| HCI Education in Brazil: Challenges and Opportunities | | BIBAK | Full-Text | 3-12 | |
| Clodis Boscarioli; Sílvia Amélia Bim; Milene S. Silveira; Raquel Oliveira Prates; Simone Diniz; Junqueira Barbosa | |||
| HCI Education in Brazil has come a long way. Since 1999, the Brazilian
Computer Society (SBC) included HCI in its reference curriculum for its
Computing courses. Since then, the community has discussed the perspective of
the area in our country. From 2010 to this day, we have held a series of
workshops on HCI Education, called WEIHC, as a permanent discussion forum
within the Brazilian HCI conference, IHC. We report here the results of the
WEIHC discussions and of two surveys, conducted in 2009 and in 2012, to help us
assess the status of HCI Education in Brazil. Despite the advances of the
Brazilian HCI community, our surveys show that we still face some important
challenges. We should curate existing teaching material to further enhance
collaboration among professors, to increase the quality of our courses, and to
broaden HCI awareness across all related departments. Keywords: HCI Education; Brazilian HCI community | |||
| Semiotics of Interaction: Towards a UI Alphabet | | BIBAK | Full-Text | 13-21 | |
| Jan Brejcha; Aaron Marcus | |||
| In our thinking and acting, natural language plays a central part. This
language defines a structure even before we form something, and it can be
regarded as the architecture of design. To be able to grasp the expression of
these structures in HCI, we chose the perspective of linguistics and semiotics.
The semiotics perspective in the context of HCI is increasingly popular in
presenting a different approach to UX. In our paper, we take this perspective
to build a set of semiotic heuristics which we then used to evaluate a complex
UI example. We present a semiotic evaluation method and report the results of
our in-depth investigation. Keywords: Analysis and design methods; Evaluation methods and techniques; Interaction
design; Qualitative and Quantitative Measurement and Evaluation; Semiotics | |||
| Engagingdesign -- Methods for Collective Creativity | | BIBAK | Full-Text | 22-31 | |
| Paul Chamberlain; Claire Craig | |||
| Research often problematises issues older people face and the development of
technologies for older users is regularly driven by this agenda. This paper
describes a research programme that positions older people as active
participants rather than passive respondents focusing on their preferences and
aspirations rather than their impairments. 'Engagingdesign' is a transnational
research platform developed by the authors that facilitates creative methods
for engaging older people and provides a scaffold for collective creativity.
Data collected through interviews and focus groups is transformed through
critical artefacts that provide a forum or theatre for conversation through
exhibition that in turn becomes the medium and method for further data
collection. Keywords: User-centred design methods; older users; design; co-creation; participatory
design | |||
| Toward a New Design Philosophy of HCI: Knowledge of Collaborative Action of "We" Human-and-Technology | | BIBAK | Full-Text | 32-40 | |
| HyunKyoung Cho; Joonsung Yoon | |||
| This research examines a new design philosophy of HCI in the collaborative
action-based context interdependent perspective. To frame a new perspective of
design philosophy of interactive technologies, the study proposes "We"
human-and-technology as a response for alternative perspectives of reference in
inter-active systems design and alternative ways of understanding the
relationships and collaborative actions between humans and new digital
technologies. It argues the problem of knowledge provoked by the collaborative
action of "We" human-and-technology, through three keys: reflecting,
performing, and invaginating. Its aim is to reveal that HCI design practices
establish a new knowledge beyond the logic of opposition reinforcing the mutual
degradation between technology and human, thought and action, subject and
object. Keywords: "We" human-and-technology; collaborative action; knowledge; reflecting;
performing; invaginating; HCI design | |||
| The Link between Inclusive Design and Innovation: Some Key Elements | | BIBAK | Full-Text | 41-50 | |
| Kristin Skeide Fuglerud; David Sloan | |||
| It is often said that universal design and similar approaches can be a
source of innovation. In this paper key elements in inclusive design are
identified, and examples of innovations related to inclusive design are
presented. Then, some core elements of the inclusive design process that will
help spur innovation are identified. Based on this the link between inclusive
design and innovation is discussed. Finally, some recommendations for an
inclusive and innovative design process are presented. Keywords: inclusive design; accessibility; universal design; user-centered design;
user diversity; user involvement; innovation | |||
| Tuning an HCI Curriculum for Master Students to Address Interactive Critical Systems Aspects | | BIBA | Full-Text | 51-60 | |
| Michel Galindo; Célia Martinie; Philippe Palanque; Marco Winckler; Peter Forbrig | |||
| This paper presents the need for specific curricula in order to address the training of specialists in the area of Interactive Critical Systems. Indeed, while curricula are usually built in order to produce specialists in one discipline (e.g. computer science) dealing with systems or products requires training in multiple disciplines. The area of Interactive Critical Systems requires deep knowledge in computer science, dependability, Human-Computer Interaction and safety engineering. We report in this paper how these various disciplines have been integrated in a master program at Université Toulouse III, France and highlight the carrier paths followed by the graduated students and how these carriers are oriented towards aeronautics and space application domains. | |||
| Ageing and Innovation | | BIBA | Full-Text | 61-67 | |
| Matthias Göbel | |||
| Innovation is mostly associated with young people being open to new things and enthusiastic to try out something different. Even though an innovation might not be advantageous, most young persons are prepared to spend time to find out, and they are not disappointed if it does not work out as expected. This experience is considered as learning about different options and getting inspired, thus the innovation is rather an exploration tool to spark creativity. | |||
| Understanding User Experience and Artifact Development through Qualitative Investigation: Ethnographic Approach for Human-Centered Design | | BIBAK | Full-Text | 68-76 | |
| Ayako Hashizume; Masaaki Kurosu | |||
| In this paper, we introduce a method for utilizing qualitative investigation
in the development of artifacts. In particular, we discuss ethnography
principles that developers and designers need to learn in order to improve
artifact quality and user experience in accordance with the principles of
human-centered design (HCD). The objective of ethnographic interview in the
development of artifacts is to understand users in their real environment and
to build personas and scenarios based on this understanding. This objective
applies to the first two steps in the HCD process, which are "Understand and
specify the context of use" and "Specify the user requirements." Furthermore,
the investigative process of ethnographic research for development is outlined.
While it is difficult to understand users through objective observation alone,
and the fact that the knowledge that comes from interaction is also vital, the
application of contextual inquiry through ethnography is a valuable tool for
efficient understanding of the user in a short timeframe and with a limited
number of observations. Keywords: user experience; contextual inquiry; human-centered design; ethnographic
interview; context of use | |||
| User Research for Experience Vision | | BIBAK | Full-Text | 77-84 | |
| Seiji Hayakawa; Yoshihiro Ueda; Kentaro Go; Katsumi Takahash; Koji Yanagida; Kazuhiko Yamazaki | |||
| In the "Experience Vision: Vision Proposal Design Method," the first step is
to set a project target and to conduct a qualitative survey. Next, users'
essential needs are identified and an idea is developed to propose a vision. On
the basis of a scenario from the perspective of users' essential needs, the
proposal is formed, given shape and made precise. Finally, the proposal is
evaluated, and then evolves into the development of products, systems, and
services. This paper presents the interview method, the photo diary method, the
photo essay method, and the superior-subordinate relationship analysis method
laddering) in order to gain profound insight into users and to identify their
essential needs, rather than their manifest needs. In addition, on the basis of
users' essential needs, it explains the method of setting a user with persona
and cast to embody the target user, as a viewpoint from which to describe a
value scenario, an activity scenario, and an interaction scenario. [1] Keywords: experience vision; service design; user's needs; persona | |||
| Analyzing Varying Environmental Contexts in Public Transport | | BIBAK | Full-Text | 85-94 | |
| Stephan Hörold; Cindy Mayas; Heidi Krömker | |||
| The basis for user-centered design is the knowledge of users and tasks.
Developing systems, e.g. mobile applications, which are used at varying
locations, requires knowledge of the environmental context as well. This paper
describes an approach for the analysis of varying environmental contexts in
public transport. The results are presented as context templates to derive
information needs of users in public transport dependent on influencing context
factors and can serve as a communication tool for interdisciplinary groups. Keywords: context analysis; public transport; passenger information | |||
| The Conceptual Model of Experience Engineering (XE) | | BIBAK | Full-Text | 95-102 | |
| Masaaki Kurosu | |||
| The conceptual model of XE (experience Engineering) was proposed to cover
both of the products and services. It was also proposed to take "U" out from
"UX" so that more adequate description of the people can be possible. Keywords: experience engineering; XE; usability; UX; service; marketing | |||
| User Centered Inclusive Design Process: A 'Situationally-Induced Impairments and Disabilities' Perspective | | BIBAK | Full-Text | 103-108 | |
| Hyung Jun Oh; Hyo Chang Kim; Hwan Hwangbo; Yong Gu Ji | |||
| Mobile phones provide many functions to improve people's daily lives.
However, there are some difficulties to apply the specialty of the mobile
device on existing simple schematics of drawings and the approaches. Moreover,
regarding handicapped people as special users is causing the stigma effect.
Therefore, this research suggests an inclusive design process that by
considering the idea of situationally-induced impairments and disabilities
(SIID) for developing the product, its design is not only considered for the
handicapped people, but also normal people can experience the handicapped
situations. Keywords: Inclusive Design; Accessibility; Smart Device; Mobile Application | |||
| Applying Contextual Design to Multiple Teams in Emergency Management | | BIBAK | Full-Text | 109-118 | |
| Tania Randall; Jacquelyn Crebolder; Gerard Torenvliet; Jeremy Leal | |||
| This paper describes a process of identifying a consolidated set of
requirements for technology to support unclassified collaboration amongst
emergency managers from distinct organizations, each with a role in domestic
response. It describes the application and adaption of the inquiry and
consolidation processes defined by the Contextual Design (CD) methodology [1]
in order to generate a set of requirements that reflect the collaboration needs
of the response community as a whole. This application of CD is unique in the
sense that the inquiry and requirements analysis focus on a general process
(collaboration) that requires flexibility in its usage, rather than a
prescriptive, well-defined process or activity. Keywords: contextual design; emergency management; work-flow models; collaboration
tools | |||
| Visualization and Evaluation for Experience Vision | | BIBAK | Full-Text | 119-127 | |
| Katsumi Takahashi; Kazuhiko Yamazaki; Seiji Hayakawa; Koji Yanagida; Kentaro Go; Yoshihiro Ueda | |||
| The "Experience Vision: Vision Centered Design Method" is a comprehensive
method which makes it possible to propose new and innovative products, systems
and services that are currently unavailable, as well as proposing advances for
those that currently exist. It encompasses the entire HCD (Human Centered
Design) process, and presents a new vision with experiential value for both
user and business from an HCD viewpoint.
In this paper I describe visualization and evaluation of structured scenario for we will implement Scenario based vision proposal design method. Only scenario will introduce visualization techniques to supplement the difficult part of the shared content. Then, the evaluation provides an example to advance to the next phase structured scenarios that are visualized. Keywords: Experience Vision; vision centered design method; Structured Scenario-Based
Design Method (SSBDM); value scenario; activity scenario; interaction scenario;
scenario visualization; scenario evaluation | |||
| Confabulation in the Time of Transdisciplinarity: Reflection on HCI Education and a Call for Conversation | | BIBAK | Full-Text | 128-136 | |
| Nicholas True; Jeroen Peeters; Daniel Fallman | |||
| As HCI becomes ever-increasingly more transdisciplinary it encounters
increasingly complex problems practical, methodological, and pedagogical in
natures. This paper is an introductory exploration of the influence HCI
education has in bridging academia and industry as students become
practitioners. We examined how design pedagogy materializes and takes shape in
both work and student process/attitudes as they become professionals,
suggesting there is an area of importance to the community that is overlooked.
Education shapes designers, designers shape the world, which prompts the need
for a dialogue on how education pedagogy shapes practitioners that embody
methods, values, skills, goals, and practices. As practitioners embody their
knowledge into designs there arises a discussion that ought to be had. Keywords: Design; HCI; Education; Pedagogy; Practice | |||
| Proposal for Experience Vision | | BIBAK | Full-Text | 137-145 | |
| Kazuhiko Yamazaki; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Yoshihiro Ueda; Koji Yanagida | |||
| Recently, it was known the problem-solving design approach has limitation to
create new business or design. And service design is focused to create new
business. Based on these background, we propose vision centered design approach
named "Experience Vision". Purpose of this research is to propose design
approach and method to create new service design or new product design based on
vision centered design approach. Experience Vision is a comprehensive design
method to envision innovative services, systems and products which reflect upon
potential stakeholders' experiences and company mission and vision. Core of
Experience Vision is vision centered design approach based on human centered
design process with business perspective. For this purpose, we developed "Frame
work for vision centered design method "and "Structured Scenario-Based Design
Method (SSBDM)". "Frame work for vision centered design method" is based on
SSBDM and user centered design approach which is focused user and business.
This frame is including "Goal setting of project", intrinsic user value, policy
of business value, value scenario, activity scenario, interaction scenario,
scenario visualization, scenario evaluation, planning documentation, and
specification. Keywords: experience vision; service design; scenario; scenario-based design | |||
| Collaborative User Experience Design Methods for Enterprise System | | BIBAK | Full-Text | 146-155 | |
| Hiroko Yasu; Naoko Iwata; Izumi Kohno | |||
| The importance of user experience (UX) design has increased in enterprise
field. In traditional product and service development, a division of labor
between UX designers and engineers was necessary. It is, however, difficult to
pursue the same development style in the enterprise field. Therefore, in this
study, collaborative UX design Methods for Enterprise System between UX
designers and engineers were proposed. These Methods were designed to allow UX
designers and engineers to supplement each other's knowledge and experience.
The first Method was UX Observation Tour, a behavioral observation method used
to understand the psychological and/or physical characteristics as well as
behavior patterns of target users. In this Method, UX designers and engineers
shared user research experience through field work. The second Method was UX
Idea Mapping. This was a method for establishing associations between the needs
of target users and unique ideas that UX designers and engineers, who achieved
a detailed understanding of the target users, developed together based on their
expertise in systems. In this study, these two methods were applied to internal
projects, and as a result, both Methods effectively promoted collaborative
development of UX designs by the UX designers and engineers. Keywords: User Experience; UX design; UX Method and UCD | |||
| An Estimation Framework of a User Learning Curve on Web-Based Interface Using Eye Tracking Equipment | | BIBA | Full-Text | 159-165 | |
| Masanori Akiyoshi; Hidetoshi Takeno | |||
| This paper addresses an estimation framework of a user learning curve on Web-based interface. Recent Web-based interface has rich features such as "dynamic menu", "animation" and so forth. A user sometimes gets lost in menus and hyperlinks, but gradually improves the performance of his/her task that is to find target information during the session. This performance change is in a sense considered to be "learning curve" as to the Web-based interface. To estimate the "learning curve" is necessary to evaluate the Web-based interface from the viewpoint of a user's task achievement. Our proposed estimation framework consists of two steps; One is to identify the relationships among the processing time, eye tracking log, and Web structure. The other is to identify the estimated formula as a "learning curve". This paper reports the relationship from preliminary experiment using several Web pages and eye tracking log. | |||
| A Grounded Procedure for Managing Data and Sample Size of a Home Medical Device Assessment | | BIBAK | Full-Text | 166-175 | |
| Simone Borsci; Jennifer L. Martin; Julie Barnett | |||
| The selection of participants for usability assessment, together with the
minimum number of subjects required to obtain a set of reliable data, is a hot
topic in Human Computer Interaction (HCI). Albeit, prominent contributions
through the application of different p estimation models argued that five users
provide a good benchmark when seeking to discover interaction problems a lot of
studies have complained this five-user assumption. The sample size topic is
today a central issue for the assessment of critical-systems, such as medical
devices, because lacks in usability and, moreover, in the safety in use of
these kind of products may seriously damage the final users. We argue that rely
on one-size-fits-all solutions, such as the five-user assumption (for websites)
or the mandated size of 15 users for major group (for medical device) lead
manufactures to release unsafe product. Nevertheless, albeit there are no magic
numbers for determining "a priori" the cohort size, by using a specific
procedure it is possible to monitoring the sample discovery likelihood after
the first five users in order to obtain reliable information about the gathered
data and determine whether the problems discovered by the sample have a certain
level of representativeness (i.e., reliability). We call this approach
"Grounded Procedure" (GP). The goal of this study is to present the GP
assumptions and steps, by exemplifying its application in the assessment of a
home medical device. Keywords: discovery likelihood; medical device; sample size; usability testing | |||
| Usability Guidelines for Desktop Search Engines | | BIBAK | Full-Text | 176-183 | |
| Manuel Burghardt; Tim Schneidermeier; Christian Wolff | |||
| In this article we describe a usability evaluation of eight desktop search
engines (DSEs). We used the heuristic walkthrough method to gather usability
problems as well as individual strengths and weaknesses of the tested search
engines. The results of the evaluation are integrated into a set of 30 design
guidelines for user-friendly DSEs. Keywords: usability testing; heuristic evaluation; desktop search engines; usability
guidelines | |||
| Analyzing Face and Speech Recognition to Create Automatic Information for Usability Evaluation | | BIBAK | Full-Text | 184-192 | |
| Thiago Adriano Coleti; Marcelo Morandini; Fátima de Lourdes dos Santos Nunes | |||
| Observe users perform their tasks in a software is an important way to
performing usability evaluation due to the reason that provides real data about
the interaction between user and system. Filming and verbalization are very
used techniques and they must be a concern for all designers. However, the
needs of reviewing all registered data manually became these techniques slow
and difficult. This paper presents an approach that uses face recognition and
speech processing to generate relevant information about a system under test
such as what moments the user had specific reaction and which ones. The ErgoSV
software supported the experiments that were performed using an e-commerce
website. The results showed that this approach allows the evaluator identify
interfaces with usability problems easily and quickly as well as present
information using percentages that supported the evaluator making decision. Keywords: Usability Evaluation; Human-Computer Interaction; Speech Recognition; Face
Recognition | |||
| Linking Context to Evaluation in the Design of Safety Critical Interfaces | | BIBAK | Full-Text | 193-202 | |
| Michael Feary; Dorrit Billman; Xiuli Chen; Andrew Howes; Richard Lewis; Lance Sherry; Satinder Singh | |||
| The rate of introduction of new technology into safety critical domains
continues to increase. Improvements in evaluation methods are needed to keep
pace with the rapid development of these technologies. A significant challenge
in improving evaluation is developing efficient methods for collecting and
characterizing knowledge of the domain and context of the work being performed.
Traditional methods of incorporating domain and context knowledge into an
evaluation rely upon expert user testing, but these methods are expensive and
resource intensive. This paper will describe three new methods for evaluating
the applicability of a user interface within a safety-critical domain
(specifically aerospace work domains), and consider how these methods may be
incorporated into current evaluation processes. Keywords: Work Analysis; Evaluation; Human Performance Modeling; Human-Automation
Interaction | |||
| Environmental Evaluation of a Rehabilitation Aid Interaction under the Framework of the Ideal Model of Assistive Technology Assessment Process | | BIBAK | Full-Text | 203-210 | |
| Stefano Federci; Simone Borsci; Maria Laura Mele | |||
| Recently Federici and Scherer [1] proposed an ideal model of an Assistive
Technology Assessment (ATA) process that provides reference guidelines for
professionals of a multidisciplinary team of assistive technology (AT) service
delivery centers to compare, evaluate, and improve their own matching models.
The ATA process borrows a user-driven working methodology from the Matching
Person and Technology Model [2] and it embraces the biopsychosocial model [3]
aiming at the best combination of AT to promote customers' personal well-being.
As Federici and Scherer [1] suggest, the multidisciplinary team, by applying
the ATA process, may provide for users not only a device, but much more an
assistive solution, which is the real outcome of a match process. An assistive
solution is provided for the user only when the interaction dialogue between
user, device, and environments of use improves the users' performances in
participating in their everyday contexts. In this theoretical framework, the
evaluation of the users' interaction with the AT in different kinds of
environments is a key factor for the success of the ATA process, because, as
Mirza, Gossett Zakrajsek, and Borsci [4] claim, the environment is antecedent
to the AT and crucial for identifying how the AT works in relation to the
users' needs. In the ATA process a specific Environmental Assessment (EA) model
for testing the interaction of the user with the environments of use, through
the AT, has been defined. The aim of this paper is to describe the EA model
steps and discuss the dimensions that a practitioner has to consider for this
assessment. Accessibility, universal design, and sustainability are used in the
EA model as the dimensions for measuring the relationship between the AT and
the environment [4]. The EA model steps and the trade-off among these
dimensions are presented through a case example in which practitioners analyze
the relationship between a communication aid used by a child and her classroom
and home environments. Keywords: accessibility; assistive technologies; sustainability; universal design;
user-centered delivery process | |||
| Towards Ergonomic User Interface Composition: A Study about Information Density Criterion | | BIBAK | Full-Text | 211-220 | |
| Yoann Gabillon; Sophie Lepreux; Káthia Marçal de Oliveira | |||
| One way to design new interactive system is to automatically compose from
existing systems. An interactive system encompasses a functional core (FC) and
a user interface (UI). Many studies of the software engineering community focus
on design or runtime composition of FC through components or services. However,
provide good quality UI is important to make the composed system acceptable to
the users. To address this need, the HCI community has studied how to compose
UI at different levels of granularity. The main challenge is how to choose the
best composition option in order to provide UI of good quality from the user
point of view. This paper presents a step towards this challenge by proposing
the chosen of the best composed graphical UI considering quality ergonomic
criteria that can be automatically measured. In particular, it focuses on the
information density criterion. Information density concerns the users' workload
from a perceptual and cognitive point of view with regard to the whole set of
information presented to the users rather than each individual element or item. Keywords: UI Composition; ergonomic; usability; criteria; metrics; measures;
evaluation functions | |||
| Human-Machine Interaction Evaluation Framework | | BIBAK | Full-Text | 221-230 | |
| Hans Jander; Jens Alfredson | |||
| The aim of the study reported in this paper was to use and evaluate a new
methodological framework for Human-Machine Interaction (HMI) evaluation in
system development for complex, high-risk and task-critical environments to
assess overall HMI readiness. This has been conducted in the context of
simulations in a state-of-the-art development simulator for fighter aircraft
cockpit design in an industrial setting. The simulations included active and
experienced military fighter pilots flying two civil navigational scenarios.
The framework consists of already established evaluation methods and techniques
combined with new influences inspired from risk management practices. A new HMI
assessment survey has been developed and integrated into the framework. The
results of the study are promising for the studied framework and also indicate
some overlap when compared to existing practices regarding collected data.
Applied within industry the framework can help leverage future HMI evaluations
within system development. Keywords: Usability; HCI; HMI; System evaluation; System Development | |||
| Supervisory Control Interface Design for Unmanned Aerial Vehicles through GEDIS-UAV | | BIBAK | Full-Text | 231-240 | |
| Salvador Lorite; Adolfo Muñoz; Josep Tornero; Pere Ponsa; Enric Pastor | |||
| This paper reflects the state of art in the field of human factors for
unmanned aerial vehicles. It describes the GEDIS-UAV guide, which is a
modification of the GEDIS guide. It also shows the evaluation of the Sky-eye
project graphical user interface as an example of the methodology. The analysis
and evaluation method reflected in this paper may be used to improve the
graphical user interface of any unmanned aerial vehicle. Keywords: Supervisory Control; Unmanned Vehicles; Ergonomics; GEDIS | |||
| Remote Usability Evaluation of Mobile Web Applications | | BIBAK | Full-Text | 241-248 | |
| Paolo Burzacca; Fabio Paternò | |||
| Recent proliferation of mobile devices has made it important to provide
automatic support for usability evaluation when people interact with mobile
applications. In this paper, we discuss some specific aspects that need to be
considered in remote usability of mobile Web applications, and introduce a
novel environment that aims to address such issues. Keywords: Remote Evaluation; Logging Tools; Mobile Usability | |||
| Design and Implementation of ErgoIdentifier: A Tool for Automated Identification of Websites Interaction Elements | | BIBAK | Full-Text | 249-255 | |
| Oscar Francisco dos Santos; Marcelo Morandini | |||
| The purpose of this work focuses on the development of an environment that
will is called ErgoIdentifier. This environment is responsible for performing
automatic collection of websites' interaction elements and thus, support the
usability evaluation process by presenting important features and routines for
future usability evaluation automatic tools. The ErgoIdentifier will use the
website's implementation code to automatically identify the elements of
interaction of its pages. Once identified, these interaction elements must be
mapped to the same key characteristics that may influence the usability as
color, exact location on the page, size and format. So, this environment can
also be used by the evaluator by presenting him/her initial basis for
consideration. The Human Computer Interaction, or HCI, aims to provide
developers ways of designing and evaluating systems in which there is
interaction between user and system. Usability can be considered as a key
concept within the context of HCI and is focused on creating systems that are
easy to learn and use. Therefore, it is possible to assess the quality of
interactive systems according to factors that define its designers as priority.
The ErgoIdentifier provides overall overviews of the evaluation processes
starting with an identification of the website's source code files and the web
pages architecture. These information and the features of the interaction
elements must be stored in a Database for presenting special reports to the
evaluator. These reports should include the features of the interaction
elements, number of repetition of specific ones, such as frames, icons and
links. This proposed environment is composed by the following processes: (a)
Website architecture definition; (b) Interaction Elements Definition; (c)
Interaction Elements Visualization; and (d) XML Files Generation. So, the
ErgoIdentifier will consist of a database containing information from the pages
and elements of interaction that should be used in a usability evaluation
process. It also contains forms for queries characteristics of pages and
elements found on the website to be viewed through a terminal where the
environment is installed. They can also be obtained this information using text
file formats, HTML and XML that can be used as input for tools to support
usability evaluation. Also, the proposition of the ErgoIdentifier is based on a
stimulus for the design and development of other usability evaluation tools
that would be using it as a basis for defining the website's architecture and
also to have information about each webpage that are part of the website.
Concerning the webpages, it is important that all of interaction elements
should be automatically recognized and identified. This will allow the
usability evaluation tools to be more efficient in their purpose as this task
(interaction elements recognition) is no longer needed to be performed by the
tool. We intend to develop specific tools that should present meaningful
usability evaluation reports by using the ErgoIdentifier and also present this
environment for the HCI community. Keywords: Tools Usability and Interaction; User Interfaces; Ergonomics Criteria;
Usability | |||
| A Self-Evaluation Tool for Quantitative User Research within the digital.me Project | | BIBAK | Full-Text | 256-264 | |
| Andreas Schuller; Rafael Giménez; Fabian Hermann | |||
| For upcoming validations within the di.me project, the technical evaluation
components will be an important instrument for monitoring overall key usage
indicators and serve as the basis for the further analysis of usage data.
Consolidated findings acquired from the evaluation components shall serve as
the basis for further improvements on the developed clients and overall di.me
system. This paper states a list of related requirements as well as a technical
overview of the employed system. Keywords: Quantitative user research; Self-Evaluation; User Feedback; User Research;
Usability; User Experience; Requirements | |||
| Priming Categorization in a Card Sort | | BIBAK | Full-Text | 265-272 | |
| Camie Steinhoff; Jeremiah D. Still | |||
| When using the card sorting technique, the goal of a user experience
researcher is to determine the user's expected information architecture. Card
sorting is a knowledge elicitation method where users are given labeled cards
and are asked to place them into groups. This method is commonly used to
determine a natural navigation structure for a group of users. We examine the
impact of priming, an implicit memory effect in which exposure to a stimulus
influences response to a later stimulus, on this popular user-centered design
method. A control group did the card sort only, while the experimental group
watched a short presentation before performing their card sorts. The dependent
measure was the percentage of agreement of each card sort against the typical
sort. The primed group sort was significantly more similar to the typical
response than the control group. This study provides evidence that card sorting
can be modulated by priming. Keywords: Evaluation methods and techniques; Human Centered Design and User Centered
Design; Card Sorting; Priming; Knowledge elicitation | |||
| Case Study for Experience Vision -- Application for PC | | BIBA | Full-Text | 275-280 | |
| Kanako Ariya | |||
| In order to examine the new value of photo management software preinstalled on personal computers to develop a model for the next photo management software, I have to utilize the Experience Vision method. I will introduce the process from gathering information from the activity of novice users, structuring of their real user demands, to scenario creation. | |||
| Using the Common Industry Format to Document the Context of Use | | BIB | Full-Text | 281-289 | |
| Nigel Bevan | |||
| V&V of Lexical, Syntactic and Semantic Properties for Interactive Systems through Model Checking of Formal Description of Dialog | | BIBA | Full-Text | 290-299 | |
| Guillaume Brat; Célia Martinie; Philippe Palanque | |||
| During early phases of the development of an interactive system, future system properties are identified (through interaction with end users in the brainstorming and prototyping phase of the application, or by other stakeholders) imposing requirements on the final system. They can be specific to the application under development or generic to all applications such as usability principles. Instances of specific properties include visibility of the aircraft altitude, speed...in the cockpit and the continuous possibility of disengaging the autopilot in whatever state the aircraft is. Instances of generic properties include availability of undo (for undoable functions) and availability of a progression bar for functions lasting more than four seconds. While behavioral models of interactive systems using formal description techniques provide complete and unambiguous descriptions of states and state changes, it does not provide explicit representation of the absence or presence of properties. Assessing that the system that has been built is the right system remains a challenge usually met through extensive use and acceptance tests. By the explicit representation of properties and the availability of tools to support checking these properties, it becomes possible to provide developers with means for systematic exploration of the behavioral models and assessment of the presence or absence of these properties. This paper proposes the synergistic use two tools for checking both generic and specific properties of interactive applications: Petshop and Java PathFinder. Petshop is dedicated to the description of interactive system behavior. Java PathFinder is dedicated to the runtime verification of Java applications and as an extension dedicated to User Interfaces. This approach is exemplified on a safety critical application in the area of interactive cockpits for large civil aircrafts. | |||
| Formal Pattern Specifications to Facilitate Semi-automated User Interface Generation | | BIBAK | Full-Text | 300-309 | |
| Jürgen Engel; Christian Märtin; Christian Herdin; Peter Forbrig | |||
| This paper depicts potentialities of formal HCI pattern specifications with
regard to facilitate the semi-automated generation of user interfaces for
interactive applications. In a first step existing proven and well accepted
techniques in the field of model-based user interface development are
highlighted and briefly reviewed. Subsequently it is discussed how we combine
model-based and pattern-oriented methods within our user interface modeling and
development framework in order to partly enable automated user interface
generation. In this context a concrete pattern definition approach is
introduced and illustrated with tangible examples from the domain of
interactive knowledge sharing applications. Keywords: HCI patterns; model-based user interface development; patternbased
development; formalized pattern specification; user interface generation | |||
| A Mobile Application Flow Representation for Mutual Understanding of IT and Healthcare Professionals | | BIBAK | Full-Text | 310-319 | |
| Yusuf Nasuh Erturan; Semih Bilgen; Gul Tokdemir; Nergiz E. Cagiltay; Ekrem Yildiz; Esra Özcebe | |||
| Ever since mobile applications were developed and became popular, they have
started to take part in almost every field of our lives. Healthcare is one of
the most popular fields that mobile applications have become a part of.
However, development of mobile healthcare applications requires an
inter-disciplinary work on which people from different domains should
communicate. To do so efficiently, mobile application instructions should be
provided as clearly as possible so that mutual understanding can be achieved.
This study, aims to provide a methodology to provide the common grounds for
healthcare and IT specialists so that to improve the satisfaction level of all
the stakeholders of the system from the provided IT services and the end-user
interfaces. In other words, by providing a better communication medium for the
stakeholders during the design phase, we believe that software development
process will be improved, so do their satisfaction from the developed system. Keywords: Mobile healthcare; Communication gap; Representation guideline | |||
| Communicating Ideas in Computer-Supported Modeling Tasks: A Case Study with BPMN | | BIBAK | Full-Text | 320-329 | |
| Juliana Jansen Ferreira; Clarisse Sieckenius de Souza | |||
| The communication role of models in Software Engineering is widely
acknowledged. Models tell model users what model builders propose.
Computer-supported modeling (CSMod) traditionally concentrates on helping users
build models with various kinds of notations. Although such focus on
'representation' is obviously important for the overall 'communication' goal,
some design features in CSMod tools may be yet unexplored. This paper presents
a study with the use of ARIS EXPRESS in modeling tasks with Business Process
Modeling Notation (BPMN). We report on how we combined various methods to
analyze the way in which this tool supports 'communication through models'. Our
findings articulate semiotic and cognitive aspects of notations with evidence
provided by study participants during tasks and interviews. Our contribution
lies not only in the findings, and how CSMod design can evolve in relatively
unexplored ways, but also in our methodology, which we believe can be used in
similar contexts. Keywords: Computer-supported modeling; Semiotic engineering methods; Cognitive
dimensions of notations; Discourse analysis; Communication; Modeling notation;
BPMN | |||
| Semantic Execution of Subject-Oriented Process Models | | BIBAK | Full-Text | 330-339 | |
| Albert Fleischmann; Werner Schmidt; Christian Stary | |||
| Workflow Management Systems (WFMS) are becoming increasingly important as
tools to support people involved in the execution of business processes and to
automate parts of it. As business processes involve several actors with varying
backgrounds, workflow engines need to offer appropriate interfaces in order to
be accepted and deliver the expected benefits. In this paper we present a
structural interface design based on general user interface requirements and
special properties of workflow systems, in particular of a subject-oriented
workflow engine. Keywords: Business process management; workflow systems; user interface; structural
design; Subject-oriented BPM | |||
| Special Challenges for Models and Patterns in Smart Environments | | BIBAK | Full-Text | 340-349 | |
| Peter Forbrig; Christian Märtin; Michael Zaki | |||
| Smart environments aim at inferring the intention of the user and based on
that information, they offer optimal assistance for the users while performing
their tasks. This paper discusses the role of supportive user interfaces for
explicitly interacting with the environment in such cases where implicit
interactions of the users fail or the users want to get informed about the
state of the environment. It will be shown by small examples how patterns help
to specify the intended support with implicit and explicit interactions. A
notation for presentation patterns will be introduced that allows users
dynamically to change the presentation style. It will be discussed how extended
task models can be combined with presentation patterns and how this information
can be used in supportive user interfaces on mobile devices. Keywords: Smart Environment; model-based design; pattern; supportive user interface;
task migratability; task pattern; presentation patter | |||
| Parallel Rendering of Human-Computer Interaction Industrial Applications on Multi-/Many-Core Platforms | | BIBA | Full-Text | 350-360 | |
| Sven Hermann; Arquimedes Canedo; Lingyun (Max) Wang | |||
| Industrial Human Computer Interaction (Industrial HCI) devices are beginning the transition from single-core to multi-/many-core technology. In practice, improving the real-time response time of graphical user interface (GUI) applications in multi-/many-core is difficult. This paper presents a novel parallel rendering approach targeted to improve the performance of Industrial HCI applications in multi-/many-core technology. This is accomplished through the identification of coarse-grain parallelism during the application design, and the exploitation of fine-grain parallelism during runtime using a dynamic scheduling algorithm and true parallel execution of GUI workloads. Using a real benchmark application, we show that response time can be reduce by up to 217% in a quad-core processor. | |||
| A Logical Design Method for User Interface Using GUI Design Patterns | | BIBAK | Full-Text | 361-370 | |
| Ichiro Hirata; Toshiki Yamaoka | |||
| This paper presents a discussion of method for user interface design using
graphical user interface (GUI) design patterns. GUI design patterns are defined
as "general operation and expression of embedded system products". Purpose of
this study is to develop a user interface design efficient. GUI design patterns
were extracted in embedded system products. Then, interviews were conducted
with students and researchers in which the practical applicability of the
extracted GUI design patterns. This process allowed the number of GUI design
patterns to be narrowed down to 81 patterns. 81 patterns were analyzed using
the cluster analysis, between them and classifies these objects into different
7 groups. The GUI design patterns, which were composed of 7 groups, divided
into 4 layers. Finally, Design method using GUI design patterns was discussed.
This proposed method is based on the Human Design Technology (HDT). HDT is a
logical product development and UCD method easily accessible to anyone. Keywords: User Interface; Design Pattern; Human Design Technology | |||
| Developing Mobile Apps Using Cross-Platform Frameworks: A Case Study | | BIBAK | Full-Text | 371-380 | |
| Shah Rukh Humayoun; Stefan Ehrhart; Achim Ebert | |||
| In last few years, a huge variety of frameworks for the mobile
cross-platform development have been released to deliver quick and overall
better solutions. Most of them are based on different approaches and
technologies; therefore, relying on only one for using in all cases is not
recommendable. The diversity in smart-devices (i.e. smartphones and tablets)
and in their hardware features; such as screen-resolution, processing power,
etc.; as well as the availability of different mobile operating systems makes
the process of mobile application development much complicated. In this work,
we analyze few of these cross-platform development frameworks through
developing three mobile apps on each of them as well as on the native Android
and iOS environments. Moreover, we also performed a user evaluation study on
these developed mobile apps to judge how users perceive the same mobile app
developed in different frameworks and environments, from the native to the
cross-platform environment. Results indicate that these frameworks are good
alternative to the native platform implementations but a careful investigation
is required before deciding to check whether the target framework supports the
needed features in a stable way. Keywords: Cross-platform development; mobile apps; iOS; Android; smart-device;
smartphone; tablet; user evaluation | |||
| EMIL: A Rapid Prototyping Authoring Environment for the Design of Interactive Surface Applications | | BIBAK | Full-Text | 381-390 | |
| Johannes Luderschmidt; Nadia Haubner; Simon Lehmann; Ralf Dörner | |||
| Interactive surfaces (IS) like digital tabletop systems offer a cornucopia
of input possibilities like touch gestures or interaction with physical
objects. Additionally, multiple users can interact simultaneously allowing for
a collaborative setting. These aspects have increased the complexity of
designing such interfaces as compared to WIMP interfaces. However, existing UI
design approaches fall short of taking these aspects into account and existing
design approaches for IS focus on software development. We introduce the EMIL
environment that allows authors of design teams to create multi-touch and
tangible user interfaces. In its core, EMIL consists of a software framework
that provides interaction components (for instance, widgets like images or maps
as well as interaction concepts like gestures) that are especially suited for
IS. Authors like UI designers collaboratively create software prototypes
directly at the IS without the need to write code. For this purpose, they use
and adapt the components of the software framework in an authoring application.
