| User Driven Service Design and Innovation Platforms | | BIBAK | Full-Text | 3-7 | |
| Birgitta Bergvall-Kåreborn; Mikael Wiberg | |||
| Integrating consumers into the design and development process of IT is a
promising strategy for companies. To stimulate this co-production of IT through
end-user programming specific user platforms for innovation have been
developed. In this paper we illustrate how end-user programming and
configurations has been a successful practice throughout the history of the PC
-- from the early stationary computers in the 80s, via the development of the
web, to recent toolkits for end-user configuration of mobile hardware. While
this trend has been stable this paper illustrate how corresponding support for
end-user programming of mobile applications is still missing. To address this
need this paper presents the SATIN platform and its underlying design concepts.
We view this as a contribution for advancing the development of innovation
platforms and as an illustration of how concept design can help in envisioning
the next step in user-driven service design. Keywords: Concept design; Innovation Platforms; User-driven service design | |||
| Affective Service Design Considered Informational Assimilation of Layout Factors | | BIBAK | Full-Text | 8-12 | |
| Youngil Cho; SuKyoung Kim | |||
| While the changes in the focus and characters of service design have been
complicated, its qualities regarding intuitively preferred factors, have not
been investigated enough. This study shows how design factors affect user's
intuitive preference and what make a user's attention focused on informational
assimilation. Through the experiment, the layout factors and its values are
verified. It was investigated (1) which layout factors arouse a user's
attention, (2) how much users were satisfied with the verified factors. The
results shows that (1) elaborate images are the most important layout factor
among five considerable factors, to arouse user's attentions, (2) the elaborate
figures affect significantly all affective evaluation values, which were proved
its relationship between user's attentions and the evaluation values through
previous study; preference, aesthetic, and pleasure. Keywords: affective; empathy; design | |||
| The Question Concerning Technology as Art | | BIBAK | Full-Text | 13-16 | |
| HyunKyoung Cho; Chang-Soo Park | |||
| This paper presents that politics and the aesthetic meet in creative
tensions between art, technology and humanities. The coincidence of politics
and the aesthetic comes from the doubleness of technology performed by
collaborative action of "We" human-and-technology. The way of technology posing
the pairing of politics and the aesthetic in contemporary art opens a new way
of understanding of relationships of humans and technology in collaborative
action rooted in interdependent perspective. Keywords: "We" human-and-technology; collaborative action; doubleness; politics; art;
technology | |||
| The Role of Knowledge Management in Agile Software Development | | BIBAK | Full-Text | 17-21 | |
| Broderick Crawford; Claudio León de la Barra; Ricardo Soto; Mario Dorochesi; Eric Monfroy | |||
| A software engineering project depends significantly on team performance,
software is created by people for people involving human cooperation. In the
last years, the traditional software development approaches are changing and
agile methods have received considerable appreciation. Among other attributes,
the agilists claim that knowledge sharing is one of the keys to response to
common problems and challenges of software development today. The agile
principles and values have emphasized the importance of collaboration and
interaction in the software development and, by other hand, creative work
commonly involves collaboration in some form and it can be understood as an
interaction between an individual and a sociocultural context. Agile methods
had attained worldwide fame for its ability to increase the productivity of
software teams by several magnitudes through empowering individuals, fostering
a team-oriented environment, and focusing on project transparency and results.
