
using infrared stereo cameras. The proposed method can be used for
human-computer interactions with a three-dimensional display and is designed to
provide robust performance against finger trembling, kinematic errors, and
sensor noise. This paper describes the proposed method in detail and also
presents implementation results. Keywords: Fingertip Recognition; Stereo Camera; Spatial Touch | |||
| Rule Based Trajectory Segmentation Applied to an HMM-Based Isolated Hand Gesture Recognizer | | BIBAK | Full-Text | 146-150 | |
| Jounghoon Beh; David K. Han; Hanseok Ko | |||
| In this paper, we propose a simple but effective method of modeling hand
drawn gestures based on their angles and curvature of the trajectories. Each
gesture trajectory is composed of a unique series of straight and curved
segments. In our Hidden Markov Model (HMM) implementation, these gestures are
modeled as connected series of states analogous to series of phonemes in speech
recognition. The novelty of the work presented here is the automated process we
developed in segmenting gesture trajectories based on a simple set of threshold
values in curvature and accumulated curvature angle. In order to represent its
angular distribution of each separated states, the von Mises distribution is
used. Likelihood based state segmentation was implemented in addition to the
threshold based method to ensure that gesture sets are segmented consistently.
The proposed method can separate each angular state of training data at the
initialization step, thus providing a solution to mitigate ambiguity on
initializing HMM. For comparative studies, the proposed automated state
segmentation based HMM initialization was considered over the conventional
method. Effectiveness of the proposed method is shown as it achieved higher
recognition rates in experiments over conventional methods. Keywords: Trajectory segmentation; hand gesture recognition; hidden Markov model; HMM
initialization | |||
| Head-Free, Remote Eye-Gaze Detection System with Easy Calibration Using Stereo-Calibrated Two Video Cameras | | BIBAK | Full-Text | 151-155 | |
| Yoshinobu Ebisawa; Kazuki Abo; Kiyotaka Fukumoto | |||
| The video-based, head-free, remote eye-gaze detection system based on
detection of the pupil and the corneal reflection was developed using
stereocalibrated two cameras. The gaze detection theory assumed the linear
relationship; θ=k|r'|. Here, θ is the angle between the line of
sight and the line connecting between the pupil and the camera, and |r'|
indicates the size of the corneal reflection -- pupil center vector. Three
novel easy calibration methods were proposed; 'automatic', 'one-point', and
'two-point'. In the 'automatic', the user does not have to fixate the specific
location in the PC screen. In the 'one-point', the angular difference between
the optical and visual axes of the eye was determined and used for
compensation. The 'two-point' was proposed to compensate the nonlinear
relationship between |r'| and θ, which occurs when θ is large. The
precision of gaze detection was compared among the three methods using the
developed gaze detection system. Keywords: eye-gaze detection; pupil; corneal reflection; user calibration; head-free;
infant | |||
| Eye Position Effect on Audio-Visual Fusion Involves New Proposals for Multimodal Interface Design | | BIBA | Full-Text | 156-160 | |
| David Hartnage; Alain Bichot; Patrick Sandor; Corinne Roumes | |||
| Combination of audio and visual information is expected to ensure an efficient interface design for spatial information. Then, we focus on Audio-visual (AV) fusion referred to the perception of unity of audio and visual information despite there spatial disparity [1]. Previous experiment showed that AV fusion varied over space mainly with horizontal eccentricity [2]. As audio spatial information is coded in relation to head position and visual information is coded relative to eye position, question arises on eye position effect. The current psychophysical experiment investigates the effect of horizontal eye position shift on the variation of AV fusion over the 2D frontal space. Results showed that eye position affects AV fusion. Current data support the need for including eye position inputs when displaying redundant visual and auditory information in integrated multimodal interfaces. Results are discussed considering the probable effect of visual display structure. | |||
| A Virtual Mouse System Using Finger-Gestures of Twisting-in | | BIBAK | Full-Text | 161-165 | |
| Takashi Kihara; Makio Ishihara | |||
| In this manuscript, we introduce the finger gesture of twisting-in to make
an input device and conduct an experiment on performance. The finger gesture of
twisting-in is a series of movements of a finger twisting and pushing. It gives
us the feeling of twisting and pushing a button. The experiment shows that our
input device has the potential to be practical and usable. Keywords: twisting-in; finger gesture; virtual mouse; input device | |||
| Control of Five Finger of Computer Graphics Hand Using Electromyographic Signal Measured with Multi-channeled Small Laplacian Electrodes | | BIBAK | Full-Text | 166-170 | |
| Takuya Kimura; Akinori Ueno | |||
| The authors propose a new simple method for controlling five fingers of
computer graphics hand respectively using electromyograms signal. We
manufactured five double-polar concentric ring electrodes, for measuring
surface Laplacian electromyograms (Laplacian EMGs) from flexor muscle
corresponding to each finger flexing action. Laplacian EMGs can detect the
current flowing into the component that is proportional to the vertical surface
current density. The experimental results shown the each manufactured electrode
could measure the Laplacian EMG corresponding to each finger flexion without
any interference and that the developed interface could control the CG hand in
real time. These results infer that the proposed approach is promising as an
EMG-based human-computer interface or human-machine interface. The next
challenges to be addressed are to conduct the evaluation test for many subjects
and to facilitate electrodes attachment. Keywords: EMG; Human interface; Laplacian electrode | |||
| Kinematic Analysis of Remote Target Pointing Hand Movements in a 3D Environment | | BIBAK | Full-Text | 171-175 | |
| Yung-Hui Lee; Shu-Kai Wu | |||
| The study investigates kinematics of target pointing hand movements in a
free-hand, touchless, 3D environment. Consistent with Fitts' original
information processing model, target pointing hand movement time in a 3D space
increased with an increase of distance, and increased with a decrease of target
size. The relative primary submovement movement time (% of total movement time)
for target with depth (67.24%) was higher than that for targets without depth
(64.49%). Pointing targets in the upper half of the reference framework
required a lifting up of the arm to work against the gravity, and thus cost
more than those in the lower half. For targets with depth, they required an
even elevated upper-arm, thus result a longer "primary submovement time", a
decreased "peak velocity", and a decreased relative time to peak velocity. Keywords: Target pointing hand movement; 3D; depth perception; hand/arm kinematics | |||
| Design and Implementation of Deformation Based Gesture Interaction | | BIBAK | Full-Text | 176-179 | |
| Wonkyum Lee; Sungkwan Jung; Sangsik Kim; Woojin Ahn; Sang-Su Lee | |||
| We present an approach of designing and implementing a novel interaction in
a future flexible display. By featuring flexibility of flexible displays,
deformation-based gestures are employed as input techniques for interacting
with digital contents. We designed gestures for the selected tasks, commonly
found in commercial device, based on our prior study investigating how users
prefer to manipulate flexible displays. We devised a concept of device which
use the deformation based gesture interaction and implemented a prototype based
on currently available technology. Sensors mounted on the prototype enable us
to recognize deformation without visual sensors which are conventional in
gestural recognition. The prototype is evaluated with applications that support
our interaction by participants. Evaluation results show that deformation based
gesture interaction can increase intuitiveness and fun. Keywords: interaction design; deformation-based interaction; gesture interaction;
flexible display; organic user interface | |||
| The Expansibility of User Interfaces Using Peripheral Multisensory Stimulation | | BIBAK | Full-Text | 180-183 | |
| Ju-Hwan Lee | |||
| The present study has explored the expansibility of using everyday objects
for game interface to provide additional multisensory stimuli. The perceived
expansibility of game interfaces was investigated by measuring user various
responses such as the degree of presence, immersion, and enjoyment. Offering
actual sensations assumed in the virtual environment of game could enhance user
experience by effectively accessing their emotions. Participants were provided
with one of four output modes: basic condition, room light stimulation, chair
vibration stimulation, & both light and vibration. Consequently, tactile
stimulation has resulted in higher presence and immersion than visual did. The
result also suggests that a gamer could experience the expanded interfaces with
additional multisensory output, bringing more enjoyment. These tendencies are
especially recognized for high immersive tendency group. These findings can be
applied to various fields of game interface design. Keywords: Multisensory; Multimodal; Computer Game; User Interface; Expanded Game
Interface | |||
| Use of Hands-Free Mouse for Game Control | | BIBAK | Full-Text | 184-187 | |
| Moyen Mohammad Mustaquim | |||
| Interaction using gaze is not a new concept. It has been ready to deliver
the promises to many people who suffer from severe disability and the only
means of communication for them is eye or some muscle movement. The ideas
proposed here construct a system that can collect gaze data, studies the
oculomotor functions and capture natural human behavior. The hands-free mouse
concept here is based on this idea which will provide the user to move the
cursor and select object using eye, or any other muscular movement for the
operation of game control. The concept of game in this study is, a tool that
can help users with special needs doing exercise in an informal way. This can
be helpful for patients who are under physiotherapy. A game interface can be
used to show progresses of user's muscle movement using scanning technique
challenging the users for advancing certain level while exercising parallel. Keywords: Gaze; Eye Tracking; Inclusive Design; Special Need; Game | |||
| An Armband-Type Touch-Free Space Input Device for HCI | | BIBAK | Full-Text | 188-192 | |
| Dongwan Ryoo; Junseok Park | |||
| In this paper, the design of an armband-type non-touch space input mouse for
human computer interface is presented. Demand for a non-touch type input system
has been increasing with the development of large-display technology. One of
the non-touch type input system is a system based on gesture recognition. There
is a lot of research on gesture recognition systems based on vision, but the
presented device has advantages in terms of accuracy. The globe type input
system is already developed, but the users do not want restrictions on finger
actions. Unlike a glove type device, an armband device type does not constrain
