| 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 | |||