Particularly relevant are the team structure (creative and agile roles) and its
functioning (creative techniques used). Keywords: Knowledge Management; Software Engineering; Agile Development; Creativity;
Creative teams | |||
| Issues and Understandings for Rural HCI Systems Development: Agile Approaches "In the Wild" | | BIBA | Full-Text | 22-26 | |
| Mark Davies; Alan Chamberlain; Andy Crabtree | |||
| HCI system design has largely been focused towards urban areas, the technology and the infrastructure of such environments. Researchers are often unaware of the local, real-word context and the restraints that this can have upon the both the interactional possibilities and use of their systems in rural-settings. Over the past decade, new developments in mobile and ubiquitous computing now make it possible for users to move beyond the urban fringes and into areas that are 'on the edge' of connectivity. Many modern systems take advantage of the Internet capabilities and being "always connected" to provide rich dynamic content, which sits within this always on and always connected model. Systems where data connectivity is relied upon can become redundant in rural spaces, where often, mobile signal is weak and connectivity unreliable. Popular digital services such as Google Maps work well in urban areas however, such services lack the detailed information required for use in rural areas and expect the user to have a good level of connectivity. This paper draws upon our research in HCI, system development and the issues relating to understanding the design and development of rural systems with real-world communities. We focus our research in this rural setting in order to provide appropriate interaction and reliable methods for improving mapping in rural spaces. We highlight the features of our research through outlining a set of principles and discussing an online and mobile solution to allow people to create mobile digital books, made up with rich multimedia, about the places they visit and activities they engage in. | |||
| A Study on the Prototype of Focusing on the Operability for Requirement Acquisition | | BIBAK | Full-Text | 27-30 | |
| Yusuke Emori; Yusuke Kishiyama; Tsutomu Konosu | |||
| The purpose of this study is to propose the effective usage of the prototype
of focusing on operability. As a result, participants indicated the design
aspects and operability aspects when using the High-fidelity prototype more
than Medium and Low-fidelity prototype. Also, participants indicated the
function aspects when evaluating the Low-fidelity prototype more than High and
Medium-fidelity prototype. The results suggested that a High-fidelity prototype
is suitable for evaluating design aspects and operative aspects. In this study,
the effective usage of prototype was proposed based on the experiments. It is
possible to decrease the additional demand in the later phase of the project. Keywords: prototype; requirement acquisition; operability; protocol analysis | |||
| Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies | | BIBAK | Full-Text | 31-35 | |
| Tania Raune Frankjaer; Patricia Jean Flanagan; Daniel Gilgen | |||
| With the emergence of relatively accessible programmable micro-controllers,
artistic use and designer application of wearable technologies have increased
significantly over the last decade. This paper suggests these creations are
more than a mere implementation of emerging technologies for creative
practitioners to extend their artistic expression, but a method applicable
within research and development. Creative practitioners generally approach
their subject matter intuitively and holistically and are therefore capable of
facilitating insights where rational approaches may not. Working on the
periphery of computer science has the advantage of an outsider perspective,
which can result in un-thought of solutions to previously unresolved problems.
In this paper we discuss the merits of this approach within wearable and
interactive research and describe one such procedure on the basis of a wearable
device. Keywords: Creative practice; alternative research methods; wearable technologies;
interactive technologies; Arts-Based Research; insight; outsiders perception;
Bamboo Whisper; perception of communication | |||
| Task-Oriented M-Commerce Interface Design | | BIBAK | Full-Text | 36-40 | |
| Eugenia Y. Huang; Yu-Ju Lin; Travis K. Huang | |||
| As pocket-size mobile devices are equipped with relatively small screen,
when displaying web pages which are designed for personal computers and
laptops, viewing poses a great challenge. Due to the limited space, items or
components on the screen of pocket-size mobile devices should be much more
intuitive so that users can interact with the interface more quickly. Thus, the
study posits that m-commerce mandates a completely different approach, namely
scenario-based design, to interface design which is task-oriented rather than
functional-oriented. The result can be further summarized and compared with
prior research which focused on a list of design factors. Keywords: m-commerce; scenario-based design; interface design | |||
| Towards Exploring Web Interface Sign Ontology: A User Study | | BIBAK | Full-Text | 41-45 | |
| Muhammad Nazrul Islam | |||
| The smallest elements of web user interface (UI) like navigation links,
buttons, icons, labels, thumbnails, symbols, etc. are defined in this paper as
interface signs.The term Ontology is referred to the set of concepts and skills
a user should own in order to understand the meaning of an interface sign.
Designer should aware of web interface sign ontology to design user-intuitive
web interface signs to get an idea what kind of presupposed knowledge end users
hold to interpret the web interface signs. The objective of this research is to
reveal the set ontologies available in web UI and the complexity associated
with different ontological signs to interpret the meaning of web interface sign
from semiotics perspective. Towards achieving the research goals a user study
was replicated with 26 participants. So far, a preliminary analysis has
performed on 13 participants' data and reports the preliminary outcomes in this
work-in-progress paper. Keywords: Semiotics; web usability; user interface design; web sign ontology | |||
| Designing for Culturally Diverse Audiences: Can Automated Attention Analysis Substitute the Eye-Tracking in Website Development? | | BIBAK | Full-Text | 46-50 | |
| Tomáš Kincl; Michal Novák; Michal Charvát | |||
| Developers use a variety of methods to evaluate user's reactions to the
website. Research in neuroscience and natural vision processing resulted in the
development of automated methods which simulate human attention and are able to
provide similar results to eye-tracking. However robust evidence is still
missing.