finger movements. We designed an armband-type space input mouse by using arm
movement and wrist gesture actions. Keywords: Armband; Non-touch; HCI; 3D space | |||
| Modeling of Purchasing Behavior for Application on Merchandise Display and Package Design | | BIBAK | Full-Text | 193-196 | |
| Kotaro Suzuki; Nobuyuki Nishiuchi; Mi Kyong Park | |||
| In this study, we modeled customer purchasing behavior in a retail store
using a Bayesian network-based probabilistic modeling tool to apply towards
improving merchandise display and package design. The following four aspects of
purchasing behavior were examined: purchasing gestures, glances made during the
selection of merchandise, customer psychology concerning purchasing, and body
information, including age, height, gender, eyesight, and dominant hand. To
monitor purchasing behavior, three college students fitted with an eye tracker
were asked to select the most appealing product among twenty-five snack food
products that were displayed on five-tier shelving. Factors affecting
customers' merchandise selection in the experimental retail store were then
computed using a Bayesian network, and a purchasing behavior model was
constructed from the results. Using the constructed model, a method of
effective merchandise display based on the characteristics of retail purchasing
behavior was proposed. Keywords: Purchasing Behavior Model; Bayesian Networks; Retail Store; Eye Tracking | |||
| Decoding of Hand Shapes Based on ElectroMyoGraphic Signals during Playing Guitar Chords | | BIBAK | Full-Text | 197-200 | |
| Hideaki Touyama; Masafumi Mizuguchi | |||
| In this paper, aiming to study on a new entertainment direction, we
investigated the decoding performance of complicated hand shapes from
ElectroMyoGraphic (EMG) signals during playing guitar chords. Three healthy
right-handed subjects participated in this experiment. During the experiment,
they played four guitar chords (The major chords of 'C', 'F', 'G', and 'A') as
well as being relaxed. The EMG signals were recorded from the left forearm by
using 12 surface EMG electrodes. By using Principal Component Analysis (PCA)
and Linear Discriminant Analysis (LDA), the decoding performances could be more
than 95% for all subjects. Our results will encourage the development of
surface EMG based entertainment systems. Keywords: ElectroMyoGram (EMG); Guitar Chords; Principal Component Analysis (PCA);
Linear Discriminant Analysis (LDA); Entertainment | |||
| Exploring Whole-Hand Gestures in a Tabletop Environment for Urban Modeling | | BIBAK | Full-Text | 201-205 | |
| Peter Vandoren; Karel Frederix; Karin Coninx; Frank Van Reeth | |||
| Touch-based tabletop interaction with virtual environments (VEs) is a recent
research interest. In particular, 3D navigation and object interaction on
tabletops pose considerable research challenges given the flat, rectangular
two-dimensional workspace of an interactive tabletop. This paper explores the
design of whole-hand gestures for urban modeling on an interactive, tilted
tabletop system. These touch-based gestures fit a hybrid 2D/3D approach for
navigation and object interaction in urban city modeling. In a formal user
study the proposed whole-hand gestural interface was compared to a finger-based
equivalent. The evaluation results reveal appreciation for aspects of the
interaction concept, also illustrating the need for further tuning of the
interaction concept and the input tracking. Keywords: interaction techniques; tabletop; gestures; touch-based interaction;
navigation; urban modeling; user evaluation | |||
| Input Interface Using Fingertip | | BIBAK | Full-Text | 206-209 | |
| Ryo Wada; Tomohiro Hase | |||
| This paper proposed an input interface that needs no keypad on small-sized
portable equipment such as portable game machines. ON/OFF switches are provided
on user's ten fingertips of both hands in our proposed method. Each of these
fingertips is provided with one of control signals that work as binary number
and so on. The combination of characters onto those fingertips is kept
changeable by the user. A prototype was created to verify the proposal and
evaluated whether it is effective as a user interface for data entry. This
method has a feature that the needed characters can be entered if the user
press user's fingertips to any part of the user's body, for example, without
needing any specific key pad on the surface of a small-sized portable terminal. Keywords: Input Interface; Fingertip; Glove; Switch | |||
| Recognition Method for Foot Written Characters | | BIBAK | Full-Text | 210-213 | |
| Masahiro Yonezawa; Takako Nonaka; Tomohiro Hase | |||
| This paper proposed a method in which characters can be easily entered to an
information device, by using the feet in place the hands. First, we determined
input on the board was possible with an experimental system. Next, we confirmed
recognition of characters directly write, and supported alpha-numeric
characters and, symbols. Finally we confirmed the recognition rate of the
system by the input experiment of ten users. The recognition rates were more
than 87 percent when including a fifth characters candidate, and our proposed
user interface was confirmed as effective in recognizing handwritten
characters. Keywords: Foot Written; Board; Recognition | |||
| Sounds in Space: 3D Audio Experiences through Tangible Navigation | | BIBA | Full-Text | 217-221 | |
| Andrew Blakney; Sudhir Mudur | |||
| This paper presents an experiment with 3D audio design and experience through a Tangible User Interface for 3D navigation. A generic 3D navigation metaphor, Navigational Puppetry, provides the user with a graspable viewpoint that allows them to 'reach' into the virtual world. An audio expert, specializing in relationships between 'music, place, and mobility', uses an audio-enabled prototype of this metaphor -- the Navi-Teer -- to populate a soundscape with graphical representations of sound elements. As navigation occurs, the audio environment yields unusual and complex 3D audio mixtures and spatial sound interactions. The experiment showcases Navigational Puppetry's subtle interactive benefits of increased spatial orientation, tactile intimacy, easy capture of complex input and support for collaboration in a task that requires navigation to complete a larger goal. | |||
| Multi-touch Surface Table with Multi-point Tactile Feedback | | BIBAK | Full-Text | 222-226 | |
| Siam Charoenseang; Navakun Sribang | |||
| Currently, most of multi-touch surface tables do not provide any tactile
feedback to the users. In this paper, a multi-touch surface table with tactile
feedback is proposed. The proposed surface table provides the users with the
ability of multi-point tactile feedback with variant patterns and levels of
vibrations. A webcam is used to capture all finger-touch images as system
inputs using computer vision. Interactive computer graphics is generated and
projected on the surface table. In addition, the multi-point tactile feedback
is produced by multiple motors attached below the display surface. Hence, the
user will receive tactile feedback synchronized with multi-point interactive
computer graphics. Keywords: Surface-based Display; Multi-touch Display; Tactile Feedback | |||
| Suggested Considerations on the Design of Multi-touch Interfaces for Commercial Presentation | | BIBAK | Full-Text | 227-231 | |
| Ting-Han Chen | |||
| This paper details several design considerations derived from multi-touch
projects for commercial presentation that we have conducted in the past. These
considerations are suggested in the hopes that they may help future designers
decide on appropriate design strategies and styles when designing a basic
commercial multi-touch presentation interface. Keywords: Presentation design; multi-touch; design considerations | |||
| A Study on the C/R Ratio of Direct-Operation Multi-touch Interface | | BIBAK | Full-Text | 232-236 | |
| Kuan-Hung Chen; Chun-Wen Chen; Wenzhi Chen | |||
| Multi-touch interface is becoming an important part of consumer information
products. Interface design should have more in-depth understanding to achieve
better human-computer interaction. This study investigates the multi-touch
interface's control/response ratio (C/R ratio) with rotation and moving tasks
to understand the effects on participant's performance and satisfaction. The
results showed that the better C/R ratio is not the same for efficiency of
different operating tasks. And the user satisfaction was affected by previous
experience of the participants. Keywords: multi-touch; C/R ratio; sensibility | |||
| Multi-touch Table as Conventional Input Device | | BIBAK | Full-Text | 237-241 | |
| Andreas Dippon; Florian Echtler; Gudrun Klinker | |||
| In order to improve the functionality of multi-touch devices, the
possibility of using them as input devices for other computers needs to be
reviewed. The idea is, to get rid of many different peripherals (e.g. keyboard,
mouse, multi-touch pad) by using a single multi-touch display. Furthermore the
display can be used as an additional monitor to show for example toolbars,
which can be directly manipulated through multi-touch gestures. We implemented
a prototype, which provides an adaptive keyboard that shows shortcut keys for
different applications, a multi-touch pad as well as the option to
drag&drop standard Windows widgets onto the multi-touch table, which can be
controlled by direct touch input. A user study was conducted to test the
current system and to get information about the further approach to this
concept. Keywords: multi-touch; input device; libTISCH; virtual keyboard | |||
| Properties of Shadow-Cursor for Calibrating Screen Coordinates of Tabletop Displays | | BIBAK | Full-Text | 242-246 | |
| Makio Ishihara; Yukio Ishihara | |||
| This manuscript introduces the basic idea of a shadow-cursor for calibrating
the screen coordinates of tabletop displays. The shadow-cursor is an invisible
mouse cursor. We explain how the shadow-cursor works to calibrate the screen
coordinates and discuss its properties of accuracy, and then show that the
shadow-cursor has the potential to align the screen coordinates. Keywords: shadow-cursor; screen calibration; pointing interfaces; tabletop displays | |||
| Emotional Expression by a Person's Grip on a Tactual Communication Tool | | BIBAK | Full-Text | 247-251 | |
| Yasuhiro Matsuda; Tsuneshi Isomura | |||
| Tactual communication between people familiar to each other can express
various emotions. But a social distance exists between unfamiliar people. The
purpose of this study is the development of a tactual communication tool that
conveys emotional communication during an oral conversation. In the present
study, a tactual communication tool was examined, and the features of emotional
expression by a person's grip on the tool were analyzed. Ten subjects expressed
six emotions by their grip. As a result, surprise and joy were expressed by one
grip pattern, and anger and sadness by two grip patterns. Disgust and fear were
expressed by different grip patterns. Keywords: Emotional communication; tactual communication; communication tool | |||
| Effect of Target Size and Duration of Visual Feedback on Touch Screen | | BIBAK | Full-Text | 252-256 | |
| Jeeyea Park; Kwang-Hee Han | |||
| This study investigated performance and touching experience as a function of
duration of visual feedback and target size on a touch screen. Five duration of
visual feedback by three target size within-subject experiment was conducted.