Authors collect and retrieve information about the interaction components in a
knowledge database employing a tablet computer app. In a qualitative evaluation
interview, EMIL has been well received by a design team of an advertising
agency. Keywords: interactive surfaces; multi-touch; tangible user interfaces; engineering of
interactive systems | |||
| Extending the Information of Activity Diagrams with a User Input Classification | | BIBAK | Full-Text | 391-400 | |
| Cindy Mayas; Stephan Hörold; Heidi Krömker | |||
| This paper presents an extended notation of actions in activity diagrams.
The suggested method combines activity diagrams with a user input
classification in order to support interdisciplinary teams, particularly in the
early phases of development. In this way, the user input classification serves
as a communication basis for user requirements, which is adapted to the needs
of software engineers. The method is evaluated within a case study in a
nationwide research project for public transport. Keywords: activity diagram; actions; user input classification; public transport | |||
| Patterns and Models for Automated User Interface Construction -- In Search of the Missing Links | | BIBAK | Full-Text | 401-410 | |
| Christian Märtin; Christian Herdin; Jürgen Engel | |||
| This paper starts with an analysis of current or proven model and
pattern-based user interface development methods and techniques. It discusses
how these approaches facilitate the construction process and enhance the
overall flexibility, usability and user experience of the resulting software.
It is shown that HCI patterns meanwhile can contribute heavily to all
development aspects of interactive systems. In order to integrate patterns,
task, dialog, and object-oriented models to further automate user interface
construction, the paper tightly couples these seemingly disparate development
paradigms to allow a more powerful interplay. Thereby some of the missing links
are identified for letting the pattern-based automated generation of complex
parts of high-quality and media-rich applications become a routine job. A
well-known smart phone app is examined to demonstrate some steps of the new
approach. Keywords: Model-based user interface development (MBUID); HCI patterns; task models;
object-oriented models; dialog models; embedded patterns; user interface
generation | |||
| Evaluation of User Interface Description Languages for Model-Based User Interface Development in the German Automotive Industry | | BIBAK | Full-Text | 411-420 | |
| Gerrit Meixner; Marius Orfgen; Moritz Kümmerling | |||
| Developing human-machine-interfaces (HMI) in the automotive industry is a
time-consuming and complex task, involving different companies (car
manufacturers, suppliers, translators, designers) and teams with different
backgrounds. One way to improve the current problems arising from communication
and documentation deficits is to formalize the specification to make it easier
to read, to structure and to analyze. The project automotiveHMI aims to create
a domain-specific modeling language for HMI development in the automotive
industry. As part of the project, current specification processes and artifacts
as well as the related roles were analyzed. During the analysis 18 criteria
which should be fulfilled by a domain-specific modeling language have been
identified. The criteria are used to evaluate existing modeling languages and
to set objectives for the development of a new modeling language focusing the
cross-company and cross-team development of model-based HMIs in the automotive
industry. Keywords: Automotive User Interface; Model-Based User Interface Development; Task
Analysis; User Roles | |||
| An Empirical Study on Immersive Prototyping Dimensions | | BIBAK | Full-Text | 421-430 | |
| Samuel Moreira; Rui José; José Creissac Campos | |||
| Many aspects of the human experience of ubiquitous computing in built
environments must be explored in the context of the target environment.
However, delaying evaluation until a version of the system can be deployed can
make redesign too costly. Prototypes have the potential to solve this problem
by enabling evaluation before actual deployment. This paper presents a study of
the design space of immersive prototyping for ubiquitous computing. It provides
a framework to guide the alignment between specific evaluation goals and
specific prototype properties. The goal is to understand the potential
added-value of 3D simulation as a prototyping tool in the development process
of ubiquitous computing environments. Keywords: 3D environments; prototyping; ubiquitous computing | |||
| From Multicultural Agents to Culture-Aware Robots | | BIBA | Full-Text | 431-440 | |
| Matthias Rehm | |||
| In our work on developing multicultural agents we have primarily relied on
the analysis of video recordings of multimodal face to face interactions
between humans, where the videos have been collected in different cultures.
This posed some questions concerning the cultural biases of the analysis due to
the cultural background of the annotators. For the development of culture-aware
robots we have now adopted a strategy that takes this cultural bias into
account as a feature of the development process by integrating the potential
user groups from different cultures into this process. We exemplify this
approach with a case study on affective body movements for a humanoid robot. Note: Best paper award | |||
| Visual Interfaces Design Simplification through Components Reuse | | BIBAK | Full-Text | 441-450 | |
| Javier Rodeiro-Iglesias; Pedro M. Teixeira-Faria | |||
| One way to simplify a visual interface creating process is to give to the
interface designer the ability of reusing pre-built visual components
representations. In order to avoid premature commitment to specific
presentations, and leaves open the prospect of alternative visual presentations
for different environments, abstract interaction objects (AIOs) can be used.
One of these AIOs is the complex component, which is a component representation
having similarity properties with the object-oriented paradigm. This type of
component embraces the reuse concept at semantic and functional levels, which
contributes to reduce the complexity in the graphical user interface design
process. Further advantages of using complex components are the possibility of
visual and functional customization of these components, which greatly improves
the versatility of them when compared with a widget. Keywords: Abstract Interaction Objects; Complex Components; Visual User Interface
Components Reuse | |||
| Established and Innovative Facets of Interactive Prototypes -- A Case Study | | BIBAK | Full-Text | 451-459 | |
| Sebastian C. Scholz; Dieter Wallach | |||
| In this paper we highlight four facets of interactive prototypes in
user-centered design approaches. After reflecting on their established role in
the design and validation phases, we consider recent innovative uses of
prototypes in communicating with development/bidders and also to enhance
training. To illustrate our experiences, we draw upon a recent successfully
completed redesign project in the field of electrical engineering. Keywords: user-centered design; prototyping; iterative design; empirical validation;
delivery; education; e-Learning; innovation; integration; case study;
development support | |||
| Multi-level Communicability Evaluation of a Prototyping Tool | | BIBAK | Full-Text | 460-469 | |
| Vinícius Segura; Fabiana Simões; Gabriel Sotero; Simone Diniz Junqueira Barbosa | |||
| Semiotic engineering views human-computer interaction as a form of human
communication between designers and users, mediated by a computer system. If we
consider a design application, such as a prototyping tool, this communication
is about the construction of a second communication, one between the user of
the prototyping tool (in the role of the designer) and another user, who will
interact with the system being designed. This article explores an extension to
the Communicability Evaluation Method for design tools. This extension focuses
not only on considering the kinds of communicability breakdowns, but also on
what abstraction level they occur. Keywords: semiotic engineering; communicability evaluation; prototyping tools | |||
| Participatory Action Research in Software Development: Indigenous Knowledge Management Systems Case Study | | BIBAK | Full-Text | 470-479 | |
| Siang-Ting Siew; Alvin W. Yeo; Tariq Zaman | |||
| Participatory action Research In Software Methodology Augmentation (PRISMA)
is a software development methodology which has been amalgamated with
Participatory Action Research (PAR). This paper justifies the inclusion of PAR
in software development, and describes the PRISMA methodology vis-á-vis
a case study. Specifically, the case study encompasses the development of
eToro, an Indigenous Knowledge Management System for the Penans, a remote and
rural community in Malaysian Borneo. Keywords: Participatory Action Research; Software Development; PRISMA; Penans;
Indigenous Botanical Knowledge Management; Remote Malaysian Borneo | |||
| Enhanced 3D Sketch System Incorporating "Life-Size" and "Operability" Functions | | BIBAK | Full-Text | 480-489 | |
| Shun'ichi Tano; Naofumi Kanayama; Xinpeng Huang; Junko Ichino; Tomonori Hashiyama; Mitsuru Iwata | |||
| We have been studying the use of "rich media" to support creative and
intelligent human activities. Over the past ten years we have focused on the 3D
space as one of "rich media" and have developed many sketch systems that
support the design of 3D objects. However, long-term evaluation has revealed
that they are not used by designers in the field on an ongoing basis. Even
worse, they are treated as if they were merely attractions in an amusement
park. The fundamental problem was the lack of an indispensable function that
needs a 3D space. To overcome this problem, we previously developed a system
that incorporates two new functions, "life-size" and "operability," to make a
3D sketch system that is indispensable to designers. We have now enhanced the
system by extending these two functions to overcome problems identified in the
previous system. Keywords: 3D sketch; Life-size; Operability; Professional designer; Mixed reality | |||
| An Interface Prototyper Supporting Free Design Components Specification | | BIBAK | Full-Text | 490-499 | |
| Pedro M. Teixeira-Faria; Javier Rodeiro-Iglesias | |||
| Complex components allow increasing the abstraction in a visual interface
specification process, with independence of any platform or programming
language to represent an user interface. In order to support this type of
components a XML specification was created which allows specifying components
visual appearance, composition and dialog. It provides a user interface
abstraction to free design components (without any dependency of libraries of
predesigned user interface components -- toolkits). All information containing
in the specification allows showing what will be the user interface final
visual aspect, using a handmade or a computer technique (this is the objective
of this paper). Using complex components, being incrementally more complex,
simplifies the user interface designing and prototyping processes. In order to
demonstrate the possibility to show the visual appearance of an interface and
to validate the specification, a prototype to visualize any user interface
specified using UIFD was created. Keywords: User Interface Prototyper; Visual Appearance; User Interface Free Designer | |||
| Structured Scenario-Based Design Method for Experience Vision | | BIBAK | Full-Text | 500-509 | |
| Yoshihiro Ueda; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Kazuhiko Yamazaki; Koji Yanagida | |||
| Experience Vision is a comprehensive design method to innovative services,
systems and products which reflect upon potential stakeholders' experiences and
company mission and vision. It encompasses the entire human-centered design
process and presents a new vision with experiential value for both the user and
business sides. It then produces users' values, activities, and interactions in
scenario format as part of design activities. It finally specifies requirements
specifications for the innovative services, systems and products. In this
paper, we introduce a Structured Scenario-Based Design Method (SSBDM) as part
of Experience Vision. SSBDM employs personas and scenarios as human-centered
representations for the innovative services, systems, and products. It contains
three layers of scenarios: value scenario, activity scenario, and interaction
scenario. Using an example of its application in a household account book, we
demonstrate how the three layers of scenarios are specified and evaluated in
SSBDM. Keywords: experience vision; service design; scenario; scenario-based design | |||
| Requirements for a Definition of Generative User Interface Patterns | | BIBAK | Full-Text | 510-520 | |
| Stefan Wendler; Ilka Philippow | |||
| Patterns for visual GUI design propagate the specification of user
interfaces with proven usability and motivate model-based development processes
with increased reuse of GUI component compositions. However, a common
structure, that captures all the reusability and variability demands, neither
has been established for the descriptive form nor the generative kind of user
interface patterns. Dedicated GUI specification languages like UIML and UsiXML
fail to express pattern definitions that can be instantiated in varying
contexts. Thus, model-based processes are required to introduce own media to
store those patterns. With our approach, we review the state of the art for
generative user interface pattern definition and derive requirements which we
refine by a Global Analysis. Finally, we developed a model that accommodates
primary factors and their impacts towards the concept for a more sophisticated
generative user interface pattern definition. Keywords: HCI patterns; user interface patterns; GUI generation | |||
| Characterizing Incidents Reporting Systems across Applications Domains | | BIBAK | Full-Text | 521-530 | |
| Marco Winckler; Cédric Bach; Regina Bernhaupt | |||
| Incident reporting is a very well-known technique in application domains
such as air traffic management and health, where specialized users are trained
to provide detailed information about problems. Incident reporting systems are
indeed complex systems that include many actors including the users reporting
incidents, user's colleagues and neighbors, stakeholders, policymakers, systems
integrations. Incident report systems might change (positively or negatively)
the users' environment in many ways. In recent years, this kind of technique
has been also been used in crisis management such as the hurricane Katrina.
However, despite the fact that incident reporting systems using mobile
technology are becoming more common, little is known about its actual use by
the general population and which factors affect the user experience when using
such system. In this paper we discuss the use of incident reporting system in
critical context of use. In this paper we discuss the use of incident reporting
system in several application domains. In particular we report findings in
terms of dimensions that are aimed to identify social and technical aspects
that can affect the design, development and use of incident reporting systems. Keywords: Incident reporting; mobility; geo-localization; user interface patterns;
m-government; e-government | |||
| Method Format for Experience Vision | | BIBAK | Full-Text | 531-539 | |
| Koji Yanagida; Yoshihiro Ueda; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Kazuhiko Yamazaki | |||
| The "Experience Vision: Vision Centered Design Method" is a comprehensive
method which makes it possible to propose new and innovative products, systems
and services that are currently unavailable, as well as proposing advances for
those that currently exist. It encompasses the entire HCD (Human Centered
Design) process, and presents a new vision with experiential value for both
user and business from an HCD viewpoint.
This paper discusses a set of eight formats developed as a practical design tool for implementing this method. They include Goal setting of the project, Intrinsic user value, Policy of business value, Persona, Value scenario, Activity scenario, Interaction scenario and Experience vision (summary). Case studies showed effectiveness and usefulness of the formats as a design tool for this method. Keywords: experience vision; vision centered design method; structured scenario | |||
| Case Study for Experience Vision Designing Notebook PC | | BIBAK | Full-Text | 540-546 | |
| Der-Jang Yu; Ming-Chuen Chuang; Steven Tseng | |||
| It is challenging to do a thorough user-centered innovation process in the
PC industry due to the very fast paced product development cycle and the nature
of how innovations are usually technology driven. User-centered innovation
activities can be held before the start of each project to overcome these
challenges. And in the end, applications of technology must be able to be
traced back to user insights. User Experience Innovation Process (UXIP), a
three-phase innovation process is proposed in this paper. UXIP can help
incorporating the Experience Vision approach into the PC industry. This process
is consisted of three phases: research, create, and strategy. During the
process, sets of flashcard that captures user insights and concept scenarios
are used. Through the innovation tools, new user experience-based and
technology-related concepts can be captured early on. UXIP was able to help
companies save time and make better decisions. The results were remarkable. The
company was able to lunch incredibly innovative PC products in a very short
period of time since the concepts behind the product were already produced a
year before hands. Keywords: User experience; scenario-based design; product innovation | |||
| Investigating the Effects of Font Styles on Perceived Visual Aesthetics of Website Interface Design | | BIBAK | Full-Text | 549-554 | |
| Ahamed Altaboli | |||
| The purpose of this study is to compare the effects of the two font styles
(serif and sans-serif) on the users' perception of visual aesthetics of website
interface design. Two font types were tests in this study, namely: "Time News
Roman" representing the "serif" style and "Calibri" representing the
"sans-serif" style. They were chosen because they are two of the widely used
font types on the web and because they are the default font types of many of
the most popular word processing and web developing software. Analysis of
results showed that font type has a statistically significant effect on
perceived visual aesthetics. The designs with the Time New Roman font was
perceived as having better visual aesthetics. However, this effect was only
significant on the overall perception of visual aesthetics; it wasn't
significant in each of the four facets of visual aesthetics tested in this
study. Keywords: font style; font type; perceived visual aesthetics; website interface design | |||
| A Color Schemer for Webpage Design Using Interactive Mood Board | | BIBAK | Full-Text | 555-564 | |
| Zhenyu Gu; Zhanwei Wu; Jiamin Yu; Jian Lou | |||
| In this paper, we present a web tool called Webpage Color Schemer (WCS),
which enables people to easily redefine an existing webpage's color scheme. WCS
can adapt the webpage's color scheme towards a new visual effect expressed
nonverbally with an interactive mood board, which is actually a collage of
sample images or design examples reflecting designer's preference.
WCS is simple and fun to use. It has two major functionalities: an interactive mood board with a color quantization algorithm for extracting color themes; A genetic algorithm for generating best assignment of the theme colors from the mood board to the web page, with respect to necessary design objectives. The objectives are formulated as fitness functions for the evolutionary optimization. Our initial experiments show that three fitness functions are essential for the color scheme optimization: histogram evaluator, contrast evaluator and harmony evaluator, to make sure the scheme has a preferable color tone, legible contrast ratio and harmonious color matching, respectively. The evaluators are generally devised in the light of some well-established color design theories. Some efforts of this research, however, has moved towards using computational model to uncover design knowledge depositing in large set of design cases. WCS uses a kind of RBF network predicting proper contrast ratio of certain class of page elements, regarding its measurable features and context. The performance of the model is encouraging. Keywords: Website color; Adaptive webpage scheme; CSS | |||
| Study on Effects of Text Decoration for a Text Based Communication Tool in Education | | BIBAK | Full-Text | 565-574 | |
| Masateru Hishina; Katsuaki Miike; Nobutake Asaba; Satoru Murakami; Yuichi Ohkawa; Takashi Mitsuishi | |||
| In this paper, the authors have focused on effects of text decoration
function on text based communication system in education. In recent years,
chance of the text based communications between a teacher and students in
face-to-face lessons has increased. However, there are few investigations of
the effects mounting text decoration function in education. Therefore, the
authors performed the experiment to investigate effects of text decoration
function using text based communication system in face-to-face lessons. As a
result of the experiment, it was clarified that there are a wide variety of the
expressions in text messages, which made by students using text decoration
function. And most of them have felt strongly the necessity of text decoration
function. Furthermore, it was clarified that several in them felt "Interest for
the text decoration" and "Affinity with the teacher". Keywords: decoration; text; message; expression; necessity; interest; affinity | |||
| Ease of Icon Processing Can Predict Icon Appeal | | BIBAK | Full-Text | 575-584 | |
| Siné McDougall; Irene Reppa | |||
| Correlations between subjective ratings of interface usability and appeal
have been frequently reported. This study examined the possibility that the
relationship between usability and appeal are underpinned by implicit
perceptions of ease of processing which act as a heuristic in making judgments
of appeal. Ease of processing was manipulated by varying the amount of
experience participants gained with icons in a search task prior to judging
appeal, as well as varying the familiarity and visual complexity of the icons
presented. These manipulations systematically affected response times in the
search task (an objective measure of usability). The effects observed in appeal
judgments followed the same pattern as for search times, demonstrating that
ease of processing predicts judgments of appeal. This suggests that our
understanding of interface appeal needs to be predicated on an appreciation of
the factors affecting the ease with which information on an interface is
processed. Keywords: Interface appeal; usability; processing fluency; icons | |||
| Basic Study on Kawaii Feeling of Material Perception | | BIBAK | Full-Text | 585-592 | |
| Michiko Ohkura; Tsuyoshi Komatsu | |||
| In the 21st century, the importance of kansei (affective) values has been
recognized. However, since few studies have focused on kawaii as a kansei
value, we are researching its physical attributes of artificial products. We
previously performed experiments on kawaii shapes, colors, and sizes. This
article describes our experimental results on kawaii feelings in material
perception using virtual objects with various visual textures and actual
materials with various tactile textures. Keywords: kansei (Affective) value; kawaii; texture; visual sensation; tactile
sensation | |||
| Centrality of Visual Aesthetics in the Online Context: An Assessment and Empirical Evidence | | BIBAK | Full-Text | 593-600 | |
| Supavich Pengnate; Rathindra Sarathy; Todd Arnold | |||
| This research investigates individual differences in the centrality of
visual aesthetics (CVA) in the online context. The study examines the influence
of CVA on online user responses, namely perception of website visual appeal,
trust, and intention to use websites. A series of three experiments provide
evidence that CVA influence user responses, especially when users' CVA is
assessed by the indirect measure developed in this study. The results indicate
that the impact of CVA on user responses is stronger among users with high CVA
than those with low CVA, and especially when the users are exposed to website
with relatively low visual appeal. Keywords: Centrality of Visual Aesthetics; Website Design; Visual Appeal; Trust;
Intention to Use | |||
| The Feeling of Kawaii Is a Function of Interaction | | BIBAK | Full-Text | 601-610 | |
| Hisao Shiizuka | |||
| The author discusses the structure of the feeling of kawaii to clarify that
it is a function of interaction. Interaction in this paper has a broader
meaning, which is communication between a character and a person, while its
general definition is mutual communication between a person and a person, or a
person and a machine (computer). Clarification of the structure of the kawaii
system is also useful in specific system structures in terms of engineering.
The main outcome of this paper is a conclusion, based on a discussion of
interaction and sensitivity, that interaction occurs where the recipient's
sensitivity resonates with the sender's sensitivity, and consequently, its
inclusive relation with the factors around kawaii is elucidated. Keywords: Kawaii; interaction; sensitivity; visual communication | |||
| Comparison of Kansei Information between Joyful and Happy Expressions in Dance | | BIBA | Full-Text | 611-619 | |
| Nao Shikanai; Kozaburo Hachimura | |||
| This research was designed to investigate the relationships between Kansei information and movement characteristics in dance. The purpose is to specify the parameters contributing to the perception and identification of joy and happiness from dance movements. Professional and expert dancers expressed joy and happiness without using facial expressions. For capturing and recording expressions, we used a 3D motion capture system and digital video cameras. There were 54 observers who rated 50 items of Kansei information in both expressions. The results showed the scores of Kansei information for joyful expressions -- happy, dynamic, energetic, strong, accelerated, decelerated, extended, high, asymmetrical, fast, accented, big, down, and sudden -- were higher than those for happy expressions. We calculated acceleration for kinematic features, and the results showed that acceleration in joyful expressions was higher than in happy expressions. Our findings demonstrated the differences in strength of movements and emotions between joyful and happy expressions in dance. | |||
| Study of Kawaii-ness in Motion -- Physical Properties of Kawaii Motion of Roomba | | BIBAK | Full-Text | 620-629 | |
| Shohei Sugano; Yutaka Miyaji; Ken Tomiyama | |||
| In this paper, as the second report of the study on Kawaii-ness in motion,
we investigate the relationship between physical properties of motion and
Kawaii-ness using Roomba. Kawaii is one of the representative concepts of
Japan-original Kansei. First, we computed parameters of seven physical
properties (position, velocity, acceleration, angle, angular velocity, angular
acceleration, and time) from three types of motions of Roomba used in the first
study. Second, we composed 24 types of robot motions and asked the subjects to
evaluate their impressions. We asked the subjects to answer the questionnaire
consisting of the 20 pairing adjectives prepared according to the SD method.
The extracted physical features in seven physical parameters in composed
motions are correlated with the Kawaii-ness based on the result of the
questionnaire. We report our findings in detail in this paper. Keywords: Kawaii; Kansei values; Robot motion; Physical Property | |||
| Software Engineering in Telehealth, an Extension of Sana Mobile Applied to the Process of a Routine Hospital | | BIBAK | Full-Text | 3-12 | |
| Alfredo Veiga de Carvalho; Carlos José Pereira de Lucena; Elder José Reioli Cirilo; Paulo Henrique Cardoso Alves; Pedro Augusto da Silva e Souza Miranda; Gustavo Robichez de Carvalho; Fábio Rodrigo Lopes de Araújo; Gabriel Vial Correa Lima | |||
| The patient's medical record, containing the reasons for hospitalization,
clinical evolution, laboratory tests, prescription drugs and other relevant
information is of utmost importance to medical management care. Information
technology plays a key role in communicating and disseminating the patient's
clinical data [1]. The Sana Mobile, originally developed by MIT (the
Massachusetts Institute of Technology) for mobile platform, consists of an open
source electronic medical record. It has revolutionized the delivery of
healthcare services in remote areas in a clear and objective way [2]. The
mobile device stores Sana medical data, text files, audio and video containing
patient's clinical information while transmitting data over the mobile platform
to a web server, the Open Medical Record System -- OpenMRS. This system gathers
information about medications, diagnoses, and others crucial data from a
patient, making them available to consultations by many medical experts.
Our tests with Sana Mobile -- OpenMRS focus on the development of an experimental extension of this mobile platform and its use in supporting education and training of medical students encompassing routine free ambulatory care and multidisciplinary research project. Participating in this study are researches and students of Software Engineering, Medicine and Design, respectively Software Engineering Lab -- LES of the Department of Informatics of the Pontifical Catholic University of Rio de Janeiro -- PUC-Rio, the School of Medicine and Surgery of the State University of Rio de Janeiro -- UNIRIO which includes Gaffrée and Guinle University Hospital -- HUGG, Laboratory of Ergonomics and Usability -- LEUI of the Department of Arts and Design at PUC-Rio, under the coordination of LES. Keywords: Software Engineering; Multidisciplinarity; Telemedicine; Learning; Mobility;
Usability; Collaboration | |||
| Cross Cultural Design Considerations in HealthCare | | BIBAK | Full-Text | 13-19 | |
| Joyram Chakraborty | |||
| Increasing number of health care providers are leveraging the power of
technology to provide access to medical practitioners and patients on a global
scale. However, there is limited research in the area of cross cultural design
of the tools being used. This paper presents a work-in-progress in the area of
cross cultural design of health care tools. The main interest is to outline
some of the cross cultural challenges of designing and implementing healthcare
tools on a global scale and some possible solutions. Keywords: Healthcare; Cross-Cultural; User Experience; Usability | |||
| Designing Copresent Cycling Experience | | BIBA | Full-Text | 20-25 | |
| Yun-Maw Cheng; Wei-Ju Chen; Tong-Ying Wu; Frode Eika Sandnes; Chris Johnson; Chao-Yang Yang | |||
| There has been much UbiComp research into motivating people to live more active and healthy lifestyle with sports. The idea behind these approaches is centered on social and peer effects in enhancing exercise adherence. While research of this kind has been prolific, there has very little work been done to identify factors that embody comfortable and informed accompanied exercise experience. This paper takes an increasingly attractive cycling theme as a testbed and proposes an unobtrusive and intuitive interface arrangement based on light. It can create a sense of being together with each other for distant apart cyclists. The initial results yield a good level of comprehension and motivation towards the use of the interface. The hope is that the elicited recommendations can guide the design of UbiComp technologies for social motivational physical exercises. | |||
| Achieving Electronic Health Record Access from the Cloud | | BIBAK | Full-Text | 26-35 | |
| Brian Coats; Subrata Acharya | |||
| There is an impending requirement for healthcare providers to enable
widespread access to their electronic health record systems for the patients
they serve. Programs such as the Department of Health and Human Services'
Meaningful Use are providing monetary incentives to providers for offering this
type of access but affording virtually no guidance as to how it could be
accomplished. This research proposes a solution to this challenge by creating a
flexible, proven framework that sets the stage for ubiquitous patient access to
electronic health records, while preserving security and privacy. Using
technologies such as OpenID and federated authentication, this research
establishes a standardized approach for healthcare providers to follow to
bridge their EHR systems to the Cloud and offer the type of pervasive
electronic access the connected world demands. Keywords: Healthcare Information Security; Identity Assurance; OpenID; Portable
Identity; Identity Management; Federated Authentication | |||
| User Requirements for the Development of Smartphone Self-reporting Applications in Healthcare | | BIBAK | Full-Text | 36-45 | |
| Michael P. Craven; Kirusnapillai Selvarajah; Robert Miles; Holger Schnädelbach; Adam Massey; Kavita Vedhara; Nicholas Raine-Fenning; John Crowe | |||
| Two case studies of the development of Smartphone self-reporting mHealth
applications are described: a wellness diary for asthma management combined
with Bluetooth pulse oximeter and manual peak flow measurements; and a
questionnaire for ecological assessment of distress during fertility treatment.
Results are presented of user experiences with the self-reporting application
and the capture of physiological measurements in the case of the asthma diary
project and the findings from a phone audit at an early stage of design in the
case of the in vitro fertilisation (IVF) study. Issues raised by ethics
committees are also discussed. It is concluded that the optimal adoption of
Smartphone self-reporting applications will require a good appreciation of user
and ethics panel requirements at an early stage in their development, so that
the correct design choices can be made. Keywords: mHealth; Self-monitoring; Adherence; User experience; Consumer and User;
Ecological interfaces; Evaluation methods and techniques; Human Centered Design
and User Centered Design; Human Factors Engineering Approach; Meaningfulness
and Satisfaction; New Technology and its Usefulness | |||
| Electronic Health Records: A Case Study of an Implementation | | BIBAK | Full-Text | 46-55 | |
| Guillaume Cusseau; Jon Grinsell; Christopher Wenzel; Fan Zhao | |||
| Since healthcare institutions have to manage efficiently many terabytes of
data on their patients, they need tools that allow them to have an easy access
to their data and that enable them to share their data with every specialist
involved in the treatment of a patient. That's why they increasingly adopt EMR
and EHR systems. As they are quite recent systems, healthcare institutions
usually lack of experience to implement these systems. The purpose of this
paper is to do a case study on the implementation of an EHR system in a local
healthcare institution, and then to analyze this case study to give directions
so as to avoid some arising issues. Keywords: EHR; EMR; Implementation; Case Study | |||
| Healthcare Interoperability: CDA Documents Consolidation Using Transport Record Summary (TRS) Construction | | BIBAK | Full-Text | 56-65 | |
| Philip DePalo; Kyung Eun Park; Yeong-Tae Song | |||
| Thanks to recent medical record standards and distributed technology, the
exchange of medical documents has become readily available. Healthcare
institutions are able to share documents with other providers; however,
patients who require medical transport are still subject to rudimentary
exchange of information through verbal reports and outdated hand written
medical notes. An ongoing exchange of medical documents between patient
transport units and the facilities they serve would help reduce medical errors.
Our approach searches for available documents that are relevant to the
patients' current conditions based on medical coding within these documents,
clinical document architecture (CDA) documents, using HL7 message exchange
mechanism in SOAP envelopes. These CDA documents are then consolidated into a
single transport record summary (TRS) document to filter out redundancies and
provide destination medical service provider with the most pertinent
information that is readily accessible to both human and machine. In a time
critical environment, access to multiple documents from difference sources is
not likely feasible. For this reason, we proposes a CDA document consolidation
tool, the TRS Constructor, which creates a TRS by querying and analyzing
patient's multiple CDA documents. The new TRS will be registered into the
Health Information Exchange (HIE) environment for cross-reference across
healthcare facilities and other providers. Keywords: Enterprise architecture; electronic health records (EHR); electronic health
record; hospital IT management; health information technology;
interoperability; clinical document architecture (CDA); Health Level Seven
(HL7); Transport Record Summary (TRS) | |||
| Designing, Implementing and Testing a Mobile Application to Assist with Pediatric-to-Adult Health Care Transition | | BIBAK | Full-Text | 66-75 | |
| Jeremy Dixon; Josh Dehlinger; Shannan DeLany Dixon | |||
| As development of mobile applications continues to expand, accessibility and
utility for users who are differently-abled will become essential. One aspect
that impacts a large portion of the differently-abled population is the process
of medical transition. Medical transition for patients with chronic diseases
from pediatric-based care to adult-based care is one that has been studied,
developed and implemented for a number of years; recently, it has become a top
priority in healthcare. Due to the complexities of the transition process, a
well-designed, intuitive mobile application may improve the standardization and
ease of care for these patients. This paper proposes and analyzes the design
for a mobile transition navigator application (MTNA) while taking into account
some of the most common considerations when working with differently-abled
users. Specifically, three aspects of mobile application design are examined:
(1) mobile user interfaces are different than traditional interfaces; 2. a
variety of mobile platforms exist; and, 3. mobile platforms generate benefits
and concerns such as the wide variety of screen sizes and resolutions. Keywords: mobile applications; differently-abled technologies; human-computer
interaction; accessibility | |||
| Study on Relationship between Foot Pressure Pattern and Hallux Valgus (HV) Progression | | BIBAK | Full-Text | 76-83 | |
| Saba Eshraghi; Ibrahim Esat; Pooyan Rahmanivahid; Mahshid Yazdifar; Mona Eshraghi; Amir Mohagheghi; Sara Horne | |||
| Hallux valgus is one of the most common foot deformities. Plantar pressure
technologies are used widely for determination of biomechanical changes in foot
during walking. There are already published claims relating to the pressure
distribution of HV condition. However some of these claims are disputed and
challenged. Although, disputed or otherwise, association of HV to sole pressure
widely presented as a means of identifying such condition. Or knowing that HV
exist, establishing what kind of pressure variation is expected may lead to
better foot wear design for HV patients. Despite of extensive work on sole
pressure patterns of patients, there has been no reported work found on
conditions which leads to HV. Considering the fact that 23% of adults develop
such condition during their life time, understanding HV is badly needed.
To have better understanding of how plantar pressure patterns can be linked to the deformity progression or existence, extracting some patterns out of force and pressure measurements can be beneficial in recognising the patients with and without deformity during their gait cycle. We examined the dynamic changes of the forces that applied to the whole sole of the feet in control group and in the patients group when they walked at different speeds. It was observed for those with HV condition having higher forces on 2nd and 3rd metatarsal heads, and less force on the 1st metatarsal head compared to those without the condition. Although this finding was previously reported in the literature what was new was the fact that, speed of walking shown to have a significant influences on plantar force distribution. This finding in itself is significant as no sole pressure distribution given in conjunction with walking speed in the past. It was observed that there was significant variability of pressure distribution of the same individual from one trial to another indicating that getting consistent pressure pattern is an important hurdle to overcome. After many trials individuals' walking regulated giving consistent readings. After achieving this, it was further discovered that pressure pattern very much depended on walking speed. Considering the fact that inconsistency of pressure of unregulated (casual) walking and variability of due to speed raises doubts of validity of previously published work on HV which ignored such factors. Having said that, in our studies too, raised loading is observed on Metatarsal 2 and, 3 although it was not possible to give statistical significance to these finding. Although the loading on metatarsal 2 and 3 may indicate existence of HV, in authors' opinion, there is little chance of using pressure pattern as a predictive tool as no such pressure increase observed on those appeared to be at the start of HV condition or any individual with normal feet. Keywords: Hallux Valgus; Force pressure pattern | |||
| A Server-Based System Supporting Motor Learning through Real-Time and Reflective Learning Activities | | BIBAK | Full-Text | 84-93 | |
| Naka Gotoda; Yoshihisa Sakurai; Kenji Matsuura; Koji Nakagawa; Chikara Miyaji | |||
| This paper describes a design of training-diary system intended for motor
learning regarding daily outdoor activities including sports. As for motor
skill, both monitoring and advising based on the key points which are hard to
obtain, are significant factors for improving such motor skills. The points
comprise the timing of advice and content. Therefore, we propose a system which
automatically generates coaching materials based on real-time monitoring data.
It aims to become helpful in finding out such points. During training, the
server provides learners and the coaches with an annotation on timeline
messages of a mobile-device application by adjustable
biomechanical/physiological threshold parameters while receiving the data via
the mobile device with wireless sensors. After training, s/he can reflect the
reconstructed annotations as diary for next training. Thus, the learners can
discuss the key points with the coaches through a trial and error process
concerning the threshold adjustment. Keywords: Bio-feedback; remote coaching; wireless sensor; annotation; content
management system | |||
| Usability Evaluation of a Voluntary Patient Safety Reporting System: Understanding the Difference between Predicted and Observed Time Values by Retrospective Think-Aloud Protocols | | BIBAK | Full-Text | 94-100 | |
| Lei Hua; Yang Gong | |||
| The study evaluated the usability of a voluntary patient safety reporting
system using two established methods of cognitive task analysis and
retrospective think-aloud protocols. Two usability experts and ten end users
were employed in two separated experiments, and predicted and observed task
execution times were obtained for comparison purpose. According to the results,
mental operations contributed to the major effort in reporting. The significant
time differences were identified that pointed out the difficulty in human
cognition as users interacted with the system. At last, the data collected by
retrospective think-aloud technique, e.g. the response consistency on
structured questions and the user's attitudes, revealed the frequent usability
problems impeding completion of a quality report. Keywords: patient safety; voluntary reporting; cognitive task analysis; retrospective
think-aloud | |||
| Usability in RFP's: The Current Practice and Outline for the Future | | BIBAK | Full-Text | 101-106 | |
| Timo Jokela; Juha Laine; Marko Nieminen | |||
| Studies show that healthcare and other government systems suffer from poor
usability. In this research, we aim to understand the reasons and propose
solutions to this problem. We conclude so far that (1) the critical phase where
to address usability in government system development contracting is request
for proposals (RFP), (2) the appropriate place for usability in a RFP is
requirements rather than selection criteria and (3) usability requirements
should based on user performance, rather than on design principles, usability
guidelines, process requirements, or such. We find that defining user
performance based usability requirements is a challenging task and a most
relevant subject for further research. Keywords: Usability; government systems; RFP; request for proposals; usability
requirements; performance requirements; process requirements; design
requirements; usability measures | |||
| Design and Interface Considerations for Web-Enabled Data Management in Civil Infrastructure Health Monitoring | | BIBA | Full-Text | 107-116 | |
| David E. Kosnik; Lawrence J. Henschen | |||
| We present principles and techniques for design of Web-enabled data aggregation, storage, and visualization software for structural health monitoring of civil infrastructure: the process of collecting and analyzing sensor data related to the condition or behavior of constructed facilities (e.g., bridges, dams, tunnels) to promote safe and efficient service at a reasonable cost. Due to widely variable user requirements and the vast range of data types and display methods required, good human-computer interfaces for engineering applications are still difficult to design and implement, and continue to be constructed in more-or-less ad hoc manners. We approach human-computer interaction in the civil engineering domain through common HCI methods, such as user interviews, use case design and analysis, representation in UML, and so on. However, this paper is focused on two special techniques that are not commonly found in HCI development: (1) a rigorous analysis of the nature of the data and how it will be used, and (2) a general method for sending data into functions for display on the user interface. The addition of two techniques like the above adds new tools to the engineering HCI toolkit and increases HCI designers' ability to meet the needs of engineers who examine large volumes of engineering data. | |||
| Empowering Young Adolescents to Choose the Healthy Lifestyle: A Persuasive Intervention Using Mobile Phones | | BIBAK | Full-Text | 117-126 | |
| Lies Kroes; Suleman Shahid | |||
| Overweight is one of the major health problems in the Netherlands. Young
adolescents with a lower socioeconomic background are especially vulnerable to
overweight. This study examines the potential of mobile applications to
influence the unhealthy behaviour of young adolescents. A mobile application is
proposed to assist in the prevention of overweight using persuasive technology.
The application encourages young adolescents to increase fruit consumption and
decrease snack consumption. Results of the evaluation show that participants
perceive the app as easy to use and useful. Overall, participants showed a more
positive attitude and self-efficacy regarding the consumption of fruit, and a
more negative attitude towards snacks, which is subsequently expected to
influence their behaviour in the long term. According to participants, social
influences generated by the app further contribute to this change in attitude
and behaviour. Keywords: Persuasive technology; overweight; behaviour change; attitude - social
influence - efficacy model; Fogg's behaviour model; theory of change | |||
| Telemedicine and Design: Relationships that Create Opportunities | | BIBAK | Full-Text | 127-133 | |
| Carlos Alberto Pereira de Lucena; Claudia Renata Mont'Alvão; Felipe Pierantoni; Leonardo Frajhof | |||
| Every Project that involves Design in its process requires the gathering of
information related to the current contexto, the technologies involved and
concepts to be approached. In this research, the first step after the
delimitation of the scope of the project was to develop a profound analysis of
the related areas to Design. In accordance to this procedure, it became
possible to start understanding the relationship between different areas.