This study contributes and expands on this debate. Eye-tracking studies on cultural differences confirmed that users from different cultures have different expectations and preferences. This study answers the question whether cultural differences in web design could be revealed also by automated attention analysis. Websites of the largest beer producers from different countries with different cultural background were analyzed through automated attention analysis tool to determine whether there is a difference in the number of potential areas of interest and their size. The study confirms that automated tools can depict cultural differences and thus provide fast and inexpensive results for initial assessment of website interfaces. Keywords: culture; differences; webdesign; attention analysis; automated tool | |||
| Application of Kinect Technology in the Design of Interactive Products for Chinese Senior Citizens | | BIBAK | Full-Text | 51-55 | |
| Chor-Kheng Lim | |||
| In this study, it is hoped to propose communicative pattern based on Chinese
"Filial Piety" that is more intuitive and interactive and to propose the
criteria for innovative technology product design to benefit senior citizens
and their family members. An interactive product design: Grass Tone interactive
flowerpot, which using Kinect as input device is proposed. Keywords: Filial Piety; Kinect technology; interactive design; product design | |||
| Factors and Cues Impacting User Information Selection and Processing Performance in Kiosk Touch Screen Interfaces | | BIBAK | Full-Text | 56-60 | |
| Yanfei Ma; Wanli Xing; Cathryn Friel | |||
| Designing kiosk touch screen interfaces challenges our basic knowledge of
human-computer interaction. Touch screens are used by people of all ages and
educational levels for a wide variety of applications. An empirical study on a
kiosk touch screen design was conducted to test the cues and factors
influencing user performance by examining design elements and principles from a
designer's perspective and implementing usability testing to investigate end
user satisfaction. Using cue-summation theory and simplicity theory as
theoretical frameworks, this paper presents the main factors and cues required
in designing kiosk touch interfaces with the goal to test user performance and
satisfaction. Keywords: kiosk touch screen interface; cue-summation theory; simplicity theory;
usability testing | |||
| Automa-Persona: A Process to Extract Knowledge Automatic for Improving Personas | | BIBAK | Full-Text | 61-64 | |
| Andrey Araujo Masiero; Ricardo de Carvalho Destro; Otavio Alberto Curioni; Plinio Thomaz Aquino Junior | |||
| During the development of a product, it is necessary for a designer to
attempt the special needs of devices and also the target users. To help
designers with the problem to attend users' needs, a technique called Personas
is applied during the project. Usually, the Personas creation process is
manual, lengthy and also it doesn't have a attendance during the project. With
this objective in mind, this paper presents a process to automatize and to
address the users needs through Personas during the whole project. Keywords: Knowledge Extraction; Q-SIM; Clustering; User Modeling; Personas | |||
| Document Analysis (DA) as a Sociotechnical Design Framework for HCI: A Novel Tele-psychiatric Service as a Case Study | | BIBAK | Full-Text | 65-68 | |
| Bernt Ivar Olsen; Peter M. Yellowlees; Alberto Odor; Niels Windfeld Lund; Gunnar Hartvigsen | |||
| We present a novel sociotechnical analysis framework; a document model and a
first attempt at utilizing it in an information systems design context. We
argue document analysis (DA) to be a holistic framework that encompasses
technical, cognitive and social aspects of the system and may act as boundary
objects to communicate the system model effectively between stakeholders,
designers and engineers. Keywords: Analysis and design methods; Sociotechnical Systems; Document- and
Information Theory; Telepsychiatry | |||
| Developing a Performance-Based Design System with Semantic Interoperability | | BIBAK | Full-Text | 69-73 | |
| Jae Wan Park; Yun Gil Lee | |||
| This paper presents an attempt to develop a performance-based design expert
system intended to automate the checking of building code compliance. The
proposed system may be used repeatedly throughout the design phase, from the
earliest stages of development to the end of the design process, in order to
improve the efficiency and quality of the design and to decrease the
occurrences of design misapplication. Two of the critical issues in the
development of the rule-based expert system presented here were the data
modeling of building codes to be used as a knowledge base, and the algorithm
for the application of this knowledge base. Both an object-oriented and a
constraint-based approach to these issues are discussed in this paper. This
paper gives a detailed overview of "CODE-MAVEN" as well as discussing an
intelligence-based intuitive and graphical interface for the system that will
also contribute to increased feedback on designs. Keywords: building code; rule-based expert system; data modeling; object-oriented
design system | |||
| Introducing Need Items -- A Basis for Understanding User Experience Centered Product Requirements for Web Products | | BIBAK | Full-Text | 74-78 | |