Relationship between performance and duration of visual feedback has an
inverted-U shape trend. Performance and touching experience evaluation was
worse with small targets. There was significant interaction between target size
and duration of visual feedback. At the small target size condition performance
was different from the other sizes. People could pay more attention to visual
feedback because small size target condition was difficult. Another possible
explanation is that the presented visual feedback size was very similar to
small target condition. Longer lasting visual feedback might over complicate
things for people and lead to confusion with the target. Keywords: Touch screen; Visual feedback; Duration; Size; Touching experience | |||
| Development of an Economical Haptic Stimulus Device | | BIBAK | Full-Text | 257-261 | |
| Greg Placencia; Mansour Rahimi; Behrokh Khoshnevis | |||
| Human perception of haptic information is often complex and requires devices
that are expensive and difficult to operate. We see increasing attention being
given to finding simpler motions in haptic research to represent more complex
haptic perception on the surface of the skin. Our research has indicated that
lateral motions in multiple directions may provide sufficiently useful
perception for information transfer. We present a design for an economical
haptic stimulation device using off-the-shelf parts that are relatively easy to
obtain and assemble. Our design was configured for lateral motion, but can be
modified to deliver a variety of haptic stimulations. Keywords: Haptics; Haptic Communication Tangential Motion; Tactile Communication | |||
| Feeling Home -- Tangible Information Visualization in Smart Home Environments in Relation to the Concept of Transhumanism | | BIBAK | Full-Text | 262-266 | |
| Florian Weingarten; Sahin Albayrak | |||
| Current trends in the area of smart and interactive environments, such as
future homes, show a dramatically increasing number of networked appliances,
electronic devices and sensors and a coherently rising amount of information
and data flows. Instead of conveying this digital information only through a
conventional graphical user interface, we propose a more subliminal way,
following the human perception in the physical world. We use haptic feedback to
make gathered data at home tangible for inhabitants and therefore extend their
human capacities of perceiving otherwise invisible information. Keywords: Human Computer Interaction; Smart Environment; Smart Home; Tactile Feedback;
Transhumanism | |||
| Calibration Time Reduction through Source Imaging in Brain Computer Interface (BCI) | | BIBAK | Full-Text | 269-273 | |
| Minkyu Ahn; Hohyun Cho; Sung Chan Jun | |||
| Brain Computer Interface (BCI) is mainly divided into two phases;
calibration phase for training and feedback phase. A calibration phase is
usually time-consuming, thereby, being likely to raise subjects' fatigue at the
early stage. For more convenient and applicable BCI system it should be
investigated to reduce such preparation (calibration) time before feedback
phase. Beamformer is a source imaging technique widely used in MEG/EEG source
localization problem. It passes only signals produced at the designated source
point and filters out other signals such as noise. We conjecture information in
source space may be consistent over well trained and good subjects. This idea
facilitates to reuse existing datasets from the same or different subjects.
Using IVa data in BCI competition III, we constructed a classifier from other 4
subject's training data and performance was evaluated in source domain. In this
work, we observed the proposed approach worked well, resulting in relatively
good accuracies (73.21%, 74.21%) for two subjects. Keywords: Brain Computer Interface; Source imaging; Transfer learning; Zero training | |||
| How Much Features in Brain-Computer Interface Are Discriminative? -- Quantitative Measure by Relative Entropy | | BIBAK | Full-Text | 274-278 | |
| Sangtae Ahn; Sungwook Kang; Sung Chan Jun | |||
| Brain Computer Interface (BCI) gives opportunities to control a computer or
a machine by imagination of limb movement, which activates somatosensory motor
region in a discriminative manner. As far as it has been concerned, it has been
not well investigated how much the given (extracted) features in BCI are
discriminative in the sense of information theory. For this purpose, we cast
the feature spaces corresponding to given conditions into probability spaces by
yielding corresponding probability distributions. Then the relative entropy
(measures to estimate the difference between two probability distributions) is
introduced to measure the distance between these probability distributions.
Such a distance represents well how two feature spaces are separable. We
compare this distance with BCI performance (classification success rate) to see
their correlation. Keywords: Brain Computer Interface; Relative Entropy; Information Theory | |||
| EEG-Based Measurement of Subjective Parameters in Evaluations | | BIBAK | Full-Text | 279-283 | |
| Daniel Cernea; Peter-Scott Olech; Achim Ebert; Andreas Kerren | |||
| Evaluating new approaches, be it new interaction techniques, new
applications or even new hardware, is an important task, which has to be done
to ensure both usability and user satisfaction. The drawback of evaluating
subjective parameters is that this can be relatively time consuming, and the
outcome is possibly quite imprecise. Considering the recent release of
cost-efficient commercial EEG headsets, we propose the utilization of
electro-encephalographic (EEG) devices for evaluation purposes. The goal of our
research is to evaluate if a commercial EEG headset can provide cutting-edge
support during user studies and evaluations. Our results are encouraging and
suggest that wireless EEG technology is a viable alternative for measuring
subjectivity in evaluation scenarios. Keywords: Evaluation techniques; Brain-Computer Interface (BCI);
Electroencephalographic (EEG) interaction | |||
| Fundamental Study of the Pictogram-Scanning-BCI | | BIBAK | Full-Text | 284-288 | |
| Hiroyuki Inada; Hisaya Tanaka | |||
| We developed a pictogram-scanning-BCI system for neurogenic patients and
people with severe physical disabilities. Pictograms are applied as a means for
communication. Because pictograms have meanings in pictures, the pictogram
method may communicate faster than the traditional letter method. We developed
a Brain Computer Interface (BCI) with nine pictograms for at-home care. We
conducted comparative experiments of the pictogram-scanning method and
traditional letter-scanning method to review input accuracy, input speed and
bit rate. The BCI system showed nine pictograms on a 3x3 matrix to subjects, as
well as 36 letters on a 6x6 matrix. A row or column of pictograms or letters
was randomly flashed. As a result, the pictogram method was effective for
particular communication such as the case of at-home care. Keywords: BCI; ALS; pictogram; CA; ERP; EEG | |||
| EEG Based Comparative Measurement of Visual Fatigue Caused by 2D and 3D Displays | | BIBAK | Full-Text | 289-292 | |
| Young-Joo Kim; Eui Chul Lee | |||
| Visual fatigue is a very important issue of display market to implementing
more comfortable display device in terms of human factor. This study is
performed in order to measure the visual fatigue using objective evaluation
method (i.e., EEG) in 3D display environment. We performed the difference of
visual fatigue using a subjective method and compared it to an objective
measure. As a result, the 3D content affected the power of brain wave in the
beta frequency (14-25 Hz). Beta power was more strong at the viewing the 3D
contents. Also, subjective result also showed more strong visual fatigue in the
3D condition than in the 2D condition. We found that visual fatigue
significantly appeared amount of power in the beta band between stereoscopic
(3D) image and 2D image. Keywords: Electroencephalogram; Visual Fatigue; Stereoscopic image | |||
| A New Design of the Multi-channels Mobile and Wireless EEG System | | BIBAK | Full-Text | 293-298 | |
| Chin-Teng Lin; Wan-Ru Wang; I-Jan Wang; Lun-De Liao; Sheng-Fu Chen; Kevin Tseng; Li-Wei Ko | |||
| Most researchers acquired EEG by using standard measurement system like
NeuroScan system, which includes AgCl electrode cap, SynAmps Amplifier and Scan
software to provide good reliability for the acquisition of EEG data. However,
it is still not convenient for Brain Computer Interface (BCI) application in
daily life because of needing conduction gels to contact skins and being wired,
expensive and heavy. Moreover, the conduction gel will trend to be drying, so
it does not suitable for long-term monitoring. In this study, we developed a
mobile and wireless EEG system. The system consists of frond-end 16-channel dry
electrode cap, a miniature low-power wireless portable circuitry, and a
back-end program receiving events and digital EEG data simultaneously. We
demonstrate the recorded EEG data have high correlations between from our
system and from NeuroScan system. Keywords: EEG; Brain Computer Interface; Mobile and Wireless EEG | |||
| An Experimental Comparison of Brain Activity in Professional and Non-professional Sewers during the Use of Sewing Needles | | BIBAK | Full-Text | 299-303 | |
| Masako Omori; Yukari Morishita; Asuka Kawakita | |||
| The purpose of this experiment is to analyze differences in brain activity
of people using hand motor skills. The subjects were twelve healthy female
adults with professional or non-professional sewing abilities. Near infrared
radiation spectroscopy (NIRS) was used to measure the brain activity of each
subject related to the movement of fingers during the "needling" process.