Telemedicine being the central issue of this research, it becomes necessary to
limit its connections with the other areas, such as Design. To begin with, it
is necessary to explain the topics of interest of the researchers: Design, HCI
(Human-Computer interaction) and ergonomics. From this point on, it could be
added the interest in areas such as collaborative learning and mobility, that
could influence the paths of the research. Moving forward, such concepts can be
explored. Keywords: Human Centered Design; Design; Telemedicine; Collaborative Learning;
Mobility | |||
| A Proposal of the New System Model for Nursing Skill Learning Based on Cognition and Technique | | BIBAK | Full-Text | 134-143 | |
| Yukie Majima; Yasuko Maekawa; Masato Soga; Masayuki Sakoda | |||
| It is necessary to acquire not only specialized knowledge but also
appropriate nursing skills in nursing education. In this paper, we propose an
e-learning system model to support a high level of technique learning, such as
"tacit knowledge" and "proficient art" in nursing skills, which have been
heretofore learned only from experience. This e-learning system enables
self-learning in addition to intellectual learning, thereby enhancing knowledge
of procedures and understanding of nursing skills. The results of evaluation
experiments showed that each system had learning effects. However,
simultaneously, they indicated the importance of the capability of
self-training with actual trial-and-error to acquire skills. For that reason,
adding "check point learning" to the already developed cognitive learning
support system as a new function, we made improvements to provide nursing
skills training covering detailed items. Based on this, we propose step-by-step
learning after completing learning in the cognitive domain through spiral
learning, which is the first step (from intellectual learning support to skill
learning support again to intellectual learning support), learners move on to
the second step (technique learning support) in a phased manner. We think that
other evaluation given by instructors by checking between the first and second
steps, as well as checking self-leaning, reduces the sense of loneliness, which
is a common pitfall an e-learning, and which provides satisfaction with
self-learning outcomes and a motivation for additional learning development. Keywords: Nursing skill; E-learning; Cognition; Tacit knowledge; Finger motion capture | |||
| Usability Testing for e-health Application: A Case Study for Sana/Open MRS | | BIBAK | Full-Text | 144-149 | |
| Claudia Renata Mont'Alvão; Felipe Pierantoni; Carlos Alberto Pereira de Lucena | |||
| This paper presents the conduction of a usability test with users of Sana/
Open MRS system. These users are Medicine students that performed four tasks,
using distinct scenarios. As part of a bigger research, the objective of this
procedure was evaluating user's opinions and from these results, supports
system developers in new interfaces. Keywords: e-health; usability testing; user's evaluation | |||
| Introducing Emotional Interfaces to Healthcare Systems | | BIBAK | Full-Text | 150-162 | |
| Rangarajan Parthasarathy; Xiaowen Fang | |||
| The use of healthcare websites is gaining importance in the United States.
It is conceivable that when using healthcare websites, the users may not be in
a happy or euphoric emotional state, and would like to be comforted. In this
paper, we argue that using emotional interfaces in healthcare systems will
attract users, and motivate them to stay, participate and return. We suggest a
possible future state for emotional interfaces in healthcare systems. In this
context, we present a review of relevant theories and research studies from
Computer Science and Psychology, and a subjective ranking of some well-known
healthcare websites in the United States with respect to their hedonic and
emotional values. Lastly, we discuss our proposal for developing emotional
interfaces for healthcare websites. Keywords: Healthcare Websites; Hedonic Websites; Emotional Websites; Emotional
Interfaces | |||
| Human Adequate Lighting in Optimal Healing Environments -- Measuring Non-visual Light Effects of a LED Light Source According to German Draft Pre-standard DIN SPEC 5031-100:2012 | | BIBAK | Full-Text | 163-172 | |
| Herbert Plischke; Christoph Schierz; Peyton Paulick; Niko Kohls | |||
| Exposing human beings to natural light has many empirically and
experimentally corroborated effects on health, well-being and quality of life.
One important effect is the entrainment of the human "master clock" to the 24h
rhythm of the solar day. In contrast, being surrounded by darkness during the
night increases blood levels of melatonin, the brain derived "sleep hormone",
and thus signaling other organs aside from the brain. However, in contrast to
earlier times, particularly in urban areas distinct periods of the day marked
by bright and dark light conditions are scarce, as modern lifestyle has changed
and artificial lighting is present in cities on a 24 hour basis. In addition to
the merely "visual" effects, light also exhibits non-visual, but biologically
relevant (time, spatial, quality and quantity dependent) effects, that are
mediated by specialized cells in the eye. These non-visual effects, such as the
suppression of melatonin during nighttime may potentially be regarded as a
severe risk factor to human health. Due to the discovery of the relationship of
light exposure and melatonin suppression, studies have been conducted to
evaluate which properties of light are most effective in suppressing melatonin.
In 2009 a first pre-standard for determining the non-visual effects of light mediated through the eye was established by the German Institute of Standardization (DIN). In this paper we describe, according to the standard, one approach to assess melatonin suppressing potential of light sources on the basis of mathematical algorithms that can be utilized as a conceptual platform for planning visual and non-visual effective lighting for optimal healing environments. Keywords: Natural light; artificial lighting; human eye; melanopsin; retinal ganglion
cells; melatonin suppression; sleep; circadian rhythm; Irradiance; Luminance;
melanopic sensitivity function; visual angle; DIN V 5031-100:2009 | |||
| Discussion of Some Challenges Concerning Biomedical Ontologies | | BIBAK | Full-Text | 173-180 | |
| Osama Rabie; Anthony F. Norcio | |||
| According to F.P. Brooks, werewolves are the most terrifying of all monsters
because they are common people who are transformed into nightmares. Likewise,
nothing can be more concerning than having a semantic system that produces
inaccurate results due to unidentified problems in the ontology. Inaccurate
medical information can have catastrophic consequences. This paper will briefly
discuss some issues with existing biomedical ontologies. For instance, the
part-of and has-part dilemma may lead to alternative interpretations and
incompatibility among ontologies. Challenges concerning biomedical ontologies
can cause inadequate mappings between data elements and contents. Therefore,
causing major problems that can corrupt biomedical ontologies for large
multiscale and multidomain integration. Moreover, this can result in problems
with current methods used to manage biomedical ontology, and ambiguous and
inconsistent relation definitions between terms. Keywords: Meaningfulness and Satisfaction; Service Engineering; Universal Usability;
Biomedical Ontology | |||
| Web Searching for Health Information: An Observational Study to Explore Users' Emotions | | BIBAK | Full-Text | 181-188 | |
| Pallavi Rao Gadahad; Yin-Leng Theng; Joanna Sin Sie Ching; Natalie Pang | |||
| To-date, most of the research concerning online health information search
has focused on how users search the Web and how they evaluate health websites.
Despite the concerns raised on the impact of online health information on
users, there is little research specifically exploring the problems users
encounter and emotions they exhibit during the search process. In this paper,
we address this gap by conducting an observational study to understand how
users search the Web for health information, the problems they encounter and
the emotions they express during the search process. Through eye-tracking,
think-aloud and interviews, we examined users' search process holistically.
Results showed that users exhibited various negative emotions during the search
process especially when there are perceived health risks. Highlighting the
theoretical and practical implications of this study, this paper makes
recommendations for future research to delve deeper into understanding users'
emotions during Web searching for health information. Keywords: Web Search; Online Health Information; Emotion | |||
| Native Apps versus Web Apps: Which Is Best for Healthcare Applications? | | BIBAK | Full-Text | 189-196 | |
| Kirusnapillai Selvarajah; Michael P. Craven; Adam Massey; John Crowe; Kavita Vedhara; Nicholas Raine-Fenning | |||
| Smartphone applications (Apps) provide a new way to deliver healthcare,
illustrated by the fact that healthcare Apps are estimated to make up over 30%
of new Apps currently being developed; with this number seemingly set to
increase as the benefits become more apparent. In this paper, using the
development of an In Vitro Fertilisation (IVF) treatment stress study App as
the exemplar, the alternatives of Native App and Web App design and
implementation are considered across several factors that include: user
interface, ease of development, capabilities, performance, cost, and potential
problems. Development for iOS and Android platforms and a Web App using
JavaScript and HTML5 are discussed. Keywords: Web Apps; Native Apps; mHealth; Ecological Momentary Assessment; User
Interface; User Experience; JavaScript; HTML5; Android; iOS | |||
| Experiences with Arthron for Live Surgery Transmission in Brazilian Telemedicine University Network | | BIBAK | Full-Text | 197-206 | |
| Tatiana A. Tavares; Gustavo H. M. B. Motta; Guido Souza Filho; Erick Mello | |||
| The increasing network bandwidth capacity and the diminishing costs of
related services have led to a rising number of applications in the field of
Information and Communication Technology. A special case is applications based
on video streaming. Telemedicine can be highlighted in some scenarios for
applying this technology, such as clinical sessions, second medical opinion,
interactive lessons or virtual conferences. These scenarios often imply a
dedicated transmission environment. A restriction in such solutions is the
inability to handle multiple video streams. Thus, this paper presents a
low-cost infrastructure for video collaboration in healthcare and based on open
technologies. The proposed infrastructure enables remote management of
simultaneous multiple streams. We also discuss results of experiments held in
the Lauro Wanderley Academic Hospital, Brazil. One of the results is the
contribution for teaching experiences, particularly by allowing students to
remotely regard surgical procedures and providing real-time interaction.
Finally, we present new prospects for using the developed technology on other
applications in Telemedicine and Telepresence. Keywords: New Technology and its Usefulness; eHealth and Telemedicine Systems | |||
| User Experience in Public Information Service Design for Smart Life | | BIBAK | Full-Text | 207-215 | |
| Qiong Wu; Guanshang Wu; Xin Tong | |||
| In the context of accelerated development of information technology and
knowledge-based economy, smart life comes near to us. In this paper, we would
talk about the design of intelligent public information service. We take the
project "Beijing Electronic Health Records" as cases to analyze the problems
encountered in our life, and we will analyze digitized resources and the
application in the city and clarify public information needs from the user's
perspective. On this basis, this paper will also include an in-depth study of
urban public information service design principles and methods, and conduct
cross-disciplinary research in information science, social sciences and design.
Finally, we conclude three main perspectives to design and evaluate the smart
public information service system: interfaces of technology-mediated mobile
terminals, process of information based on advanced technology such as Mobile
Cloud Computing, and a feedback mechanism to strengthen human interaction
accessibility in public information service system. Not only do the three
points maintain system performance, but also they play a significant part in
enhancing User Experience (UX) in public information service system. Keywords: Public Information Service; Interaction Design; User Experience | |||
| The Proposal of the Remote Consultation Service System Using the Outline Function for Consultation | | BIBAK | Full-Text | 216-225 | |
| Hiroshi Yajima; Takuto Gotoh | |||
| Remote welfare services for caregivers have recently been offered in
response to the recent increase in demand for care that has accompanied the
aging of society. However, due to the often extended periods of caregiving
involved, care consultations can sometimes lack cohesion unless information
about the early stages of care are available. In order to address this issue,
the whole history of communication between care experts and family members
should be structured and visualized when remote welfare services are provided.
We propose a form of remote consultation where care experts can offer coherent
and efficient consultations using all available information, such as up-to-date
information from "lifelogs" and past processes of care consultations obtained
from the use of all historically available information. Keywords: remote consultation; care; computer-mediated communication; care assistance | |||
| Design Guidelines for Audio Games | | BIBAK | Full-Text | 229-238 | |
| Franco Eusébio Garcia; Vânia Paula de Almeida Neris | |||
| This paper presents guidelines to aid on the design of audio games. Audio
games are games on which the user interface and game events use primarily
sounds instead of graphics to convey information to the player. Those games can
provide an accessible gaming experience to visually impaired players, usually
handicapped by conventional games. The presented guidelines resulted of
existing literature research on audio games design and implementation, of a
case study and of a user observation performed by the authors. The case study
analyzed how audio is used to create an accessible game on nine audio games
recommended for new players. The user observation consisted of a playtest on
which visually impaired users played an audio game, on which some interaction
problems were identified. The results of those three studies were analyzed and
compiled in 50 design guidelines. Keywords: audio games; accessibility; visual impairment; design; guidelines | |||
| SWord: A Concept Application for Mitigating Internet Terminology Anxiety | | BIBAK | Full-Text | 239-248 | |
| Santosh Kumar Kalwar; Kari Heikkinen; Jari Porras | |||
| The Internet is a dynamic, democratic, and multicultural platform where a
wide range of users access sites daily. We cannot presume users on the Internet
will understand every single word/term used on any given site. This paper
presents a concept for assessing users' anxiety regarding commonly used words
on the Internet, particularly words related to technology and computer science.
The concept is highlighted by an application, called SWord, which enables users
to collaborate, share, play, and mitigate with difficult words on the web. Keywords: Wellness; human anxiety; Anxiety; Internet; Design; user experience | |||
| Extreme Motion Based Interaction for Enhancing Mobile Game Experience | | BIBAK | Full-Text | 249-257 | |
| Youngwon Kim; Jong-gil Ahn; Gerard Jounghyun Kim | |||
| In this paper, we propose to enact interaction by "extreme" motion involving
multiple body parts and thereby maximize the whole body experience. By
detecting the relative movements among multiple body parts, rather than an
extended motion of just a single body part, the extreme motion can be contained
within the personal space (not to disturb others around). Such a scheme was
tested on a simple mobile game and compared to interfaces that were based on
conventional touch interface and absolute motion detection. Experimental
results showed that while incorporating extreme "relative" motion resulted in
higher level of excitement and user experience by involving more body parts,
the control performance significantly suffered (due to the head movements). Keywords: User Experience; Extreme motion; Whole Body Interaction; Motion Detection | |||
| Influence of Gaming Display and Controller on Perceived Characteristics, Perceived Interactivity, Presence, and Discomfort | | BIBAK | Full-Text | 258-265 | |
| Hyunji Lee; Donghun Chung | |||
| The purpose of this study is to examine gamers' psychological experience
according to the display and controller. The research used 2D and 3D as gaming
display and joypad and Move as gaming controller. It examined the effects of
those variables on perceived characteristics, perceived interactivity,
presence, and discomfort. Sixty four participants joined the experiment and the
main findings are as follows: First, the interaction effect of the display and
controller was not significant for any of the variables. Second, the main
effect of the display was significant in the perceived characteristics of
clarity and materiality. Finally, the main effect of the controller was
significant in the perceived interactivity, spatial involvement, dynamic
immersion, and realistic immersion. Although the present research found
significant effects of those independent variables, a follow-up study is needed
to investigate why the interaction effects are not supported. Keywords: 3D; controller; discomfort; display; game; perceived characteristics;
perceived interactivity; presence | |||
| A Cross-Cultural Study of Playing Simple Economic Games Online with Humans and Virtual Humans | | BIBAK | Full-Text | 266-275 | |
| Elnaz Nouri; David Traum | |||
| We compare the simple online economic interactions between a human and a
multimodal communication agent (virtual human) to the findings of similar
simple interactions with other humans and those that were run in the
laboratory. We developed protocols and dialogue capabilities to support the
multi modal agent in playing two well-studied economic games (Ultimatum Game,
Dictator Game). We analyze the interactions based on the outcome and
self-reported values of possible factors involved in the decision making. We
compare these parameters across two games, and the two cultures of US and
India. Our results show that humans' interaction with a virtual human is
similar to when they are playing with another human and the majority of the
people choose to allocate about half of the stakes to the virtual human, just
as they would with another human. There are, however, some significant
differences between offer distributions and value reports for different
conditions (game, opponent, and culture of participant). Keywords: Culture; Values; Decision Making; Virtual Human; Economic Games;
Communicative Agents | |||
| Best Practices for Using Enterprise Gamification to Engage Employees and Customers | | BIBA | Full-Text | 276-283 | |
| Marta Rauch | |||
| Enterprise gamification is one of the major human-computer interface trends of the 21st century. Using techniques borrowed from software games, gamification can be used to drive behavior in situations outside of games. As defined by Michael Wu, gamification "uses game attributes to drive gamelike behavior in a non-game context."[1] When implemented successfully, gamification can give enterprises an edge by increasing user motivation and achievement of goals. Gamification can also help enterprises engage employees and customers, and meet business needs. Given these benefits, it is no surprise that the move to enterprise gamification is accelerating. Enterprises of all sizes and in many industries are ramping up on products, communities, and processes based on gamification principles, and enterprise gamification is growing at an impressive rate. This rapid rate of implementation brings opportunities for enterprises that can implement gamification effectively. To adapt to this trend, professionals in the field of human-computer interaction must understand best practices, and develop expertise and skills in enterprise gamification. To meet this need, this paper looks at why enterprises benefit from gamification; provides selected examples of enterprise gamification; and lists best practices for gamification projects. | |||
| Gamifying Support | | BIBAK | Full-Text | 284-291 | |
| Anthony Chad Sampanes | |||
| When applied with care and consideration, gamification can have significant
positive effects on support. Utilizing gamification elements, such an
leaderboards, levels, badges, and rewards, within a community can help engage
customers and encourage them to generate support content. This allows them to
self-serve and more quickly resolve their issues. Internal support engineers
can also be motivated when exposed to a point system with appropriate
challenges, levels, and rewards. The result can increase overall job
satisfaction, increase engineer positivity, and lead to better customer
service. Keywords: Gamification; Support; Enterprise; Ticketing systems; Customer help;
Leaderboards; Badging; Rewards; Motivation; Self-Help; Self-service; Community | |||
| The Motivational GPS: Would a Rat Press a Lever to Get a Badge? | | BIBAK | Full-Text | 292-298 | |
| Kes Sampanthar | |||
| Gamification is a new industry that has blossomed around technologies that
incorporate Motivational Design. This is a game design method based on creating
truly engaging software that incites player motivations. There has been a lot
of new research into motivation over the last decade, but to understand what we
have learned about motivation we need to come back to the question about the
rat and the badge, which is drawn from Skinner's classic experiment. More
recent research shows that 'Wanting' is at the heart of what is considered
motivation and approach behavior, while 'Liking' is the feeling of euphoria
that is experienced when a challenge is overcome. Based on this research, we
describe an application of The Motivational GPS framework which uses the
metaphor of maps and directions related to 'Wanting' and 'Liking' to help
create design artifacts that can be used to create engaging software. Keywords: Interaction design; Human Motivation; Gamification; Game Design | |||
| Designing Serious Videogames through Concept Maps | | BIBAK | Full-Text | 299-308 | |
| Jaime Sánchez; Matías Espinoza | |||
| The purpose of this study was to present and evaluate a new technique
through the use of concept maps for the design of serious videogames using
Ejemovil Editor. This was accomplished by using a method to easily transform
concept maps into directed graphs, which are then used to generate the
videogame sequence and the interdependencies between the various elements. With
this tool teachers are able to define the storyline of the videogame,
incorporating the concepts that they want to teach in a structured way. To
these ends, an editor was created using this methodology that allows for the
construction of mobile videogames. Teachers that currently use concept maps
have evaluated the proposed methodology. Preliminary results show that the
proposed methodology for the design and creation of serious videogames for
education is appropriate, easy to use, generally accepted and understandable
for the end users. Keywords: Concept Maps; Serious Videogames; Videogames Editor; Videogames Design | |||
| The Business Love Triangle -- Smartphones, Gamification, and Social Collaboration | | BIBAK | Full-Text | 309-315 | |
| Lynn Rampoldi-Hnilo; Michele Snyder | |||
| Gamification is becoming popular in enterprise applications due to benefits
such as motivating employees to work harder through team competition and
rewards. Mobile workers are a perfect audience for gamified applications as
they need to be connected to their teams and aware of important business goals.
Smartphones have specific characteristics that make them an ideal medium for
gamified applications. However, designing these types of applications correctly
is critical in determining their success. This paper will discuss gamification
in terms of mobile workers and their needs, smartphone characteristics, and
five mobile gamification design principles that help mobile workers stay
connected to the business goals at hand. Keywords: Gamification; Mobile; Smartphones; Design; Social Networking | |||
| Building Internal Enthusiasm for Gamification in Your Organization | | BIBAK | Full-Text | 316-322 | |
| Erika Noll Webb; Andrea Cantú | |||
| Gamification has become a hot topic in a variety of areas from consumer
sites to enterprise software. While the concept of using game mechanics to
attract and retain customers in the consumer space is now well accepted, the
use of gamification in the enterprise space is still catching on. In this
paper, the authors explore ways to build internal enthusiasm for gamification
within an organization while maintaining good practices and processes. Keywords: Gamification; Game Mechanics; Enterprise Software; User Experience;
User-centered design; Employee Engagement | |||
| Navigation Experiences -- A Case Study of Riders Accessing an Orientation Game via Smartphones | | BIBAK | Full-Text | 323-332 | |
| Annika Worpenberg; Barbara Grüter | |||
| Usability and playability of a game are two dimensions merging into each
other and affecting the experience. Within this paper we study the navigation
experiences of a small rider group playing an orientation game by means of
smartphones. The players are inexperienced in using smartphones and try to
reach the first game station. Studying their navigation process we learned how
the players adopted the game device, solved a navigation problem and entered
the game world. The case study illustrates three development stages of
navigational behavior of the rider group in the analyzed mobile game. Keywords: Mobile Game; Location-based Game; Play Experience; Evaluating Mobile Games;
Navigation | |||
| Evaluating Engagement Physiologically and Knowledge Retention Subjectively through Two Different Learning Techniques | | BIBAK | Full-Text | 335-342 | |
| Marvin Andujar; Josh I. Ekandem; Juan E. Gilbert; Patricia Morreale | |||
| This paper describes the findings of a replication study conducted at a
different location. This study measures the engagement level of participants
objectively from two learning techniques: video game and handout (traditional
way of learning). This paper may help other researchers design their own
Brain-Computer Interface study to measure engagement. In addition, the results
of this paper shows a correlation analysis between Engagement (measured
physiologically) and knowledge measurement (subjective data). Further, this
paper describes briefly the limitations of the Emotiv non-invasive EEG device,
which may help researchers and developers understand the device more. Keywords: Emotions in HCI; Brain-Computer Interface; Passive BCI | |||
| A New E-learning System Focusing on Emotional Aspect Using Biological Signals | | BIBAK | Full-Text | 343-350 | |
| Saromporn Charoenpit; Michiko Ohkura | |||
| E-learning is the computer and network-enabled transfer of skills and
knowledge. It is widely accepted that new technologies can make a big
difference in education. Although the advantages of e-learning over person to
person teaching are still under debate, the latter is considered to be superior
with respect to teaching effectiveness. One reasons for this advantage of human
expert tutors is their ability to deal with the emotional aspects of the
learner. In an e-learning system, emotions are important in the classroom. We
thus proposed a new e-learning system that focuses on affective aspects. Our
system equips sensors to measure biological signals and analyzes user emotions
for the improvement of the e-learning system's effectiveness. Keywords: E-learning; Emotions; Affective aspects; Biological signal | |||
| A Framework to Support Social-Collaborative Personalized e-Learning | | BIBAK | Full-Text | 351-360 | |
| Maria De Marsico; Andrea Sterbini; Marco Temperini | |||
| We propose a comprehensive framework to support the personalization and
adaptivity of courses in e-learning environments where the traditional activity
of individual study is augmented by social-collaborative and group based
educational activities. The framework aims to get its pedagogical significance
from the Vygotskij Theory; it points out a minimal set of requirements to meet,
in order to allow its implementations based on modules possibly constituted by
independent e-learning software systems, all collaborating under a common
interface. Keywords: Personalized e-learning; adaptive e-learning; social collaborative
elearning; zone of proximal development; reputation system | |||
| Challenges for Contextualizing Language Learning | | BIBAK | Full-Text | 361-369 | |
| Søren Eskildsen; Matthias Rehm | |||
| To help facilitate language learning for immigrants or foreigners arriving
to another culture and language, we propose a context-aware mobile application.
To expand on the known elements like location, activity, time and identity, we
investigate the challenges on including cultural awareness to ensure a better
experience-based learning. We present methods used to collect information about
everyday activities collected by immigrants or foreigners. This information
will help structuring language learning assignments presented through the
context-aware mobile application. Keywords: context-aware; experience-based learning; cultural language learning;
context logging; mobile application | |||
| Usability of a Social Network as a Collaborative Learning Platform Tool for Medical Students | | BIBAK | Full-Text | 370-375 | |
| Leonardo Frajhof; Ana Cláudia Costa Arantes; Aline Teodosio dos Santos Cardozo; Carlos José Pereira de Lucena; Carlos Alberto Pereira de Lucena; Claudia Renata Mont'Alvão | |||
| One of the fundamental characteristics of social networking platform is its
versatility. Regarding to pre defined pedagogy premises it is possible to
elaborate educational programs for any type of theme. Health is one of the
areas that are being influenced by the possibilities offered by social
networking platform. There are already many ongoing projects dedicated to the
teaching of health practice and concepts of health. In this context, this paper
focuses primarily on the development of a solution for teachers and students
engaged on their 3rd year of undergraduate Medicine course, in the University
Hospital. All the participants are enrolled in the Internal Medicine
discipline, defining the student's entrance into the hospital routine. The
model views for an open dialog that should allow an exchange of medical
knowledge, in the sense of reaching a better solution for specific problems
within each group. Keywords: eHealth; collaboration; learning; usability | |||
| Refining Rules Learning Using Evolutionary PD | | BIBAK | Full-Text | 376-385 | |
| Afdallyna Harun; Steve Benford; Claire O'Malley; Nor Laila Md. Noor | |||
| Using glyphs to associate digital media with physical materials has great
potential to enhance learning. A key challenge, however, lies in enabling
children to author their own glyphs that integrate well with their drawings.
One possible solution lies in the d-touch system which uses a topological
approach to structuring glyphs. Through a series of Participatory Design
studies, we have explored how children can be supported in creating their own
d-touch glyphs. Main highlights from our findings indicate that it is difficult
for children to create glyphs following only written rules. A structured
diagrammatic approach is then introduced in which colour-coded hierarchy
diagrams support a mapping between their drawings and the underlying rules. We
found this has significantly improved their drawing attempts. The paper then
concludes with a potential to integrate the approach into more sophisticated
learning experience. Keywords: Drawing rules; visual diagrams; d-touch glyphs | |||
| Sound to Sight: The Effects of Self-generated Visualization on Music Sight-Singing as an Alternate Learning Interface for Music Education within a Web-Based Environment | | BIBAK | Full-Text | 386-390 | |
| Yu Ting Huang; Chi Nung Chu | |||
| This paper discusses the efficacy of self-generated visualization on pitch
recognition for the music sight-singing learning from the Internet. The
self-generated visualization on music sight-singing learning system
incorporates pitch recognition engine and visualized pitch distinguishing curve
with descriptions for each corresponding stave notation on the web page to
bridge the gap between singing of pitch and music notation. This paper shows
the conducted research results that this web-based sight-singing learning
system could scaffold cognition about aural skills effectively for the learner
through the Internet. Keywords: pitch recognition; self-generated visualization; sight-singing; music
education | |||
| Evaluation of Computer Algebra Systems Using Fuzzy AHP at the Universities of Cyprus | | BIBAK | Full-Text | 391-397 | |
| Ilham N. Huseyinov; Feride S. Tabak | |||
| The paper proposes an evaluation model based on fuzzy AHP to help users
select CAS that best matches their requirements. The subjectiveness and
imprecision of the evaluation process are modeled using linguistic terms. The
evaluation criteria framework based on the usability and problem solving
capability of CAS is developed. Fuzzy AHP is employed to determine the relative
importance weights of criteria and the preference order of alternatives. The
applicability and effectiveness of the proposed methodology is illustrated. Keywords: CAS; fuzzy AHP; usability; problem solving capability; linguistic evaluation | |||
| Evaluation of an Information Delivery System for Hearing Impairments at a School for Deaf | | BIBA | Full-Text | 398-407 | |
| Atsushi Ito; Takao Yabe; Koichi Tsunoda; Kazutaka Ueda; Tohru Ifukube; Hikaru Tauchi; Yuko Hiramatsu | |||
| We have been developing IDDD (Information Delivery System for Deaf People in a Major Disaster) system [7, 8] from 2007. In 2012, we have a chance to develop new IDDD system and test it at the school for the deaf in Miyagi. In this paper, we report the results the system performance test and the users evaluation of the new IDDD based on an experiment at the school for the deaf in Miyagi. As the result, the network performance was increased and application development cost might be half of that of the old IDDD. Also, Fast-Scroll is most legible for hearing impairments people. | |||
| Examining the Role of Contextual Exercises and Adaptive Expertise on CAD Model Creation Procedures | | BIBAK | Full-Text | 408-417 | |
| Michael D. Johnson; Elif Ozturk; Lauralee Valverde; Bugrahan Yalvac; Xiaobo Peng | |||
| As computer-aided design (CAD) tools become more integral in the product
commercialization process, ensuring that students have efficient and innovative
expertise necessary to adapt becomes more important. This work examines the
role of adaptive expertise on CAD modeling behavior and the effect of
contextual modeling exercises on the manifestation of behaviors associated with
adaptive expertise in a population of student participants. A methodology
comprising multiple data elicitation tools is used to examine these
relationships; these tools include: survey data, model screen capture data
analysis, and interviews. Results show that participants engaged in contextual
exercises spent more of their modeling time engaged in actual modeling
activities as opposed to planning when compared to a control group. Limited
statistical support is provided for the role of contextual exercises leading to
the manifestation of behaviors associated with adaptive expertise. The amount
of time spent engaged in actual modeling is positively correlated with the
adaptive expertise behaviors identified in the interviews. Keywords: Adaptive Expertise; CAD; Evaluation Methods and Techniques; Modeling
Processes | |||
| Personality and Emotion as Determinants of the Learning Experience: How Affective Behavior Interacts with Various Components of the Learning Process | | BIBAK | Full-Text | 418-427 | |
| Zacharias Lekkas; Panagiotis Germanakos; Nikos Tsianos; Constantinos Mourlas; George Samaras | |||
| The aim of the present study is to develop a model that grasps the
complexity of the concepts of personality and affect in a web-based learning
environment. Furthermore, it presents the implications that these theoretical
and empirical representations can have in an experimental setting. We are
investigating the connection between personality factors, emotion regulation
and cognitive processing tasks, decision making and problem solving styles.
Decision-making and problem solving are cognitive processes where the outcome
is a choice between alternatives. They are both an indirect way to make
inferences to a person's learning pattern since learning includes continuous
decision making and problem resolution. By implementing our model in the design
of a web-based learning personalized setting, we provide evidence that behavior
is altered by affective elements in decision making and problem solving
routines as is performance in cognitive processing tasks. Keywords: personality; affect; emotion; learning | |||
| Innovation in Learning -- The Use of Avatar for Sign Language | | BIBA | Full-Text | 428-433 | |
| Tania Lima; Mario Sandro Rocha; Thebano Almeida Santos; Angelo Benetti; Evandro Soares; Helvecio Siqueira de Oliveira | |||
| This paper presents the steps followed in developing an avatar-interpreter
of the Brazilian sign language for deaf (LIBRAS), applied to an electro
technical glossary. The research was done in collaboration between The Surface
Interaction and Displays Division (DSID) and The National Service for
Industrial Apprenticeship (SENAI "Ítalo Bologna"), a reference center in
the attendance of people having physical or mental incapability. This work
makes use of advanced techniques of motion capture, treatment of images and
virtualization, to produce an avatar that mimics a teacher-interpreter of the
specific electro technical signs of LIBRAS during the lesson.
The technology used in this work is a VICON system with 8 cameras that emit and capture infrared light, and the open source tools Blender and Make-Human. | |||
| A Teacher Model to Speed Up the Process of Building Courses | | BIBA | Full-Text | 434-443 | |
| Carla Limongelli; Matteo Lombardi; Alessandro Marani; Filippo Sciarrone | |||
| Building a new course is a complex task for teachers: the entire process requires different steps, starting with the concept map building and ending with the delivery of the learning objects to students through a learning management system. Teachers have to spend a lot of time to build or to retrieve the right learning material from local databases or from specialized repositories on the web. Consequently, having a system supporting this phase is a very important challenge, considering that each teacher expresses her own pedagogy as well. Here we propose a novel Teacher Model that helps teachers to build new courses effectively. The model is based both on a didactic semantic network containing concepts and learning material and on Teaching Styles as proposed in the literature by Grasha. This framework gives teachers the possibility to share their teaching experience as well. A first experimentation of the system gives positive results. | |||
| Development of Push-Based English Words Learning System by Using E-Mail Service | | BIBA | Full-Text | 444-453 | |
| Shimpei Matsumoto; Masanori Akiyoshi; Tomoko Kashima | |||
| At present, common e-Learning systems have been designed for positive learners whose learning habits are already established to some degree. To assist students other than the positive learners, most of who has more difficulty in learning with the usual e-Learning systems, this paper focuses on a new type of e-Learning system called "push-based e-Learning". The push-based e-Learning is for learners who cannot establish study habits or take an active part in learning, and be an essential tool for supporting self-study continuity. This study realizes push service by e-mail technology of cell-phone. The system, used in conjunction with an interactive e-mail service through cell-phones, allows users to automatically receive up to some exercise e-mails a day. For our system, this paper implemented COCET 3300, a corpus of English words, and made a trial operation of our system with several university students for training English vocabulary. This paper firstly shows the detail of system configuration, and then evaluates our implementation of push-based e-Learning with the result of the trial operation. From the trial operation, the effectiveness of our system was shown by questionnaire while the result was on the students' subjective viewpoint. | |||
| E-learning: The Power Source of Transforming the Learning Experience in an ODL Landscape | | BIBAK | Full-Text | 454-463 | |
| Blessing Mbatha; Mbali Mbatha | |||
| This paper reports on e-learning as a transformational educational tool
amongst Communication Science students at Unisa. The study targeted executive
members of the Communication Science Association (COMSA) which consists of ten
members and Unisa Radio employees which comprise 200 Communication Science
students. A survey research design was used whereby questionnaires were
administered to all COMSA executives and 50% of Unisa Radio student employees
who were chosen using simple random sampling. Data was analysed through
thematic categorisation and tabulation and the findings were presented
descriptively. An examination of data indicates that students do not actively
engage in e-learning. They use myUnisa for basic educational needs and not for
the purpose that myUnisa was intended which is to bridge transactional distance
in order to ensure increased engagement amongst all stakeholders. Unisa needs
to examine its current e-learning policies against the backdrop of the society
in which it operates. Keywords: Open Distance Learning; e-learning; dialogue; transactional distance; ICTs
in Higher Education; myUnisa | |||
| Mobile Inquiry-Based Learning | | BIBAK | Full-Text | 464-473 | |
| Jalal Nouri; Teresa Cerrato-Pargman; Karwan Zetali | |||
| This paper presents a study on mobile learning that could be viewed as a
manifestation of strong voices calling for learning in natural contexts. The
study was based on a sequence of inquiry-based mobile learning activities
within the domain of natural sciences and mathematics education. We questioned
the effects of collaborative scaffolding, and the effects scaffolding provided
by technology have on learning and performance. Based on a quantitative
interaction analysis, findings suggest that low-achievement students benefit
from inquiry-based mobile activities; that the use of mobile technologies bring
multiple effects on students' learning, both positive and negative, and that
the roles of teachers remains as crucial as before the introduction of learning
technologies. Keywords: mobile learning; scaffolding; across contexts; performance | |||
| A Comparative Evaluation of Podcasting-Based and Mobile-Based Material Distribution Systems in Foreign Language Teaching | | BIBAK | Full-Text | 474-483 | |
| Yuichi Ono; Manabu Ishihara; Mitsuo Yamashiro | |||
| This paper examines two independent multimedia distribution systems in terms
of user's impression and the download time on the basis of the two experiments
which were carried out in English teaching settings in Japan. The two are the
podcasting system and the mobile-based system. The results of the two studies
indicated that the students feel that mobiles are more friendly and easy to
operate. Although it takes them longer time to download digital materials from
the server, they do not feel so much frustrated or irritated for being delayed
to a certain degree. These implications imply the future possibility for
blended-instruction model of foreign language teaching in Japan. Keywords: e-learning system; podcasting; mobile device; second language acquisition | |||
| Recommendation of Collaborative Activities in E-learning Environments | | BIBAK | Full-Text | 484-492 | |
| Pierpaola Di Bitonto; Maria Laterza; Teresa Roselli; Veronica Rossano | |||
| In distance education environments, collaborative activities such as wikis,
forums and chats play an important role in the e-learning experience because
they promote communication among students and so allow cooperative learning
settings to be implemented. Nevertheless, it could be difficult for learners to
pick out the most interesting and appropriate collaborative activities to meet
their learning needs. Recommender systems integrated in e-learning platforms
are usually used mainly to help learners choose teaching resources, but they
can also be useful to suggest the collaborative activities that best fit their
learning objectives from a pedagogical point of view. In this context, the
paper presents a recommendation approach able to suggest collaborative
activities such as forums, chats, wikis and blogs, that combines dynamic
clustering and prediction calculus on the basis of the learners' profiles and
needs. Keywords: Recommender system; collaborative learning; dynamic clustering | |||
| Nature Sound Ensemble Learning in Narrative-Episode Creation with Pictures | | BIBAK | Full-Text | 493-502 | |
| Kosuke Takano; Shiori Sasaki | |||
| This paper presents a Web-based nature sound ensemble learning system that
allows students to create a narrative-episode with "visual", "auditory", and
"experimental" effects. Main component of our system is implemented in the Web
environment and can be easily introduced to PCs in a classroom for nature sound
ensemble lessons among remote learners, classes, and schools. In this study, we
show the feasibility of our Web-based ensemble learning system, where several
learners actually participate in the remote nature sound ensemble lessons using
example "narrative-episode" with pictures and nature sounds. Keywords: music; nature sound; collaborative learning; physical expression; sensor;
Web-based system; sensibility expression; sensibility education | |||
| Private Cloud Cooperation Framework for Reducing the Earthquake Damage on e-Learning Environment | | BIBAK | Full-Text | 503-510 | |
| Satoshi Togawa; Kazuhide Kanenishi | |||
| In this research, we have built a framework of reducing earthquake and
tsunami disaster for e-Learning environment. We build a prototype system based
on IaaS architecture, and this prototype system is constructed by several
private cloud fabrics. The distributed storage system builds on each private
cloud fabric; that is handled almost like same block device such as one large
file system. For LMS to work, we need to boot virtual machines. The virtual
machines are booted from the virtual disk images that are stored into the
distributed storage system. The distributed storage system will be able to keep
running as one large file system when some private cloud fabric does not work
by any troubles. We think that our inter-cloud framework can continue working
for e-Learning environment under the post-disaster situation. Keywords: e-Learning environment; inter-cloud framework; disaster reducing | |||
| Design and Evaluation of Training System for Numerical Calculation Using Questions in SPI2 | | BIBAK | Full-Text | 511-520 | |
| Shin'ichi Tsumori; Kazunori Nishino | |||
| We are developing the training system for numerical calculation aiming at
improving calculation ability. There are two main purposes of realizing this
system. One is to increase students' motivation to study mathematics by using
the questions in SPI2 adopted by many companies as employment examinations. The
other is to support a student's learning efficiently by giving the questions
according to the student's ability. In order to give an adaptive question, our
system has functions to estimate each student's ability and item difficulty in
the test item database. This paper reports the basic concept, the features and
the experiment conducted to verify the usefulness of the system and its result. Keywords: Training System; Numerical Calculation; SPI2; Web-Based Learning | |||
| Zoom Interface with Dynamic Thumbnails Providing Learners with Companionship through Videostreaming | | BIBAK | Full-Text | 521-528 | |
| Takumi Yamaguchi; Haruya Shiba; Masanobu Yoshida; Yusuke Nishiuchi; Hironobu Satoh; 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; Advanced Educational Environment; Ubiquitous
Learning; Distance Education | |||
| WheelSense: Enabling Tangible Gestures on the Steering Wheel for In-Car Natural Interaction | | BIBAK | Full-Text | 531-540 | |
| Leonardo Angelini; Maurizio Caon; Francesco Carrino; Stefano Carrino; Denis Lalanne; Omar Abou Khaled; Elena Mugellini | |||
| This paper presents WheelSense, a system for non-distracting and natural
interaction with the In-Vehicle Information and communication System (IVIS).