| Katrin Schulze; Heidi Kroemker | |||
| This paper presents a study to understand which psychological needs require
to be fulfilled to elicit positive experiences with web products. We therefore
conducted in-depth interviews with website users to understand which needs are
to be fulfilled with five of the most frequently used websites in Germany. The
interviews helped to inductively extract 56 need items. These need items were
related to established need categories according to [8] and therefore help to
specify relevant psychological needs in the area of web products. Results aim
to provide a basis for practitioners to understand product requirements as part
of user experience centered software engineering. Keywords: Need items; user experience; product requirements; user experience
engineering; human centered product development | |||
| A Review on Emotional Evaluations for Smart Phone | | BIBAK | Full-Text | 79-82 | |
| Amaka Mercy Udengwu; Tek Yong Lim; Soon-Fatt Cheong | |||
| Human Computer Interaction (HCI) has become progressively more concerned
with user experience and emotions. A variety of what experience and emotions is
has been expressed in modern years which propose an amount of vital insights
but it is unclear on how they inform design. The aim of this paper is to gain a
deeper understanding on the techniques to collect and evaluate emotional
responses conducted by other researchers. Four evaluation methods were
reviewed, namely valence method, self-reported method, experiment method and
semantic differential method. Keywords: Emotional Design; Smart Phone; Evaluation | |||
| HCI in S&T Foresight by Korean Government | | BIBAK | Full-Text | 83-87 | |
| Seung-Kyu Yi | |||
| HCI is expected as one of significant technological tools for improving
quality of life and solving social issues in the future. This was verified in
the 'The 4th Korean Technology Foresight (2020~2035)' conducted by the KISTEP
and National Science and Technology Commission of Korean government last year.
In foresight, 652 future technologies were predicted to be developed and
practically used until 2020 or 2035, and 40 technologies among them were
related to HCI. The aim of this paper is to briefly review HCI technologies
from this report, and to find policy implications for national R&D.
Characteristics and R&D strategies will be drawn from reviewing the report
in terms of different index about technical completion, social propagation,
technology level, importance, negative impact, type of R&D agents, domestic
and international research collaboration, R&D strategery, and necessity of
government investment. The study will provide R&D strategies for R&D
and practical implication toward future HCI technologies. Keywords: S&T foresight; Korean government; R&D strategery; HCI | |||
| Usability and User Acceptance of University Web Portal Interfaces: A Case of South African Universities | | BIBAK | Full-Text | 91-95 | |
| Vathiswa M. Booi; George E. Ditsa | |||
| There are growing concerns over the user friendliness and other usability
issues of South African Universities Web Portal Interfaces (UWPIs), which
obviously will negate the user acceptance of the UWPIs. The main objective of
this study is to select and use appropriate usability and user acceptance
criteria to evaluate South African web portal interfaces for their usability
and user acceptance and to suggest improvement on them. The study applied a
triangulation of Ubiquitous computing Evaluation Areas (UEAs) and Technology
Acceptance Model (TAM) as a theoretical research model for this study. Multiple
regression and stepwise regression analysis were used. The results suggest that
Interaction and Invisibility of UWPIs are the most important measures, which
have a huge impact on user acceptance and usability respectively. The results
of the study will provide guidelines for the development and design of UWPIs to
meet their usability and user acceptance standards or needs. Keywords: Technology Acceptance Model; Ubiquitous computing Evaluation Areas;
Usability; User Acceptance; University Web Portal Interfaces | |||
| Calculating Website's Usability Metrics Using Log File Information | | BIBAK | Full-Text | 96-99 | |
| Marcus Vinicius Cerrato; Marcelo Morandini | |||
| Log files are interesting. Keywords: usability; evaluation; log file; metrics | |||
| The Design and Usability Testing of a Mobile Application to Aid in Child-to-Adult-Care Transition | | BIBAK | Full-Text | 100-104 | |
| Jeremy Dixon; Josh Dehlinger; Shannan DeLany Dixon | |||
| As mobile devices become more central in our lives, accessibility and
utility for users becomes essential. The widespread availability of mobile
devices introduces a number of challenges to traditional software engineering
including: 1. mobile user interfaces differ from traditional interfaces; and,
2. the diversity of mobile platforms. As part of a larger research effort, this
poster presents the design, implementation and initial testing of a mobile
application aimed at helping the child-to-adult-care transition process for
children with chronic disease. Based on recommendations from the American
Academy of Pediatrics, the application will help guide patients through four
main components of transition: 1. assess transition readiness; 2. plan the
transition; 3. implement the transition; and, 4. help document the transition.