Furthermore, the finger muscle activity was measured to assist in calculating
the value of the integral during the needling. "Needling" performance (number
of needle stitches, needle stitch intervals, and completion time) was also
recorded. The study required the subjects to sew four types of stitches in 20
second intervals. The results show that while the subjects with professional
skills made a significantly higher number of needle stitches, there was no
significant difference between the non-professionals. No major muscle activity
occurred in either group, although there was some increase in force used by the
non-professionals. An increasing tendency was found in the presence of oxy-Hb
in the brain activity, which corresponded with the rhythm of the muscle
activity. In the professional group it was present in the prefrontal cortex and
the motor cortex during the related movement of needling. These results are
similar to those found in a previous study. The findings of this study may be
useful in understanding the skill level of non-expert sewers by analyzing
either the brain activity or changes in the muscle activity of the fingers. Keywords: Near infrared radiation spectroscopy (NIRS); sewing; cortical activation;
muscle activity and skill level | |||
| EEG-Based Measure of Cognitive Workload during a Mental Arithmetic Task | | BIBAK | Full-Text | 304-307 | |
| Brice Rebsamen; Kenneth Kwok; Trevor B. Penney | |||
| We collected EEG data from 16 subjects while they performed a mental
arithmetic task at five different levels of difficulty. A classifier was
trained to discriminate between three conditions: relaxed, low workload and
high workload, using spectral features of the EEG. We obtained an average
classification accuracy of 62%. A continuous workload index was obtained by
low-pass filtering the classifier's output. The average correlation coefficient
between the resulting workload index and the difficulty level of the task was
0.6. Keywords: EEG; mental workload; arithmetic; cognitive state | |||
| EEG Measurements towards Brain Life-Log System in Outdoor Environment | | BIBAK | Full-Text | 308-311 | |
| Hideaki Touyama; Kazuya Maeda | |||
| In this paper, we studied electroencephalogram during ambulatory conditions
in outdoor environment. Five healthy subjects participated in this experiment.
The task of the self-paced walking subjects was to count the number of
appearances of the target auditory stimulus using oddball paradigm. We observed
P300 evoked potentials in ambulatory conditions in outdoor environment as well
as sitting conditions in indoor environment. Our results are encouraging and
make new direction to promising novel applications of ambulatory BCIs. Keywords: ElectroEncephaloGram (EEG); P300 Evoked Potentials; Ambulatory;
Brain-Computer Interface (BCI); Life-Log; Outdoor Environment | |||
| On the Applicability of Digital Human Models for Personal Equipment Design | | BIBAK | Full-Text | 315-319 | |
| Thomas Alexander; Jessica Conradi | |||
| Digital Human Models (DHMs) have developed from academic research into
valuable engineering tools. They offer a vast amount of functionality for
modeling and simulation of anthropometric dimensions, reach, vision, movement,
and comfort. Today's DHMs are primarily used in automotive design. As our
previous studies have shown, a simple transfer to other application domains
(e.g. workplace design) may be possible but result into inaccuracies. With the
following study we analyzed the applicability of two typical DHMs for the
design of personal equipment and for identifying potential conflicts between
different pieces of equipment. Such an application differs strongly from
automotive applications, but many similar uses of DHMs can be observed in daily
life. The analysis addresses different aspects: At first, the general
functionality of the DHMs was screened. Required functions were either
available instantly, available by workarounds, or unavailable. A subsequent
verification and validation study analyzed potential shortcoming for the
available functions. It consists of an empirical survey with different typical
soldiers' movements. The data include maximum reach, focusing a target with a
binocular or aiming with different postures. A number of motion sequences were
selected for the analysis. Results show that simple movements were modeled
quite accurately. But complex movements were hardly possible to model and large
inaccuracies were observed. An important functional shortcoming resulted from
limited possibilities to integrate virtual objects of personal equipment into
the DHM. This prevented an analysis of conflicts between personal equipment. Keywords: Digital Human Models; personal equipment; motion capture; verification &
validation | |||
| Discussing Validation of 3D Character Animation Demonstrating Ushiro-Ukemi Pedagogical Progression | | BIBAK | Full-Text | 320-324 | |
| Mauro Cesar Gurgel de Alencar Carvalho; Bruno Martins Carvalho; Felipe Leal de Paiva Carvalho; Heidi Dias Oliveira Junior; Gerson Gomes Cunha; Luiz Landau; Estélio Henrique Martin Dantas | |||
| This study was designed to verify the evidence of validity, through: 1)
literature review about ushiro-ukemi pedagogical progression. 2) An expert
performed the movement and it was recorded to develop the animation. 3)
Finally, an evaluation of 3D character animations processes by other experts'
opinions. 13 experts have evaluated three affirmatives through the Likert
scale, and answered one question, also in ordinal scale, about the quality of
the animation. The calculated medians for the first, second and third
affirmatives were 5, 5 and 5 (fully agree), but, only for the 3rd affirmative
about sitting ushiro-ukemi, the median was 4 (agree). The percentage of answers
that scored higher than agree varied from 84,6 to 100%. The median of the 3D
character animation was very good (4) and the percentage of acceptance was 100%
(≥ good). The found definitional evidence of validity for these animations
ensured their application in a learning material. Keywords: 3D character animation; Judo; sport skill; validation | |||
| The Provision of Digital Information in the Seat Comfort of the Seat Design | | BIBAK | Full-Text | 325-329 | |
| Kuen-Meau Chen; Siu-Tsen Shen; Stephen D. Prior | |||
| A great number of factors affect the uncomfortable of seats. Apart from
external appearance, the most important is the comfort for users in designing
an un-adjustable seat. A system or suggested principles which assist designers
in designing the comfort of the seats to testees will benefit waist of users,
and hence prevent them from potential discomfort and injuries. This study
attempts to develop digital design platforms, and allows designers to measure
the design scale of the comfort. We expect to find the association between seat
parameter interaction and comfort. For example, when the seat height is much
lower than the knee of testees, they can stretch calf forward if the space
allows, so that their thighs contact the surface of the seat to share sciatic
pressure in greater comfort. We believe to have changes of comfort in
opposition to different seat parameter combinations. The final results will
help effective reference parameters of comfort in seat design. Keywords: Seat design; prediction model; dynamic interaction; Digital Design | |||
| The Effect of Damping in an Input Device on Human Positioning Performance | | BIBAK | Full-Text | 330-334 | |
| Koen Crommentuijn; Dik J. Hermes | |||
| This study investigates the effect of damping in an input device on
performance in a target acquisition task. In an experiment with 21
participants, five levels of damping were tested in the range of 0 to 10 Ns/m.
Contrary to our expectation, the time required to acquire a target decreased as
the damping value increased. The reduction in completion time was not caused by
an increase in velocity, but by a decrease in the overshoot rate. It is
therefore concluded that, unlike previous beliefs, some amount of damping in an
input device can be beneficial to user performance. Keywords: damping; input device; human performance; positioning task | |||
| Performance and Comfort When Using Motion-Controlled Tools in Complex Tasks | | BIBAK | Full-Text | 335-339 | |
| Ines Ann Heber; Michael Oehl; Christine Sutter | |||
| The use of interaction tools in modern work often challenges the human motor
system, especially when these tools create awkward postures and discomfort
(e.g., mouse arm syndrome). The question whether the trackball is a serious
alternative to the mouse was evaluated in this experimental study in terms of
motor performance, usability and comfort. In an applied pointing-selection task
we varied gain and task difficulty. Results showed a considerably stronger
impact of gain and task difficulty on the trackball than on the mouse,
especially for the high gain trackball performance slowed down. Second,
usability ratings were significantly better for the mouse than for the
trackball (independent of the experimental condition). Finally, while the
discomfort after mouse usage rose notably, trackball usage led to an even
bigger increase in perceived discomfort. Keywords: Human-computer interaction; input devices; Fitts' Law; repetitive strain
injury | |||
| Pen Tip Position Estimation Using Least Square Sphere Fitting for Customized Attachments of Haptic Device | | BIBA | Full-Text | 340-344 | |
| Masanao Koeda; Masahiko Kato | |||
| In this paper, a method for estimating the pen tip position of customized haptic device attachments is presented. Least squares sphere fitting is applied to the acquired point cloud data to estimate the radius and center of a sphere. Verification experiments were conducted and the experimental result shows that the proposed method has reasonable accuracy. | |||
| Corrected Human Vision System and the McGurk Effect | | BIBAK | Full-Text | 345-349 | |
| Ladislav Kunc; Pavel Slavík | |||
| The McGurk effect test is a method to evaluate articulation of talking
heads. Our work addresses the issue of corrected vision influence on the McGurk
effect perception. We conducted an experiment to investigate this influence.