WheelSense embeds pressure sensors in the steering wheel in order to detect
tangible gestures that the driver can perform on its surface. In this
application, the driver can interact by means of four gestures that have been
designed to allow the execution of secondary tasks without leaving the hands
from the steering wheel. Thus, the proposed interface aims at minimizing the
distraction of the driver from the primary task. Eight users tested the
proposed system in an evaluation composed of three phases: gesture recognition
test, gesture recognition test while driving in a simulated environment and
usability questionnaire. The results show that the accuracy rate is 87% and 82%
while driving. The system usability scale scored 84 points out of 100. Keywords: Tangible gestures; smart steering wheel; in-vehicle user interface; in-car
natural interaction | |||
| Reducing Speeding Behavior in Young Drivers Using a Persuasive Mobile Application | | BIBAK | Full-Text | 541-550 | |
| Anne Bergmans; Suleman Shahid | |||
| This paper presents a solution to the problem of speeding in male young
drivers. This paper outlines the design of a persuasive mobile application that
aims at reducing speeding behavior by providing various incentives. The
application targets both weak and strong habit drivers between the age of 18
and 26. Early results show an overall acceptance of the application, mainly due
to its unique rewarding mechanism, and its ability to demonstrate the actual
speeding behavior with major impact on safety, fuel costs, environment, and
possible fine costs. Results further indicate a behavior change for weak habit
drivers and attitude change for strong habit drivers. Keywords: Speeding behavior; persuasive technology; mobile application; speeding
behavior model; usability test; driving behavior | |||
| Auditory and Head-Up Displays in Vehicles | | BIBAK | Full-Text | 551-560 | |
| Christina Dicke; Grega Jakus; Jaka Sodnik | |||
| The aim of the user study presented in this paper was to investigate the
efficiency of single and multimodal user interfaces for in-vehicle control and
information systems and their impact on driving safety. A windshield projection
(HUD) of a hierarchical list-based visual menu was compared to an auditory
representation of the same menu and to a combination of both representations.
In the user study 30 participants were observed while operating a driving
simulator and simultaneously solving tasks of different complexity with the
three interfaces. The variables measured in the user study were task completion
times, driving performance and the perceived workload. Our study shows that the
single modality auditory interface is the least efficient representation of the
menu; the multimodal audio-visual interface, however, shows a strong tendency
to be superior to both the auditory and visual single modality interfaces with
regards to driver distraction and efficiency. Keywords: Human-computer interaction; auditory interface; head-up display; car
simulator; driving performance | |||
| Anti-Bump: A Bump/Pothole Monitoring and Broadcasting System for Driver Awareness | | BIBAK | Full-Text | 561-570 | |
| Mohamed Fekry; Aya Hamdy; Ayman Atia | |||
| This paper presents a system for bump detection and alarming system for
drivers. We have presented an architecture that adopts context awareness and
Bump location broadcasting to detect and save bumps locations. This system uses
motion sensor to get the readings of the bump then we classify it using Dynamic
Time Wrapping, Hidden Markov Model and Neural Network. We keep records for the
bump location through tracking its geographic position. We developed a system
that alarms the driver within appropriate profiled distance for bump
occurrence. We conducted two experiments for testing the system in a street
modeled architect with different kinds of bumps and potholes. The other
experiment was on real street bumps. The results show that the system can
detect bumps and potholes with reasonably accepted accuracy. Keywords: Context awareness; Location awareness; Pattern Recognition | |||
| Emotion and Emotion Regulation Considerations for Speech-Based In-Vehicle Interfaces | | BIBAK | Full-Text | 571-577 | |
| Helen Harris | |||
| Speech and dialogue systems have been used in a variety of domains, from
acting as human operators, to assisting those who have difficulties using other
modalities, and more recently facilitating smartphone input. Speech has been
more readily adopted by in-vehicle speech systems as the safest way to both
communicate to the driver and to have the driver provide input to the system.
Much of the work on speech dialogue systems has focused on the cognitive
aspects of speech interfaces by evaluating different information architectures,
e.g. [1], or comparing mixed modality interfaces, e.g., [2]. This paper argues
that advanced speech-based interfaces will have the need and opportunity to be
emotionally responsive. Keywords: emotion; emotion regulation; speech dialogue systems; in-car interfaces | |||
| Adaptations in Driving Efficiency with Electric Vehicles | | BIBAK | Full-Text | 578-585 | |
| Magnus Helmbrecht; Klaus Bengler; Roman Vilimek | |||
| The results of previous MINI E field trials provided initial indications
that driving electric vehicles (EV) leads to adaptations in driving behavior
and might increase driving efficiency. This paper presents the methodologies to
measure changes in driver characteristics by logging velocity, acceleration,
and cruising range, on smartphones. In this experiment, 25 MINI E were provided
as electric test vehicles for a diversified spectrum of subjects consisting of
private and corporate customers. The field trial included both longitudinal and
transverse components in order to assess long-term and situation specific
changes. Participants operated both combustive and electric vehicles. Driving
dynamics data from these vehicles was collected over a six month period time.
Additionally, these same participants were required to perform a 2 hour drive,
which served as a comparison drive, three times over the period of EV usage.
The frequency of intermittent usage of combustion vehicles was captured by
logbooks. Keywords: Electric Vehicle; Driving Behavior; Field Trial; MINI E | |||
| In-Car Information Systems: Matching and Mismatching Personality of Driver with Personality of Car Voice | | BIBAK | Full-Text | 586-595 | |
| Ing-Marie Jonsson; Nils Dahlbäck | |||
| Personality has a huge effect on how we communicate and interact with
others. This study investigates how dominant/submissive personality match and
mismatch between driver and voice of the in-vehicle system affects performance
and attitude. The study was conducted with a total of 40 participants at Oxford
Brookes University in the UK. Data show that drivers accurately discern the
personality of the car voice, and that car voice personality affects drivers'
performance. The dominant car voice results in drivers following instructions
better regardless of driver personality. The matched conditions showed 2 -3
times better driving performance than the mismatched conditions. Drivers with
the submissive voice in the car felt significantly less at-ease and content
after driving than drivers with the dominant voice. Design implications of
in-vehicle systems are discussed. Keywords: In-car System; Driving Simulator; Driving Performance; Speech system;
Attitude; Personality; Dominant and Submissive; Similarity Attraction | |||
| Subjective Ratings in an Ergonomic Engineering Process Using the Example of an In-Vehicle Information System | | BIBAK | Full-Text | 596-605 | |
| Michael Krause; Klaus Bengler | |||
| The engineering process for a traffic light assistant system on a smartphone
for use while driving as an In-Vehicle Information System (IVIS) was
accompanied by assessment of subjective usability ratings using questionnaires,
such as the System Usability Scale (SUS), AttrakDiff2 and NASA-TLX. The results
during the development process are presented and discussed.
The SUS was an easy to apply and fast instrument for the project. Nevertheless, caution should be taken when a high percentage of users are repeatedly involved in examining the same system, as this will likely increase the SUS score. Keywords: IVIS; usability; engineering; questionnaires; SUS; AttrakDiff | |||
| Ergonomics Design on Expert Convenience of Voice-Based Interface for Vehicle's AV Systems | | BIBAK | Full-Text | 606-611 | |
| Pei-Ying Ku; Sheue-Ling Hwang; Hsin-Chang Chang; Jian-Yung Hung; Chih-Chung Kuo | |||
| This research aimed to investigate and explore expert user interface design
principle in adaptive user interface of in-vehicle full voiced-based interface.
In this study, 3 stages of driving simulation experiments were established. The
voice-based interface called Talking Car novice interface has been designed
before. Through driving simulation experiments, subjects' behavior and response
data when using voice-based interface were collected and analyzed. According to
the result, the length of speech by Talking Car novice interface would be
adjusted to fulfill expert users' requirements, and then switched to Talking
Car expert interface. After that, a driving simulation experiment is conducted
to verify the usability of the adapted interface as well as the implications on
operation efficiency and traffic safety. Keywords: in-vehicle full voice-based interface; Talking Car; driving simulation;
expert user interface | |||
| The Timeframe of Adaptation to Electric Vehicle Range | | BIBAK | Full-Text | 612-620 | |
| Stefan Pichelmann; Thomas Franke; Josef F. Krems | |||
| We explored how people learn to cope with the limited range of electric
vehicles (EVs), and examined the relationship between personality traits and
the amount of practice needed to achieve a maximum available range. Data from
56 participants who leased an EV in a 6-month field study were analyzed. The
amount of practice needed until a participant achieved his maximum available
range was assessed with four variables computed from data logger recordings:
the amount of time, days, and distance the user drove the EV and the amount of
days the user owned the EV. All four variables correlated strongly with each
other (r ≥ .75). The results showed that an average person needs
approximately three months to complete adaptation to EV range and that speedy
driving style, low need for cognition, high impulsivity, and high internal
control beliefs are related to a longer adaptation timeframe. Keywords: adaptation; electric vehicle; range; practice; need for cognition; driving
style; impulsivity; control beliefs | |||
| Exploring Electric Driving Pleasure -- The BMW EV Pilot Projects | | BIBAK | Full-Text | 621-630 | |
| Jens Ramsbrock; Roman Vilimek; Julian Weber | |||
| An electric vehicle (EV) is more than just a car with an electric engine. It
implies a major shift in everyday experience. Charging the vehicle at home,
thinking about where this energy comes from, dealing with limited range or
driving a silent vehicle without engine noise are only some aspects of a
completely new ecosystem for an electric vehicle owner. Of course, EVs will
only succeed in the mass market if they meet customers' expectations. With the
decision to step into this unknown terrain, the BMW Group gathered data in
field trials with pilot customers of the MINI E and BMW ActiveE. The field
trials discovered that everyday driving does not differ significantly from
conventional vehicles in the same segment. About 90% of intended trips can be
realized, showing the gap that needs to be closed is manageable. In order to
close it, BMW will offer innovative mobility services and charging solutions. Keywords: Electric Vehicle; MINI E; BMW ActiveE; field trial; user study | |||
| Single-Handed Driving System with Kinect | | BIBAK | Full-Text | 631-639 | |
| Jae Pyo Son; Arcot Sowmya | |||
| This paper proposes a Kinect-based system that can help people who have
difficulties with moving one of their arms, to drive and control the vehicles
with only one hand. The advantage of the system is that only the user's hands
need to be visible, so that users can use the system while seated. Experiments
to measure system performance have shown reasonable accuracy. This system can
be broadly applied to any wheeled electronic vehicles such as an electronic
wheelchair, robot or car in future. Keywords: Assistive Technology; Kinect; Human-Computer Interaction; Hand Tracking;
Driving | |||
| Mobile App Support for Electric Vehicle Drivers: A Review of Today's Marketplace and Future Directions | | BIBAK | Full-Text | 640-646 | |
| Tai Stillwater; Justin Woodjack; Michael Nicholas | |||
| Mobile device applications (apps) are becoming an important source of
information, control, and motivation for EV drivers. Here we review the current
ecosystem of mobile applications that are available for EV drivers and
consumers and find that apps are available in six basic categories: purchase
decisions, vehicle dashboards, charging availability and payment, smart grid
interaction, route planning, and driver competitions. The current range of the
EV-specific mobile marketplace extends from pre-sale consumer information,
charging information and control, and EV specific navigation features among
other services. However, the market is highly fragmented, with applications
providing niche information, and using various methodologies. In addition, we
find that the barriers to more useful apps are a lack of vehicle and charger
APIs (application programming interfaces), lack of data availability,
reliability, format and types, and proprietary payment and billing methods. We
conclude that mobile applications for EVs are a growing market that provide
important direct benefits as well as ancillary services to EV owners, although
the lack of uniformity and standards between both vehicle and charger systems
is a serious barrier to the broader use of mobile applications for EVs. Keywords: Electric Vehicles; Mobile Apps; Energy Feedbacks | |||
| Proposal for Driver Distraction Indexes Using Biological Signals Including Eye Tracking | | BIBAK | Full-Text | 647-653 | |
| Nobumichi Takahashi; Satoshi Inoue; Hironori Seki; Shuhei Ushio; Yukou Saito; Koyo Hasegawa; Michiko Ohkura | |||
| According to the AAA Foundation for Traffic Safety, driver inattention is a
major contributor to highway crashes. Above all, driver distraction is an
important factor. As a result, many studies have been performed on it. We also
performed experiments on candidates for biological indexes. In this paper, we
employed new biological signals (eye tracking). Then, we performed an
experiment to find new candidates for biological indexes. We obtained new
knowledge from the result of that experiment. Keywords: Driver distraction; Biological signal | |||
| Ergonomics Design with Novice Elicitation on an Auditory-Only In-Vehicle Speech System | | BIBAK | Full-Text | 654-660 | |
| Ming-Hsuan Wei; Sheue-Ling Hwang; Hsin-Chang Chang; Jian-Yung Hung; Chih-Chung Kuo | |||
| This research is aimed to design an auditory-only in-vehicle speech system,
named as Talking Car Novice Mode, and provide with elicitation that even a
novice can easily handle. In this study, 19 participants were asked to use
radio and music functions in two kinds of in-vehicle speech systems, the
original Talking Car and Talking Car Novice Mode, while driving through a
virtual world. Data of secondary task performance, the amount of time spent on
tasks and the times of calling help function were recorded by a camera. The
annoyed score of sentences, NASA-TLX questionnaire and subjective questionnaire
were completed after the test. The result indicated that there was no
significant difference between driving with and without tasks on either the
reaction time of slamming the brake or the times user call for help. Besides,
the learning curve of Talking Car Novice Mode is steep and ensures that Talking
Car Novice Mode provides enough elicitation to novices. Hence, the Talking Car
Novice Mode is expected to be friendlier and safer than original Talking Car
in-vehicle speech system for a novice user. Keywords: ergonomics design; Talking Car Novice Mode; elicited design; voice user
interface | |||
| SP-CIP: A Secure and Privacy Aware Patient Centric Information Portal | | BIBAK | Full-Text | 3-9 | |
| Subrata Acharya | |||
| There is an urgent need for the establishment of patient-centric and quality
aware solutions in today's healthcare environment. To this effect, Clinical
Information Systems (CIP) play a powerful role to significantly influence the
quality and efficiency of health care delivery systems. However, most of the
current functional CIP are static [1] in design and typically represent and
cater to only a single healthcare entity. This leads to an inaccurate and stale
view of the patient status both in the care of the patient and also in the
delivery of essential healthcare services. Moreover, it also delays patient
care and leads to inconveniences in patient billing and the overall usability
of the system. Added to this there is an oversight of security and privacy
policies and procedures in the implementation of such systems. Thus, with the
current pervasive nature of technology in such healthcare organizations, this
creates a critical risk of such information systems to fall prey to data leaks
and/or abuse during the access, storage and transmission of such systems.
To address the above key barriers towards the development of the effective CIP this research proposes SP-CIP: a standardized, security and privacy aware patient portal system. By utilizing the proposed standard design framework, the features of patient portals can evolve from static to a more dynamic design, which is inclusive of a user-centric, secure and proactive approach for patient care. These features also provide flexibility to include a de-centralized mechanism to access, store and transmit healthcare information over cloud based systems, and aims to establish the expectations of an effective patient portal, leading to improved cost and quality of patient care in today's healthcare systems. The pilot evaluation of the proposed systems at a high-end federal government Healthcare Information and Management Systems Society (HIMSS) 6 health care organization (> 500 bed capacity) and its associated partner organizations and clinical practices further demonstrates the strengths of proposed system. Keywords: Clinical Information Portal; Security; Privacy Aware; Dynamic | |||
| Identity Management through "Profiles": Prototyping an Online Information Segregation Service | | BIBAK | Full-Text | 10-19 | |
| Julio Angulo; Erik Wästlund | |||
| Whereas in real everyday life individuals have an intuitive approach at
deciding which information to disseminate to others, in the digital world it
becomes difficult to keep control over the information that is distributed to
different online services. In this paper we present the design of a user
interface for a system that can help users decide which pieces of information
to distribute to which type of service providers by allowing them to segregate
their information attributes into various personalized profiles. Iterative
usability evaluations showed that users understand and appreciate the
possibility to segregate information, and revealed possible improvements,
implications and limitations of such an interface. Keywords: Usability; identity management; privacy preferences; partial identities;
audience segregation; digital transactions | |||
| An Empirical Investigation of Similarity-Driven Trust Dynamics in a Social Network | | BIBAK | Full-Text | 20-28 | |
| Yugo Hayashi; Victor Kryssanov; Hitoshi Ogawa | |||
| Presently, people often create and keep lists of other people with similar
preferences for hobbies, such as books, movies, music, and food in online
social network service systems. Recent studies in recommender systems have
shown that the user's data can be used to recommend items based on other users'
preferences (e.g. as implemented in amazon.com). To make such systems more
effective, there is a need to understand the mechanism of human trust
formation. The goal of this study is to develop cognitive models describing the
trust formation in social networks. This paper presents results of a controlled
experiment conducted to collect human behavior data through a series of trust
evaluation tasks. Keywords: Social Cognition; Social networks; Trust Dynamics; Recommender Systems;
Human-Computer Interaction; Conversational Agents | |||
| The di.me User Interface: Concepts for Sharing Personal Information via Multiple Identities in a Decentralized Social Network | | BIBAK | Full-Text | 29-38 | |
| Fabian Hermann; Andreas Schuller; Simon Thiel; Christian Knecht; Simon Scerri | |||
| The di.me userware visualizes vast personal information from various sources
and allows for sharing them in a decentralized social network. Multiple
identities can be used to avoid unintended linkability when communicating to
other users or external systems. The di.me user interface for that is presented
in this paper. A user-centered information- and view-structure for items of the
personal information sphere and concepts for multiple identities used for
sharing are discussed. Keywords: user interface design; decentralized social networking; personal identity
management; security and privacy | |||
| Trust and Privacy in the di.me Userware | | BIBAK | Full-Text | 39-48 | |
| Marcel Heupel; Mohamed Bourimi; Dogan Kesdogan | |||
| People in online social networks are constantly sharing information with
different audiences and it becomes more and more difficult for them to keep
track of distributed information. Further, due to the complexity of the digital
landscape, it is a constant risk to unintentionally share information to the
wrong people, possibly leading to a loss of reputation. The European research
project di.me is concerned with the development of a userware, empowering
end-users to keep track of their digital footprints, with an intelligent user
interfaces (UI) and smart advisory. In this paper we present how we calculate
persons trust and inform the privacy of resources shared among persons. We show
the concepts for trust and privacy advisory in the di.me userware and address
problems, we were confronted within the design and evaluation process and how
we tackled them. In this respect we specifically address change requirements
(i.e. trust model and UI improvements) we conducted after an evaluation and
user trials with a first prototype. Keywords: Trust; privacy; user interface; privacy advisory; online social networks;
di.me | |||
| From Living Space to Urban Quarter: Acceptance of ICT Monitoring Solutions in an Ageing Society | | BIBAK | Full-Text | 49-58 | |
| Simon Himmel; Martina Ziefle; Katrin Arning | |||
| The question of designing safe, secure, and human-centered urban living
environments is complex, as different and controversial needs from different
sources have to be harmonized. The ongoing demographic change with more and
more older and frail persons living in urban environments raise the question
how modern technologies in the information and communication sector can be
seamlessly integrated in specific urban spaces. Not only (medical) safety and
data security issues need to be considered but also technology acceptance and
the fragile trade-off between the ubiquity of technologies on the one and the
perceived trust in and reliability of technologies on the other hand are of
pivotal importance. To understand users' willingness to accept monitoring
technologies in different locations (ranging from home to public spaces) we
pursued an exploratory approach. 127 participants in a wide age range
volunteered to take part in the questionnaire study. Results show that
individuals independently of age and gender are quite reluctant to accept such
technologies in general, even for medical reasons. It was ascertained that
acceptance was impacted by the type of technology and the space (domestic vs.
public) and the health status of the people. Keywords: Technology Acceptance; ICT Health Monitoring; Living Spaces; Urban Quarter;
User Diversity | |||
| The Impact of Explanation Dialogues on Human-Computer Trust | | BIBAK | Full-Text | 59-67 | |
| Florian Nothdurft; Tobias Heinroth; Wolfgang Minker | |||
| Maintaining and enhancing the willingness of a user to interact with a
technical system is crucial for human-computer interaction (HCI). Trust has
shown to be an important factor influencing the frequency and kind of usage. In
this paper we present our work on using explanations to maintain the trust
relationship between human and computer. We conducted an experiment on how
different goals of explanations influence the bases of human-computer trust. We
present the results of the conducted study and outline what this means for the
design of future technical systems and in particular for the central dialogue
management component controlling the course and content of the HCI. Keywords: Computer applications; Knowledge based systems; Cooperative systems;
Adaptive systems; Expert Systems | |||
| Trustworthy and Inclusive Identity Management for Applications in Social Media | | BIBAK | Full-Text | 68-77 | |
| Till Halbach Røssvoll; Lothar Fritsch | |||
| We describe a prototype for inclusive and secure identity management
regarding a bill sharing application in social media. Beginning with the
principals of universal design, and involving groups of users with impairments,
we designed a set of alternative authentication methods based on OpenID. This
work explains the scenario and the particularities of designing a trust,
security, and privacy infrastructure with a high degree of usability for
diverse user groups, and which is aligned with the requirements from regulatory
frameworks. The user trials show that several authentication alternatives in
multiple modalities are welcomed by impaired users, but many have restrictions
when it comes to payments in the context of social media. Keywords: Authentication; Authorization; OpenID; Identity Management; Social Media;
Payment; Accessibility; Usability; E-Inclusion | |||
| Towards a Design Guideline of Visual Cryptography on Stereoscopic Displays | | BIBAK | Full-Text | 78-84 | |
| Shih-Lung Tsai; Chao-Hua Wen | |||
| This paper proposed a new visual cryptography scheme with the stereoscopic
display which showed and accurately decrypted the hidden information for gray
images. Results indicated that contrast ratio and pixel disparity of the
decrypted stereo-image were key problems that would impact on the perceived
quality of the decrypted image. Next, this research performed a subjective
experiment of shifting pixels between both of left and right images to
investigate the disparity effects of decrypted information on a full HD
stereo-display with film-pattern-retarder technology. In addition, the effects
of font size and contrast ratio were addressed as well. Results revealed that
the thresholds of pixel disparity were between 2 and 7 pixels. To alphabets,
the font size of 50 points was lower boundary to show the decrypted
information. To numeric, the font size of 45 points was lower boundary over
different contrast ratios. Keywords: Visual cryptography; Stereoscopic display; Design guideline | |||
| Interface Design for Minimizing Loss of Context in In-situ Remote Robot Control | | BIBAK | Full-Text | 87-96 | |
| Jong-gil Ahn; Gerard Jounghyun Kim | |||
| When controlling robot in-situ, the operator's attention is often divided
between the scene and the interface. This often causes inefficiency in the
control performance. One possible solution to address this attention switch is
to employ a camera (or sensor) view (despite being at the site) in which
critical parts of the operating environment can be shown side-by-side with the
control interface so that the user is not distracted from the either. In
addition, when the user switches one's attention away unavoidably and then back
to the control interface, the interface can be configured so that user can
easily continue the task at hand without momentary the loss of context. In this
paper, we describe the design of such an interface and investigate in the
possible user attentive behaviors based on it. In particular, we present an
experiment that compares three variant forms of interactions: (1) Nominal (no
camera view), (2) Fixed (using a camera view and user not allowed to overlook
into the scene), and (3) Free (using a camera view but user is free to overlook
into the scene). The three approaches represent different balances between
information availability, interface accessibility and the amount of attentional
shift. Experiment results have shown that all three interaction models
exhibited similar task performance even though the Fixed type induced much less
attentional shift. However, the users much preferred the Nominal and Free type.
Users mostly ignored the camera view, shifting one's attention excessively into
the operating scene, due to the lack of visual quality, realistic scale and
depth information of the camera view. Keywords: Human-Robot Interaction; In-Situ Robot Control; Interface Design | |||
| Assessing the Impact of Latency and Jitter on the Perceived Quality of Call of Duty Modern Warfare 2 | | BIBAK | Full-Text | 97-106 | |
| Rahul Amin; France Jackson; Juan E. Gilbert; Jim Martin; Terry Shaw | |||
| Jane McGonigal stated in her 2010 TED Talk that humans spend 3 billion hours
a week playing video games around the planet. Americans alone devote 183
million hours per week to gaming. With numbers like these, it's no wonder why
end user demands for bandwidth have increased exponentially and the potential
for network congestion is always present. We conduct a user study that focuses
on the question: "How much network impairment is acceptable before users are
dissatisfied?" In particular, the main objective of our study is to measure a
gamer's perceived Quality of Experience (QoE) for a real-time first person
shooter (FPS) online game Call of Duty Modern Warfare 2 in presence of varied
levels of network congestion. We develop a Mean Opinion Score (MOS) metric to
determine each gamers' QoE. We investigate the following hypothesis: The
gamers' perceived QoE correlates to their skill level. Keywords: Online Gaming; First Person Shooter Games; Network Impairment; Quality of
Experience | |||
| The Effects of Negative Interaction Feedback in a Web Navigation Assistant | | BIBAK | Full-Text | 107-116 | |
| Marcelo G. Armentano; Analía A. Amandi | |||
| Recommender systems are a common solution used to assist users in searching
and retrieving information on the web due to the benefits that can be obtained
from the evaluation and filtering of the vast amount of information available.
This article presents a user study on the feasibility of using negative
interaction, that is the absence of interaction with some items in a list of
suggestions, as implicit feedback used to improve the performance of a web
navigation assistant. Results showed an increment of 16.65% in the acceptance
of the suggestions provided by the assistant and an increment of 43.05% in the
average use of the suggestions window when using negative interaction with
respect to not using this feedback mechanism. Keywords: Intelligent Agents; Web Navigation Assistance; Implicit Feedback | |||
| Automatic Layout Generation for Digital Photo Albums: A User Study | | BIBAK | Full-Text | 117-126 | |
| Francine B. Bergmann; Isabel H. Manssour; Milene S. Silveira; João Batista S. de Oliveira | |||
| The low cost and ubiquitousness of digital cameras allow ever larger
collections of photos. Although storage is not usually a problem, selection for
presentation requires time and effort. Studies show the existence of user
groups that never tried to create digital photo albums or were discouraged by
the difficulty of this task. Trying to minimize the effort to create albums, we
developed a prototype called Twingle. Using Twingle the creation of an album
requires dragging pictures into a page and the program is responsible for
positioning and resizing. To investigate whether such an automatic layout
generation could be an alternative to users, we made a study exploring Twingle
with users from several ages and professional areas. The related works, the
performed user study and its results are discussed here. Keywords: digital photo albums; automatic layout generation | |||
| Icon Design for Older Users of Project Management Software | | BIBAK | Full-Text | 127-135 | |
| Christina Bröhl; Jennifer Bützler; Nicole Jochems; Christopher M. Schlick | |||
| Working in projects is an important part of many jobs in service industry.
Due to their knowledge and experience project planning is often accomplished by
older employees. Therefore, and with regard to the demographic change an
integration of the needs of older employees into the work environment is
required. Common to most IT-based systems, including project management
software, is the use of icons. To investigate different icon sets in project
management software, regarding age related differences, two studies were
conducted. The first study aimed at investigating two different icon sets
regarding execution times and eye movements in an applied setting. The second
study consisted of a questionnaire where subjects had to map different icons to
their corresponding functions and had to compare these icons regarding their
intuitiveness. Results revealed that older users profit from an icon design
which is low in complexity but no impact by different icon designs was found
for younger users. Keywords: Usability; icon design; human-computer interaction; project management;
eye-tracking; age differences | |||
| Search Strategies in Hypermedia Navigation and Spatial Abilities: A Comparison with Physical Navigation | | BIBAK | Full-Text | 136-145 | |
| Aurélie Brouwers | |||
| This article focuses on spatial abilities mobilized during hypertext
navigation. Based on the evidence that spatial cognition plays a central role
in navigation, we present an experiment involving information search tasks both
in physical environment and in hypermedia environment. We investigate how users
make use of their spatial abilities to search information in hypermedia, by
comparing their performances in hypermedia navigation and physical navigation.
As data collection and analysis are still in progress, we present preliminary
results based on available data. Keywords: hypermedia; navigation; visuospatial abilities; spatial cognition | |||
| Data Visualisation, User Experience and Context: A Case Study from Fantasy Sport | | BIBAK | Full-Text | 146-155 | |
| Rob Euman; José Abdelnour-Nocera | |||
| Fantasy Football is a rapidly growing online social game. As users become
more sophisticated and technology advances, the amount of data that is
available to inform users' decision making is growing rapidly. Representing
this data in an informative and engaging way can be a challenge but data
visualisation offers many ways to achieve this. This paper focuses on the
design of interactive solutions that are measured against existing products by
way of a comparative evaluation. In order to study the impact on user
performance, efficiency and accuracy are measured for clearly defined tasks
carried out on each design. The user experience is measured to understand the
satisfaction and perceived ease of use of each visualisation system. This study
will be useful to validate or challenge existing principles of data
visualisation design and perception as well as offering suggestions for
improving fantasy football products. The study will also serve as a case study
to support further research into data visualisation evaluation methods. The
paper concludes by discussing the findings and possible areas for further
research and design. Keywords: HCI; social games; data visualisation; design; evaluation | |||
| A Pedestrian Navigation Method for User's Safe and Easy Wayfinding | | BIBAK | Full-Text | 156-165 | |
| Hiroshi Furukawa; Yutaka Nakamura | |||
| In recent years, most of mobile phones have a function of pedestrian
navigation guidance. It was reported that users sometimes feel anxiety because
of low accuracy of the position estimation especially in urban area and delay
of information updating. In order to reduce the anxiety, a route planning
algorithm is proposed in this study, which weighs user's difficulty (or
easiness) of locating own current position as well as total physical distance
of courses. The difficulty is estimated by valuation functions based on the
"recognizability" and "visibility" of landmarks. An experimental study
conducted in real situation using a prototype system to examine and refine the
model for the optimal route planning. As the result, a modified model is
proposed as a promising method of route planning for user's easy wayfinding. Keywords: navigation system; landmark; salience; cognitive model; anxiety;
recognizability; visibility | |||
| The Effect of Information Quantity on Cbp Interface in the Advanced Nuclear Power Plant | | BIBAK | Full-Text | 166-173 | |
| Min-Chih Hsieh; Sheue-Ling Hwang | |||
| Computer-based procedures (CBP) are widely used in advanced nuclear power
plant (NPP). In order to improve operators' performance and decrease the
probability of human errors, several different CBP interface layouts have been
provided by previous studies. However, there has been little research
discussing the information quantity that present on the CBP interface. This
study is to examine operator performance in using computerized procedures from
an information quantity point of view. A simulated CBP system was developed to
present three different information present styles, each with different task
complexity. The results indicated that medium information quantity of CBP
interface was better than other level of information quantity. Keywords: Computer-based procedures; Nuclear power plant; interface; information
quantity | |||
| Development of Communication Support System at Mealtimes Using Tabletop Interface | | BIBA | Full-Text | 174-182 | |
| Junko Itou; Shizuka Takao; Jun Munemori | |||
| In this research, we aim to develop a system to support communication during meal times. It is reported that the communication skills of young people have declined because of decrease of opportunity to speak face to face. We focus on the meal that is essential for everyday life as a place for face-to-face communication. The proposed system uses tabletop interface as a dining table to provide intuitive control without additional burden. Users can decorate the table and dishes with several digital items by only touching the surface of the table. Furthermore the system displays various visual events randomly on the table according to the condition of the items. By using visual effects, we realize the support to provide improving communication and enhancing the enjoyment of the meal. From the result of experiment, it was cleared that users could take a cue of conversation through use of the system. | |||
| Improving User Performance in Conditional Probability Problems with Computer-Generated Diagrams | | BIBAK | Full-Text | 183-192 | |
| Vince Kellen; Susy Chan; Xiaowen Fang | |||
| Many disciplines in everyday life depend on improved performance in
probability problems. Most adults struggle with conditional probability
problems and prior studies have shown user accuracy is less than 50%. This
study examined user performance when aided with computer-generated Venn and
Euler-type diagrams in a non-learning context. Following relational complexity,
working memory and mental model theories, this study manipulated problem
complexity in diagrams and text-only displays. Partially consistent with the
study hypotheses, complex visuals outperformed complex text-only displays and
simple text-only displays outperformed complex text only displays. However, a
significant interaction between users' spatial ability and the use of diagram
displays led to a reversal of performance for low-spatial users in one of the
diagram displays. Participants with less spatial ability were significantly
impaired in their ability to solve problems with less relational complexity
when aided by a diagram. Keywords: Human-computer interaction; diagrams; Bayesian reasoning; relational
complexity; spatial ability; working memory; individual differences; mental
models | |||
| Establishing a Cognitive Map of Public Place for Blind and Visual Impaired by Using IVEO Hands-On Learning System | | BIBAK | Full-Text | 193-198 | |
| Qing-Wen Lin; Sheue-Ling Hwang; Jan-Li Wang | |||
| In recent years, there has been an escalation of orientation and way-finding
technologies and systems for the blind visually impaired people. The purpose of
this study was to help visual impaired to access and explore spatial
information by establishing a cognitive map of public place using IVEO hands-on
learning system and tactile direction map. The IVEO hands-on learning system
combines touch, sound, and sight, using touch and sound learning modalities to
help the blind and visually impaired to learn faster and retain information
longer, meanwhile making learning more interesting and interactive. Subjects
were divided into four groups in terms of route familiarity and IVEO Aids of
exposure, with an equal number of subjects (N=4) in each group. Then, the
subject performed an actual Way-finding test to get back and forth between
Ximending and TDTB (Taiwan Digital Talking Books association). The dependent
variables were total time, number of miss route, and number of request. The
results revealed a significant effect of IVEO Aids, and the subjects could
perform better through IVEO Aids. This research provided a learning method of
orientation and mobility for the blind and visually impaired, and assisted them
to be familiar with the route safer and faster. Keywords: Learning System; audio-tactile maps; cognitive map; Way-finding; blind
people | |||
| An Application of the Ballistic Movement Method for Evaluating Computer Mice | | BIBAK | Full-Text | 199-208 | |
| Ray F. Lin; Ching-Wen Chung; Yi-Chien Tsai; Chi-Yu Huang | |||
| Lin and Drury [1] validated two ballistic movement models and suggested
these models could have certain benefits for evaluating input devices. Hence,
the study aimed at (1) validating the application of ballistic movement models
for evaluating computer mice and (2) demonstrating the superiority of this
method, compared to Fitts' law. In a two-stage experiment, four participants
used six types of computer mice to execute Fitts-type aiming movements and
ballistic movements, sequentially. The measured data were analyzed by Fitts'
law and the ballistic movement models, respectively. The comparison of the
results obtained by the two methods showed that (1) ballistic movement models
can well fit the measured data and (2) the ballistic movement method can
provide independent performance information of "speed" and "accuracy" that is
not available by applying Fitts' law. This study demonstrated an alternative
method for evaluating computer mice. Keywords: ballistic movement method; computer mouse; input device; human movements;
Fitts' law | |||
| AugmentedBacklight: Expansion of LCD Backlights Using Lighting Methods in the Real World | | BIBAK | Full-Text | 209-216 | |
| Maho Oki; Koji Tsukada; Itiro Siio | |||
| People experience various lights in daily life, such as sunlight through
leaves and candle light. However, digital contents shown in common LCDs cannot
express these impressive lights. In this paper, we propose a novel display
technique, AugmentedBacklight, which can express impressive lights in the real
world by expanding the LCD backlight. The system mainly consists of a
transparent LCD, a screen behind the LCD, and a projector behind the above
devices. The projector shows videos of impressive lights on the screen for the
backlight of the transparent LCD. Thus, users can see digital contents (e.g.,
e-books and pictures) under various impressive lights in the real world. Keywords: Display; backlight; lighting | |||
| An Exploratory Study to Understand Knowledge-Sharing in Data-Intensive Science | | BIBAK | Full-Text | 217-226 | |
| Jongsoon Park; Joseph L. Gabbard | |||
| This paper describes a challenges associated with data-intensive research
processes, knowledge-sharing phenomena, and end-users' expectations in the
field of bioinformatics. We developed a questionnaire to support deeper
understanding of user experiences with knowledge sharing activities. The
results reveal that there are several challenging issues biologists encounter
when using bioinformatics resources. A much smaller number of biologists have
engaged in passive knowledge sharing within their research fields than we had
expected. However, most biologists expressed their willingness to share their
own knowledge with others. This result reinforces the need for more
user-centered design approaches for supporting knowledge-sharing in rapidly
emerging fields of data-intensive science. At the same time, our results
suggest that more work is needed to examine how to best motivate users to
further engage and contribute knowledge in online scientific communities. Keywords: User-centered Design Approach; Knowledge-Sharing; Data-Intensive Science | |||
| Interaction of the Elderly Viewer with Additional Multimedia Content to Support the Appreciation of Television Programs | | BIBAK | Full-Text | 227-236 | |
| Kamila Rodrigues; Vânia Paula de Almeida Neris; Cesar Augusto Camillo Teixeira | |||
| For many people, television is still the main form of entertainment. The
elderly population, in particular, spends much time at home and uses the
television for companionship and entertainment. However, in some countries, due
to low education level or the absence of it, to physical limitations and/or
cognitive difficulties, to the lack of prior knowledge, among other
difficulties, part of the elderly viewers do not enjoy enough the programs to
have satisfaction with them. With the interactivity provided by the Digital TV,
additional information may help the elderly viewer to better appreciate
television programs and have more fun. This paper presents data from an
observational case study conducted in the Brazilian scenario to analyze the
interaction of elderly viewers with TV programs enriched with additional
multimedia content in different formats. From the experience, some good
practices for the design of additional multimedia content to the elderly viewer
were formalized. Keywords: Design; Interactive Digital TV; Elderly; Additional Multimedia Content;
Satisfaction | |||
| Exploring Children's Attitudes towards Static and Moving Humanoid Robots | | BIBAK | Full-Text | 237-245 | |
| Fang-Wu Tung; Tsen-Yao Chang | |||
| This study investigates the uncanny valley for robots designed specifically
for child users, and examines their attitudes toward humanoid robots with
different anthropomorphic appearances and behaviors. An uncanny valley was
identified in this study, indicating that the children were less attracted to
images they considered highly human-like, although they were distinguishable
from humans. The results of this study support Mori's uncanny valley hypothesis
regarding children's perceptions of static robots. A significant finding is
that moving robots can moderate an uncanny valley plot, which contradicts
Mori's uncanny valley theory that the movement of a robot amplifies a generated
emotional response. The moving robots exhibited various behaviors, such as
facial expressions, speech, gazing, and gestures, which can generally enhance
children's perceptions of robots. These behaviors were derived from human-human
interactions, and can be considered social cues. The results of this study show
that social cues can be applied to child-robot interactions. Children perceive
robots are more socially and physically attractive when they exhibit sufficient
social cues. Specifically, the display of social cues by robots that are less
anthropomorphic can significantly enhance children's social perceptions of
them. This has crucial implications for the behavior a child anticipates from a
machine-like robot compared to a human-like robot. According to the study
results, robots designed for children do not require excessively human-like
designs. Middle- to low-level anthropomorphic designs combined with appropriate
social cues can enhance children preferences and acceptance of robots. This
also enables businesses to develop educational, care, or entertainment robots
for children at a reasonable cost. Keywords: humanoid robot; child-robot interaction; behavior; social cue | |||
| Mobile Money Services in Uganda: Design Gaps and Recommendations | | BIBA | Full-Text | 249-258 | |
| Rehema Baguma | |||
| Mobile money is a great service for developing countries where the banking infrastructure is still severely limited and very few people can meet requirements of banking institutions. While these services are being greatly received due to the convenience that goes with electronic and mobile based services, the reception and uptake is still limited to literate populations who are the minority in these countries. This paper discusses the current design gaps of the mobile money service in Uganda based on a survey carried out in Kampala and Kayunga districts and provides recommendations on how these gaps can be addressed for the service to benefit more people especially the less literate poor that have no access or cannot afford conventional banking services. | |||
| A Static and Dynamic Recommendations System for Best Practice Networks | | BIBAK | Full-Text | 259-268 | |
| Pierfrancesco Bellini; Ivan Bruno; Paolo Nesi; Michela Paolucci | |||
| Semantics computing technologies may be used to provide recommendations and
stimulate user engagement in many kinds of services, such as social media,
match making, best practice networks, technology transfer, etc. The
recommendation metrics used take into account both static information and
dynamical behaviors of users on a Social Network Platform. The recommendations
provided include those realized taking into account also strategic and random
users. The set of recommendations have been assessed with respect to the user's
acceptance, which allowed to validate the solution and to tune the parameters.