The design, implementation and testing of a mobile application may ease the
transition process. By leveraging modern cross-compilation tools, this
application can be implemented on multiple mobile platforms. This will lead to
a variety of users, including those who may be differently-abled, to have a
more fluid transition to their new health care providers. Keywords: mobile applications; human-computer interaction; accessibility | |||
| Verification of the Questionnaire for the Level of Mental Models Building | | BIBAK | Full-Text | 105-108 | |
| Toshihisa Doi; Keisuke Ishihara; Toshiki Yamaoka | |||
| In this study, the verification of the questionnaire for the level of mental
model building was examined from viewpoint of the actual users' operation. The
user testing is conducted to grasp the level of mental model building. The
validity of the questionnaire was investigated in terms of (a) operation time
of the digital camera, (b) operation errors of the digital camera and (c)
Structural model / Functional mode (the test result for measurement the level
of mental model building after the operation). Then, the correlation between
the score of the user testing and the questionnaire score was calculated. As
the result, the significant correlation is confirmed between each score and the
questionnaire score. Then, we believed the proposed questionnaire can be
measured the users' mental model building level in the user-interfaces
operation. Keywords: Mental model; Questionnaire; Usability testing | |||
| Towards Usable and Secure Natural Language Processing Systems | | BIBAK | Full-Text | 109-113 | |
| Yasser M. Hausawi; Liam M. Mayron | |||
| Natural Language Processing (NLP) systems must be both secure and usable,
but this remains an elusive objective. This work considers the relationship
between usability and security in NLP systems. Development and lifecycle
practices are discussed with the goal of a more integrated, comprehensive
process for NLP system development. Keywords: Natural Language Processing; Security; Usability; Artificial Intelligence;
Human-Computer Interaction | |||
| Variables of Usability | | BIBAK | Full-Text | 114-118 | |
| James Helfrich | |||
| Though many have proposed heuristics, maximums, and guidelines to describe
the various aspects of heuristic usability analysis, none offer a comprehensive
variable set that is both valid and reliable. This paper proposes an
eight-variable criteria-set through which usability inspections can be
performed. Each variable will be compared with prior work and a precise
definition through which each variable can be identified will be proposed. Keywords: Usability engineering; usability inspection; heuristic analysis | |||
| The Convergence of Security and Usability: Defining a Framework for Mobile Design | | BIBAK | Full-Text | 119-123 | |
| Ann-Marie Horcher; Gurvirender Tejay | |||
| Security and usability have traditionally been at odds in the design process
[1]. In spite of this, the usability of security is widely recognized as a key
component of security effectiveness[2-4] Design principles for good security
have been designed by security experts [5]. Similarly principles for designed
usability have also been created by usability experts [6-8]. In both cases the
design principles were defined for the traditional workstation environment,
instead of the mobile environment. This study examines both security and
usability design principles for conflict or convergence, specifically in
relation to a mobile environment. The resulting framework of combined
security-usability principles identifies which design principles are critical
for success in the mobile environment. Keywords: usability; security; mobile devices; design principles | |||
| Fundamental Study for New Evaluation Method Based on Physical and Psychological Load in Human Movement | | BIBAK | Full-Text | 124-128 | |
| Hiroaki Inoue; Shimizu Shunji | |||
| Recently, Japan (also world-wide countries) has become aged society, and
wide variety welfare device and system have been developed. But evaluation of
welfare system and device are limited only stability, intensity and partial
operability. So, evaluation of usefulness is insufficient. Therefore, we will
attempt to establish the standard to evaluate usefulness for objectively and
quantitatively on the basis of including non-verbal cognition. In this paper,
we measure load of sitting and standing movement to use EMG (Electoromyogram)
and 3D Motion Capture and set a goal to establish objective evaluation method.