Measured data shows different perception of participants with corrected vision
in some cases. The results could help talking head evaluators to compare
talking head implementations each other with elimination of the influence of
corrected vision. Keywords: Talking head; McGurk effect; vision correction | |||
| Facial Landmark Extraction for Lip Tracking of Patients with Cleft Lip Using Active Appearance Model | | BIBAK | Full-Text | 350-354 | |
| Nayoung Lee; Chuck Heaston; Ada Rey; Terry Hartman; Carroll-Ann Trotman | |||
| Patients with cleft lip have trouble in communication because of facial
disability resulting in both facial disfigurements and impairments in movement.
Consequently, for individuals with facial functional impairments, lip tracking
methods for analyzing these impairments are useful in treatment planning and
diagnosis. In comparison with non-cleft control subjects, facial landmarks for
lip tracking of patients with cleft lip need to be widely defined in the
circumoral area in order to reflect an irregularly shaped mouth. In this paper,
we discuss the idea of facial landmark extraction for lip tracking in patients
with cleft lip. The idea is based on facial features, identified by using AAM
(Active Appearance Model) algorithm for finding facial landmarks in the
circumoral area. These landmarks are composed of the outer and inner contours
of the mouth in the circumoral area. The inner contour of the mouth is
represented as landmarks on the mouth. The outer contour of the mouth is
divided into the upper outer contour and lower outer contour on the basis of
the center line. Here, the center line is defined as an intersecting line which
connects from the left corner to the right corner of the mouth. The distance
from the lower lip to the jaw line in general is twice that from the bottom of
the nose to the upper lip. Therefore, a set of artificial landmarks, the upper
and lower outer contours, have been defined using a set of pre-determined
distances. The distance from the lower lip to the lower outer contour used is
twice that from the upper lip to the upper outer contour. Using these
landmarks, we gathered objective measures of facial form in patients with cleft
lip who have both form and functional deficits. All subjects were recruited
from patients attending at the University of North Carolina School of Dentistry
Craniofacial Center, Orthodontic, Pedodontic Clinics. Supported by: NIDCR GRANT
#DE013814 & #DE019742. Keywords: Facial Landmarks; AAM (Active Appearance Model); Circumoral; Cleft Lip; Lip
Tracking | |||
| Kansei Evaluation of the Projection for the Approach to Universal Design: Computerization of Tactile Sensibility | | BIBAK | Full-Text | 355-359 | |
| Miyong Lee; Kazuhiro Nishida; Yoshihiro Narita | |||
| This study focused on the projection of a shampoo container as a case of
computerization of tactile sensibility. There is a projection distinguishing it
from a conditioner container without having to look at the shampoo container.
This study estimated the projection using Kansei evaluation about a feeling
when we touch the container and aimed at investigating the characteristics of
the projection. For this study, we produced two types of models that are
different in the surface shape of the object. The individual models have three
parameters (height/length/interval) that refer to the shape of the projection.
As a result, height created the strongest impression of the three parameters of
the projection. And there was hardly any difference in the impression in the
plane type models and the curved type models. This study is an attempt to
computerize the feeling by touching and it is expected to be useful as
fundamental research of recognition of human ignorance. Keywords: Kansei evaluation; projection; computerization; tactile sensibility; SD
method | |||
| A Framework of Motion Capture System Based Human Behaviours Simulation for Ergonomic Analysis | | BIBA | Full-Text | 360-364 | |
| Ruina Ma; Damien Chablat; Fouad Bennis; Liang Ma | |||
| With the increasing of computer capabilities, Computer aided ergonomics (CAE) offers new possibilities to integrate conventional ergonomic knowledge and to develop new methods into the work design process. As mentioned in [1], different approaches have been developed to enhance the efficiency of the ergonomic evaluation. Ergonomic expert systems, ergonomic oriented information systems, numerical models of human, etc. have been implemented in numerical ergonomic software. Until now, there are many ergonomic software tools available, such as Jack, Ergoman, Delmia Human, 3DSSPP, and Santos, etc. [2-4]. The main functions of these tools are posture analysis and posture prediction. In the visualization part, Jack and 3DSSPP produce results to visualize virtual human tasks in 3-dimensional, but without realistic physical properties. Nowadays, with the development of computer technology, the simulation of physical world is paid more attention. Physical engines [5] are used more and more in computer game (CG) field. The advantage of physical engine is the nature physical world environment simulation. The purpose of our research is to use the CG technology to create a virtual environment with physical properties for ergonomic analysis of virtual human. | |||
| Visual Perception Model for Sense of Materials | | BIBA | Full-Text | 365-368 | |
| Wenhao Wang; Toshikazu Kato | |||
| Natural surfaces has a different materials, human can instantly feel these characteristics. For example, display of fruit on the supermarket shelves, we can determine only the eyes whether they are fresh. When shopping, we can quickly determine the quality of material goods, as well as light and heavy, soft and hard, and so on. We call this feeling "SITUKAN", it is Japanese and means sense of materials. | |||
| The Effects of Stereoscopic Display Luminance and Ambient Illumination on Visual Comfort | | BIBAK | Full-Text | 369-373 | |
| Pei-Chia Wang; Sheue-Ling Hwang; Kuan-Yu Chen; Jinn-Sen Chen; Jinn-Cherng Yang; Hung-Lu Chang | |||
| In this paper, we investigated that display luminance and ambient
illumination had significant effects on the perception of the imagery
displayed, and their appropriate combination would be studied. The results
showed display luminance and ambient illumination did not significantly
influence on physiological fatigue. Ambient illumination statistically affected
objective visual fatigue, but display luminance did not. Ambient illumination
and display luminance significantly affected subjective comfort evaluation.
However, the main effect of display luminance was statistically significant on
visual discrimination performance, but ambient illumination was not
significant. As for the combination effect of display luminance and ambient
illumination, viewers felt the most comfortable and with the best visual
performance in the high level of display luminance and the high level of
ambient illumination. It is expected to find out the optimal condition to
ensure the viewer's visual comfort. As for the future work, the dynamic image
factor may be taken into account. Keywords: display luminance; ambient illumination; visual comfort; fatigue; visual
discrimination performance | |||
| Preferred Setting of Keyboard and Mouse for Using a Supine Computer Workstation | | BIBAK | Full-Text | 374-378 | |
| Hsin-Chieh Wu; Ho-Rong Chu | |||
| The purpose of this study was to investigate the differences in performance
and muscle effort between guideline and preferred setting of keyboard and mouse
when using a computer in supine posture. The guideline setting is according to
the rules of standard sitting posture; and the preferred setting is freely
determined by the subjects. Ten healthy adults and ten people with disabilities
of the lower extremities participated in this study. The experimental tasks
included typing and mouse dragging tasks. The task performances and
electromyography (EMG) were collected. The participants had significantly
higher performances and lower muscle effort when using the mouse under
preferred setting, as compared with the guideline setting. However, little
difference in typing performance was found between the guideline and preferred
settings. The results of this study are helpful to designing a supine computer
workstation. Keywords: Universal design; EMG; typing posture; mouse operation | |||
| An Interactive Multimedia System for Monitoring the Progressive Decline of Memory in Alzheimer's Patients | | BIBAK | Full-Text | 381-385 | |
| Hala Al-Muhanna; Rawan Al-Wabil; Hailah Al-Mazrua; Noura Al-Fadhel; Areej Al-Wabil | |||
| This paper describes an assistive technology designed for longitudinal
monitoring of memory decline for people with Alzheimer's Disease (AD). While
there are systems designed for rehabilitation of people with AD, supporting
caregivers, and psychosocial intervention, there is a lack in technology
support that provides quantitative measures of progressive memory decline that
can assist physicians in clinical settings. An interactive autobiographical
memory repository of images and sound recordings was developed to facilitate
measuring memory recall and recognition. The system functionality and the
user-centered design approach of involving geriatric psychiatry specialists and
caregivers are described. Keywords: Alzheimer's Disease; Memory Decline; Caregivers; Elders; User-Centered
Design; Caregiver Burden | |||
| Personal Smart Spaces for Diabetics | | BIBAK | Full-Text | 386-390 | |
| Manal AlBahlal; Jalal AlMuhtadi | |||
| The Ad hoc pervasive computing provides an attractive vision for future
computing and has a great influence on many fields that need to be smart with
simple digital devices interacting and sharing services seamlessly and
transparently. Healthcare is a key area that can benefit from smart digital
spaces, especially extending services to out-of-hospital contexts. In this
poster, we describe the design of a system, called Personal Smart Space (PSS),
which provides an automated method for bootstrapping a personal space.