The experience performed in creating and validating recommendation systems
adopted for ECLAP and APREToscana best practice networks is described and
results obtained are reported. The identified model has significantly increased
the acceptance rate for the recommendation on ECLAP. Keywords: best practice network; semantic computing; recommendations; social media;
grid computing; validation model | |||
| Connecting Electric Vehicles and Green Energy | | BIBAK | Full-Text | 269-276 | |
| Peter Dempster | |||
| This paper discusses the interrelationship between the purchase of green
energy (GE) and electric vehicles (EV) and the motivations for and values
formed around the purchase of the combination of the two. The BMW Group
completed a two-year EV and GE user study, a joint project with the PH&EV
Research Center at UCDavis and multiple market research agencies. Through a
focus group study of US East and West coast all-electric MINI E markets and a
new car buyer online survey, the BMW Group assessed the value of offering GE
with EVs. A follow-on user experience survey, assessed the success of two GE
products in the US. 39% of MINI E and 29% of Active E respondents have
purchased home solar. A vehicle design game revealed that adding GE options
increased overall demand for EVs among conventional buyers by 23%, with
technology interest, environment and cost savings reported as the motivation. Keywords: Electric Vehicle; Green Energy; Solar; Environment | |||
| SOCIETY: A Social Reading Application to Join Education and Social Network Experience | | BIBAK | Full-Text | 277-284 | |
| Elena Guercio; Fabio Luciano Mondin; Maurizio Belluati; Lucia Longo | |||
| This paper describes a social reading application designed for education and
school communities based on electronic book reading experience. Both design and
evaluation followed a user centered approach in order to obtain a custom made
application called SOCIETY, to be used by community based groups with similar
reading interests, running both on IOS and Android System. A special emphasis
was given on personal and social aspects in writing and sharing notes with the
community groups and the "facebook or twitter" large community to better
understand how that can improve the learning process.
Beside showing a high interest on society@school app our trial evidenced the need to separate school community from wider social networks, a need which seems to be important for students. That stresses the importance of privacy management in school applications design, because students seem to be worried about sharing information and mixing school and social networks contexts. Keywords: Social reading; privacy/respecting; User Experience; School; User Interface;
Personal; Social | |||
| The Evaluation of a Voting Web Based Application | | BIBAK | Full-Text | 285-294 | |
| Linda Harley; Keith Kline; Jerry Ray; Carrie Bell; Andrew Baranak; Chandler Price; Matthew Hung; Brad Fain | |||
| Ballot layout and the incorporation of assistive technologies into voting
systems are plagued with inconsistencies across the United States. The purpose
of this study was to evaluate both ballot layout display configuration
(information density) and a variety of controllers (e.g., mouse, 2- or 5-button
controller) in order to assess performance and preference among voters.
Participants were presented with three mock ballots, each with different
layouts (scrollable pages, multiple columns or multiple pages per contest).
Eye-tracking data and selection time data were recorded and a usability
questionnaire was administered after each testing condition. The results of the
study found that participants preferred the multiple column display
configuration and the use of the mouse. The results from this study will be
leveraged to design an iPad Voting Application with appropriate interfaces and
controls. This will allow individuals with disabilities the opportunity to vote
without requiring the dexterity to use a paper and pencil ballot. Keywords: vote; web based application; human factors engineering; interface | |||
| A Refuge Location Prediction System for When a Tsunami Has Occurred | | BIBAK | Full-Text | 295-300 | |
| Akhiro Kawabe; Tomoko Izumi; Yoshio Nakatani | |||
| During the 2011 Tohoku Earthquake and Tsunami, DMATs (Disaster Medical
Assistance Teams) could not rescue victims efficiently with accurate location
data, because the local governments had lost refuge location data and resident
registers due to damage caused by the tsunami. In this paper, to support DMATs,
a refuge prediction system based on the characteristics of disaster, landscape,
and victims' psychology is proposed, which can function even if local
governments lose information about victims and refuge locations. As an example,
this system deals with tsunami. We demonstrate the effectiveness of this system
by comparing the data of the 2011 Tohoku Earthquake and Tsunami and our
prediction system. Keywords: Disaster Medical Assistance Team; earthquake; local government | |||
| Further Benefit of a Kind of Inconvenience for Social Information Systems | | BIBAK | Full-Text | 301-306 | |
| Hiroshi Kawakami | |||
| This paper discusses on social information systems from the viewpoint of
Fuben-eki that stands for FUrther BENEfit of a King of Inconvenience. Analyzing
several examples with benefit of inconvenience elucidates the relation between
inconvenience and their benefits that in turn are organized into design
guidelines. The guidelines applied to several design fields including social
information system design. A few examples of such design are presented in this
paper. One of the examples accumulates and shares information on literature,
and the others are for establishing local communities. Keywords: benefit of inconvenience; social information system; system design theory | |||
| The Present Condition and Problems for Elderly People Participating in Communities | | BIBA | Full-Text | 307-313 | |
| Noriyuki Kobayashi; Shohei Yamane; Kotaro Ohori; Akihiko Obata | |||
| The proportion of aged citizens in Japan has been growing and has reached the highest proportion in the world (23.1% in October, 2010 [1]). The time when we need to tackle the social welfare problem of an aging society has arrived. It has been reported that social welfare services are insufficient to reach all people who need help, resulting in 32000 lonely deaths in a single year [2]. It is difficult to solve the problem only by reforming formal care systems under conditions where the number of senior citizens is increasing and the number of younger citizens is decreasing. Community activity that supports elderly citizens is important when the proportion of aged citizens is increasing to prevent over-reliance on formal care. The idea named PPK (pin-pin-korori [3]) thus emerged. This is the idea that the number of people requiring long-term care can be decreased by increasing the number of active senior citizens. | |||
| Applying to Twitter Networks of a Community Extraction Method Using Intersection Graph and Semantic Analysis | | BIBAK | Full-Text | 314-323 | |
| Toshiya Kuramochi; Naoki Okada; Kyohei Tanikawa; Yoshinori Hijikata; Shogo Nishida | |||
| Many researchers have studied about complex networks such as the World Wide
Web, social networks and the protein interaction network. One hot topic in this
area is community detection. For example, in the WWW, the community shows a set
of web pages about a certain topic. The community structure is unquestionably a
key characteristic of complex networks. We have proposed the novel community
extracting method. The method considers the overlaps between communities using
the idea of the intersection graph. Additionally, we address the problem of
edge inhomogeneity by weighting edges using content information. Finally, we
conduct clustering based on modularity. In this paper, we evaluate our method
through applying to real microblog networks. Keywords: complex network; community extraction; intersection graph; hierarchical
clustering; text mining; microblog network | |||
| Search Engine Accessibility for Low-Literate Users | | BIBAK | Full-Text | 324-331 | |
| Débora Maurmo Modesto; Simone Bacellar Leal Ferreira; Aline Silva Alves | |||
| Search engines are often used to retrieve content on the Web, but it is not
a simple activity for low-literate users since they have to know the technology
and create strategies to query and navigate. Their interaction with search
engines differ from high-literate users on strategies used, perception,
communication and performance. In order to improve search engines and create
solutions, we need to understand these users' needs. This research aimed to
identify how search engine features influence the interaction of low-literate
users. We analyzed the interaction of ten users through user tests that were
part of a case study. Based on a limited set of features of a specific search
engine, we identified what features were used, the perception about them and
some barriers faced by these users. This study led to a list of recommendations
for the development of search interfaces focused on low-literate users. Keywords: Low-Literate Users; Search Engine Accessibility; Guidelines | |||
| Identifying and Representing Elements of Local Contexts in Namibia | | BIBAK | Full-Text | 332-341 | |
| Kasper Rodil; Kasper Løvborg Jensen; Matthias Rehm; Heike Winschiers-Theophilus | |||
| In an attempt to represent local context in a 3D visualisation for rural
elders in Namibia we have found major differences in the conceptualization of
this context between external and local partners in the co-creation process.
Through the evaluation of a mobile context capture tool we found a clear
disconnection of community members with both abstract and absolute
representations of points, paths and areas. From this we discuss how the local
concepts of space and time as frames of reference can not be represented
adequately with our current selection of contextual data, and how we are
engaging in participatory activities to derive a common understanding of
contextual representations. Keywords: context; indigenous knowledge; Participatory Design; context-aware;
re-contextualization | |||
| A Framework for Community-Oriented Mobile Interaction Design in Emerging Regions | | BIBAK | Full-Text | 342-351 | |
| Monica Sebillo; Genoveffa Tortora; Giuliana Vitiello; Pasquale Di Giovanni; Marco Romano | |||
| The interaction design of mobile applications for a specific community of
users, requires a deep knowledge of that community in order to establish
appropriate usability requirements and tune the subsequent development
activities. This is especially true when the target community is situated in
one of the developing countries. There, mobile devices are increasingly playing
the role that personal computers play in 'developed' countries, in spite of
quite different cultural, social and technological constraints. In this paper
we propose a 'community-centered' design approach, where different aspects of a
community are used to formulate usability goals and are taken into account
throughout the design, prototyping and testing phases, so as to ensure the
actual application deployment by users of that community. The case study of a
project carried out with a community of farmers in Sri Lanka is used to
illustrate the approach. Keywords: Analysis and design methods; Human Centered Design and User Centered Design;
Human Factors Engineering Approach; Interaction design | |||
| The Effects of (Social) Media on Revolutions -- Perspectives from Egypt and the Arab Spring | | BIBAK | Full-Text | 352-358 | |
| Christian Sturm; Hossam Amer | |||
| The Arab Spring has been titled as "social media revolution". While there is
no doubt that Facebook and twitter contributed significantly to the course of
events, its role can only be understood when put into a broader technological
and historical context. Therefore, we looked at the role of technology during
prior revolutions such as the French Revolution in 1789. It turns out that
media technology has played an important supportive role in social and
political movements throughout history. The changing characteristic, however,
has always been the speed of information diffusion. Therefore, it is concluded
that social media should be seen as supportive but not exclusively responsible
for the events of the Arab Spring. Keywords: Social media; society; revolution; evolution; twitter; Facebook;
democratization; media technology; Arab Spring; French Revolution | |||
| Memotree: Using Online Social Networking to Strengthen Family Communication | | BIBAK | Full-Text | 359-367 | |
| Tsai-Hsuan Tsai; Yi-Lun Ho; Hsien-Tsung Chang; Yu-Wen Li | |||
| This study describes the design and development of Memotree -- a basic
service platform for family social interaction. Memotree features a Family Tree
which displays the family relationships and links among family members, with
features to encourage family interaction based on the Family Communications
Scale. The system and its associated hardware are designed to be optimally
accessible to family members of different generations. Finally, Heuristic
Evaluation was used to evaluate Memotree usability. Test subjects affirmed the
Memotree concept and provided positive feedback. Keywords: social networking sites; family tree; family communication scale; heuristic
evaluation | |||
| It Was Nice with the Brick So Now I'll Click: The Effects of Offline and Online Experience, Perceived Benefits, and Trust on Dutch Consumers' Online Repeat Purchase Intention | | BIBAK | Full-Text | 371-380 | |
| Ardion Beldad; Mariël Segers | |||
| The present study investigated the factors influencing Dutch consumers'
intention to continue purchasing from a brick-and-click clothes shop's online
channel after an initial commercial exchange. Results on the online survey with
513 respondents reveal that their repeat online purchase intention is
influenced by the quality of their previous online purchase experience with the
retailer, their perception of the benefits associated with online purchasing,
and their trust in the retailer. Analysis also shows that respondents' previous
offline purchase experience and online purchase experience contribute to their
trust in the retailer. Additionally, respondents' previous online purchase
experience positively influences their perception of the benefits associated
with purchasing online. The modified model also shows that respondents' trust
in the retailer positively influences their perceptions of online shopping
benefits. Keywords: offline purchase experience; online purchase experience; online trust;
repeat online purchase intention; blick-and-click | |||
| Interaction between Enterprise Resource Planning Systems and Organizational Culture | | BIBAK | Full-Text | 381-387 | |
| Carlotta Herberhold | |||
| Building up on findings of IT culture research and ERP research, the
assignment is to investigate organizational cultural variables impacting on
changes through enterprise resource planning (ERP) systems. The study suggests
seven cultural factors that are influence by ERP usage. The results are
grounded in both a review of the literature on ERP, organizational culture, and
an analysis of qualitative data collected from ERP experts. The findings will
provide explanations that cultural factors should be considered when using an
ERP system. Keywords: Computer-augmented environment; organizational culture; Enterprise Resource
Planning (ERP); user behavior; organizational behavior | |||
| Reconfiguring the Corporate and Commons: Mobile and Online Activism as a Form of Socio-technical Design | | BIBAK | Full-Text | 388-395 | |
| Constance Kampf | |||
| This paper describes a model for understanding how digital activists
contribute to (re)defining the ways in which socio-technical interactions are
(re)designed at the Macro-level. This macro level is explained in three parts
-- 1) the cultural production of a new form of practice, 2) an active,
contested knowledge process, and 3) as producing knowledge about the interface
between society and business. Two kinds of digital activists are examined --
critical digital activists and activists from within the system. Keywords: Socio-Technical Design; Culture; Knowledge | |||
| Social Media in the Product Development Process of the Automotive Industry: A New Approach | | BIBAK | Full-Text | 396-401 | |
| Andreas Klein; Götz Spiegel | |||
| This paper introduces a new methodology for implementing social media
monitoring into an important stage of the innovation process within the
automotive industry -- the prototype stage. The information gathered on social
media channels was used for project management, quality management and
idea-generation purposes in order to support the parallel development of future
generations of electric vehicles. As the project is still ongoing the first
general results which show the effectiveness of the methodology can be
presented in this paper. Keywords: Social media monitoring; electric mobility; electric vehicles; product
development; social networking sites | |||
| Do All People Enjoy the Benefits from Technology Innovation? | | BIBAK | Full-Text | 402-410 | |
| Yoon Jeon Koh; Jae Heon Park; Byung Do Chung | |||
| The spread of emerging devices such as smartphone and Tablet PC enables
people to experience an unprecedented technology innovation. However, some
smartphone users show their intentions to reuse the feature phone due to the
increased stress and pressure caused by a lot of functions of the smartphone.
This study explores that the technology innovation doesn't provide all the
people with the same level of values and satisfactions. A paper and pencil
survey is employed with 3,798 mobile users randomly selected from 10's to 60's
in Korea and asks them to answer the devices, ICT services, and applications in
use, and the degree of their satisfactions as well as their perceived values
and reuse intentions. Results show that the effects of technology innovation
are different depending on mobile users' perceived value of technology
innovation and price-value scheme, satisfaction of mobile service in use, and
ages. Keywords: technology innovation; smartphone; perceived value; satisfaction | |||
| Semantically Integrated Business Applications for Enterprise Resource Planning Systems | | BIBAK | Full-Text | 411-417 | |
| Patricia Kraft; Rainer Thome | |||
| The development of enterprise resource planning (ERP) software or enterprise
information systems (EIS) has always been closely linked to the discussion on
integration. Over time, integration of software solutions has improved
considerably. This has been achieved through several changes made in the past,
but mostly it has become possible thanks to cutting-edge technologies. A new
approach is semantically integrated business applications that enable the
evolution of standard end-to-end software. Keywords: Business applications; software development; enterprise resource planning
(ERP); integration; add-on; enterprise information systems | |||
| Towards a Next Generation Universally Accessible 'Online Shopping-for-Apparel' System | | BIBAK | Full-Text | 418-427 | |
| Kasper Kristensen; Nanna Borum; Line G. Christensen; Henrik W. Jepsen; Jacob Lam; Anthony L. Brooks; Eva Petersson Brooks | |||
| This paper reports initial research findings from on-going longitudinal
participatory design studies within a national (Danish) funded project to
realize a gesture-controlled 'Online shopping-for-apparel' system -- A Virtual
Dressing Room (VDR). A product that reduces customer purchase returns,
reportedly up to 40%, which is a huge burden to the clothing industries as
shopping percentile of sales online continues to increase, is targeted. Three
studies are reported where results cumulate to highlight the need for continued
research to realize a next-generation system to improve the user experience of
online shopping for apparel where conclusions point to the need for adaptive
user interface improvements. Unforeseen was that wheelchair-bound public
especially responded positively to the potentials for the concept due to their
limited mobility in shopping and this accessibility aspect can be a significant
future market. Keywords: Online shopping system; purchase returns; e-shopping experiences | |||
| Digital Menu Boards as Influencer for Healthy Eating | | BIBAK | Full-Text | 428-437 | |
| Anicia Peters; Brian Mennecke | |||
| This paper reports on research designed to examine the role of embedded
videos in digital menu boards and it's influence on consumer decision-making.
The study's results showed that the embedded videos caught the attention of
decision makers and healthy food images have an effect on choice; however,
these variables do not interact. The results for the main effects show that
technology can aid decision-making during the information search and
purchase/choice stages. Keywords: Digital signage; digital menu boards; decision-making; healthy eating;
information overload; video boards | |||
| Reverse Business Innovations -- The Impact of ERP Software Upgrades on Organizations | | BIBAK | Full-Text | 438-445 | |
| Stefanie Rauff; Andreas Hufgard | |||
| Vendors of enterprise software continue to evolve their products and offer
user organizations the latest functionality in new releases and upgrades. But
this means companies are faced with the challenge of selecting features that
add value, and trying to assess how implementation would impact them. Not every
new function impacts all employees in the same way. Depending on the specific
organizational structure, implementation will affect a varying number of users.
And depending on a company's system landscape, implementation of new functions
might require a range of IT activities and affect many processes.
The authors have developed a concept that uses an organization's system usage data to deliver decision support. Various aspects of the upgrade can be assessed with the aid of software tools (analyses and evaluations of new functionality) to determine relevancy, benefits, profitability, strategic goals and impact. In this article we will present a portion of this concept: A model that can assess how new functionality would impact a business, if implemented. Keywords: SAP ERP; upgrade; new release functions; decision support; usage analysis | |||
| Repository-Based Implementation of Information Pyramid: A Study Based on an ERP Case Study | | BIBAK | Full-Text | 446-455 | |
| Hans-Jürgen Scheruhn; Daniel Ackermann; Roman Braun; Ulrich Förster | |||
| ERP case studies have an important impact on the transfer of knowledge
between software vendor, lecturer and user. This paper describes to which
extent ERP case studies can be used to demonstrate a repository based
integrated approach for modeling and implementing the entire information
pyramid in the context of the Business Process Management life cycle. The study
is based on the Global Bike Inc. enterprise model repository created with ARIS
Business Designer for SAP by Software AG. The information models have been
exemplarily synchronized with SAP Solution Manager repository and implemented
with SAP ERP respectively with SAP Netweaver BI. Keywords: ERP case study; ARIS Business Designer; Business Process Management life
cycle; SAP Solution Manager; SAP Netweaver BI; Sustainability Balanced
Scorecard | |||
| Agility Based on Stakeholder Interaction -- Blending Organizational Learning with Interactive BPM | | BIBAK | Full-Text | 456-465 | |
| Christian Stary; Werner Schmidt; Albert Fleischmann | |||
| Highly dynamic adaptation of interactive work procedures not only requires
structuring mechanisms, but also engaging stakeholders. As it touches business
operation, not only user interface designs are challenged, but rather
underlying business logic and data management issues. An inclusive perspective
and interactive development support can be provided by Subject-oriented
Business Process Management (S-BPM). It enables stakeholder involvement
throughout an entire engineering cycle based on interaction specifications of
all involved stakeholders. In this paper we propose to use S-BPM
representations for both, capturing the business processes that are modified
(i.e. content), and the process of modifying them along Organizational Learning
(OL) cycles (i.e. adaptation). Since validated S-BPM models can be executed
automatically from each stakeholder perspective, such an integrated BPM-OL
approach allows structuring and implementing agility in operation under direct
control of stakeholders. Keywords: Agility; Organizational Learning Framework; Organizational Memory;
Subject-oriented Business Process Management | |||
| Analysis of Customer Preference through Unforced Natural Passive Observation | | BIBAK | Full-Text | 466-474 | |
| Terumasa Tajima; Yusuke Iida; Toshikazu Kato | |||
| In our former research, customer's preference has been estimated by passive
observation of shopping behavior, e.g. customer's "look" and "touch". It takes
much time to understand their preferences form the log. We need quickly to
build up the preference model to perform suitable recommendation for a new
customer. For this reason, we will propose an active observation mechanism that
detects customer's unforced natural behavior to information through ambient
devices such as speakers and electric displays. This mechanism also analyzes
customer's preference on features and their values of commodities, which
enables the system to estimate the rate of preference to an unknown product. We
have experimented on ten university students. We had them evaluate the
thirty-six Shirts. We used these evaluations for precision evaluations in naive
Bayes classifier. We used the leave-one-out cross-validation. As the result, we
have achieved the average precision in the estimating preferences by naive
Bayes classifier is 71%. Keywords: Passive and active observation; Recommendation system; Machine classifier;
Digital signage; Decision making support | |||
| The Development of an Innovative Design Process for Eco-efficient Green Products | | BIBAK | Full-Text | 475-483 | |
| Shiaw-Tsyr Uang; Cheng-Li Liu | |||
| Along with the technological advances and the rapid flow of information,
people continue to create more innovative technology products in order to make
life more convenience and comfortable than the past. However, huge industrial
processes bring significant changes in the environment, the earth's resources
are getting to dry up, the natural environment and ozonosphere have been
destroyed, and leading serious threats to the survival of the Earth's species.
Therefore, in recent years, environmental awareness began to be respected, and
people explore green issues, hoping to make the earth resources and living
things can be survival sustainable. This research attempts to integrate 39
engineering parameters of TRIZ with 7 eco-efficient elements to construct a
green product design matrix, and use the patents of LED lights to verify the
validity of this innovative green product design process. The green product
design process of this research may allow designers to generate green products
by improving eco-efficient elements as well as resolving conflict design
issues, and assist organizations to increase competitiveness and to achieve
sustainable development goals. Keywords: Theory of Inventive Problem Solving (TRIZ); Eco-efficient; Green Design;
Product Innovation; Light Emitting Diode (LED) | |||
| Principled Ways of Finding, Analysing and Planning for Communicative Overhead in Interaction Technology for Fashion Industry | | BIBAK | Full-Text | 484-491 | |
| Jason Yang; Sean Rintel; Stephen Viller | |||
| In this paper, we identify and analyse the problems associated with
communicative overheads of a fashion design and manufacturing workflow. We
conduct a multi-stage qualitative study to investigate where the rich multiple
channels of communication afford and constrain the workflow during remote
collaboration. From this study, we define what communication channels we have
in our system. We then use the video data that we had collected through user
testing, together with the feedback from the video-assisted stimulated recall
interviews, to identify three kinds of communicative overheads in our system:
novelty of technology, ongoing constraints and operational problems. We analyse
each communicative overhead with examples from our video data, and conclude
that there are various overheads, some that participants may overcome through
learning and familiarity with the system, some that may not be easily overcome,
and some that may not even be unique to a remote collaborative environment, as
they also occur in a face-to-face collaborative environment. We believe that
offering richer communication channels does not necessarily equate to greater
efficiency in the collaborative process, and that designers and developers of
collaborative systems need to investigate the effect of communicative overheads
before introducing new channels to their system, as these overheads may
decrease the efficiency of any collaborative experiences. Keywords: Coordination; workflow; communicative overhead; channel; remote
collaboration; mash-up technologies; qualitative study | |||
| Continuing On-Premise or Adopt On-Demand? An Empirical Study of ERP Adoption in SMEs | | BIBAK | Full-Text | 492-500 | |
| Fan Zhao; Elias Kirche | |||
| Vendors are now expanding into the small to mid-size organizational markets
with simplified, less-risk, less-reward systems However, SMEs, who adopted ERP
on-premise solutions before, are now facing a dilemma: continuing with ERP
on-premise upgrades or switch to on-demand solutions. This study surveyed Chief
Information Officers of SMEs with respect to indicators of ERP adoptions. Cost,
reduced demand for own IT resources, outage/accessibility and performance were
found to be the most critical and important factors to assess ERP adoptions for
SMEs. Keywords: ERP; Cloud Computing; Adoption; Upgrade; on-demand | |||
| Controlling Interaction in Multilingual Conversation | | BIBAK | Full-Text | 3-12 | |
| Christina Alexandris | |||
| The present approach targets to provide a framework for facilitating
multilingual interaction in online business meetings with an agenda as well as
in similar applications in the service sector where there is a less
task-oriented form of interaction. A basic problem to be addressed is the
control of the topics covered during the interaction and the expression of
opinion. In the proposed template-based approach, the System is proposed to act
as a mediator to control the dialog flow, within the modeled framework of the
sublanguage-specific and pragmatically related design. Keywords: Templates; Simple Interlinguas; Non Task-related Speech Acts; Skype;
subtitles | |||
| Linguistic Processing of Implied Information and Connotative Features in Multilingual HCI Applications | | BIBAK | Full-Text | 13-22 | |
| Christina Alexandris; Ioanna Malagardi | |||
| Implied information and connotative features may not always be easily
detected or processed in multilingual Human-Computer Interaction Systems for
the International Public, especially in applications related to the Service
Sector. The proposed filter concerns the detection of implied information and
connotative features in HCI applications processing online texts and may be
compatible with Interlinguas including the signalization of connotative
features, if necessary. The proposed approach combines features detected in the
lexical and morpho-syntactic level, and in the prosodic and paralinguistic
levels. Keywords: Gricean Cooperativity Principle; online texts; Interlinguas; Morphology;
prosodic and paralinguistic features | |||
| Investigating the Impact of Combining Speech and Earcons to Communicate Information in E-government Interfaces | | BIBAK | Full-Text | 23-31 | |
| Dimitrios Rigas; Badr Almutairi | |||
| This research investigates the use of multimodal metaphors to communicate
information in the interface of an e-government application in order to reduce
complexity in the visual communication by incorporating auditory stimuli. These
issues are often neglected in the interfaces of e-government applications. This
paper investigates the possibility of using multimodal metaphors to enhance the
usability and increase the trust between the user and the application using an
empirical comparative study. The multimodal metaphors investigated include
text, earcons and recorded speech. More specifically, this experiment aims to
investigate the usability in terms of efficiency, effectiveness and user
satisfaction in the context of a multimodal e-government interface, as opposed
to a typical text with graphics based interface. This investigation was
evaluated by 30 users and comprised two different interface versions in each
experimental e-government tool. The obtained results demonstrated the
usefulness of the tested metaphors to enhance e-government usability and to
enable users to attain better communicating performance. In addition
empirically derived guidelines showed that the use of multimodal metaphors in
an e-government system could significantly contribute to enhance the usability
and increase trust between a user and an e-government interface. These results
provide a paradigm of a design framework for the use of multimodal metaphors in
e-government interfaces. Keywords: e-government; Recorded Speech; Earcons; Multimodal; Trust; HC1 | |||
| Evaluation of WikiTalk -- User Studies of Human-Robot Interaction | | BIBAK | Full-Text | 32-42 | |
| Dimitra Anastasiou; Kristiina Jokinen; Graham Wilcock | |||
| The paper concerns the evaluation of Nao WikiTalk, an application that
enables a Nao robot to serve as a spoken open-domain knowledge access system.
With Nao WikiTalk the robot can talk about any topic the user is interested in,
using Wikipedia as its knowledge source. The robot suggests some topics to
start with, and the user shifts to related topics by speaking their names after
the robot mentions them. The user can also switch to a totally new topic by
spelling the first few letters. As well as speaking, the robot uses gestures,
nods and other multimodal signals to enable clear and rich interaction. The
paper describes the setup of the user studies and reports on the evaluation of
the application, based on various factors reported by the 12 users who
participated. The study compared the users' expectations of the robot
interaction with their actual experience of the interaction. We found that the
users were impressed by the lively appearance and natural gesturing of the
robot, although in many respects they had higher expectations regarding the
robot's presentation capabilities. However, the results are positive enough to
encourage research on these lines. Keywords: Evaluation; multimodal human-robot interaction; gesturing; Wikipedia | |||
| Robust Multi-Modal Speech Recognition in Two Languages Utilizing Video and Distance Information from the Kinect | | BIBAK | Full-Text | 43-48 | |
| Georgios Galatas; Gerasimos Potamianos; Fillia Makedon | |||
| We investigate the performance of our audio-visual speech recognition system
in both English and Greek under the influence of audio noise. We present the
architecture of our recently built system that utilizes information from three
streams including 3-D distance measurements. The feature extraction approach
used is based on the discrete cosine transform and linear discriminant
analysis. Data fusion is employed using state-synchronous hidden Markov models.
Our experiments were conducted on our recently collected database under a
multi-speaker configuration and resulted in higher performance and robustness
in comparison to an audio-only recognizer. Keywords: Audio-visual automatic speech recognition; multi-sensory fusion; languages;
linear discriminant analysis; depth information; Microsoft Kinect | |||
| The Ecological AUI (Auditory User Interface) Design and Evaluation of User Acceptance for Various Tasks on Smartphones | | BIBAK | Full-Text | 49-58 | |
| Myounghoon Jeon; Ju-Hwan Lee | |||
| With the rapid development of the touch screen technology, some usability
issues of smartphones have been reported [1]. To tackle those user experience
issues, there has been research on the use of non-speech sounds on the mobile
devices [e.g., 2, 3-7]. However, most of them have focused on a single specific
task of the device. Given the varying functions of the smartphone, the present
study designed plausibly integrated auditory cues for diverse functions and
evaluated user acceptance levels from the ecological interface design
perspective. Results showed that sophisticated auditory design could change
users' preference and acceptance of the interface and the extent depended on
usage contexts. Overall, participants gave significantly higher scores on the
functional satisfaction and the fun scales in the sonically-enhanced
smartphones than in the no-sound condition. The balanced sound design may free
users from auditory pollution and allow them to use their devices more
pleasantly. Keywords: Auditory user interface; ecological user interface design; smartphones; user
acceptance | |||
| Speech-Based Text Correction Patterns in Noisy Environment | | BIBA | Full-Text | 59-66 | |
| Ladislav Kunc; Tomáš Macek; Martin Labský; Jan Kleindienst | |||
| We present a study focused on observation of methods of dictation and error correction between humans in a noisy environment. The purpose of this study is to gain insight to natural communication patterns which can then be applied to human -- machine interaction. We asked 10 subjects to conduct the standard Lane Change Test (LCT) while dictating messages to a human counterpart who had to note down the message texts. Both parties were located in separate rooms and communicated over Skype. Both were exposed to varying types and levels of noise, which made their communication difficult and forced the subjects to deal with misunderstandings. Dictation of both short and longer messages was tested. We observed how the subjects behaved and we analyzed their communication patterns. We identified and described more then 20 elementary observations related to communication techniques such as synchronization and grounding of parties, error checking and error correction. We also report frequencies of use for each communication pattern and provide basic characteristics of driving distraction during the test. | |||
| Multimodal Smart Interactive Presentation System | | BIBAK | Full-Text | 67-76 | |
| Hoang-An Le; Khoi-Nguyen C. Mac; Truong-An Pham; Vinh-Tiep Nguyen; Minh-Triet Tran | |||
| The authors propose a system that allows presenters to control presentations
in a natural way by their body gestures and vocal commands. Thus a presentation
no longer follows strictly a rigid sequential structure but can be delivered in
various flexible and content adapted scenarios. Our proposed system fuses three
interaction modules: gesture recognition with Kinect 3D skeletal data, key
concepts detection by context analysis from natural speech, and small-scaled
hand gesture recognition with haptic data from smart phone sensors. Each module
can process in realtime with the accuracy of 95.0%, 91.2%, and 90.1%
respectively. The system uses events generated from the three modules to
trigger pre-defined scenarios in a presentation to enhance the exciting
experience for audiences. Keywords: Smart environment; presentation system; natural interaction; gesture
recognition; speech recognition | |||
| Multimodal Mathematical Expressions Recognition: Case of Speech and Handwriting | | BIBAK | Full-Text | 77-86 | |
| Sofiane Medjkoune; Harold Mouchere; Simon Petitrenaud; Christian Viard-Gaudin | |||
| In this work, we propose to combine two modalities, handwriting and speech,
to build a mathematical expression recognition system. Based on two sub-systems
which process each modality, we explore various fusion methods to resolve
ambiguities which naturally occur independently. The results that are reported
on the HAMEX bimodal database show an improvement with respect to a mono-modal
based system. Keywords: Multimodality; graphical languages; data fusion; handwriting; speech | |||
| 'Realness' in Chatbots: Establishing Quantifiable Criteria | | BIBAK | Full-Text | 87-96 | |
| Kellie Morrissey; Jurek Kirakowski | |||
| The aim of this research is to generate measurable evaluation criteria
acceptable to chatbot users. Results of two studies are summarised. In the
first, fourteen participants were asked to do a critical incident analysis of
their transcriptions with an ELIZA-type chatbot. Results were content analysed,
and yielded seven overall themes. In the second, these themes were made into
statements of an attitude-like nature, and 20 participants chatted with five
winning entrants in the 2011 Chatterbox Challenge and five which failed to
place. Latent variable analysis reduced the themes to four, resulting in four
subscales with strong reliability which discriminated well between the two
categories of chatbots. Content analysis of freeform comments led to a proposal
of four dimensions along which people judge the naturalness of a conversation
with chatbots. Keywords: Chatbot; user-agent; intelligent assistant; naturalness; convincing;
usability; evaluation; quantitative; questionnaire; Turing; Chatterbox | |||
| Grounding and Turn-Taking in Multimodal Multiparty Conversation | | BIBAK | Full-Text | 97-106 | |
| David Novick; Iván Gris | |||
| This study explores the empirical basis for multimodal conversation control
acts. Applying conversation analysis as an exploratory approach, we attempt to
illuminate the control functions of paralinguistic behaviors in managing
multiparty conversation. We contrast our multiparty analysis with an earlier
dyadic analysis and, to the extent permitted by our small samples of the
corpus, contrast (a) conversations where the conversants did or did not have an
artifact, and (b) conversations in English among Americans with conversations
in Spanish among Mexicans. Our analysis suggests that speakers tend not to use
gaze shifts to cue nodding for grounding and that the presence of an artifact
reduced listeners' gaze at the speaker. These observations remained relatively
consistent across the two languages. Keywords: Dialog; proxemics; gaze; turn-taking; multicultural; multiparty | |||
| Situated Multiparty Interaction between Humans and Agents | | BIBA | Full-Text | 107-116 | |
| Aasish Pappu; Ming Sun; Seshadri Sridharan; Alex Rudnicky | |||
| A social agent such as a receptionist or an escort robot encounters challenges when communicating with people in open areas. The agent must know not to react to distracting acoustic and visual events and it needs to appropriately handle situations that include multiple humans, being able to focus on active interlocutors and appropriately shift attention based on the context. We describe a multiparty interaction agent that helps multiple users arrange a common activity. From the user study we conducted, we found that the agent can discriminate between active and inactive interlocutors well by using the skeletal and azimuth information. Participants found the addressee much clearer when an animated talking head was used. | |||
| Enhancing Human Computer Interaction with Episodic Memory in a Virtual Guide | | BIBAK | Full-Text | 117-125 | |
| Felix Rabe; Ipke Wachsmuth | |||
| Have you ever found yourself in front of a computer and asking it aloud:
"Why?" We have constructed a cognitively motivated episodic memory system that
enables a virtual guide to respond to this question. The guide, a virtual agent
based on a belief -- desire -- intention (BDI) architecture, is employed in a
Virtual Reality (VR) scenario where he accompanies a human visitor on a tour
through a city. In this paper we explain how the agents memorizes events and
episodes according to an event-indexing model and how the interaction is
enhanced by using these memories. We argue that due to the cognitively
motivated nature of the event-indexing model every interaction situation can be
described, memorized, recalled and explained by the agent. Keywords: Episodic Memory; Event Indexing; Virtual Guide | |||
| System of Generating Japanese Sound Symbolic Expressions Using Genetic Algorithm | | BIBA | Full-Text | 126-134 | |
| Yuichiro Shimizu; Tetsuaki Nakamura; Maki Sakamoto | |||
| Japanese has a large number of sound symbolic words, onomatopoeia, which associates between sounds and sensory experiences. According to previous studies, a quantification of relationship between phonemes and images enables to predict the images evoked by onomatopoeia and to estimate meanings of onomatopoeia. In this study, we applied the quantification method and developed a system for generating Japanese onomatopoeias using genetic algorithm (GA). Our method uses 90 SD scales for expressing various impressions and genes for genetic algorithm which denote each phonological symbol in Japanese. Through genetic algorithm, the system generates and proposes onomatopoeias appropriate for impressions inputted by users. From the evaluation of our system, impressions of onomatopoeias generated by our method were similar to inputted impressions to generate onomatopoeias. | |||
| A Knowledge Elicitation Study for Collaborative Dialogue Strategies Used to Handle Uncertainties in Speech Communication While Using GIS | | BIBAK | Full-Text | 135-144 | |
| Hongmei Wang; Ava Gailliot; Douglas Hyden; Ryan Lietzenmayer | |||
| Existing speech enabled Geographical Information Systems (GIS) needs to have
capabilities to handle uncertainties that are inherent in natural language
communication. The system must have an appropriate knowledge base to hold such
capabilities so that it can effectively handle various uncertainty problems in
speech communication. The goal of this study is to collect knowledge about how
humans use collaborative dialogues to solve various uncertainty problems while
using GIS. This paper describes a knowledge elicitation study that we designed
and conducted toward this goal. The knowledge collected can be used to develop
the knowledge base of a speech enabled GIS or other speech based information
systems. Keywords: GIS; Knowledge elicitation study; Uncertainties; Human-GIS Communication;
Collaborative dialogue strategies | |||
| Context-Based Bounding Volume Morphing in Pointing Gesture Application | | BIBAK | Full-Text | 147-156 | |
| Andreas Braun; Arthur Fischer; Alexander Marinc; Carsten Stocklöw; Martin Majewski | |||
| In the last few years the number of intelligent systems has been growing
rapidly and classical interaction devices like mouse and keyboard are replaced
in some use cases. Novel, goal-based interaction systems, e.g. based on gesture
and speech allow a natural control of various devices. However, these are prone
to misinterpretation of the user's intention. In this work we present a method
for supporting goal-based interaction using multimodal interaction systems.