We think that establishing objective evaluation method is necessity to develop
useful welfare device. We examined possibility of assessing load and fatigue
from measuring brain activity to use NIRS (Near Infra-Red Spectoroscopy). Keywords: Evaluation; Movement; Exercise; 3D Motion Capture; NIRS; EMG; Care; Welfare
Technology; Evaluation method | |||
| A Two-Step Click Interaction for Mobile Internet on Smartphone | | BIBAK | Full-Text | 129-133 | |
| Kihyo Jung; Jinah Jang | |||
| Mobile Internet gains popularity due to the increasing use of smartphones
having wireless network capabilities. However, the current click interaction
method (hereafter, CC) hinders user experience when the size of the target
hyperlink to be selected is small. The present study developed a two-step click
interaction method (called Press and Flick; hereafter PF) for smartphone and
evaluated its effectiveness by GOMS model. GOMS results indicate that the PF
has a substantial benefit compared to the CC when a click error is occurred.
The PF can enhance usability and user experience (UX) by reducing click error
and providing a joyful interaction. Keywords: Press and Flick; Two-step Click Interaction; Mobile Internet; Smartphone | |||
| How Do Users Solve Software Problems? | | BIBA | Full-Text | 134-138 | |
| Helmut Lang; Tanja Dolpp; Florian Nothdurft | |||
| Problems with software programs can have negative consequences on a user's
mood and efficiency. While the focus in research was on identifying the causes
and the severity of frustration in the context of computer problems the present
survey examines the strategies users employ in case of problems with software
programs. Specifically, we were interested in what kind of assistance is used,
in which order, and what kind of help would be preferred.
Our results show that the preferred and chosen approaches depend on factors like age, gender and perceived expertise. Furthermore the results indicate that there is a need for improvement concerning help systems integrated into software products. | |||
| A Study on the Usability Testing of Gesture Tracking-Based Natural User Interface | | BIBA | Full-Text | 139-143 | |
| C. J. Lim; Y. G. Jung | |||
| This paper compares the difference between the commercialized gesture trackingbased interface and the traditional computer mouse through a usability testing. It is then examined the possibility of applying this technological difference to a variety of content. To achieve this, Kinect sensor device, which is one of the commercialized gesture tracking-based interface, has been used and evaluated its performance through Fitts' law. Fitts' law is mainly used in human-computer interaction, which is an authorized tool to evaluate a cursor click and movement on the computer screen. In this paper, three factors -- distance, width, and angle -- between cursor and target are used to define the index of difficulty into 96 steps. The response time between two randomly selected cursor positions is then measured for each step. By comparing the measured time values, the possibility of using gesture tracking as an alternative interface to the computer mouse is verified. | |||
| Development of a Usability Evaluation Method Based on Finger Movement | | BIBAK | Full-Text | 144-148 | |
| Nobuyuki Nishiuchi; Yutaka Takahashi; Ayako Hashizume | |||
| Current techniques for usability evaluation are costly, time-consuming,
subjective, and often require operation logs, which are difficult to obtain
from electrical products. To overcome these limitations, we developed a
usability evaluation method that is applicable for various types of interfaces
and involves extracting the video-recorded fingertip movements of a user during
operation through image processing, and then evaluating usability based on
several measurable parameters. Specifically, users' hand movements are first
video recorded during the operation of either an actual product or a reproduced
interface on a touch screen, and then operation time, and the distance and
patterns of the moving locus, including stationary time and frequency of
directional changes, are then extracted using image processing. To evaluate the
usability of the interface, the ratio between novice and expert users for the
parameters of operation time and distance traveled by the moving locus is used.
Here, we conducted a comparative usability experiment using facsimile
interfaces of two different manufacturers to evaluate the performance our
method. Keywords: evaluation method; image processing; interface; usability | |||
| Examining the Quality in Use of Web 2.0 Applications: A Three-Dimensional Framework | | BIBAK | Full-Text | 149-153 | |
| Tihomir Orehovacki; Dragutin Kermek; Andrina Granic | |||
| Quality in use plays an essential role in a wide acceptance of software
applications. It includes two complementary concepts: usability and user
experience. With an aim to assure the quality in use of websites, researchers
have proposed various metrics, but without guidelines for their use.