Specifically, PSS will track a person's health and handle variations that may
indicate a risk. The PSS is comprised of several services; namely, discovery
management, event, description, and presentation. This poster describes the
implementation and verification of this PSS for diabetic patients, which is
comprised of 4 devices, 5 services and a coordinator. The PSS utilizes the UPnP
protocol and XML standards to describe the devices and services to provide more
flexibility. The novelty of this PSS lies in how the coordinator provides an
interface to components (GPS, Camera, Glucose sensor, and mobile communication
devices) and integrates a notification system as well as finding a backup
device in cases of faults in one of the PSS components. Keywords: PSS; UPnP; XML; diabetic; smart devices; service components | |||
| Quality and Usability Assessment for Health Information Websites: Can Commonly Used Evaluation Criteria Be Appropriately Applied to Assess Chinese-Language Websites? | | BIBAK | Full-Text | 391-394 | |
| Fang-Fang Chang; Chia-Hua Ku; Kung-Jeng Wang; Wei-Li Wu | |||
| Healthcare websites must be evaluated for quality of content and usability
by the target population because they are influential in healthcare
decision-making. Many criteria have been developed to assess the quality and
usability of health related websites. Nevertheless, most of these criteria are
established from English language environment. Information technology is being
developed and used by diverse groups of people, including users with different
language background. We would like to discuss whether common criteria developed
for English language web pages could assess the Chinese language internet
environment. Quality and usability assessment criteria will be extracted and
summarized by systematic reference search. Afterwards, language expert will
evaluate the appropriateness of selected criteria on evaluating Chinese
language websites. Keywords: Usability evaluation; Health informatics; Language | |||
| Computer Interaction and the Benefits of Social Networking for People with Borderline Personality Disorder: Enlightening Mental Health Professionals | | BIBAK | Full-Text | 395-399 | |
| Alice Good; Arunasalam Sambhanthan; Vahid Panjganj; Samuel Spettigue | |||
| This paper seeks to present the findings of a focus group and questionnaire
in assessing how aware mental health professionals, who have experience with
people with Borderline Personality Disorder (BPD), are in the extent of ICT
based support for people with BPD. The methods used were both qualitative and
quantitative and used descriptive data. Content analysis was used to explore
specific themes and results were cross-examined between the two methods. The
work should be viewed as an exploratory study into the viability and likely
acceptance of a virtual support community specifically designed for people with
BPD. The long term aim is to provide additional support for people with BPD,
especially when they are in crisis and might be at a higher risk of harm. Keywords: Mental Health; Borderline Personality Disorder; Virtual Support; ICT; Face
Book; Second Life | |||
| Design Improvement Requirements for the Upper Extremity Rehabilitation Devices in Taiwan | | BIBAK | Full-Text | 400-404 | |
| Lan-Ling Huang; Chang-Franw Lee; Mei-Hsiang Chen | |||
| This study aims to survey the most frequently used upper extremity
rehabilitation devices (UERD) in Taiwan and how well their design meet the
practical requirements of rehabilitation therapy. A questionnaire was prepared
and sent to a sample of therapists in Taiwan hospitals. Analysis of the replied
questionnaires can be summarized as follows: 1) The 185 respondents consisted
of 68 males (37%) and 117 females (63%), with average age 31.3 yrs and work
experience 7.2 yrs. 2) Therapists thought that the better ones of the existing
UERD are Vertical tower, Stacking cones, Climbing board and bar, and Incline
board. These devices are mainly used to treat patients' movements of upper
extremity in vertical stretching, flexion, and lifting. 3) The most common
problem of the existing UERD is instability of the base. The most required
improvement in design features is the adjustability of the functions. Keywords: rehabilitation devices; occupational therapy; product design | |||
| Observation Research of Consumer Behavior for Marketing Decision Support | | BIBAK | Full-Text | 405-409 | |
| Hideyuki Imai; Noriko Hara; Toshiki Yamaoka | |||
| The purpose of this paper is to reveal a complaint and needs, insight from a
practical way of observation such as brushing teeth. In our observation treated
extreme users who will be likely to have the power of expression towards using
goods as participants to reveal sub-consciousness under behavior. We take the
adoption of a new ethnography. This way is defined by Fetterman, that it is
combined to report a practical way of observation and interpretation. The
behavior was recorded on video by their family not to disturb their own natural
way. Moreover, we questioned the participants and cameramen about a behavior
with watching videos to clear the gap between their behavior and recognition.
We analyzed to report a practical way of observation, the participant's
impression and ideas from seeing video. We will discover subconscious
dissatisfaction and needs. Under this approach, many participants did hard
brushing every day, because they would not take artificial tooth. They have
misunderstanding that the carefully brushing is strong brushing or long-time
brushing. We found this approach helpful to understand customer insight that
'brushing carefully' meant 'brushing strongly' and participants relied on
'quantity' of brushing in other words. As a result, consumer discovery of
insight will contribute to create more effective and efficient communication
message for advertising and package, it will improve method of product and
service development with high reality. Keywords: Insight; sub-consciousness; observation; ethnography; brushing carefully;
advertising | |||
| Exercise Reminder Software for Office Workers | | BIBAK | Full-Text | 410-414 | |
| Ahsen Irmak; Rafet Irmak; Gonca Bumin | |||
| Computers are widely used instruments in workplaces. Despite the low level
of physical load, computer usage requires repetitive motions and staying in
same position for a long time. That's why great number of computer users may
contract musculoskeletal disorders. Frequent rests can prevent musculoskeletal
discomfort, but OW generally do not break their work until discomfort occurs.
The rest breaks can be reminded by computer software. The purpose of this study
was to develop exercise reminder software (ERS) for OW in Turkish Language. An
exercise protocol was designed to prevent most common MSDs among OW. The
software was designed under C# with video play, exercise description and
exercise log properties and the source code is open for scientific purpose. The
software is compatible with Windows XP and Vista. The developed software is the
first known ERS in Turkish Language. Future studies may focus on integration of
distance patient follow up systems. Keywords: computer software; exercise reminder; office workers | |||
| Games for Health: Design Cognition-Focused Interventions to Enhance Mental Activity | | BIBAK | Full-Text | 415-419 | |
| Hyungsin Kim; Viraj Sapre; Ellen Yi-Luen Do | |||
| Older adults want to proactively protect their aging cognition with various
possible ways. Cognitive intervention has been proposed as an effective way to
improve memory loss problems. In this paper, we present the CogStim Game, an
iPad application for older adults to exercise their memory. For example, by
practicing name-face matches through the medium of a game, older adults would
have a chance to stimulate their cognition. Together with the game description,
we will also present our design rationale behind the game development. The
CogStim Game would provide a more accessible and effective way to address our
society's concerns due to an increasing aging population. Keywords: Games for Health; Senior Friendly Design; Cognitive Stimulation; Alzheimer's
Disease and Related Disorders (ADRD); Brain Exercise; Memory Enhancement
Activities; Dementia | |||
| Promoting Positive Employee Health Behavior with Mobile Technology Design | | BIBAK | Full-Text | 420-424 | |
| Hyungsin Kim; Hakkyun Kim; Ellen Yi-Luen Do | |||
| In this paper, we present an augmented mobile technology that can enhance
the positive health behavior of employees, as well as companies' social
welfare. Our proposed mobile technology encourages walking behaviors among
employees, which are then transformed into monetary incentives or a tangible
donation. We draw on two social behavior theories for our technology design and
also introduce a conceptual model that provides a "step-by-step" approach to
enhance employees' health and improve social welfare. Keywords: Health management system; corporate social responsibility; consumer-driven
health care; health promotion and wellness | |||
| Believable Agents, Engagement, and Health Interventions | | BIBA | Full-Text | 425-432 | |
| Christine L. Lisetti | |||
| In this article we review some of the main contributions that the believable agents community has brought about and we review some of the main believable agent architectures existing to date. We also discuss the enormous potential that believable agents can bring in the domain of health, including health communication, health promotion, health counseling and psychotherapy. We discuss some of our work-in-progress aimed at building believable agents with dialog abilities to conduct supportive healthcare interventions for the management of chronic diseases and addiction issues. | |||
| Le-ADS: Early Learning Disability Detection System for Autism and Dyslexia | | BIBAK | Full-Text | 433-437 | |
| Nor'ain Mohd Yusoff; Nor Syarafina Rusli; Ruhaiza Ishak | |||
| Screening test is one of common approaches to detect learning disabilities
among children. The Early Learning Disability Detection System for Autism and
Dyslexia (Le-AdS) is developed to help primary school teachers to recognize
signs and students' behaviour. Studies and researches for the system have been