Combining speech and gesture we are able to compensate the insecurities of both
interaction methods, thus improving intention recognition. Using a prototypical
system we have proven the usability of such a system in a qualitative
evaluation. Keywords: Multimodal Interaction; Speech Recognition; Goal-based Interaction; Gesture
Recognition | |||
| Gesture vs. Gesticulation: A Test Protocol | | BIBAK | Full-Text | 157-166 | |
| Francesco Carrino; Antonio Ridi; Rolf Ingold; Omar Abou Khaled; Elena Mugellini | |||
| In the last years, gesture recognition has gained increased attention in
Human-Computer Interaction community. However, gesture segmentation, which is
one of the most challenging tasks in gesture recognition applications, is still
an open issue. Gesture segmentation has two main objectives: first, detecting
when a gesture begins and ends; second, recognizing whether a gesture is meant
to be meaningful for the machine or is a non-command gesture (such as
gesticulation). This paper proposes a novel test protocol for the evaluation of
different techniques separating command gestures from non-command gestures.
Finally, we show how we adapted adopted our test protocol to design a
touchless, always available interaction system, in which the user communicates
directly with the computer through a wearable and "intimate" interface based on
electromyographic signals. Keywords: Gesture segmentation; gesture interaction; test protocol; muscle-computer
interface; system evaluation and interaction | |||
| Functional Gestures for Human-Environment Interaction | | BIBAK | Full-Text | 167-176 | |
| Stefano Carrino; Maurizio Caon; Omar Abou Khaled; Rolf Ingold; Elena Mugellini | |||
| In this paper, we describe an opportunistic model for human-environment
interaction. Such model is conceived to adapt the expressivity of a small
lexicon of gestures through the use of generic functional gestures lowering the
cognitive load on the user and reducing the system complexity. An interactive
entity is modeled as a finite-state machine. A functional gesture is defined as
the semantic meaning of an event that triggers a state transition and not as
the movement to be performed. An interaction scenario has been designed in
order to evaluate the features of the proposed model and to investigate how its
application can enhance a post-WIMP human-environment interaction. Keywords: natural interaction; functional gestures; pervasive computing;
human-computer interaction | |||
| A Dynamic Fitting Room Based on Microsoft Kinect and Augmented Reality Technologies | | BIBAK | Full-Text | 177-185 | |
| Hsien-Tsung Chang; Yu-Wen Li; Huan-Ting Chen; Shih-Yi Feng; Tsung-Tien Chien | |||
| In recent years, more and more researchers try to make Microsoft Kinect and
Augmented Reality (AR) into real lives. In this paper, we try to utilize both
Kinect and AR to build a dynamic fitting room. We can automatically measure the
clothes size of a user in popular brands or different country standards. A user
can utilize gesture to select cloths for fitting. Our proposed system will
project the video dynamically of dressing selected clothes in accordance with
the captured video from Kinect. This system can be utilized in clothing store,
e-commerce of clothes shopping, and at your home when you are confusing
choosing a clothes to wear. This can greatly reduce the time you fitting
clothes. Keywords: Dynamic Fitting Room; Kinect; Augmented Reality | |||
| Gesture-Based Applications for Elderly People | | BIBAK | Full-Text | 186-195 | |
| Weiqin Chen | |||
| According to the literature, normal ageing is associated with a decline in
sensory, perceptual, motor and cognitive abilities. When designing applications
for elderly people, it is crucial to take into consideration the decline in
functions. For this purpose, gesture-based applications that allow for direct
manipulations can be useful, as they provide natural and intuitive
interactions. This paper examines gesture-based applications for the elderly
and studies that have investigated these applications, and it identifies
opportunities and challenges in designing such applications. Keywords: Gesture; elderly; direct manipulation; accessibility | |||
| MOBAJES: Multi-user Gesture Interaction System with Wearable Mobile Device | | BIBAK | Full-Text | 196-204 | |
| Enkhbat Davaasuren; Jiro Tanaka | |||
| When people collaborate with multiple large screens, gesture interactions
will be used widely. However, in conventional methods of gesture interaction,
when there are multiple users, simultaneous interaction is difficult. In this
study we have proposed a method using a wearable mobile device which enables
multi-user and hand gestures only interactions. In our system, the user wears a
camera-equipped mobile device like a pendant, and interacts with a large
screen. Keywords: Gesture; Gestural Interface; Large Screen; Mobile; Wearable Device;
Multi-User | |||
| Head-Free, Remote Gaze Detection System Based on Pupil-Corneal Reflection Method with Using Two Video Cameras -- One-Point and Nonlinear Calibrations | | BIBAK | Full-Text | 205-214 | |
| Yoshinobu Ebisawa; Kiyotaka Fukumoto | |||
| We developed a pupil-corneal reflection method-based gaze detection system,
which allows head movements and achieves easy gaze calibration. The proposed
gaze detection theory determines gaze points on a PC screen from the vector
from the corneal reflection to pupil center, 3D pupil position, two cameras
position, etc. In a gaze calibration procedure, after a user is asked to gaze
one specific calibration target at a center of a PC screen, the nonlinear
characteristic of the eyes has been automatically corrected while the user is
using this gaze system. The experimental results show that the proposed
calibration method improved the precision of gaze detection during browsing web
pages. In addition, the average gaze error in the visual angle is less than 0.6
degree for the nine head positions. Keywords: Gaze detection; Gaze calibration; Head movement; Pupil | |||
| Design and Usability Analysis of Gesture-Based Control for Common Desktop Tasks | | BIBAK | Full-Text | 215-224 | |
| Farzin Farhadi-Niaki; S. Ali Etemad; Ali Arya | |||
| We have designed and implemented a vision-based system capable of
interacting with user's natural arm and finger gestures. Using depth-based
vision has reduced the effect of ambient disturbances such as noise and
lighting condition. Various arm and finger gestures are designed and a system
capable of detection and classification of gestures is developed and
implemented. Finally the gesture recognition routine is linked to a simplified
desktop for usability and human factor studies. Several factors such as
precision, efficiency, ease-of-use, pleasure, fatigue, naturalness, and overall
satisfaction are investigated in detail. Through different simple and complex
tasks, it is concluded that finger-based inputs are superior to arm-based ones
in the long run. Furthermore, it is shown that arm gestures cause more fatigue
and appear less natural than finger gestures. However, factors such as time,
overall satisfaction, and easiness were not affected by selecting one over the
other. Keywords: Usability study; human factors; arm/finger gestures; WIMP | |||
| Study of Eye-Glance Input Interface | | BIBAK | Full-Text | 225-234 | |
| Dekun Gao; Naoaki Itakura; Tota Mizuno; Kazuyuki Mito | |||
| Optical measurement devices for eye movements are generally expensive and it
is often necessary to restrict user head movements when various eye-gaze input
interfaces are used. Previously, we proposed a novel eye-gesture input
interface that utilized electrooculography amplified via an AC coupling that
does not require a head mounted display[1]. Instead, combinations of eye-gaze
displacement direction were used as the selection criteria. When used, this
interface showed a success rate approximately 97.2%, but it was necessary for
the user to declare his or her intention to perform an eye gesture by blinking
or pressing an enter key. In this paper, we propose a novel eye-glance input
interface that can consistently recognize glance behavior without a prior
declaration, and provide a decision algorithm that we believe is suitable for
eye-glance input interfaces such as small smartphone screens. In experiments
using our improved eye-glance input interface, we achieved a detection rate of
approximately 93% and a direction determination success rate of approximately
79.3%. A smartphone screen design for use with the eye-glance input interface
is also proposed. Keywords: Eye gesture; eye-glance; AC-EOG; smartphone; Screen design | |||
| Multi-User Interaction with Shadows | | BIBA | Full-Text | 235-242 | |
| Tomomi Gotoh; Takahiro Kida; Munehiro Takimoto; Yasushi Kambayashi | |||
| Recent mobile devices such as smart phones exhibit performance as good as desktop PCs, and can be used more intuitively than PCs by using fingers. On the other hand, the defect of such a device is its small size. Its display is just big enough for single user, but is too small for interaction of multi-users. In order to overcome the defect, the research of projecting the display with a handheld projector has expanded. Most of the researches, however, do not allow users to manipulate the projected image in a direct manner. In this paper, we propose operations of projected images through shadows. We can create a shadow by shading the light of the projector with a finger. The shadow can be easily scaled by adjusting the distance between the finger and the projector. Also, since the shadow makes good contrast with the white light of the projector, it can be easily recognized through a camera. Using these properties of the shadow, we have implemented a series of operations required on the desktop, and file transfer as a basic multi-users interaction. We show that the users can perform these operations intuitively with the shadow of two fingertips as if they handle a tablet PC through multi-touches. | |||
| Intent Capturing through Multimodal Inputs | | BIBAK | Full-Text | 243-251 | |
| Weimin Guo; Cheng Cheng; Mingkai Cheng; Yonghan Jiang; Honglin Tang | |||
| Virtual manufacturing environments need complex and accurate 3D
human-computer interaction. One main problem of current virtual environments
(VEs) is the heavy overloads of the users on both cognitive and motor
operational aspects. This paper investigated multimodal intent delivery and
intent inferring in virtual environments. Eye gazing modality is added into
virtual assembly system. Typical intents expressed by dual hands and eye gazing
modalities are designed. The reliability and accuracy of eye gazing modality is
examined through experiments. The experiments showed that eye gazing and hand
multimodal cooperation has a great potential to enhance the naturalness and
efficiency of human-computer interaction (HCI). Keywords: Eye tracking; multimodal input; virtual environment; human-computer
interaction; virtual assembly; intent | |||
| Robust Hand Tracking in Realtime Using a Single Head-Mounted RGB Camera | | BIBA | Full-Text | 252-261 | |
| Jan Hendrik Hammer; Jürgen Beyerer | |||
| In this paper novel 2D-hand tracking algorithms used in a system for hand gesture interaction are presented. New types of head-mounted Augmented-Reality devices offer the possibility to visualize digital content in the user's field of view. To interact with these head-mounted devices hand gestures are an intuitive modality. Generally, the recognition of hand gestures consists of two main steps: The first one is hand tracking and the second step gesture recognition. This paper concentrates on the first step: Hand tracking. Due to the wearing comfort of the glasses-like systems these only use a single camera to capture the field of view of the user. Therefore new algorithms for hand tracking without depth data are presented and compared to state-of-the-art algorithms by utilizing a thorough evaluation methodology for comparing trajectories. | |||
| Multimodal Feedback in First Encounter Interactions | | BIBAK | Full-Text | 262-271 | |
| Kristiina Jokinen | |||
| Human interactions are predominantly conducted via verbal communication
which allows presentation of sophisticated propositional content. However, much
of the interpretation of the utterances and the speaker's attitudes are
conveyed using multimodal cues such as facial expressions, hand gestures, head
movements and body posture. This paper reports some observations on multimodal
communication and feedback giving activity in first encounter interactions, and
discusses how head, hand, and body movements are used in conversational
interactions as means of visual interaction management, i.e. unobtrusive ways
to control the interaction and construct shared understanding among the
interlocutors. The observations and results contribute to the models for
coordinating communication in human-human conversations as well as in
interactions between humans and intelligent situated agents. Keywords: multimodal interaction; feedback; nodding; head movements | |||
| Keyboard Clawing: Input Method by Clawing Key Tops | | BIBAK | Full-Text | 272-280 | |
| Toshifumi Kurosawa; Buntarou Shizuki; Jiro Tanaka | |||
| We present a directional and quantitative input method by clawing key tops,
Keyboard Clawing. The method allows a user to input a direction and quantity at
the same time without moving his/her hands much from the keyboard's home
position. As a result, the user can seamlessly continue typing before and after
inputting the direction and quantity. We found that clawing direction is
classified using clawing sounds with an accuracy of 68.2% and that our method
can be used to input rough quantity. Keywords: keyboard; acoustic sensing; gesture; input method | |||
| Finger Controller: Natural User Interaction Using Finger Gestures | | BIBAK | Full-Text | 281-290 | |
| Unseok Lee; Jiro Tanaka | |||
| We present a new natural user interaction technique using finger gesture
recognition and finger identification with Kinect depth data. We developed a
gesture version drawing, multi-touch and mapping on 3d space interactions. We
implemented three type interfaces using their interaction such as air-drawing,
image manipulation and video manipulation. In this paper, we explain finger
gesture recognition method, finger identification method and natural user
interactions in detail. We show the preliminary experiment for evaluating
accuracy of finger identification and finger gesture recognition accuracy,
evaluating user questionnaire for interaction satisfaction. Finally, we discuss
the result of evaluation and our contributions. Keywords: NUI; Human Computer Interaction; Finger Gesture Recognition; Finger
Identification | |||
| A Method for Single Hand Fist Gesture Input to Enhance Human Computer Interaction | | BIBA | Full-Text | 291-300 | |
| Tao Ma; William Wee; Chia Yung Han; Xuefu Zhou | |||
| The study of detecting and tracking hand gestures in general has been widely explored, yet the focus on fist gesture in particular has been neglected. Methods for processing fist gesture would allow more natural user experience in human-machine interaction (HMI), however, it requires a deeper understanding of fist kinematics. For the purpose of achieving grasping-moving-rotating activity with single hand (SH-GMR), the extraction of fist rotation is necessary. In this paper, a feature-based Fist Rotation Detector (FRD) is proposed to bring more flexibility to interactions with hand manipulation in the virtual world. By comparing to other candidate methods, edge-based methods are shown to be a proper way to tackle the detection. We find a set of "fist lines" that can be easily extracted and be used steadily to determine the fist rotation. The proposed FRD is described in details as a two-step approach: fist shape segmentation and fist rotation angle retrieving process. A comparison with manually measured ground truth data shows that the method is robust and accurate. A virtual reality application using hand gesture control with the FRD shows that the hand gesture interaction is enhanced by the SH-GMR. | |||
| Kinect©, as Interaction Device with a Tiled Display | | BIBA | Full-Text | 301-311 | |
| Amilcar Meneses Viveros; Erika Hernández Rubio | |||
| The use of high resolution tiled display has become popular in the scientific community. User interaction with these devices depends on the hardware configuration and the software in use. The variety of hardware configurations and software generates various types of execution modes and interaction in the tiled display, this diversity has resulted in not having a standard for human computer interaction. This paper shows the results of the interaction between users and the tiled display using the Kinect©. The results help us find improvements in hardware configurations of this arrays of displays, applications design and try to find standards in defining user-defined motion gestures. | |||
| Study on Cursor Shape Suitable for Eye-gaze Input System | | BIBAK | Full-Text | 312-319 | |
| Atsuo Murata; Raku Uetsugi; Takehito Hayami | |||
| The aim of this study was to identify the cursor shape suitable for eye-gaze
interfaces. The conventional arrow shape was, irrespective of the number of
targets in the display, not suitable for an eye-gaze input system from the
perspective of task completion time, number of errors, and subjective rating on
usability. It is recommended that the cursor shape of an eye-gaze input system
should be cross or ellipse. When the distance between targets is wider, the
ellipse type is proper. Keywords: cursor shape; speed; accuracy; eye-gaze input system | |||
| Study on Character Input Methods Using Eye-gaze Input Interface | | BIBAK | Full-Text | 320-329 | |
| Atsuo Murata; Kazuya Hayashi; Makoto Moriwaka; Takehito Hayami | |||
| Four character input methods for eye-gaze input interface were compared from
the viewpoints of input speed, input accuracy, and subjective rating on ease of
input and fatigue. Four input methods included (1) I-QGSM (vertical), (2)
I-QGSM (circle), (3) eye-fixation method, and (4) screen button. While the
eye-fixation method (3) led to faster input, the I-QGSM (vertical) led to fewer
errors. In conclusion, it is difficult to develop character input method that
satisfies both speed and accuracy. Keywords: Character input; eye-gaze input system; I-QGSM; eye-fixation; speed;
accuracy | |||
| Proposal of Estimation Method of Stable Fixation Points for Eye-gaze Input Interface | | BIBAK | Full-Text | 330-339 | |
| Atsuo Murata; Takehito Hayami; Keita Ochi | |||
| As almost all of existing eye-gaze input devices suffers from fine and
frequent shaking of fixation points, an effective and stable estimation method
of fixation points has been proposed so that the obtained stable fixation
points enabled users to point even to a smaller target easily. An estimation
algorithm was based on the image processing technique (Hough transformation).
An experiment was carried out to verify the effectiveness of eye-gaze input
system that made use of the proposed estimation method of fixation point. From
both evaluation measures, the proposed method was found to assure more stable
cursor movement than the traditional and commercial method. Keywords: Eye-gaze input; fixation point; stabilization; task completion time;
pointing error | |||
| Modeling Situation-Dependent Nonverbal Expressions for a Pair of Embodied Agent in a Dialogue Based on Conversations in TV Programs | | BIBAK | Full-Text | 340-347 | |
| Keita Okuuchi; Koh Kakusho; Takatsugu Kojima; Daisuke Katagami | |||
| Mathematical model for controlling nonverbal expressions of a pair of
embodied agents designed for presenting various information through their
dialogue is discussed. Nonverbal expressions of a human during conversation
with others depend on those of them as well as the situation of the
conversation. The proposed model represents the relationship between nonverbal
expressions of a pair of embodied agents in different situations of
conversation by a constraint function, so that the nonverbal expression of each
agent reproduces the characteristic of nonverbal expressions observed in human
conversation with various situations in TV programs by minimizing the function. Keywords: Embodied agent; Human-agent interaction; Nonverbal expression | |||
| Research on a Large Digital Desktop Integrated in a Traditional Environment for Informal Collaboration | | BIBAK | Full-Text | 348-357 | |
| Mariano Perez Pelaez; Ryo Suzuki; Ikuro Choh | |||
| We are building a digital desktop system designed to support the tasks that
are usually performed around the traditional desktop. Tabletop platforms are
not new environments, especially as a research topic, but most of the existent
systems try to adapt the computer work style or only serve as platform for
experimenting with new features. In contrast our targets are to support the
traditional work flow around desktops, not forcing the users to modify theirs
methods and to build the system as a complete tool for everyday tasks We want
to provide a usable environment with computer-support features for raising
productivity and enhancing the user experience. For doing this we realized a
field study about the traditional desktop activities and with this knowledge we
designed new tools and features that fit the user real needs and environment. Keywords: Natural interface; interaction design; workgroup support; collaborative
environment | |||
| Using Kinect for 2D and 3D Pointing Tasks: Performance Evaluation | | BIBAK | Full-Text | 358-367 | |
| Alexandros Pino; Evangelos Tzemis; Nikolaos Ioannou; Georgios Kouroupetroglou | |||
| We present a study to comparatively evaluate the performance of
computer-based 2D and 3D pointing tasks. In our experiments, based on the ISO
9241-9 standard methodology, a Microsoft Kinect device and a mouse were used by
seven participants. For the 3D experiments we introduced a novel experiment
layout, supplementing the ISO. We examine the pointing devices' conformance to
Fitts' law and we measure a number of extra parameters that describe more
accurately the cursor movement trajectories. Throughput, measured in bits per
second is the most important performance measure. For the 2D tasks using
Microsoft Kinect, Throughput is almost 39% lower than using the mouse, Target
Re-Entry is 10 times up and Missed Clicks count is almost 50% higher. However,
for the 3D tasks the mouse has a 9% lower Throughput than the Kinect, while
Target Re-Entry and Missed Clicks are almost identical. Our results are also
compared to older studies, and we finally show that the Kinect, operated by the
user's hand and voice, is a suitable and effective input method for pointing
and clicking, especially in 3D tasks. Keywords: Fitts' law; 3D pointing; ISO 9241-9; Microsoft Kinect; Gesture User
Interface | |||
| Conditions of Applications, Situations and Functions Applicable to Gesture Interface | | BIBAK | Full-Text | 368-377 | |
| Taebeum Ryu; Jaehong Lee; Myung Hwan Yun; Ji Hyoun Lim | |||
| Although there were many studies related to developing new gesture-based
devices and gesture interfaces, it was little known which applications,
situations and functions are applicable to gesture interface. This study
developed a hierarchy of conditions of applications (devices), situations and
functions which are applicable to gesture interface. This study searched about
120 papers relevant to designing and applying gesture interfaces and vocabulary
to find the gesture applicable conditions of applications, situations and
functions. The conditions which were extracted from 16 closely-related papers
were rearranged, and a hierarchy of them was developed to evaluate the
applicability of applications, situations and functions to gesture interface.
This study summarized 10, 10 and 6 conditions of applications, situations and
functions, respectively. In addition, the gesture applicable condition
hierarchy of applications, situation and functions were developed based on the
semantic similarity, ordering and serial or parallel relationship among them.
This study collected gesture applicable conditions of application, situation
and functions, and a hierarchy of them was developed to evaluate the
applicability of the gesture interface. Keywords: Gesture interface; Applicability; Gesture application; Situation; Functions | |||
| Communication Analysis of Remote Collaboration System with Arm Scaling Function | | BIBAK | Full-Text | 378-387 | |
| Nobuchika Sakata; Tomoyuki Kobayashi; Shogo Nishida | |||
| This research focuses on the remote collaboration in which a local worker
works with real objects by a remote instructor. In this research area, there
are some systems which consist of the ProCam system consisting of a camera and
a projector at the work environment and the tabletop system consisting of a
display, a depth sensor and a camera at remote instructor environment. As the
function enhancement, the system using the scaling method of the embodiment
exists. The system makes it possible for instructor to instruct smoothly even
to small objects and has an effect on task completion time in the user study of
putting smaller block clusters than the size of fingers. We first analyzed the
movie of previous experiment again, and then find out the problems the previous
work could not solve, and proposed their solution. Keywords: Remote collaboration; Scaling Method and Video Analysis | |||
| Two Handed Mid-Air Gestural HCI: Point + Command | | BIBAK | Full-Text | 388-397 | |
| Matthias Schwaller; Simon Brunner; Denis Lalanne | |||
| This paper presents work aimed at developing and evaluating various
two-handed mid-air gestures to operate a computer accurately and with little
effort. The main idea driving the design of these gestures is that one hand is
used for pointing, and the other hand for four standard commands: selection,
drag & drop, rotation and zoom. Two chosen gesture vocabularies are
compared in a user evaluation. The paper further presents a novel evaluation
methodology and the application developed to evaluate the four commands first
separately and then together. In our user evaluation, we found significant
differences for the rotation and zooming gestures. The iconic gesture
vocabulary had better performance and was better rated by the users than the
technological gesture vocabulary. Keywords: Gestural interfaces; Two-hand interaction; User evaluation | |||
| Experimental Study Toward Modeling of the Uncanny Valley Based on Eye Movements on Human/Non-human Faces | | BIBAK | Full-Text | 398-407 | |
| Yoshimasa Tawatsuji; Kazuaki Kojima; Tatsunori Matsui | |||
| In the research field of human-agent interaction, it is a crucial issue to
clarify the effect of agent appearances on human impressions. The uncanny
valley is one crucial topic. We hypothesize that people can perceive a
humanlike agent as human at an earlier stage in interaction even if they
finally notice it as non-human and such contradictory perceptions are related
to the uncanny valley. We conducted an experiment where participants were asked
to judge whether faces presented on a PC monitor were human or not. The faces
were a doll, a CG-modeled human image fairly similar to real human, an android
robot, another image highly similar and a person. Eyes of the participants were
recorded during watching the faces and changes in observing the faces were
studied. The results indicate that eye data did not initially differ between
the person and CG fairly similar, whereas differences emerged after several
seconds. We then proposed a model of the uncanny valley based on dual pathway
of emotion. Keywords: The uncanny valley; eye movements; dual pathway of emotion; humanlike agent | |||
| Multi-party Human-Machine Interaction Using a Smart Multimodal Digital Signage | | BIBAK | Full-Text | 408-415 | |
| Tony Tung; Randy Gomez; Tatsuya Kawahara; Takashi Matsuyama | |||
| In this paper, we present a novel multimodal system designed for smooth
multi-party human-machine interaction. HCI for multiple users is challenging
because simultaneous actions and reactions have to be consistent. Here, the
proposed system consists of a digital signage or large display equipped with
multiple sensing devices: a 19-channel microphone array, 6 HD video cameras (3
are placed on top and 3 on the bottom of the display), and two depth sensors.
The display can show various contents, similar to a poster presentation, or
multiple windows (e.g., web browsers, photos, etc.). On the other hand,
multiple users positioned in front of the panel can freely interact using voice
or gesture while looking at the displayed contents, without wearing any
particular device (such as motion capture sensors or head mounted devices).
Acoustic and visual information processing are performed jointly using
state-of-the-art techniques to obtain individual speech and gaze direction.
Hence displayed contents can be adapted to users' interests. Keywords: multi-party; human-machine interaction; digital signage; multimodal system | |||
| A Remote Pointing Technique Using Pull-out | | BIBAK | Full-Text | 416-426 | |
| Takuto Yoshikawa; Yuusaku Mita; Takuro Kuribara; Buntarou Shizuki; Jiro Tanaka | |||
| Reaching objects displayed on the opposite side of a large multi-touch
tabletop with hands is difficult. This forces users to move around the
tabletop. We present a remote pointing technique we call HandyPointing. This
technique uses pull-out, a bimanual multi-touch gesture. The gesture allows
users to both translate the cursor position and change control-display (C-D)
ratio dynamically. We conducted one experiment to measure the quantitative
performance of our technique, and another to study how users selectively use
the technique and touch input (i.e., tap and drag). Keywords: bimanual interaction; multi-touch; gesture; tabletop | |||
| Human Centered Design Approach to Integrate Touch Screen in Future Aircraft Cockpits | | BIBAK | Full-Text | 429-438 | |
| Jérôme Barbé; Marion Wolff; Régis Mollard | |||
| This research aimed at developing new types of Human-Machine interaction for
future Airbus aircraft cockpit. Touch interaction needs to be studied because
it brings some advantages for pilots. However, it is necessary to redefine
pilot's workspace to optimize touch interaction according to pilot population
characteristics and human physical capabilities. This paper presents the touch
interaction area model and the tactile assessment carried out to validate our
hypothesis, leading to rules/guidelines for cockpit layout and HMI designers. Keywords: Human Centered Design; interaction design; anthropometry; touch screen
interaction; guidelines | |||
| Evaluating Devices and Navigation Tools in 3D Environments | | BIBAK | Full-Text | 439-448 | |
| Marcela Câmara; Priscilla Fonseca de Abreu Braz; Ingrid Monteiro; Alberto Raposo; Simone Diniz Junqueira Barbosa | |||
| 3D environments have been used in many applications. Besides the use of
keyboard and mouse, best suited for desktop environments, other devices emerged
for specific use in immersive environments. The lack of standardization in the
use and in the control mapping of these devices makes the design task more
challenging. We performed an exploratory study involving beginners and advanced
users in the use of three devices in 3D environments: Keyboard-Mouse, Wiimote
and Flystick. The navigation in this kind of environment is done through three
tools: Fly, Examine and Walk. The study results showed how the interaction in
virtual reality environments is affected by the navigation mechanism, the
device, and the user's previous experience. The results may be used to inform
the future design of virtual reality environments. Keywords: 3D environments; evaluation; navigation tools; user experience | |||
| Computational Cognitive Modeling of Touch and Gesture on Mobile Multitouch Devices: Applications and Challenges for Existing Theory | | BIBAK | Full-Text | 449-455 | |
| Kristen K. Greene; Franklin P. Tamborello; Ross J. Micheals | |||
| As technology continues to evolve, so too must our modeling and simulation
techniques. While formal engineering models of cognitive and perceptual-motor
processes are well-developed and extensively validated in the traditional
desktop computing environment, their application in the new mobile computing
environment is far less mature. ACT-Touch, an extension of the ACT-R 6
(Adaptive Control of Thought-Rational) cognitive architecture, seeks to enable
new methods for modeling touch and gesture in today's mobile computing
environment. The current objective, the addition of new ACT-R interaction
command vocabulary, is a critical first-step to support modeling users'
multitouch gestural inputs with greater fidelity and precision. Immediate
practical application and validation challenges are discussed, along with a
proposed path forward for the larger modeling community to better measure,
understand, and predict human performance in today's increasingly complex
interaction landscape. Keywords: ACT-R; ACT-Touch; cognitive architectures; touch and gesture; computational
cognitive modeling; modeling and simulation; movement vocabulary; gestural
input; mobile handheld devices; multitouch tablets; model validation; Fitts'
Law | |||
| A Page Navigation Technique for Overlooking Content in a Digital Magazine | | BIBAK | Full-Text | 456-461 | |
| Yuichiro Kinoshita; Masayuki Sugiyama; Kentaro Go | |||
| Although electronic book readers have became popular in recent years, page
navigation techniques used for these readers are not necessarily appropriate
for all kinds of books. In this study, an observation experiment is conducted
to investigate how people read paper-based magazines. Based on the findings in
the experiment, the authors propose new page navigation techniques specialized
for digital magazines. The techniques adopt the operation of flipping through
the pages. A user study confirms that the techniques are useful for overlooking
content in a digital magazine and able to support readers to find articles that
meet their interests. Keywords: Digital book; electronic book reader; overlooking content; page navigation;
turning pages | |||
| Effect of Unresponsive Time for User's Touch Action of Selecting an Icon on the Video Mirror Interface | | BIBAK | Full-Text | 462-468 | |
| Kazuyoshi Murata; Masatsugu Hattori; Yu Shibuya | |||
| Contactless input methods implementing body motion allow users to control
computer systems easily and enjoyably. We focus on the "video mirror interface"
as an example of these methods. A user of the video mirror interface can
operate the computer system by selecting virtual objects on a screen with
his/her hand. However, if a selection operation is completed as soon as the
user touches the virtual object, erroneous selections will frequently occur.
Therefore, it is necessary to insert a certain period of unresponsiveness after
a user's touch action to prevent selection error. We evaluate effects of the
unresponsive time when selecting a virtual object in a video mirror interface.
The result of an experimental evaluation indicates that an acceptable range for
the unresponsive time is 0.3 to 0.5 s. Keywords: Video mirror interface; unresponsive time; touch action | |||
| Evaluation of a Soft-Surfaced Multi-touch Interface | | BIBAK | Full-Text | 469-478 | |
| Anna Noguchi; Toshifumi Kurosawa; Ayaka Suzuki; Yuichiro Sakamoto; Tatsuhito Oe; Takuto Yoshikawa; Buntarou Shizuki; Jiro Tanaka | |||
| "WrinkleSurface", which we developed by attaching a gel sheet to a
FTIR-based touchscreen, enables a user to perform novel touch motions such as
Push, Thrust, and Twist_CW (clockwise), and Twist_CCW (counterclockwise). Our
research is focused on the evaluation of this soft-surfaced multi-touch
interface. Specifically, to examine how a user can input our novel input
methods precisely, we evaluated the user's performance of each method by two to
nine levels of target acquisition task. As a result, we found some points to be
improved in our recognition algorithm in order to increase the success rate of
Push and Thrust. In addition, a user can input Twist before the level of six
because the success rate of Twist was high up to that level. Keywords: Touchscreen; tabletop; haptic interface; FTIR; tangential force sensing;
pressure sensing | |||
| Recognition of Multi-touch Drawn Sketches | | BIBAK | Full-Text | 479-490 | |
| Michael Schmidt; Gerhard Weber | |||
| We present concepts and possible realizations for the classification of
multi-touch drawn sketches. A gesture classifier is modified and integrated
into a sketching tool. The applied routines are highly scalable and provide the
possibilities of domain independent sketching. Classification rates are
feasible without exploiting the full potential of the scheme. We demonstrate
that the classifier is capable of identifying common basic primitives and
gestures as well as complex drawings. Users define sketches per templates in
their individual style and link them to constructed primitives. A pilot
evaluation is conducted and results regarding sketching techniques of users and
classification rates are discussed. Keywords: Sketch; recognition; classifier; survey; gestures; multi-touch | |||
| A Web Browsing Method on Handheld Touch Screen Devices for Preventing from Tapping Unintended Links | | BIBAK | Full-Text | 491-496 | |
| Yu Shibuya; Hikaru Kawakatsu; Kazuyoshi Murata | |||
| In recent years, it is common thing to browse Web pages with mobile devices,
such as smart phones. However, users sometimes tap the wrong link when they
scroll or zoom web pages because of the relatively small display area of mobile
device and sensitivity of touch screen. In such case, it is necessary to stop
of loading the page or back to the previous page after the page changed. It
seems that above unintended operation might increase the total browsing time
and user's frustration. In this study, we aimed to prevent users from tapping
unintended links for effectively web browsing with touch-screen mobile devices.
The proposed method has two kind of operation mode. They are a tapping mode and
non-tapping mode. With the tapping mode, users can tap the link and change the
mode only. On the other hand, with the non-tapping mode, users can do swipe,
pinch, and mode change operation but they cannot tap any links. Furthermore,
mode change operation, we adopt the Bezel Swipe operation, is intuitive and
efficient.
The results of the experimental evaluation showed that the rate of tapping the unintended links with the proposed method was lower than that with conventional method. However, the task completion time with proposed method is longer than that with conventional method. Keywords: Mobile interaction; web browsing; unintentional tap; Bezel Swipe | |||
| Real Time Mono-vision Based Customizable Virtual Keyboard Using Finger Tip Speed Analysis | | BIBAK | Full-Text | 497-505 | |
| Sumit Srivastava; Ramesh Chandra Tripathi | |||
| User interfaces are a growing field of research around the world
specifically for PDA's, mobile phones, tablets and other such gadgets. One of
the many challenges involved are their adaptability, size, cost and ease of
use. This paper presents a novel mono-vision based touch and type method on
customizable keyboard drawn, printed or projected on a surface. The idea is to
let the user decide the size, orientation, language as well as the position of
the keys, a fully user customized keyboard. Proposed system also takes care of
keyboard on uneven surfaces. Accurate results are found by the implementation
of the proposed real time mono-vision based customizable virtual keyboard
system. This paper uses a phenomenal idea that the finger tip intended to type
must be moving fastest relative to other fingers until it does a hit on a
surface. Keywords: Virtual Keyboard; Image Processing; Single camera; mono vision; Edge
Detection; Quadrilateral extraction; Character Recognition; Hand Segmentation;
Fingertip extraction; Customizable keyboard | |||
| Human Factor Research of User Interface for 3D Display | | BIBAK | Full-Text | 506-512 | |
| Chih-Hung Ting; Teng-Yao Tsai; Yi-Pai Huang; Wen-Jun Zeng; Ming-Hui Lin | |||
| The user interface for the observer to interact with 3D image has been
discussed. The appropriate touching range and suitable size of the 3D image are
relative to depth (disparity) of the 3D image. According to experimental
results, when disparity of the 3D image is large, size of the 3D image is
necessary to be larger to let the observer precisely judge that finger tip is
touching the 3D image or not. Keywords: User Interface; Interaction with 3D image; Appropriate Touching Range;
Suitable Size of 3D Image | |||
| Collaborative Smart Virtual Keyboard with Word Predicting Function | | BIBAK | Full-Text | 513-522 | |
| Chau Thai Truong; Duy-Hung Nguyen-Huynh; Minh-Triet Tran; Anh-Duc Duong | |||
| The authors propose a table-top with virtual keyboards for multi-users to
work in a collaborative environment. The proposed system has two main modules:
a system for virtual keyboards with touch event detection from depth data of a
Kinect and a word predicting module based on the idea of Hidden Markov Model
and Trie data structure. The system can replace physical keyboards, improve the
accuracy of a virtual keyboard, and increase the typing speed of users. Our
experimental results show that our system archives an accuracy of 94.416% with
the virtual keyboard, saves 11-22% of keystrokes, and corrects 89.02% of typing
mistakes. Keywords: table top; virtual keyboard; word prediction; 3D interaction | |||
| The Implementation of Multi-touch Table to Support the Military Decision Making through Critical Success Factors (CSFs) | | BIBAK | Full-Text | 523-529 | |
| Norshahriah Wahab; Halimah Badioze Zaman | |||
| In this paper, we present the implementation of Multi-touch Table (MTT) to
support the Military Decision Making. The need of the multi-touch table
technology is essential for effective and efficient outcome especially in the
Malaysian Environment Army. The decision making process is also integral to
successful performance of the battlefield. The military decision making process
emphasized on timely decision making, the understanding between commander's
intent and staff besides the clear responsibility of the commander and staff.