Additionally, research on this topic in the context of Web 2.0 applications is
fairly modest. In this paper, we introduce a framework composed of three
dimensions related to categories of the quality in use, functions of Web 2.0
applications, and agile software development methods. The proposed framework
can be used for the classification of metrics as well as for a sound and
systematic evaluation of the quality in use of Web 2.0 applications. Keywords: Web 2.0; Quality in Use; Evaluation Framework | |||
| Desirability Methods for Evaluating Visual Design | | BIBA | Full-Text | 154-158 | |
| Julie Schiller; Edward De Guzman | |||
| Previous studies show that traditional usability evaluation methods can be problematic for collecting feedback on visual design [1]. Desirability studies have been used by usability practitioners to collect feedback on the affective response to interactive systems, but none allow end users to contribute feedback in the language of visual design experts. We describe how we adapted two traditional user research techniques (card sort, directed storytelling) to collect feedback on visual design. We then compare and contrast the kinds of data gathered from these methods with data gathered in a think-aloud exercise. A mixed-methods research strategy that includes methods adapted for visual design offers a path to engaging end users in a conversation that results in concise and actionable feedback for visual designers. | |||
| Scale Development to Measure Usability of Text-Based CAPTCHA | | BIBAK | Full-Text | 159-163 | |
| Samar Swaid | |||
| Completely Automated Public Turing Tests to Tell Computers and Humans Apart
(CAPTCHA) is one of the important security mechanisms to avoid spamming and
hacking on websites. This study focuses on identifying the usability dimensions
of text-based CAPTCHA based on multi-method approach. Research methods of
Think-Aloud protocol, factor analysis and equation modeling are applied.
Analytical work shows that usability of CAPTCHA is formed of (i) content; (ii)
format; (iii) distortion and (iv) services. The scale is used to evaluate the
usability of ReCAPTCHA, JCAPTCHA and GIMBY. The main contribution of the study
is constructing a scale, systematically, to quantitatively evaluate the
usability of text-based CAPTCHA. Keywords: Usability; Security; CAPTCHA; Usable Security; Users Perceptions; Design;
Factor Analysis | |||
| Optimizing Usability on Video Streaming Devices and Smart TV's | | BIBAK | Full-Text | 164-168 | |
| Sahar Tanabian; Moe Tanabian | |||
| This presentation will provide a study of usability aspects for four Video
Streaming Devices (VSD's) including Apple TV, Vizio Co-Star Google TV, Hisense
Pulse Google TV, and Roku 3devices. The objective is to show the evaluation of
user experience on these devices across multiple usability dimensions; and
compile a list of what works best and what needs to improve in each device to
compile a list of guidelines for designing better-optimized UX.
We employ Cognitive Walkthrough techniques to evaluate the usability aspects of each device. We selected a group of common tasks to make our evaluation more objective, and comparison more precise. We hope that these results can be used as a checklist for UX designers when designing Video Streaming Devices. Keywords: Usability; User Experience; Cognitive Walkthrough; Smart TV; Testing | |||
| Insights from Eye Movement into Dynamic Decision-Making Research and Usability Testing | | BIBAK | Full-Text | 169-174 | |
| Benoit R. Vallières; Cindy Chamberland; François Vachon; Sébastien Tremblay | |||
| This study shows how the use of various measures of eye movement can serve
to portray dynamic decision-making (DDM) in a coherent fashion. We extracted
eye movement metrics relative to 1) scanpath, 2) eye fixations, and 3)
pupillary response, to characterize DDM during the process of risk assessment.