done to understand these types of disorder. Research on the system architecture
has also been carried out to know how the system should work based on the
requirements and needs of the user. Interviews, reading and overview have been
applied throughout the development process of this standalone software. This
paper presents the work of Early Learning Disability Detection for Autism and
Dyslexia (Le-ADS). Keywords: Mild Autism; Dyslexia; Screening System; Learning Disability | |||
| Interaction Design of Encouraging Daily Healthcare Habit with Communication Robots | | BIBA | Full-Text | 438-442 | |
| Jun'ichi Osada; Tomoharu Yamaguchi; Ryohei Sasama; Keiji Yamada | |||
| This paper presents interesting findings and strategies for interaction design of a health support system for seniors. The system consists of a pedometer, a terminal with touch screen and a communication robot. Users can touch buttons on the screen and data of the pedometer as inputs. Speech from the robot and text messages on screen is used for output. Because of bringing a robot as a part of the system, this system requires new features beyond existing standards of usability and accessibility. Thus, the authors redefined three key features; a) natural, b) user friendly, and c) enjoyable for a development strategy of the interaction design with a communication robot. | |||
| Can Digital Signage Help Consumers Eat Healthier? | | BIBAK | Full-Text | 443-447 | |
| Anicia Peters; Brian E. Mennecke | |||
| Digital signage has become prevalent in public spaces, but consumers are
faced with many choices from various displays with the result that consumers
often ignore important information. To "recover" customer attention, various
retailers have recently begun to deploy dynamic digital menu boards, which are
plasma screens that combine the power of video with multimedia content. We
examine the effect of these boards on healthy eating, a topic that has been on
the national agenda for some time as Americans struggle with obesity. The
introduction of a specialized form of dynamic digital menu boards in fast food
restaurants has the potential to increase unhealthy eating if retailers were to
use them to "upsell" consumers to higher margin but less healthy menu items. By
the same token, these boards could also be used to influence consumers to make
healthier food choices resulting in benefits to the consumer and society. Keywords: digital dynamic menu boards; digital signage; healthy eating; consumer
decision-making; vividness | |||
| Constraint-Based Nurse Rostering for the Valparaíso Clinic Center in Chile | | BIBAK | Full-Text | 448-452 | |
| Renzo Pizarro; Gianni Rivera; Ricardo Soto; Broderick Crawford; Carlos Castro; Eric Monfroy | |||
| The nurse rostering problem consists in assigning working shifts to each
nurse on each day for a certain period of time. In particular, for the
Valparaíso Clinic Center, the problem comprises about 1600 assignments
that must consider requirements related to minimal area or floor allocation as
well as legal regulations. This planning is a difficult and time consuming task
that currently is done by hand yielding often unsatisfactory results. In this
paper, we provide a description of such a real-world problem and we show how it
can be modeled and solved with constraint programming. Using this approach we
provide an automatic generation of such rosters in a few seconds instead of by
hand in some days. Keywords: Constraint Satisfaction; Rostering | |||
| Connecting with Dysphonia: Human-Computer Interface for Amyotrophic Lateral Sclerosis Patients | | BIBAK | Full-Text | 453-457 | |
| Chun-Yang Su; Ju-Joan Wong | |||
| This research studied how Amyotrophic Lateral Sclerosis patients can
communicate after losing speech and typing abilities. To create a friendly and
useful HCI system, this research studied the graphical user interfaces (GUI)
through participant observations, to understanding how to innovate a better
communication device for ALS patients and the elderly, to gaining a better
quality of life. Keywords: Amyotrophic lateral sclerosis (ALS); pictograph; human-computer interface
(HCI); dysarthria; universal design (UD) | |||
| Assessing Health Information Websites for Inclusion of Web 2.0 Features | | BIBA | Full-Text | 458-462 | |
| Adam Townes; Michelle Rogers | |||
| Health 2.0 is a facet of Web 2.0 that refers to special health applications where patients are able to take a more active role in their own care through the use of information communication technologies. Health 2.0 or Medicine 2.0 (used synonymously here) empowers patients not only through increased participation and interaction in online networks and communities but also enhances the user's role from health care consumer to that of collaborator and contributor. This increased cooperation between providers and patients reflects a revised service philosophy. This expanded service philosophy emphasizes greater patient autonomy and choices regarding medical care and treatment decision. | |||
| Encouraging Daily Healthcare Habit with Communication Robots | | BIBA | Full-Text | 463-466 | |
| Tomoharu Yamaguchi; Ryohei Sasama; Jun'ichi Osada; Keiji Yamada | |||
| It is important for elderly people to be involved in local community to reduce the risk of being isolated. The authors are building a framework with communication robots for encouraging elderly people to participate in more social activities by providing local news that may be interesting. Since physical soundness is also essential for people to participate in such activities, self-monitoring of physical conditions are involved into the framework. A robot-guided interaction system is developed based on the framework so that a robot encourages the user to measure weight and blood pressure daily. The efficiency is estimated by an experiment. | |||
| The Evaluation of the Applicability of Distance Education in Vocational Colleges by the Students of Erzurum Vocational College, Computer Technologies Department, Erzurum, Turkey | | BIBAK | Full-Text | 469-473 | |
| Yusuf Ziya Ayik | |||
| In order to determine the opinions of the students about the applicability
of distance education in vocational education, a questionnaire was applied to
the first and second year students of Erzurum Vocational College, Computer
Technologies Department. The data obtained from the survey, comprising 25
questions and directed to 154 students, were evaluated by statistical methods.
The data evaluated by using SPSS 16.0 statistical packet program were also
subjected to factor analysis and the 25 questions asked were reduced to 7
factors. The factors determined indicate the 61.53% of total variance.
According to the indications of students, 7 factors affecting the education can
be listed as follow: Quality of education, cost of education, being at a
permanent work, equality, accessibility, success and habits. Keywords: Distance Education; Vocational College; Computer Technologies Department | |||
| An Evaluation of SignBright: A Storytelling Application for Sign Language Acquisition and Interpersonal Bonding amongst Deaf and Hard of Hearing Youth and Caregivers | | BIBAK | Full-Text | 474-478 | |
| Melissa Burton; Chad Harbig; Mariam Melkumyan; Lei Zhang; Jiyoung Choi | |||
| Deaf or hard of hearing children of hearing caregivers face many challenges
that have been shown to adversely impact their interpersonal interactions and
development. Contemporary research indicates that many of these challenges stem
from environmental factors, including a lack of exposure to language concepts
during early developmental stages. This study investigates an innovative
solution to foster connection and understanding between Deaf or hard of hearing
children and hearing. SignBright is a storytelling application designed to
promote connection between parents and Deaf or hard of hearing children.
SignBright allows parents and Deaf or hard of hearing children to engage in the
activity of storytelling, which promotes mutual growth and understanding,
teaches language skills, and enhances parent-child bonds. This study is focused
on evaluating qualities of SignBright such as the ease of navigation, design,
layout, motivational characteristics, and the perceived effectiveness of
SignBright. Keywords: Deaf; Children; Parent-Child Interaction; Communication; Sign Language;
Educational Technology; Attachment; Child Development | |||
| Collaborative Analysis and Communities of Practice in Health Sciences | | BIBAK | Full-Text | 479-483 | |
| A Juan Alberto Castillo M. | |||
| In the context of the information system in health sciences, the actor
requires collaborative models for analysis and diagnoses process. In this
purpose, we developed a learning community based on a distributed management
model, the model is supported in grid development to facilitate the process of
management, storage, distribution and selection of knowledge for perform
process analysis, specifically in movement sciences, this project research
analyzes the problems associated to learning the principles of human movement
diagnoses. The study of the parameters required for the preparation of
diagnostics, are presented to students to apply them in collaborative work
sessions. Keywords: Ergonomics; Motion Analysis; Simulation; Community of Practice | |||
| The Application of Interactive Media Display Technology in Environmental Science Learning | | BIBAK | Full-Text | 484-488 | |
| Chun-Ching Chen; Chien-Ming Chen | |||
| The introduction of interactive technologies turns traditional concepts of
teacher-centred teaching into student-centred learning pattern. Take
environmental science learning as main subject, this study designs and develops
an interactive educational device based on interactive media display
technology, and to examine its acceptance. A simulated Earth is designed and
embedded with interactive technologies to allow the users to interact with.
System feedbacks comprise a projected animation on the ground and voice to
explain the meaning of the user's action and the relation to environmental
issue. The results show that most of the users can understand the purpose of
the interaction and the contents of the environment issue which are introduced.