Therefore, the crux of this paper is on how to optimize the military decision
making process through the Critical Success Factors (CSFs) that have been
identified from preliminary study. By adapting the Critical Success Factors
(CSFs), all the concepts, ideas and arguments can be brainstorm clearly and
effectively around the Multi-touch Table which further gives advantages in
visualizing, organizing and manipulating the data/information amongst military
officers. The adaptation of the elements in Critical Success Factors (CSFs)
also will promote the communication between commander and staff in the
activities that involved visualizing the battle-space, describing the
visualization to subordinates/staff, directing action in terms of the
battlefield operating system and leading the unit to mission accomplishment.
This paper also will present the findings and results obtained from series of
questionnaires and interviews amongst Subject Matter Experts (SME) in the
domain of Military Decision Making. Based on preliminary study indicated that
the Criticality of elements in Critical Success Factors (CSFs) in supporting
the process of military decision making. One big issue or dilemma in planning
and execution of military decision making is the Commanding Officer (CO) need
to rely fully on the subordinate officers' coordination ability and to
understand effectively of the consequences each 'Course of Action' (COA)
suggested by subordinates officers. The application of Multi-touch Table will
be benefited in term of the medium used in supporting the discussion and
brainstorming session between the Commanding Officer (CO) and the subordinate
staff. Decision makers will refer to the shared display together at the same
time with different orientations. Multi-touch Table is interactive table that
becoming affordable in commonplaces such as in offices, universities and homes.
This technology offers the world possibilities such as task engagement,
face-to-face communication, social interaction dynamics and simultaneous input
contribution. In the nut shell, the appropriate medium such as Multi-touch
Table will put the positive impact towards the process in military decision
making and addition to this point the adaptation of Critical Success Factors
(CSFs) may give a lot of advantages specifically in planning and execution of
military decision making. Keywords: Multi-Touch Table; Military Decision Making; Critical Success Factors
(CSFs); Command and Control (C2) | |||
| Design of a Visual Query Language for Geographic Information System on a Touch Screen | | BIBAK | Full-Text | 530-539 | |
| Siju Wu; Samir Otmane; Guillaume Moreau; Myriam Servières | |||
| This paper presents two spatial query methods for a Geographic Information
System (GIS) that runs on a touch screen. On conventional GIS interfaces SQL is
used to construct spatial queries. However keyboard typing proves to be
inefficient on touch screens. Furthermore, SQL is not an easy-learning
language, especially for novices to GIS. To simplify query construction,
firstly we have designed a map interaction based query method (MIBQM). This
method allows users to make simple queries by selecting necessary layers,
features and query operators directly on the interface. To allow users to
construct complex queries, a sketch drawing based query method (SDBQM) is
proposed. Spatial query concepts can be represented by sketches of some
symbolic graphical objects. It is possible to add spatial conditions and
non-spatial conditions to describe query concepts more precisely. An evaluation
has been made to compare SQL and MIBQM. We have found that for simple queries,
MIBQM takes less time and proves to be more user-friendly. Keywords: GIS; Touchable Interface; Visual Query Language; Spatial Query | |||
| Target Orientation Effects on Movement Time in Rapid Aiming Tasks | | BIBAK | Full-Text | 540-548 | |
| Yugang Zhang; Bifeng Song; Wensheng Min | |||
| An attempt was made to investigate the effect of the target orientation on
pointing performance. An experiment was accomplished in which 10 subjects
performed three-dimensional aiming tasks under the manipulation of target
orientation, distance to target and direction to target. Results show that
target orientation affects the duration of three-dimensional movements
significantly. As a result, the conventional movement model did not
satisfactorily explain the variance in the movement times produced. The
conventional model was employed by incorporating an oriented parameter into the
model. The modified model was shown to better fit the data than the
conventional model, in terms of r² between the measured movement time and
the value predicted by model fit. Keywords: Human movement; Pointing performance; Fitts' Law; Index of difficulty;
Target orientation | |||
| Comparison of Enhanced Visual and Haptic Features in a Virtual Reality-Based Haptic Simulation | | BIBAK | Full-Text | 551-560 | |
| Michael Clamann; Wenqi Ma; David B. Kaber | |||
| An experiment was conducted to compare the learning effects following motor
skill training using three types of virtual reality simulations. Training and
testing were presented using virtual reality (VR) and standardized forms of
existing psychomotor tests, respectively. The VR training simulations included
haptic, visual and a combination of haptic and visual assistance designed to
accelerate training. A comparison of performance test results prior to and
following training revealed conditions providing haptic assistance to yield
lower scores related to fine motor skill training than the visual-only aiding
condition. Similarly, training in the visual condition resulted in
comparatively lower cognitive skill scores. The present investigation
incorporating healthy subjects was designed as part of an ongoing research
effort to provide insight on the design of VR simulations for rehabilitation of
motor skills in patients with a history of mTBI. Keywords: haptics; virtual reality; rehabilitation | |||
| Influence of Haptic Feedback on a Pointing Task in a Haptically Enhanced 3D Virtual Environment | | BIBAK | Full-Text | 561-567 | |
| Brendan Corbett; Takehiko Yamaguchi; Shijing Liu; Lixiao Huang; Sangwoo Bahn; Chang S. Nam | |||
| To gain a better view of the value of haptic feedback, human performance and
preference in a pointing style task in a three-dimensional virtual environment
was explored. Vibration and haptic attractive force were selected as two simple
cases of feedback, each with two levels. These types of feedback were compared
to a no-feedback condition to better understand how human performance changes
under these conditions. The study included 8 undergraduate students. A Novint
Falcon haptic controller was used in a simulated three-dimensional virtual
environment. Analysis was conducted on how each type of feedback effects the
movement time (MT) of users. The results showed that vibration was perceived
negatively and had a slight negative impact on performance. The haptic
attractive force significantly improved performance and was strongly preferred
by subjects. Keywords: Haptic; assistive technology; virtual environments; human performance; force
feedback; vibration; assistive feedback | |||
| Design of a Wearable Haptic Vest as a Supportive Tool for Navigation | | BIBAK | Full-Text | 568-577 | |
| Anak Agung Gede Dharma; Takuma Oami; Yuhki Obata; Li Yan; Kiyoshi Tomimatsu | |||
| We propose an alternative way to display haptic feedback in ubiquitous
computing. We develop a haptic vest that can display detailed haptic feedbacks
by utilizing 5x12 arrays of vibrotactile actuators. We conducted a preliminary
user testing on 34 stimuli (with four different directions) to measure the
effectiveness of various vibrotactile patterns. We have discovered that each
stimulus within a given direction has different properties in terms of their
apprehensibility and comfort. Keywords: Wearable computing; haptic rendering; haptic perception | |||
| Mapping Texture Phase Diagram of Artificial Haptic Stimuli Generated by Vibrotactile Actuators | | BIBAK | Full-Text | 578-586 | |
| Anak Agung Gede Dharma; Kiyoshi Tomimatsu | |||
| We propose a classification method of tactile sensations elicited by
artificial haptic stimuli by using Japanese onomatopoeias/adjectives. This
method classifies adjectives based on user subjective perception and plot basic
components of artificial haptic stimuli. The comparison of perceived tactile
sensations from artificial haptic stimuli and genuine physical materials is
also discussed in this paper. Keywords: Touch perception; artificial haptic stimuli; Japanese onomatopoeia;
Principal Component Analysis | |||
| Preliminary Design of Haptic Icons from Users | | BIBAK | Full-Text | 587-593 | |
| Wonil Hwang; Dongsoo Kim | |||
| Haptic icons are useful for blind people as well as normal people to
perceive information from their environments. Thus, lots of efforts were given
to designing usable haptic icons, but not much progress was made in designing
haptic icons so far, in terms of variety and intuitiveness. The purpose of this
study is to investigate how to match vibrotactile stimuli with representational
information or abstract concepts to design a variety of and intuitive haptic
icons. We employed the bi-directional approach to ask users about their
association between representational information/abstract concepts and
perceived vibrotactile stimuli. Two-staged experiments were conducted with
forty participants. From the experiments, verbal descriptions corresponding to
each of 36 vibrotactile stimuli and drawings of vibration corresponding to each
of 27 representational information/abstract concepts in the context of
human-computer interaction were collected. We can conclude that the
associations that users described from these experiments would provide the
foundation for designing more intuitive haptic icons in enough variety. Keywords: Haptic icons; vibrotactile stimuli; representative information; abstract
concepts; intuitiveness | |||
| Assessing the Effectiveness of Vibrotactile Feedback on a 2D Navigation Task | | BIBAK | Full-Text | 594-600 | |
| Wooram Jeon; Yueqing Li; Sangwoo Bahn; Chang S. Nam | |||
| The effect of vibrotactile parameters were investigated on a 2D navigation
task. Participants performed a simple navigation task reproducing directional
information presented by a series of vibrotactile stimuli consisting of
different levels of amplitude and frequency. Task completion time and degree of
annoyance were measured. The results demonstrated that both frequency and
amplitude had a significant effect on the responses. In addition, interaction
effects between the two parameters were found on the responses. It was
concluded that user performance and comfort are significantly affected by
frequency and amplitude. The results give some insight into designing
navigating information presented by vibrotactile display for visually impaired
people. More studies with people with visual impairment and manipulation of
other vibrotactile parameters are recommended to be applicable to the potential
research. Keywords: Tactile display; vibrotactile; haptic; navigation | |||
| Magnetic Field Based Near Surface Haptic and Pointing Interface | | BIBAK | Full-Text | 601-609 | |
| Kasun Karunanayaka; Sanath Siriwardana; Chamari Edirisinghe; Ryohei Nakatsu; Ponnampalam Gopalakrishnakone | |||
| Magnetic field based Near Surface Haptic and Pointing Interface is a new
type of pointing interface which provides mouse interactions, haptic feedback
and other enhanced features. It could also be configured as a haptic display,
where users can feel the basic geometrical shapes in the GUI by moving the
finger on top of the device surface. These functionalities are attained by
tracking 3D position of a neodymium magnet, using Hall Effect sensors grid and
generating like polarity haptic feedback using an electromagnet array. Keywords: Pointing interface; haptic mouse; near surface haptic feedback; tactile
display | |||
| Use of Reference Frame in Haptic Virtual Environments: Implications for Users with Visual Impairments | | BIBAK | Full-Text | 610-617 | |
| Ja Young Lee; Sangwoo Bahn; Chang S. Nam | |||
| Reference frame is key in explaining the relationship between two objects.
This paper focused on the orientation parameter of a reference frame in use of
projective spatial terms, and its use by visually impaired participants using a
haptic device to explore a haptic virtual environment. A total of nine visually
impaired participants between 12 and 17 years of age participated in this
study. After exploring the 3D virtual environment with a haptic device,
participants answered questions about the frame they had utilized. Overall
results indicated that the participants used relative frame of reference
slightly more than the intrinsic frame of reference. This inclination was
especially clear when both the target object and the reference object were on
the horizontal plane. Only when objects were on horizontal plane but
intrinsically vertical to the reference object, the intrinsic frame of
reference was preferred. We also found evidence that participants used a
reflective subtype of the relative frame, and vertically aligned objects were
easy to be perceived with the relative reference frame. We concluded that the
virtual environment and haptic input had influence on the result by separating
the user from the computer, only allowing one point of contact. Thus it would
be possible to apply the result of this study to the development and assessment
of assistive technology for people with visual impairment, especially in regard
to how spatial information between the systems and the user is communicated. Keywords: Reference frame; relative frame; intrinsic frame; projective spatial terms;
visual impairments | |||
| Behavioral Characteristics of Users with Visual Impairment in Haptically Enhanced Virtual Environments | | BIBAK | Full-Text | 618-625 | |
| Shijing Liu; Sangwoo Bahn; Heesun Choi; Chang S. Nam | |||
| This study investigated behavioral characteristics of users with visual
impairments and tested effect of factors regarding the layout of virtual
environments (VEs). Various three-dimensional (3D) VEs were simulated with two
different factors: number of objects and layout type (random, symmetric). Using
a Novint Falcon haptic device, users with visual impairments were required to
complete an object recognition task in 3D VEs with different levels of number
of object and layout. The characteristics of their movements (speed, applied
force, location, direction, etc.) were recorded, and participants evaluated
perceived difficulty after they completed each trial. We analyzed their
recorded movements and their rating on perceived difficulty. Results showed
that 1) number of objects in 3D VE had significant impact on visually impaired
users' behavior; 2) different layout had not showed significant influence on
their movement; 3) increased number of objects in 3D VE made the task more
difficult; 4) visualized results implied that different users had significant
different behavior preference in the same 3D VE. It is expected that the
results of this study can improve behavioral understanding of users with visual
impairments and guidance for assistive technology development for users with
visual impairments. Keywords: Haptic; 3D virtual environment; behavioral pattern | |||
| A Situation Awareness Assistant for Human Deep Space Exploration | | BIBAK | Full-Text | 629-636 | |
| Guy Andre Boy; Donald Platt | |||
| This paper presents the development and testing of a Virtual Camera (VC)
system to improve astronaut and mission operations situation awareness while
exploring other planetary bodies. In this embodiment, the VC is implemented
using a tablet-based computer system to navigate through interactive database
application. It is claimed that the advanced interaction media capability of
the VC can improve situation awareness as the distribution of human space
exploration roles change in deep space exploration. The VC is being developed
and tested for usability and capability to improve situation awareness. Work
completed thus far as well as what is needed to complete the project will be
described. Planned testing will also be described. Keywords: Situation Awareness (SA); Augmented Reality; Human-Computer Interaction
(HCI); Tablet Computing; Usability Testing; Space Exploration | |||
| My-World-in-My-Tablet: An Architecture for People with Physical Impairment | | BIBAK | Full-Text | 637-647 | |
| Mario Caruso; Febo Cincotti; Francesco Leotta; Massimo Mecella; Angela Riccio; Francesca Schettini; Luca Simione; Tiziana Catarci | |||
| Mobile computing, coupled with advanced types of input interfaces, such as
Brain Computer Interfaces (BCIs), and smart spaces can improve the quality of
life of persons with disabilities. In this paper, we describe the architecture
and the prototype of an assistive system, which allows users to express
themselves and partially preserve their independence in controlling electrical
devices at home. Even in absence of muscular functions, the proposed system
would still allow the user some communication and control capabilities, by
relying on non-invasive BCIs. Experiments show how the fully-software
realization of the system guarantees effective use with BCIs. Keywords: Brain Computer Interfaces (BCIs); tablet; home appliances; communication
capabilities; software architecture | |||
| AHPM as a Proposal to Improve Interaction with Air Traffic Controllers | | BIBAK | Full-Text | 648-657 | |
| Leonardo L. B. V. Cruciol; Li Weigang | |||
| Air Traffic Management (ATM) involves a complex decision-making process that
involves several entities as short time to analyze risk situations and many
attributes to verify before take an action. So, Decision Support System (DSS)
is a great way to air traffic controllers achieve better results in their work.
A well implemented DSS must provide a simple Human-Computer Interaction (HCI)
to achieve great results. Even a system can provide all functionalities for a
specialist, it must achieve his expectations and results by other requirements,
i.e., maybe a right answer with delay or hard to find will become a wrong or
unnecessary answer. The proposed approach by Air Holding Problem Module (AHPM)
has a sub module responsible for forecasting airspace scenarios and another
responsible to support decision-making process by an interaction with air
traffic controller. Thus, it is possible that air traffic controller interacts
with the system and carries out his activities faster and more informed by a
simple screen which contains knowledge necessary. The AHPM achieved a great
human-computer interaction level because the interaction is very simple and all
mandatory information to do great analysis is presented in a same screen by a
clean and objective organization. Keywords: Human-Computer Interaction; Decision Support System; Air Traffic Management;
Artificial Intelligence | |||
| Decision Space Visualization: Lessons Learned and Design Principles | | BIBAK | Full-Text | 658-667 | |
| Jill L. Drury; Mark S. Pfaff; Gary L. Klein; Yikun Liu | |||
| While the situation space consists of facts about what is currently
happening, the decision space consists of analytical information that supports
comparing the relative desirability of one decision option versus another. We
have focused on new approaches to display decision space information that aids
cognition and confidence. As a result of our earlier empirical work, we have
developed a set of principles for visualizing decision space information. This
paper describes those principles and illustrates their use. Keywords: Decision space; situation space; option awareness; situation awareness;
cognitive engineering; design principles; visualization | |||
| The Language of Motion: A Taxonomy for Interface | | BIBAK | Full-Text | 668-677 | |
| Elaine Froehlich; Brian Lucid; Heather Shaw | |||
| This project presents a taxonomic tool for designing with motion. Paul Klee
dedicated his life to the study and teaching of motion. "I should like to
create an order from feeling and, going still further, from motion."[1] The
natural state of interaction with digitized information includes motion. Our
human brains have evolved physiological systems and organic structures that
respond instinctively, tuned to organic motion. This human bias toward organic,
natural motion presents opportunities for the use of motion in interfaces.
Using motion in computing devices inspired by the natural world will create
deeper, more emotionally engaging experiences. This study focuses on
understanding the basic elements of motion in order to use it as a component in
the design of digital interfaces. It presents a taxonomy of motion with the
goal of describing fundamental qualities of motion used in the 2-dimensional,
framed space of a screen: screen position, direction, principles, attributes
and the resulting behaviors that can be created using them. The documentation
presented defines a language for motion in interface. The taxonomy was built on
discrete gestural motion videos taken from nature. The video segments are
limited to short motions that show a complete but definable idea. The videos
tend to be a few seconds in length though a few of them take several seconds to
complete their motion idea. Keywords: Dynamic media; motion design; motion; interface; screen area; direction;
principles; attributes; behavior; taxonomy | |||
| Adaptive Consoles for Supervisory Control of Multiple Unmanned Aerial Vehicles | | BIBAK | Full-Text | 678-687 | |
| Christian Fuchs; Sérgio Ferreira; João Sousa; Gil Gonçalves | |||
| With the prevailing increase of complex operational scenarios, involving
multiple unmanned aerial vehicles (UAV), the concerns with the natural increase
of operator workload and reduction of situational awareness have become
paramount in order to safeguard operational security and objective completion.
These challenges can be tackled through alterations of the autonomy levels of
the vehicles, however this paper explores how these issues can also be
mitigated by changing the way information is presented to the human operator.
Relying upon an established framework, that supports operational scenarios with
multiple UAVs, a series of display alterations were performed to existing
operation consoles. After test sessions, in a simulated environment, with human
participants of different levels of operational certification, feedback and
results are distilled and analysed. Operator feedback demonstrated an
overwhelming preference for the developed consoles and results showed an
improvement of situation awareness, as well as reduction of workload. Keywords: Operator; Situational Awareness; UAS; UAV; Workload; Command and Control;
Interface | |||
| A Web-Based Interface for a System That Designs Sensor Networks | | BIBAK | Full-Text | 688-697 | |
| Lawrence J. Henschen; J. C. Lee | |||
| We describe the approach taken in the design of the interface for a system
that helps application engineers who are not trained in computer
science/engineering to design sensor networks. We cite various taxonomies from
the senor network literature that guided the design of the interface. We then
describe the overall structure of the system to set the context for how the
human interacts with it. We present some examples of the kind of data required
to design a sensor network and describe how our interface collects that
information. We note at many points in the presentation that a deep
understanding of the data of the application allows for the design of an
appropriate interface. Keywords: Sensor networks; automated design; HCI | |||
| An Interaction Concept for Public Displays and Mobile Devices in Public Transport | | BIBAK | Full-Text | 698-705 | |
| Romina Kühn; Diana Lemme; Thomas Schlegel | |||
| Public displays increasingly find their way into public space and offer a
wide range of information to the user. Currently, most of these displays just
represent information without the chance to explore them or interact with them.
In general, by technical enhancements in this field, more and more
possibilities of interaction are given in different domains. This work presents
interaction opportunities between public displays and users with mobile devices
in the field of public transport. As a basis for understanding the usage and
benefits of public displays it is necessary to have a closer look at different
types of displays in the public domain, too. Keywords: Interaction concept; mobile interaction; public display; public transport | |||
| Study of Interaction Concepts in 3D Virtual Environment | | BIBAK | Full-Text | 706-711 | |
| Vera Oblaender; Maximilian Eibl | |||
| This paper describes what could be understood by interaction techniques and
interaction concepts. In this work we focus in particular the second screen
applications. Research of interaction techniques and concepts in this case
investigates how to design interaction concepts with tablet as second screen,
by remote connection with virtual environment on a primary screen. However, the
actual samples used in this research are summarized by interactions like
selection, manipulation and navigation aspects. Keywords: Human computer interaction; second screen; manipulation; navigation on
virtual environment in virtual reality; interaction technique; interaction
concept; gestures | |||
| Undo/Redo by Trajectory | | BIBAK | Full-Text | 712-721 | |
| Tatsuhito Oe; Buntarou Shizuki; Jiro Tanaka | |||
| We have developed a trajectory based undo/redo interface. Using the
interface, a user traces actions' trajectories shown on a display. As a result,
undo/redo manipulations are performed rapidly with selection of a target from a
history. In this paper, we describe interaction techniques, implementation, and
advanced usages of the interface. Keywords: undo/redo; trajectory; history; tracing; desktop interface; gui | |||
| Multi-layer Control and Graphical Feature Editing Using Server-Side Rendering on Ajax-GIS | | BIBAK | Full-Text | 722-729 | |
| Takeo Sakairi; Takashi Tamada; Katsuyuki Kamei; Yukio Goto | |||
| This paper presents the methods of the multi-layer control and the graphical
feature editing by the server side rendering on Ajax-GIS. Ajax-GIS uses divided
raster image file called "tile" in order to keep light handling. We propose
that the multi-layer control is realized by means of merging transparent tiled
images in the server application as the requests of the client application.
Furthermore we propose the graphical feature editing protocol that sent from a
client and send back to an image in order to edit a feature such as moving
vertices, changing color. In an evaluation experiment of an actual map data, we
confirmed the effectiveness of these methods as compared with conventional
methods. Keywords: Ajax-GIS; Server-Side Rendering; Multi-layer Control; Graphical Feature
Editing | |||
| A Method for Discussing Musical Expression between Music Ensemble Players Using a Web-Based System | | BIBA | Full-Text | 730-739 | |
| Takehiko Sakamoto; Shin Takahashi; Jiro Tanaka | |||
| Music ensemble players discuss musical expression of the piece of music they perform, and determine how to play each note in a score such as the length and the dynamics of tone or phrases in every detail of the music. This paper introduces our system that supports the discussion about musical expressions on the web. Our system enables the users to write comments, draw symbols, and link videos on the score where they are discussing about. We also conducted an informal usability study to evaluate the usefulness of the system. | |||
| A Study on Document Retrieval System Based on Visualization to Manage OCR Documents | | BIBA | Full-Text | 740-749 | |
| Kazuki Tamura; Tomohiro Yoshikawa; Takeshi Furuhashi | |||
| Recently, the digitization of paper-based documents is rapidly advanced through the spread of scanners. However, tagging or sorting a huge amount of scanned documents one by one is difficult in terms of time and effort. Therefore, the system which extracts features from texts in the documents automatically, which is available by OCR, and classifies/retrieves documents will be useful. LDA, one of the most popular Topic Models, is known as a method to extract the features of each document and the relationships between documents. However, it is reported that the performance of LDA declines along with poor OCR recognition. This paper assumes the case of applying LDA to Japanese OCR documents and studies the method to improve the performance of topic inference. This paper defines the reliability of the recognized words using N-gram and proposes the weighting LDA method based on the reliability. Adequacy of the reliability of the recognized words is confirmed through the preliminary experiment detecting false recognized words, and then the experiment to classify practical OCR documents are carried out. The experimental results show the improvement of the classification performance by the proposed method comparing with the conventional methods. | |||
| Audio-Visual Documentation Method for Digital Storytelling for a Multimedia Art Project | | BIBAK | Full-Text | 750-758 | |
| Chui Yin Wong; Chee Weng Khong; Kimberly Chu; Muhammad Asyraf Mhd Pauzi; Man Leong Wong | |||
| In this paper, we describe an interactive multimedia art project, namely
FaceGrid, using mosaic photography art concept for digital storytelling.
Inspired by mosaic photography and a montage concept, FaceGrid was produced by
using many small image tiles that were woven and stitched together to form the
pixel art design pattern. FaceGrid documents the different ways of living and
lifestyles of ordinary folks in a multi-cultural and diverse ethnic society in
Malaysia. We use audio-visual documentation methods (photography and
film-documentary techniques) to record, capture and archive the different
facets of lives and user stories by ordinary people. We then transform those
slices of life via digital storytelling technique into an interactive
multimedia art project. Keywords: Audio-visual documentation method; digital storytelling; multimedia art;
ordinary folks | |||
| Development of a Virtual Keyboard System Using a Bio-signal Interface and Preliminary Usability Test | | BIBAK | Full-Text | 3-9 | |
| Kwang-Ok An; Da-Hey Kim; Jongbae Kim | |||
| People with severe speech or language problems rely on augmentative and
alternative communication (AAC) to supplement existing speech or replace speech
that is not functional. However, many people with severely motor disabilities
are limited to use AAC, because most of AAC use the mechanical input devices.
In this paper, to solve the limitations and offer a practical solution to
disabled person, a virtual keyboard system using a bio-signal interface is
developed. The developed system consists of bio-signal interface, training and
feedback program, connecting module and virtual keyboard. In addition, we
evaluate how well do subjects control the system. From results of preliminary
usability test, the usefulness of the system is verified. Keywords: augmentative and alternative communication; bio-signal interface;
preliminary usability test; virtual keyboard system | |||
| Unifying Conceptual and Spatial Relationships between Objects in HCI | | BIBAK | Full-Text | 10-18 | |
| David Blezinger; Ava Fatah gen. Schieck; Christoph Hölscher | |||
| To design interfaces which occupy a continuous space of interaction, the
conceptual model of an interface needs to be transferred to a spatial model. To
find mappings between conceptual and spatial structure which are natural to
people, an experiment is undertaken in which participants organize objects in a
semi-circle of shelves around their body. It is analyzed how conceptual
relationships between objects such as categorial relationships and sequential
relationships within task performance are represented in spatial configurations
of objects as chosen by the participants. In these configurations, a strong
correlation between conceptual and spatial relationships is observed between
objects. Keywords: HCI frameworks; spatial interface; conceptual model; information
architecture; navigation; object-based; task-based; spatial configuration;
spatial cognition; embodied interaction; categories; visual identity | |||
| Context-Aware Multimodal Sharing of Emotions | | BIBAK | Full-Text | 19-28 | |
| Maurizio Caon; Leonardo Angelini; Yong Yue; Omar Abou Khaled; Elena Mugellini | |||
| Computer mediated interaction often lacks of expressivity, in particular for
emotion communication. Therefore, we present a concept for context-aware
multimodal sharing of emotions for human-to-computer-to-human interaction in
social networks. The multimodal inputs and outputs of this system are
distributed in a smart environment in order to grant a more immersive and
natural interaction experience. The context information is used to improve the
opportuneness and the quality of feedback. We implemented an evaluation
scenario and we conducted an observation study during some events with the
participants. We reported our considerations at the end of this paper. Keywords: affective computing; multimodal interaction; computer mediated
communication; social sharing of emotions | |||
| Supportive User Interfaces for MOCOCO (Mobile, Contextualized and Collaborative) Applications | | BIBAK | Full-Text | 29-38 | |
| Bertrand David; René Chalon; Florent Delomier | |||
| Enhancing interaction with supplementary Supportive User Interfaces:
Meta-UIs, Mega-UIs, Extra-UIs, Supra-UIs, etc. is a relatively new challenge
for HCI. In this paper, we describe our view of supportive user Interfaces for
AmI applications taking into account Mobility, Collaboration and
Contextualization. We describe proposed formalisms and their working
conditions: initially created for designers in the design stage; we consider
that they can now also be used by final-users for dynamic adjustment of working
conditions. Keywords: Interactive and collaborative model architectures; formalisms; Ambient
Intelligence; pervasive and ubiquitous computing; tangible UI | |||
| RFID Mesh Network as an Infrastructure for Location Based Services for the Blind | | BIBAK | Full-Text | 39-45 | |
| Hugo Fernandes; Jose Faria; Paulo Martins; Hugo Paredes; João Barroso | |||
| People with visual impairments face serious challenges while moving from one
place to another. This is a difficult challenge that involves obstacle
avoidance, staying on street walks, finding doors, knowing the current location
and keeping on track through the desired course, until the destination is
reached. While assistive technology has contributed to the improvement of the
quality of life of people with disabilities, people with visual impairment
still face enormous limitations in terms of their mobility. There is still an
enormous lack of availability of information that can be used to assist them,
as well as a lack of sufficient precision in terms of the estimation of the
user's location. This paper proposes an infrastructure to assist the estimation
of the user's location with high precision using Radio Frequency
Identification, providing seamless availability of location based services for
the blind, whether indoor or outdoor. Keywords: Computer-augmented environments; blind; navigation; rfid | |||
| An Ontology-Based Interaction Concept for Social-Aware Applications | | BIBAK | Full-Text | 46-55 | |
| Alexandra Funke; Sören Brunk; Romina Kühn; Thomas Schlegel | |||
| With the usage of mobile devices becoming more and more ubiquitous, access
to social networks such as Facebook and Twitter from those devices is
increasing at a fast rate. Many different social networking applications for
mobile devices exist but most of them only enable access to one social network.
As users are often registered in multiple social networks, they have to use
different applications for mobile access. Furthermore, most applications do not
consider the users' social context to aid them with their intentions. This
paper presents our idea to model the user's social context and intentions in
social networks within an ontology. Based on this ontology we describe an
interaction concept that allows publishing information in different social
networks in a flexible way. We implemented a prototype to show how our findings
can be presented. To conclude, we highlight some possibilities for the future
of ontology-based social-aware applications. Keywords: interaction; ontology; semantic modeling; social-aware; social media | |||
| Sensor-Based Adaptation of User Interface on Android Phones | | BIBAK | Full-Text | 56-61 | |
| Tor-Morten Grønli; Gheorghita Ghine; Jarle Hansen | |||
| The notion of context-aware computing is generally the ability for the
devices to adapt their behavior to the surrounding environment, ultimately
enhancing usability. Sensors are an important source of information input in
any real world context and several previous research contributions look into
this topic. In our research, we combine sensor-generated context information
received both from the phone itself and information retrieved from cloud-based
servers. All data is integrated to create a context-aware mobile device, where
we implemented a new customized home screen application for Android enabled
devices. Thus, we are also able to remotely configure the mobile devices
independent of the device types. This creates a new concept of
context-awareness and embraces the user in ways previously unavailable. Keywords: sensor; interface adaptation; Android | |||
| Perception and BDI Reasoning Based Agent Model for Human Behavior Simulation in Complex System | | BIBAK | Full-Text | 62-71 | |
| Jaekoo Joo | |||
| Modeling of human behaviors in systems engineering has been regarded as an
extremely complex problem due to the ambiguity and difficulty of representing
human decision processes. Unlike modeling of traditional physical systems, from
which active humans are assumed to be excluded, HECS has some peculiar
characteristics which can be summarized as follows: 1) Environments and human
itself are nondeterministic and dynamic that there are many different ways in
which they dynamically evolve. 2) Human perceives a set of perceptual
information taken locally from surrounding environments and other humans in the
environment, which will guide human actions toward his or her goal achievement.
In order to overcome the challenges due to the above characteristics, we
present an human agent model for mimicking perception-based rational human
behaviors in complex systems by combining the ecological concepts of affordance
-- and the Belief-Desire-Intention (BDI) theory. Illustrative models of fire
evacuation simulation are developed to show how the proposed framework can be
applied. The proposed agent model is expected to realize their potential and
enhance the simulation fidelity in analyzing and predicting human behaviors in
HECS. Keywords: Human Behavior; Affordance theory; BDI theory; Agent-based Simulation;
Social Interaction | |||
| Long-Term Study of a Software Keyboard That Places Keys at Positions of Fingers and Their Surroundings | | BIBAK | Full-Text | 72-81 | |
| Yuki Kuno; Buntarou Shizuki; Jiro Tanaka | |||
| In this paper, we present a software keyboard called Leyboard that enables
users to type faster. Leyboard makes typing easier by placing keys at the
positions of fingers and their surroundings. To this end, Leyboard
automatically adjusts its key positions and sizes to users' hands. This design
allows users to type faster and more accurately than using ordinary software
keyboards, the keys of which are unperceptive. We have implemented a prototype
and have performed a long-term user study. The study has proved the usefulness
of Leyboard and its pros and cons. Keywords: Touch screen; text entry; software keyboard; long-term study | |||
| Fast Dynamic Channel Allocation Algorithm for TD-HSPA System | | BIBAK | Full-Text | 82-91 | |
| Haidong Li; Hai-Lin Liu; Xueyi Liang | |||
| In order to make full use of channel, a new dynamic channel allocation
algorithm for TD-HSPA system is proposed. The proposed algorithm gives priority
to consider the time slot distribution in uplink channels. This paper uses low
order modulation coding in uplink channels, but uses high order modulation
coding in downlink channels. The transmission rate of uplink and downlink are
asymmetric. In his paper, we propose a criterion sharing channel for each other
through main and auxiliary frequency when the voice channel is idle. As a
result, the system capacity is increased 50% larger than the past. Simulation
results show that the proposed algorithm can decrease the call blocking ratio
and dropping packet rate of data service, improve the channel utilization
efficiency, and increase the number of data users dramatically. Keywords: TD-HSPA; asymmetric transmission; frequency sharing; dynamic channel
allocation | |||
| Evaluating Intelligibility Usage and Usefulness in a Context-Aware Application | | BIBAK | Full-Text | 92-101 | |
| Brian Y. Lim; Anind K. Dey | |||
| Intelligibility has been proposed to help end-users understand context-aware
applications with their complex inference and implicit sensing. Usable
explanations can be generated and designed to improve user understanding.
However, will users want to use these intelligibility features? How much
intelligibility will they use, and will this be sufficient to improve their
understanding? We present a quasi-field experiment of how participants used the
intelligibility features of a context-aware application. We investigated how
many explanations they viewed, how that affected their understanding of the
application's behavior, and suggestions they had for improving its behavior. We
discuss what constitutes successful intelligibility usage, and provide
recommendations for designing intelligibility to promote its effective use. Keywords: Context-Awareness; Intelligibility; Explanations; User Study | |||
| Strangers and Friends | | BIBAK | Full-Text | 102-111 | |
| Nikita Mattar; Ipke Wachsmuth | |||
| We demonstrate how an artificial agent's conversational style can be adapted
to different interlocutors by using a model of Person Memory. While other
approaches so far rely on adapting an agent's behavior according to one
particular factor like personality or relationship, we show how to enable an
agent to take diverse factors into account at once by exploiting social
categories. This way, our agent is able to adapt its conversational style
individually to reflect interpersonal relationships during conversation. Keywords: embodied conversational agents; conversational style; social categories;
personality; relationships; situational context | |||
| suGATALOG: Fashion Coordination System That Supports Users to Choose Everyday Fashion with Clothed Pictures | | BIBAK | Full-Text | 112-121 | |
| Ayaka Sato; Keita Watanabe; Michiaki Yasumura; Jun Rekimoto | |||
| When deciding what to wear, we normally have to consider several things,
such as color and combination of clothes, as well as situations that might
change every day, including the weather, what to do, where to go, and whom to
meet with. Trying on many possible combinations can be very tedious; thus,
computer support would be helpful. Therefore, we propose suGATALOG, a fashion
coordination system that allows users to choose and coordinate clothes from
their wardrobe. Previous studies have proposed systems using computer images of
clothes to allow users to inspect their clothing ensemble. Our system uses
pictures of users actually wearing the clothes to give a more realistic
impression. suGATALOG compares several combinations by swapping top and bottom
images. In this paper, we describe the system architecture and its user
interface, as well as an evaluation experiment and a long-term trial test to
verify the usefulness of the system. Keywords: Fashion coordinate; Clothes; Life-log | |||
| Interacting with a Context-Aware Personal Information Sharing System | | BIBA | Full-Text | 122-131 | |
| Simon Scerri; Andreas Schuller; Ismael Rivera; Judie Attard; Jeremy Debattista; Massimo Valla; Fabian Hermann; Siegfried Handschuh | |||
| The di.me userware is a decentralised personal information sharing system with a difference: extracted information and observed personal activities are exploited to automatically recognise personal situations, provide privacy-related warnings, and recommend and/or automate user actions. To enable reasoning, personal information from multiple devices and online sources is integrated and transformed to a machine-interpretable format. Aside from distributed personal information monitoring, an intuitive user interface also enables the i) manual customisation of advanced context-driven services and ii) their semi-automatic adaptation across interactive notifications. In this paper we outline how average users interact with the current user interface, and our plans to improve it. | |||
| Design and Evaluation of Eco-feedback Interfaces to Support Location-Based Services for Individual Energy Awareness and Conservation | | BIBAK | Full-Text | 132-140 | |
| Yang Ting Shen; Po Chun Chen; Tay Sheng Jeng | |||
| The Eco-feedback technology has widely applied to the energy conservation.
Eco-feedback technology is usually represented as any kind of interactive
device or interface targeted at revealing energy consumption in order to
promote users' energy awareness and then trigger more ecologically responsible
behaviors. In this paper, the primary goal is to help the individual user
understand his comparative energy consumption through the Eco-feedback energy
visualization. The energy information we provide is the comparison between the
historical average energy consumption and the instant energy consumption. Based
on the instant comparative energy consumption, the user can intuitively
understand the current energy consumption is higher or lower than usualness. We
develop the location-based individual energy consumption feedback system named
EME (Energy MEter). Integrated with the concepts of historical comparison and
incentives, three kinds of eco-feedback interface prototypes including the
Dichotomy type, the Accumulation type, and the Numeral type are designed and
deployed in practical fields. The user study both from quantitative and
qualitative surveys is conducted in order to find out the potential interface
which links user and energy consumption data better. Keywords: Eco-feedback; Energy awareness; Energy conservation; Comparative energy
consumption | |||
| Fuzzy Logic Approach for Adaptive Systems Design | | BIBAK | Full-Text | 141-150 | |
| Makram Soui; Mourad Abed; Khaled Ghedira | |||
| Adaptive system is a field in rapid development. Adaptation is an effective
solution for reducing complexity when searching information. This article
presents how to personalize user interface (UI) using fuzzy logic. Our approach
is based on the definition of relations for selection of appropriate and not
appropriate of UI components. These relations are based the degree of certainty
about the meaning coincidence of metadata elements and user' preferences. The
proposed approach has been validated by applying it in e-learning field. Keywords: Adaptation; Adaptive Systems; Fuzzy logic; Evaluation; User Interface (UI) | |||
| Semi-supervised Remote Sensing Image Segmentation Using Dynamic Region Merging | | BIBAK | Full-Text | 153-162 | |
| Ning He; Ke Lu; Yixue Wang; Yue Gao | |||
| This paper introduces a remote sensing image segmentation approach by using
semi-supervised and dynamic region merging. In remote sensing images, the
spatial relationship among pixels has been shown to be sparsely represented by
a linear combination of a few training samples from a structured dictionary.
The sparse vector is recovered by solving a sparsity-constrained optimization
problem, and it can directly determine the class label of the test sample.
Through a graph-based technique, unlabeled samples are actively selected based
on the entropy of the corresponding class label. With an initially segmented
image based semi-supervised, in which the many regions to be merged for a
meaningful segmentation. By taking the region merging as a labeling problem,
image segmentation is performed by iteratively merging the regions according to
a statistical test. Experiments on two datasets are used to evaluate the
performance of the proposed method. Comparisons with the state-of-the-art
methods demonstrate that the proposed method can effectively investigate the
spatial relationship among pixels and achieve better remote sensing image
segmentation results. Keywords: Semi-supervised; Remote Sensing Image; Image segmentation; Dynamic region
merging | |||
| Correcting Distortion of Views into Aquarium | | BIBAK | Full-Text | 163-170 | |
| Yukio Ishihara; Makio Ishihara | |||
| In this paper, we discuss a way to correct light distortion of views into an
aquarium. When we see fish in an aquarium, they appear closer also distorted
due to light distortion. In order to correct the distortion, the light rays
travelling in the aquarium directly towards an observer should hit him/her
after emerging from the aquarium. A basic idea is to capture those light rays
by a reference camera, then merge the rays as a single view, which is displayed
to the observer. An experiment in a real world environment shows that light
distortion of a view into an aquarium can be corrected using the multiple
reference camera views. Keywords: distortion correction; aquarium; light distortion | |||
| A Dense Stereo Matching Algorithm with Occlusion and Less or Similar Texture Handling | | BIBA | Full-Text | 171-177 | |
| Hehua Ju; Chao Liang | |||
| Due to image noise, illumination and occlusion, to get an accurate and dense disparity with stereo matching is still a challenge. In this paper, a new dense stereo matching algorithm is proposed. The proposed algorithm first use cross-based regions to compute an initial disparity map which can deal with regions with less or similar texture. Secondly, the improved hierarchical belief propagation scheme is employed to optimize the initial disparity map. Then the left-right consistency check and mean-shift algorithm are used to handle occlusions. Finally, a local high-confidence strategy is used to refine the disparity map. Experiments with the Middlebury dataset validate the proposed algorithm. | |||
| Robust Face Recognition System Using a Reliability Feedback | | BIBAK | Full-Text | 178-185 | |
| Shotaro Miwa; Shintaro Watanabe; Makito Seki | |||
| In the real world there are a variety of lighting conditions, and there
exist many directional lights as well as ambient lights. These directional
lights cause partial dark and bright regions on faces. Even if auto exposure
mode of cameras is used, those uneven pixel intensities are left, and in some
cases saturated pixels and black pixels appear. In this paper we propose robust
face recognition system using a reliability feedback. The system evaluates the
reliability of the input face image using prior distributions of each
recognition feature, and if the reliability of the image is not enough for face
recognition, it capture multiple images by changing exposure parameters of
cameras based on the analysis of saturated pixels and black pixels. As a result
the system can cumulates similarity scores of enough amounts of reliable
recognition features from multiple face images. By evaluating the system in an
office environment, we can achieve three times better EER than the system only
with auto exposure control. Keywords: Face Recognition; Prior Probability; Probabilistic Model | |||
| A Developer-Oriented Visual Model for Upper-Body Gesture Characterization | | BIBAK | Full-Text | 186-195 | |
| Simon Ruffieux; Denis Lalanne; Omar Abou Khaled; Elena Mugellini | |||
| This paper focuses on a facilitated and intuitive representation of
upper-body gestures for developers. The representation is based on the user
motion parameters, particularly the rotational and translational components of
body segments during a gesture. The developed static representation aims to
provide a rapid visualization of the complexity for each body segment involved
in the gesture for static representations. The model and algorithms used to
produce the representation have been applied to a dataset of 10 representative
gestures to illustrate the model. Keywords: natural interaction; human-computer interaction; multimodality;
visualization tools; developer-oriented | |||
| Annotate. Train. Evaluate. A Unified Tool for the Analysis and Visualization of Workflows in Machine Learning Applied to Object Detection | | BIBAK | Full-Text | 196-205 | |
| Michael Storz; Marc Ritter; Robert Manthey; Holger Lietz; Maximilian Eibl | |||
| The development of classifiers for object detection in images is a complex
task that comprises the creation of representative and potentially large
datasets from a target object by repetitive and time-consuming intellectual
annotations, followed by a sequence of methods to train, evaluate and optimize
the generated classifier. This is conventionally achieved by the usage and
combination of many different tools. Here, we present a holistic approach to
this scenario by providing a unified tool that covers the single development
stages in one solution to facilitate the development process. We prove this
concept by the example of creating a face detection classifier. Keywords: Model-driven Annotation; Image Processing; Machine Learning; Object
Detection; Workflow Analysis | |||
| A New Real-Time Visual SLAM Algorithm Based on the Improved FAST Features | | BIBA | Full-Text | 206-215 | |
| Liang Wang; Rong Liu; Chao Liang; Fuqing Duan | |||
| The visual SLAM is less dependent on hardware, so it attracts growing interests. However, the visual SLAM, especially the Extend Kalman Filter-based monocular SLAM is computational expensive, and is hard to fulfill real-time process. In this paper, we propose an algorithm, which uses the binary robust independent elementary Features descriptor to describe the features from accelerated segment test feature aiming at improving feature points extraction and matching, and combines with the 1-point random sample consensus strategy to speedup the EKF-based visual SLAM. The proposed algorithm can improve the robustness of the EKF-based visual SLAM and make it operate in real-time. Experimental results validate the proposed algorithm. | |||
| A Coastline Detection Method Based on Level Set | | BIBAK | Full-Text | 216-226 | |
| Qian Wang; Ke Lu; Fuqing Duan; Ning He; Lei Yang | |||
| This paper proposes a level set based coastline detection method by using
the template initialization and local energy minimization. It can complete the
sea-land boundary detection in infrared channel image. This method is an
improvement on the traditional level set algorithm by using the information of
GSHHS to optimize the initialization procedure, which can reduce the number of
iterations and numerical errors. Moreover, this method optimizes regional
energy functional, and can achieve the rapid coastline detection. Experiments
on the IR image of FY-2 satellite show that the method has fast speed and high
accuracy. Keywords: Edge detection; level set method; IR image processing | |||
| Tracking End-Effectors for Marker-Less 3D Human Motion Estimation in Multi-view Image Sequences | | BIBAK | Full-Text | 227-235 | |
| Wenzhong Wang; Zhaoqi Wang; Xiaoming Deng; Bin Luo | |||
| We propose to track the end-effectors of human body, and use them as
kinematic constraints for reliable marker-less 3D human motion tracking. In the
presented approach, we track the end-effectors using particle filtering. The
tracked results are then combined with image features for 3D full pose
tracking. Experimental results verified that the inclusion of end-effectors'
constraints improves the tracking performances. Keywords: end-effectors; motion tracking; particle filtering | |||
| Kernel Based Weighted Group Sparse Representation Classifier | | BIBAK | Full-Text | 236-245 | |
| Bingxin Xu; Ping Guo; C. L. Philip Chen | |||
| Sparse representation classification (SRC) is a new framework for
classification and has been successfully applied to face recognition. However,
SRC can not well classify the data when they are in the overlap feature space.
In addition, SRC treats different samples equally and ignores the cooperation
among samples belong to the same class. In this paper, a kernel based weighted
group sparse classifier (KWGSC) is proposed. Kernel trick is not only used for
mapping the original feature space into a high dimensional feature space, but
also as a measure to select members of each group. The weight reflects the
importance degree of training samples in different group. Substantial
experiments on benchmark databases have been conducted to investigate the
performance of proposed method in image classification. The experimental
results demonstrate that the proposed KWGSC approach has a higher
classification accuracy than that of SRC and other modified sparse
representation classification. Keywords: Group sparse representation; kernel method; image classification | |||
| Kernel Fuzzy Similarity Measure-Based Spectral Clustering for Image Segmentation | | BIBAK | Full-Text | 246-253 | |
| Yifang Yang; Yuping Wang; Yiu-ming Cheung | |||
| Spectral clustering has been successfully used in the field of pattern
recognition and image processing. The efficiency of spectral clustering,
however, depends heavily on the similarity measure adopted. A widely used
similarity measure is the Gaussian kernel function where Euclidean distance is
used. Unfortunately, the Gaussian kernel function is parameter sensitive and
the Euclidean distance is usually not suitable to the complex distribution
data. In this paper, a novel similarity measure called kernel fuzzy similarity
measure is proposed first, Then this novel measure is integrated into spectral
clustering to get a new clustering method: kernel fuzzy similarity based
spectral clustering (KFSC). To alleviate the computational complexity of KFSC
on image segmentation, Nyström method is used in KFSC. At last, the
experiments on three synthetic texture images are made, and the results
demonstrate the effectiveness of the proposed algorithm. Keywords: spectral clustering; kernel fuzzy-clustering; image segmentation;
Nyström method | |||
| Depth Camera Based Real-Time Fingertip Detection Using Multi-view Projection | | BIBAK | Full-Text | 254-261 | |
| Weixin Yang; Zhengyang Zhong; Xin Zhang; Lianwen Jin; Chenlin Xiong; Pengwei Wang | |||
| We propose a real-time fingertip detection algorithm based on depth
information. It can robustly detect single fingertip regardless of the position
and direction of the hand. With the depth information of front view, depth map
of top view and side view is generated. Due to the difference between finger
thickness and fist thickness, we use thickness histogram to segment the finger
from the fist. Among finger points, the farthest point from palm center is the
detected fingertip. We collected over 3,000 frames writing-in-the-air sequences
to test our algorithm. From our experiments, the proposed algorithm can detect
the fingertip with robustness and accuracy. Keywords: Kinect; depth image; finger detection; fingertip detection; multiview
projection | |||
| Evaluation of Hip Impingement Kinematics on Range of Motion | | BIBAK | Full-Text | 262-269 | |
| Mahshid Yazdifar; Mohammadreza Yazdifar; Pooyan Rahmanivahid; Saba Eshraghi; Ibrahim Esat; Mahmoud Chizari | |||
| Femoroacetabulare impingement (FAI) is a mechanical mismatch between femur
and acetabulum. It would bring abnormal contact stress and potential joint
damage. This problem is more common on people with high level of motion
activity such as baler dancer and athletics. FAI causes pain in hip joints and
consequently would lead to reduction in range of motion. This study
investigates whether changing the kinematics parameters of hip joint with
impingement can improve range of motion or not. Hip joint model is created in
finite element environment, and then the range of motion was detected. The
original boundary conditions are applied in the initial hip impingement model.
Then gradually the gap between femur and acetabulum in the model was changed to
evaluate the changing kinematics factors on range of motion.
Mimics (Materialise NV) software was used to generate the surface mesh of three-dimensional (3D) models of the hip joint from computerised tomography (CT) images of the subject patients diagnosed with FAI. The surface mesh models created in Mimics were then exported to Abaqus (Simulia Dassault Systems) to create a finite element (FE) models that will be suitable for mechanical analysis. The surface mesh was converted into a volumetric mesh using Abaqus meshing modules. Material properties of the bones and soft tissues were defined in the FE model. The kinematic values of the joint during a normal sitting stance, which were obtained from motion capture analysis in the gait lab, were used as boundary conditions in the FE model to simulate the motion of the hip joint during a normal sitting stance and find possible contact at the location of the FAI. The centre of rotation for a female hip model with impingement was changed and range of motion was measured in Abaqus. The results were compared to investigate the effect of centre of rotation on range of motion for hip with femoroacetabular impingement. There was a significant change on range of motion with changing the gap between femur and acetabulum. Decreasing the distance between femur and acetabulum decreases the range of motion. When the distance between femur and acetabulum changes the location of impingement shifted. Increasing the distance between femur and acetabulum, there is no noticeable change in the location of impingement. This study concludes that changing the kinematics of hip with impingement changes the range of motion. Keywords: hip joint; femoroacetabular impingement; finite element; kinematics | |||
| Tracking People with Active Cameras | | BIBAK | Full-Text | 270-279 | |
| Alparslan Yildiz; Noriko Takemura; Yoshio Iwai; Kosuke Sato | |||
| In this paper, we introduce a novel method on tracking multiple people using
multiple active cameras. The aim is to capture as many targets as possible at
any time using a limited number of active cameras.
In our context, an active camera is a statically located PTZ (pan-tilt-zoom) camera. Using active cameras for tracking is not researched thoroughly, since it is relatively easier to use increased number of fully static cameras. However, we believe this is costly and a deeper research on the employment of active cameras is necessary. Our contributions include the removal of necessity for the detection of each person individually in an efficient way and estimating the future states of the system using a simplified fluid simulation. Keywords: multiple view; tracking; active cameras | |||
| Classification Based on LBP and SVM for Human Embryo Microscope Images | | BIBAK | Full-Text | 280-288 | |
| Yabo Yin; Yun Tian; Weizhong Wang; Fuqing Duan; Zhongke Wu; Mingquan Zhou | |||
| Embryo transfer is an extremely important step in the process of in-vitro
fertilization and embryo transfer (IVF-ET). The identification of the embryo
with the greatest potential for producing a child is a very big challenge faced
by embryologists. Most current scoring systems of assessing embryo viability
are based on doctors' subjective visual analysis of the embryos' morphological
features. So it provides only a very rough guide to potential. A classifier as
a computer-aided method which is based on Pattern Recognition can help to
automatically and accurately select embryos. This paper presents a classifier
based on the support vector machine (SVM) algorithm. Key characteristics are
formulated by using the local binary pattern (LBP) algorithm, which can
eliminate the inter-observer variation, thus adding objectivity to the
selection process. The experiment is done with 185 embryo images, including 47
"good" and 138 "bad" embryo images. The result shows our proposed method is
robust and accurate, and the accurate rate of classification can reach about
80.42%. Keywords: embryo microscope images; feature extraction; automatic classifier; local
vector pattern; support vector machine | |||
| Semantic Annotation Method of Clothing Image | | BIBAK | Full-Text | 289-298 | |
| Lu Zhaolao; Mingquan Zhou; Wang Xuesong; Fu Yan; Tan Xiaohui | |||
| Semantic annotation is an essential issue for image retrieval. In this
paper, we take the online clothing product images as sample. In order to
annotate images. we first segment the image into regions, then remove the
background and noise information. The illumination and light interference is
considered too. Cloth position and region are determined by rules. Images are
translated into some features. Visual words are prepared by human and calculate
methods. Finally, Image features are mapped to different visual words.
Pre-processing and post-processing steps which uses face recognition method and
background rule analysis are applied. Finally, some segmentation and annotation
results are given to discuss the method. Keywords: Semantic annotation; Image segmentation; Graph cut | |||
| Audio-Based Pre-classification for Semi-automatic Facial Expression Coding | | BIBA | Full-Text | 301-309 | |
| Ronald Böck; Kerstin Limbrecht-Ecklundt; Ingo Siegert; Steffen Walter; Andreas Wendemuth | |||
| The automatic classification of the users' internal affective and emotional states is nowadays to be considered for many applications, ranging from organisational tasks to health care. Developing suitable automatic technical systems, training material is necessary for an appropriate adaptation towards users. In this paper, we present a framework which reduces the manual effort in annotation of emotional states. Mainly it pre-selects video material containing facial expressions for a detailed coding according to the Facial Action Coding System based on audio features, namely prosodic and mel-frequency features. Further, we present results of first experiments which were conducted to give a proof-of-concept and to define the parameters for the classifier that is based on Hidden Markov Models. The experiments were done on the EmoRec I dataset. | |||
| Sentimental Eyes! | | BIBAK | Full-Text | 310-318 | |
| Amitava Das; Björn Gambäck | |||
| A closer look at how users perform search is needed in order to best design
a more efficient next generation sentiment search engine and understand
fundamental behaviours involved in online review/opinion search processes. The
paper proposes utilizing personalized search, eye tracking and sentiment
analysis for better understanding of end-user behavioural characteristics while
making a judgement in a Sentiment Search Engine. Keywords: Sentiment Analysis; Sentiment Search; Eye Tracking | |||
| Developing Sophisticated Robot Reactions by Long-Term Human Interaction | | BIBA | Full-Text | 319-328 | |
| Hiromi Nagano; Miho Harata; Masataka Tokumaru | |||
| In this study, we proposed an emotion generation model for robots that considers mutual effects of desires and emotions. Many researchers are developing partner robots for communicating with people and entertaining them, rather than for performing practical functions. However, people quickly grow tired of these robots owing to their simplistic emotional responses. To solve this issue, we attempted to implement the mutual effects of desires and emotions using internal-states, such as physiological factors. Herein, the simulation results verified that the proposed model expresses complex emotions similar to humans. The results confirmed that the emotions expressed by the proposed model are more complex and realistic than those expressed by a reference model. | |||
| An Awareness System for Supporting Remote Communication -- Application to Long-Distance Relationships | | BIBAK | Full-Text | 329-338 | |
| Tomoya Ohiro; Tomoko Izumi; Yoshio Nakatani | |||
| Recently, the methods of conducting long distance communication have
dramatically changed due to improvements in communication technology including
TV phones, e-mail, and SNS (Social Networking Services). However, people still
have difficulty in enjoying sufficient long distance communication because
subtle nuance and atmosphere are difficult to be felt in a distant place. For
example, there are many romantic partners with feelings of anxiety about
long-distance relationships. This is because an environment that allows the
partners to understand each other has not been sufficiently supported. The
purpose of this study is to help people separated by a long distance to
understand each other by enabling the sensing of a partner's feelings from the
partner's behavior. Our target is long-distance romantic partners. When people
feel, sense, or are conscious of another person's existence or state, this
ability or state is called "awareness.". Awareness is nonverbal communication.
Awareness sharing among people is very important for managing relationships
successfully, especially for people separated by a long distance. This is
because a partner will develop feelings of unease if awareness sharing is not
adequate. Our approach is as follows. First, examine what kind of action is
useful for representing the feeling of love. Next, monitor these actions in
partners. Third, summarize actions to quantitative indications. The prototype
system was evaluated through evaluation experiments. Three pairs of partners
used the system for two weeks. The result verified the effectiveness of this
system as it promoted mutual communication. Keywords: long distance communication; nonverbal communication; awareness | |||
| Emotion Sharing with the Emotional Digital Picture Frame | | BIBAK | Full-Text | 339-345 | |
| Kyoung Shin Park; Yongjoo Cho; Minyoung Kim; Ki-Young Seo; Dongkeun Kim | |||
| This paper presents the design and implementation of emotional digital
picture frame system, which is designed for a group of users to share their
emotions via photographs with their own emotional expressions. This system
detects user emotions using physiological sensor signals in real-time and
changes audio-visual elements of photographs dynamically in response to the
user's emotional state. This system allows user emotions to be shared with
other users in remote locations. Also, it provides the emotional rule authoring
tool to enable users to create their own expression for audio-visual element to
fit their emotion. In particular, the rendering elements of a photograph can
appear differently when another user's emotion is received. Keywords: Emotional Digital Picture Frame; Emotional Intelligent Contents; Emotional
Rule Authoring Tool | |||
| Vision Based Body Dither Measurement for Estimating Human Emotion Parameters | | BIBAK | Full-Text | 346-352 | |
| Sangin Park; Deajune Ko; Mincheol Whang; Eui Chul Lee | |||
| In this paper, we propose a new body dither analyzing method in order to
estimating various kinds of intention and emotion of human. In previous
researches for quantitatively measuring human intention and emotion, many kinds
of physiological sensors such as ECG, PPG, GSR, SKT, and EEG have been adopted.
However, these sensor based methods may supply inconvenience caused by sensor
attachment to user. Also, therefrom caused negative emotion can be a noise
factor in terms of measuring particular emotion. To solve these problems, we
focus on facial dither by analyzing successive image frames captured from
conventional webcam. For that, face region is firstly detected from the
captured upper body image. Then, the amount of facial movement is calculated by
subtracting adjacency two image frames. Since the calculated successive values
of facial movement has the form of 1D temporal signal, all of conventional
temporal signal processing methods can be used to analysis that. Results of
feasibility test by inducing positive and negative emotions showed that more
facial movement when inducing positive emotion was occurred compared with the
case of negative emotion. Keywords: Body dither measurement; Emotion recognition; Image subtraction | |||
| Evaluating Emotional State during 3DTV Viewing Using Psychophysiological Measurements | | BIBAK | Full-Text | 353-361 | |
| Kiyomi Sakamoto; Seiji Sakashita; Kuniko Yamashita; Akira Okada | |||
| Using a 50-inch 3DTV, we experimentally estimated the relationship between
TV viewers' emotional states and selected physiological indices. Our
experiments show complex emotional states to be significantly correlated with
these physiological indices, which comprise near-infrared spectroscopy (NIRS),
representing central nervous system activity, and the low frequency/high
frequency ratio (LF/HF), representing sympathetic nervous system activity.
These are useful indices for evaluating emotional states that include "feeling
of involvement." Keywords: emotional states; physiological and psychological measurements; NIRS; HR
variability; 3DTV; TV viewing | |||
| Affect-Based Retrieval of Landscape Images Using Probabilistic Affective Model | | BIBAK | Full-Text | 362-371 | |
| Yunhee Shin; Eun Yi Kim; Tae-Eung Sung | |||
| We consider the problem of ranking the web image search using human affects.
For this, a Probabilistic Affective Model (PAM) is presented for predicting the
affects from color compositions (CCs) of images, then the retrieval system is
developed using them. The PAM first segments an image into seed regions, then
extracts CCs among seed regions and their neighbors, finally infer the
numerical ratings of certain affects by comparing the extracted CCs with
pre-defined human-devised color triplets. The performance of the proposed
system has been studied at an online demonstration site where 52 users search
16,276 landscape images using affects, then the results demonstrated its
effectiveness in affect-based image annotation and retrieval. Keywords: Affect-based image retrieval; probabilistic affective model; meanshift
clustering; color image scale | |||
| A Study on Combinative Value Creation in Songs Selection | | BIBAK | Full-Text | 372-380 | |
| Hiroko Shoji; Jun Okawa; Ken Kaji; Ogino Akihiro | |||
| Recently, advances in information and communications technology have allowed
us to easily download our favorite songs from the Internet. A song in general
is more often played in sequence with other various ones than listened
separately. The evolution of devices, however, has caused an increased number
of portable songs and thus frequent difficulties in nicely combining multiple
songs from a flood of songs to make a satisfactory playlist. There are many
existing research works on songs search and retrieval, such as a songs each
system using affective words and a songs recommendation system in consideration
for the user's preference. These existing researches, however, are intended for
"selecting a single song suited to the user's image", and never takes into
consideration a combination of multiple songs. Therefore, it is difficult that
existing systems automatically generate a desired playlist. Keywords: combination value; playlist; recommendation; onomatopoeia | |||
| The Influence of Context Knowledge for Multi-modal Affective Annotation | | BIBAK | Full-Text | 381-390 | |
| Ingo Siegert; Ronald Böck; Andreas Wendemuth | |||
| To provide successful human-computer interaction, automatic emotion
recognition from speech experienced greater attention, also increasing the
demand for valid data material. Additionally, the difficulty to find
appropriate labels is increasing.
Therefore, labels, which are manageable by evaluators and cover nearly all occurring emotions, have to be found. An important question is how context influences the annotators' decisions. In this paper, we present our investigations of emotional affective labelling on natural multi-modal data investigating different contextual aspects. We will explore different types of contextual information and their influence on the annotation process. In this paper we investigate two specific contextual factors, observable channels and knowledge about the interaction course. We discover, that the knowledge about the previous interaction course is needed to assess the affective state, but that the presence of acoustic and video channel can partially replace the lack of discourse knowledge. Keywords: emotion comparison; affective state; labelling; context influence | |||
| Generation of Facial Expression Emphasized with Cartoon Techniques Using a Cellular-Phone-Type Teleoperated Robot with a Mobile Projector | | BIBA | Full-Text | 391-400 | |
| Yu Tsuruda; Maiya Hori; Hiroki Yoshimura; Yoshio Iwai | |||
| We propose a method for generating facial expressions emphasized with cartoon techniques using a cellular-phone-type teleoperated android with a mobile projector. Elfoid is designed to transmit the speaker's presence to their communication partner using a camera and microphone, and has a soft exterior that provides the look and feel of human skin. To transmit the speaker's presence, Elfoid sends not only the voice of the speaker but also emotional information captured by the camera and microphone. Elfoid cannot, however, display facial expressions because of its compactness and a lack of sufficiently small actuator motors. In this research, facial expressions are generated using Elfoid's head-mounted mobile projector to overcome the problem. Additionally, facial expressions are emphasized using cartoon techniques: movements around the mouth and eyes are emphasized, the silhouette of the face and shapes of the eyes are varied by projection effects, and color stimuli that induce a particular emotion are added. In an experiment, representative face expressions are generated with Elfoid and emotions conveyed to users are investigated by subjective evaluation. | |||
| A Biofeedback Game for Training Arousal Regulation during a Stressful Task: The Space Investor | | BIBA | Full-Text | 403-410 | |
| Olle Hilborn; Henrik Cederholm; Jeanette Eriksson; Craig Lindley | |||
| Emotion regulation is a topic that has considerable impact in our everyday lives, among others emotional biases that affect our decision making. A serious game that was built in order to be able to train emotion regulation is presented and evaluated here. The evaluation consisted of a usability testing and then an experiment that targeted the difficulty of the game. The results suggested adequate usability and a difficulty that requires the player to engage in managing their emotion in order to have a winning strategy. | |||
| Responses Analysis of Visual and Linguistic Information on Digital Signage Using fNIRS | | BIBAK | Full-Text | 411-420 | |
| Satoru Iteya; Atsushi Maki; Toshikazu Kato | |||
| When customers receive recommended information through digital signage, it
is important not only to choose suitable commodities matching each customer's
preferences, but also to choose suitable information media to express their
features. This paper proposes a method to estimate their preferences on
information media by measuring brain activity. First step in order to achieve
our final goal, we disclose that there are significant differences in brain
activity in case subjects receive recommended information. The result of
analysis shows there are significant differences in brain activity, especially
visual cortex and language area. Keywords: fNIRS; Preference on Commodities and Information Parts; Information
Recommendation | |||
| A Method for Promoting Interaction Awareness by Biological Rhythm in Elementary School Children | | BIBAK | Full-Text | 421-430 | |
| Kyoko Ito; Kosuke Ohmori; Shogo Nishida | |||
| Recently, in Japan, education about the ability to make decisions as part of
a group composed of children with different ways of thinking has become more
important. Therefore, discussion activities have been adopted in elementary
school education. This study considers a method that supports discussion
activities by making children aware of the "state" (i.e., atmosphere, progress)
of their group during discussion, and of the ways they are influencing this
state themselves. We developed a system which allows us to visualize the
entrainment of the biological rhythm to present the group's state. An
experiment using this system was conducted to clarify whether the children were
aware of the group state during discussion, and how they were affected by this
awareness. We found that this system has the potential to support children when
considering ways of participating in the discussion. Also, it was found that
the system can act as an interface, encouraging children to think about the
importance of their listening to others in the group. Keywords: Education support; Elementary school education; discussion activity;
interaction; biological rhythm | |||
| Internet Anxiety: Myth or Reality? | | BIBAK | Full-Text | 431-440 | |
| Santosh Kumar Kalwar; Kari Heikkinen; Jari Porras | |||
| The purpose of this paper is to determine if Internet anxiety is a myth or
reality using literature, questionnaires, and analysis of the collected data.
Results showed that the Internet anxiety phenomenon is mostly reality. By
placing strong emphasis on the existent Internet anxiety phenomenon, the HCI
community could constructively build effective tools and techniques to mitigate
users' anxiety. Keywords: Internet; anxiety; concept; qualitative; myth; reality | |||
| Brain Function Connectivity Analysis for Recognizing Different Relation of Social Emotion in Virtual Reality | | BIBAK | Full-Text | 441-447 | |
| Jonghwa Kim; Dongkeun Kim; Sangmin Ann; Sangin Park; Mincheol Whang | |||
| Social emotions are emotion that can be induced from human social
relationships when people are interacting with others. In this study, we are
aim to analyze a brain function connectivity in terms of different relations of
social emotions. The brain function connectivity can be used to observe the
neural responses with features of EEG coherences during a cognitive process. In
this study, the EEG coherence is measured according to different social emotion
evocations. The auditory and visual stimulus for inducing social emotions was
presented to participants during 20.5 sec (±3.1 sec). The participants
were asked to imagine and explain about similar emotion experience after
watching each video clips. The measured EEG coherence was grouped into two
different social emotion categories; the information sharing relation and
emotion sharing relation, and compared with the results of subjective
evaluation and independent T-test. The information sharing relation was related
with the brain connectivity of the right temporo-occipital position associated
with a language memory. The emotion sharing relation was related with the brain
connectivity of the left fronto-right parietal position associated with a
visual information processing area. Keywords: Emotion; Social emotion; Emotion relation; EEG coherence; Brain function
connectivity | |||
| A Mobile Brain-Computer Interface for Freely Moving Humans | | BIBAK | Full-Text | 448-453 | |
| Yuan-Pin Lin; Yijun Wang; Chun-Shu Wei; Tzyy-Ping Jung | |||
| Recent advances in mobile electroencephalogram (EEG) systems featuring dry
electrodes and wireless telemetry have promoted the applications of
brain-computer interfaces (BCIs) in our daily life. In the field of
neuroscience, understanding the underlying neural mechanisms of unconstrained
human behaviors, i.e. freely moving humans, is accordingly in high demand. The
empirical results of this study demonstrated the feasibility of using a mobile
BCI system to detect steady-state visual-evoked potential (SSVEP) of the
participants during natural human walking. This study considerably facilitates
the process of bridging laboratory-oriented BCI demonstrations into mobile
EEG-based systems for real-life environments. Keywords: EEG; BCI; SSVEP; moving humans | |||
| The Solid Angle of Light Sources and Its Impact on the Suppression of Melatonin in Humans | | BIBAK | Full-Text | 454-463 | |
| Philipp Novotny; Peyton Paulick; Markus J. Schwarz; Herbert Plischke | |||
| Our group conducted a preliminary study to examine the influence of
different sizes of light sources, and therefore different illuminance levels,
at the retina. Six participants were exposed to two lighting scenarios and
saliva samples were collected to determine melatonin levels throughout the
experiment. Melatonin levels were analyzed to compare the efficacy of each
lighting scenario and its ability to suppress melatonin period. Our data is
showing a trend that both lighting scenarios are capable of suppressing
melatonin. Moreover, the preliminary data show that the lighting scenario with
the large solid angle is more effective at suppressing melatonin compared to
the lighting scenario with the small solid angle lighting scenario period.
Further testing with a larger patient population will need to be done to prove
statistical significance of our findings. Our further studies will repeat this
experiment with a larger test group and modifying the time frame between
different lighting scenarios period. Keywords: light; health; melatonin; suppression; optimal healing environment;
chronodisruption; circadian rhythm; shift work; dementia; light therapy | |||
| Facial Electromyogram Activation as Silent Speech Method | | BIBAK | Full-Text | 464-473 | |
| Lisa Rebenitsch; Charles B. Owen | |||
| A wide variety of alternative speech-free input methods have been developed,
including speech recognition, gestural commands, and eye typing. These methods
are beneficial not only for the disabled, but for situations where the hands
are preoccupied. However, many of these methods are sensitive to noise,
tolerate little movement, and require it to be the primary focus of the
environment. Morse code offers an alternative when background noise cannot be
managed. A Morse code-inspired application was developed employing
electromyograms. Several muscles were explored to determine potential electrode
sites that possessed good sensitivity and were robust to normal movement. The
masseter jaw muscle was selected for later testing. The prototype application
demonstrated that the jaw muscle can be used as a Morse "key" while being
robust to normal speech. Keywords: Silent Speech; Human computer interaction; User interfaces | |||
| The Impact of Gender and Sexual Hormones on Automated Psychobiological Emotion Classification | | BIBAK | Full-Text | 474-482 | |
| Stefanie Rukavina; Sascha Gruss; Jun-Wen Tan; David Hrabal; Steffen Walter; Harald C. Traue; Lucia Jerg-Bretzke | |||
| It is a challenge to make cognitive technical systems more empathetic for
user emotions and dispositions. Among channels like facial behavior and
nonverbal cues, psychobiological patterns of emotional or dispositional
behavior contain rich information, which is continuously available and hardly
willingly controlled. However, within this area of research, gender differences
or even hormonal cycle effects as potential factors in influencing the
classification of psychophysiological patterns of emotions have rarely been
analyzed so far.
In our study, emotions were induced with a blocked presentation of pictures from the International Affective Picture System (IAPS) and Ulm pictures. For the automated emotion classification in a first step 5 features from the heart rate signal were calculated and in a second step combined with two features of the facial EMG. The study focused mainly on gender differences in automated emotion classification and to a lesser degree on classification accuracy with Support Vector Machine (SVM) per se. We got diminished classification results for a gender mixed population and also we got diminished results for mixing young females with their hormonal cycle phases. Thus, we could show an improvement of the accuracy rates when subdividing the population according to their gender, which is discussed as a possibility of incrementing automated classification results. Keywords: emotion classification; gender; hormonal cycle; heart rate; facial EMG | |||
| Evaluation of Mono/Binocular Depth Perception Using Virtual Image Display | | BIBAK | Full-Text | 483-490 | |
| Shys-Fan Yang-Mao; Yu-Ting Lin; Ming-Hui Lin; Wen-Jun Zeng; Yao-lien Wang | |||
| Augmented reality (AR) is a very popular technology in various applications.
It allows the user to see the real world, with virtual objects composited with
or superimposed upon the real world. The usability of interactive user
interface based on AR relies heavily on visibility and depth perception of
content, virtual image display particularly. In this paper, we performed
several basic evaluations for a commercial see-through head mounted display
based on those factors that can change depth perception: binocular or
monocular, viewing distance, eye dominance, content changed in shape or size,
indicated by hand or reference object. The experiment results reveal many
interesting and fascinating features. The features will be user interface
design guidelines for every similar see-through near-eye display systems. Keywords: augmented reality; virtual image display; see-through near-eye display; user
interface; depth perception | |||
| Visual Image Reconstruction from fMRI Activation Using Multi-scale Support Vector Machine Decoders | | BIBAK | Full-Text | 491-497 | |
| Yu Zhan; Jiacai Zhang; Sutao Song; Li Yao | |||
| The correspondence between the detailed contents of a person's mental state
and human neuroimaging has yet to be fully explored. Previous research
reconstructed contrast-defined images using combination of multi-scale local
image decoders, where contrast for local image bases was predicted from fMRI
activity by sparse logistic regression (SLR). The present study extends this
research to probe into accurate and effective reconstruction of images from
fMRI. First, support vector machine (SVM) was employed to model the
relationship between contrast of local image and fMRI; second, additional
3-pixel image bases were considered. Reconstruction results demonstrated that
the time consumption in modeling the local image decoder was reduced to 1% by
SVM compared to SLR. Our method also improved the spatial correlation between
the stimulus and reconstructed image. This finding indicated that our method
could read out what a subject was viewing and reconstruct simple images from
brain activity at a high speed. Keywords: Image Reconstrution; fMRI; Multi-scale; SVM | |||
| Alterations in Resting-State after Motor Imagery Training: A Pilot Investigation with Eigenvector Centrality Mapping | | BIBAK | Full-Text | 498-504 | |
| Rushao Zhang; Hang Zhang; Lele Xu; Mingqi Hui; Zhiying Long; Yijun Liu; Li Yao | |||
| Motor training, including motor execution and motor imagery training, has
been indicated to be effective in mental disorders rehabilitation and motor
skill learning. In related neuroimaging studies, resting-state has been
employed as a new perspective besides task-state to examine the neural
mechanism of motor execution training. However, motor imagery training, as
another part of motor training, has been few investigated. To address this
issue, eigenvector centrality mapping (ECM) was applied to explore
resting-state before and after motor imagery training. ECM could assess the
computational measurement of eigenvector centrality for capturing intrinsic
neural architecture on a voxel-wise level without any prior assumptions. Our
results revealed that the significant increases of eigenvector centrality were
in the precuneus and medial frontal gyrus (MFG) for the experimental group but
not for the control group. These alterations may be associated with the
sensorimotor information integration and inner state modulation of motor
imagery training. Keywords: Motor imagery; functional magnetic resonance imaging (fMRI); ECM; precuneus;
medial frontal gyrus (MFG) | |||