It is concluded that the introduction of interactive technologies can arouse
students' interests in learning and improve their motivation as it creates new
learning experience, particularly for popular science education. Keywords: interactive display technology; multimedia; environmental science | |||
| Applying User-Centered Techniques to Develop a Radiology Teaching File System | | BIBA | Full-Text | 489-493 | |
| Marcelo dos Santos; Asa Fujino | |||
| Education and training processes in diagnostic radiology requires systematic and comprehensive study of a large knowledge base of medical images. Electronic teaching files (ETF) systems in Radiology are meant to make learning easier and also to raise its quality. However, ease of use has been recognized as a key factor in influencing users' acceptance of new technologies. Similarly, Radiology students' interaction with the ETF should be designed according to their needs instead of requiring these students to adapt to the technology. In this work is presented the development of a digital radiology teaching file system. The proposed system has been created in order to offer a set of customized services regarding to users' contexts and their informational needs. The current prototype has demonstrated the feasibility of developing a user-centered ETF system. | |||
| The Study of the Interaction of Public Art with Digital Technology | | BIBAK | Full-Text | 494-498 | |
| Shih Yin Huang; Ming-Shean Wang | |||
| The artistic work that on the open place are must to receive the feedback
massage; it is more risk than the artistic work set in the museum. While the
development of technology, the digital art has become the tendency for modern
art. Public art is most closed to people, and immediately to exchange the
message. Use high-tech in the element of artistic work, it'll be more
interactive and more fun. The element of interaction immediacy of response
non-sequential access information adaptability feedback options bi-directional
communication. Keywords: Technology art; public art; interaction; digital art | |||
| Seven Wonders: An Interactive Game for Learning English as a Foreign Language in Junior High-School | | BIBAK | Full-Text | 499-503 | |
| George Kapnas; Stavroula Ntoa; George Margetis; Margherita Antona; Constantine Stephanidis | |||
| Although the concept of using video games in education has been present for
decades, it is only lately that consistent attempts of games entering the
classroom can be observed. This paper describes the process of developing a
game that aims to assist Junior High-School pupils in learning English as a
foreign language in class. The learning goals, the design, as well as the
initial realisation of the game are described. Finally, conclusions are drawn
and further development ideas are discussed. Keywords: Educational Game; Classroom; Language Learning; Edutainment; EFL (English as
a Foreign Language) | |||
| Study-Buddy: Improving the Learning Process through Technology-Augmented Studying Environments | | BIBAK | Full-Text | 504-508 | |
| George Margetis; Stavroula Ntoa; Maria Bouhli; Constantine Stephanidis | |||
| Taking into account the potential of ICT in education and recognizing the
need for smart environments and artifacts, this paper presents Study-Buddy, a
context aware system aiming to augment the learning process. The system is
constituted of an intelligent reading lamp that monitors students' interaction
with reading material and provides appropriate information through any near
computational device (e.g., tablet, notebook, etc.). Study-Buddy is accompanied
by LexiMedia, an educational software targeted to language learning. Keywords: ambient intelligence; augmented studying; education | |||
| Improving Academic Performance and Motivation in Engineering Education with Augmented Reality | | BIBAK | Full-Text | 509-513 | |
| Jorge Martín-Gutiérrez; Manuel Contero | |||
| In this paper, we introduce a didactic book based on augmented reality
technology (Augmented book) for learning standard mechanical elements in an
enjoyable way. Using shareware Build_AR (free software for non-commercial use)
scenes were created containing more than 150 standard mechanical elements as
well as several machines in motion for analyzing its operations. This Augmented
book was included in the curriculum of engineering graphics subject in the
Mechanical Engineering Degree in University of La Laguna, Spain. Twenty-five
students used this augmented book for studying representation and designation
of standard mechanical elements. A control group composed by twenty-two
students used traditional class notes with static images for studying the same
contents. We have analyzed results through an evaluation test and a usability
survey. Result shows that experimental group students enjoyed studying through
the use of AR technology and even obtained better results in a contents
evaluation test. Keywords: Augmented Reality; Engineering Education; Mechanical Elements; Motivation | |||
| Evaluation of Robot Based Embedded System Study Environment in Technical High School | | BIBAK | Full-Text | 514-518 | |
| Yosuke Nishino; Eiichi Hayakawa | |||
| This paper describes the modeling, the development and the evaluation of
embedded system study environment using robot and a note on experiment at
technical high school. This paper discusses about the following points: (1)
visualizing the behavior of embedded system in synchronization with the robot's
behavior, (2) integrating environment from concept based learning to
implementation based learning, and (3) validating the efficiency of the system
through the lecture and the evaluation at technical high school. This report is
a summary of this environment, learning courseware of embedded system and
research result at study of a technical high school. Keywords: Educations; Robot; Programming | |||
| Extending Authoring for Adaptive Learning to Collaborative Authoring | | BIBAK | Full-Text | 519-523 | |
| Dade Nurjanah; Hugh C. Davis; Thanassis Tiropanis | |||
| Research on learning systems has led to the development of Adaptive
Educational Hypermedia (AEH) systems that offer students adaptive learning and
free exploratory lessons. Developing learning spaces for AEH, however, requires
a lot of effort due to the complexity of the learning resources, consisting of
learning content, domain knowledge and pedagogical knowledge, which are
completed with adaptation rules. Current authoring tools for adaptive learning
present drawbacks in terms of the reusability of their output and their
collaborative work features. In this paper, a proposed collaborative authoring
approach for developing adaptive learning resources is presented. The
advantages of the proposed approach lie in the application of a collaborative
method; the use of a learning standard, IMS Learning Design, for reusability
and extensibility reasons; and the repurposing of learning materials available
in existing open content systems. Keywords: collaborative work; Adaptive Educational Hypermedia (AEH); domain knowledge;
pedagogical knowledge; adaptation | |||
| A Collaborative Tool for Communities of Practice to Share Best Practices | | BIBAK | Full-Text | 524-528 | |
| Justus N. Nyagwencha; Sheryl Seals; Tony Cook | |||
| Traditionally, members of communities of practice collaborated through
traditional means: word of mouth, conferences, lectures and hand written notes.
However, the emergence of online environments, have led to the use e-mails and
other web-based tools. However, communities of practice members have a variety
of different technological skills and varied access to technology which limits
novice users from expressing themselves comfortably despite their limited
technological skills. This research focuses on presenting an environment that
is easy to use, effective, efficient, and satisfying for all members. The webOS
(cloud) tool to foster K-12 teachers and 4-H club communities provides the best
framework to share best practices with easy, efficiently, and with
satisfaction. The experimental portion involves a list of tasks that provides
design experts an opportunity to assess the usability, usefulness, and
efficiency of design. The users' post-questionnaire provides a feedback on the
overall usability of the system for novice users. Keywords: Programming; User interface; Usability; WebOS (web operating system);
Communities of Practice; Computer Collaborative Work | |||
| Classic Art for Modern People | | BIBAK | Full-Text | 529-533 | |
| Nikolaos Partarakis; Sokratis Kartakis; Margherita Antona; George Paparoulis; Constantine Stephanidis | |||
| This poster presents the usage of Ambient Intelligence for enriching the
traditional functions of art. A number are presented depicting the potential
usage of art for education, learning and generally for improving the quality of
our lives. Keywords: Art; Informative Art; Ambient intelligence | |||
| Information and Communication Technology (ICT) and Special Education System in the Kingdom of Saudi Arabia: A Case Study | | BIBAK | Full-Text | 534-538 | |
| Mukhtar M. Rana; Mohammad Fakrudeen; Mahdi H. Miraz; Sufian Yousef; Alshammari Abderrahman Torqi | |||
| The focus of this paper is to study the current information and
communication technology (ICT) in special education system in the Kingdom of
Saudi Arabia (KSA) and reveal its issues. This research was conducted by the
ministry of education (MOE), Kingdom of Saudi Arabia and University of Hail. A
qualitative approach was used to reveal the issues of information and
communication technology and the special education system in the Kingdom of
Saudi Arabia. The research was carried out by direct observations of a focus
group, conducted during one-to-one sessions. The multiple case-study approach
was adopted to increase the reliability of data, with the help of a team of
researchers and tutors to reduce bias. In this study we have randomly selected
4 public secondary schools for boys having special education classes in Hail
region in the KSA. In this study 50 special students 11 to 15 years old, 10
special educators and 4 special education administrators participated. Study
revealed that special students (focused group) are facing huge amount of
problems during their study and the ICT is not being used in full extent to
help them to get education in order to live independently in future life. Keywords: Information and Communication Technology and Special Education | |||
| ICT Training of Maestros of Primary Schools Located in Barrios Carenciados in Argentina. A Twofold Challenge: How They Can Master New ICT Technologies and Transform the Way They Teach | | BIBAK | Full-Text | 539-543 | |
| C. Osvaldo Rodriguez | |||
| Internet access is becoming available in many schools of Argentina's
educational infrastructure. This represents a challenge for the primary school
teachers. They have to teach children digitally motivated, visually stimulated
and socially connected yet most teachers have been exposed very little to ICT
technologies.
An important task is how to train these teachers that not only need to master the new ICT tools in very short time but also transform the way they teach, guide their students and interact with their communities. Schools in poor neighborhoods (barrios carenciados) unfortunately do not receive the full capacity that today's technology can provide, nor in resources or support. This makes the challenge particularly difficult and their training should prepare them for this situation. In this paper we describe the work of two years in Escuela 502, where we have implemented state of the art multimedia laboratory in order to research possible alternative training methodologies. We describe results from the innovative experiences obtained and point that online learning technologies can serve as a powerful and cost effective tool to carry out teachers training. Keywords: ICT4D; FOSS; Online training; Teachers training | |||
| The Design of the Satellite Spaces for Informal Learning and Its Validity Assessment | | BIBAK | Full-Text | 544-548 | |
| Syoko Shimora; Kazuyoshi Yamauch; Natsuko Ohtake | |||
| A project of developing new environment for university students was carried
out, whose aim is to make them study in the informal settings. The environment
was designed and managed as a system which consists of the learning center and
a variety of the satellite spaces. Five satellite spaces were placed apart from
the learning center. A set of survey, observation and interviews revealed how
students use these places. Each place encouraged students to perform the
intended behaviors to a certain extent. Keywords: design research; learning environment; informal learning; learning commons;
satellite spaces; learning styles | |||
| Window Control Interface to Attract Teacher's Gaze Area for Watching a Reaction of Remote Learners | | BIBAK | Full-Text | 549-553 | |
| Takumi Yamaguchi; Haruya Shiba; Naohisa Matsuuchi; Yusuke Nishiuchi; Kazunori Shimamura; Takahiko Mendori | |||
| We have developed the TERAKOYA learning system, which helps students study
actively anywhere on a local area network (LAN) linked to multipoint remote
users. However, if many students frequently sent their questions to the
teacher, it is very difficult to correspond to quickly answer that for the
teacher. In addition, the teacher hardly clarifies how much each student
understood because he cannot watch students' face and reaction. This paper
discusses the graphical user interface (GUI) system that is used a little
ingenuity to prioritize students' screens through variably changing the GUI
interface on the teacher's PC. The aspect of window that was displayed as
thumbnails of the students' PC screen was zoomed dynamically each thumbnail by
their understanding level. By sorting out their priorities on the teacher's PC
screen, the teacher can timely observe the students' work and support their
thinking process. Keywords: GUI; Interactive system; Active learning; Remedial education | |||