Results from Experiment 1 revealed that incorrect classifications were
associated with 1) less efficient information search, 2) difficulties in making
sense of critical information, and 3) a low level of cognitive load. In
Experiment 2, we used eye tracking to assess the impact on DDM of introducing a
decision support system. The addition of a temporal-overview display seems to
affect processing time in DDM as indexed by shorter scanpaths and fixations
during classifications. These findings illustrate how event-based eye movement
measures can reveal characteristics and limitations of the ongoing cognitive
processing involved in DDM and also contribute to usability testing. Keywords: Eye movements; dynamic decision-making; usability testing; decision support
system | |||
| A Usability Study of Dynamic Geometry Software's Interfaces | | BIBAK | Full-Text | 175-179 | |
| Serap Yagmmur; Kürsat Çagiltay | |||
| The use of information technology such as dynamic geometry software in
mathematics teaching has become more popular and essential. There are several
benefits of using this software. In spite of the benefits, they have some
difficulties in terms of usability, so users have some problems while using
them in learning mathematics. The purpose of this study is to investigate the
usefulness of these software interfaces. For this purpose, firstly, we selected
two dynamic geometry software. One of them is GeoGebra and the other one is
Geometer' Sketchpad. After selecting, 6 tasks designated using this software.
In usability test, the participants tried to do task. While doing the tasks, in
order to analyze the process, the participants were observed and their eye
movements were recorded with eye tracker system. Then their opinions about
software asked. Finally all data were analyzed, and discussed. Keywords: GeoGebra; Geometer's Sketchpad; Usability; Eye Tracking | |||
| The E-training Caravans: An e-Inclusion Initiative in Saudi Arabia | | BIBAK | Full-Text | 183-187 | |
| Hend S. Al-Khalifa | |||
| Today's technological world requires that individuals are capable of using
Information and Communications Technology (ICT) effectively. In fact, more and
more services are offered using technology, e.g. communication with family and
friends, carrying out business, and interacting with governments.
To close the gap between "the technology-empowered communities and the technology-excluded communities" an initiative called the e-training caravan is presented in this paper. This initiative aims to enable the segments of society from dealing with telecommunications and information technology effectively, bridging the digital divide and raising awareness of the importance of ICT for all individuals. This initiative focuses on population of rural areas and low-income areas. In this paper we discuss the e-training caravan initiative proposed by the Ministry of Communication and Information Technology (MCIT) in Saudi Arabia, and highlight its objectives and training program. We also discuss the results obtained after running the caravan for one year along with the encountered barriers. Keywords: e-Inclusion; Digital Divide; ICT Literacy; Rural Communities; Empowerment;
Saudi Arabia | |||
| Interactive Serious Gaming for Children with Auditory Processing Difficulties in the Arabic Language | | BIBAK | Full-Text | 188-191 | |
| Arwa Alamoudi; Modhi Almozaini; Rawan Alabdulrahman; Sara Alkoblan; Sarah Drine; Areej Al-Wabil | |||
| Sada is an interactive multimedia program for auditory discrimination
therapy in the Arabic Language. Sada was designed to extend speech therapy
beyond clinical settings and provide patients with a computer-based therapy
system which can be used between sessions with speech therapists; at school or
at home on an 'on-demand' basis. The program provides local Arabic dialects and
a configurable knowledge-base which allows for extending the therapy and
customizing the pronunciation of words for different Arabic-speaking
populations. The Sada architecture and its interaction design are described and
the advantages of computer-based therapy for auditory perceptual problems are
discussed. Keywords: Speech Therapy; Auditory Processing Disorders; APD; SpLD; Dyslexia | |||
| Issues with Designing Dementia-Friendly Interfaces | | BIBAK | Full-Text | 192-196 | |
| Claire Ancient; Alice Good | |||
| People with dementia are a rapidly growing demographic. In a world which is
increasingly dependent on computing, this large group of people is becoming
technologically isolated, due to the ill-suited design of interfaces. This
paper looks at the possible 'roadblocks' which need to be considered when
designing interfaces in order to ensure they are dementia-friendly. By
considering the unique needs of a person with dementia, designers can ensure
that their software is accessible to this demographic, hence potentially
reducing the feelings of technological exclusion. Keywords: Dementia; Interface Design; Accessibility | |||
| Generation of the Certain Kind of Figures Using the Movement Sense of Localized Sound and Its Application | | BIBAK | Full-Text | 197-201 | |
| Michio Shimizu; Masahiko Sugimoto; Kazunori Itoh | |||
| In this report, the easy figure which consists of a line segment and its
combination is virtually expressed by the movement sense of the localized sound
on a virtual sound screen. In order to create a psychological simple figure,
the system which used together the movement sense of localized sound and the
input tactile sense guide is proposed. Keywords: the movement sense of the localized sound; the input tactile sense guide; a
figure education | |||
| Pee-democracy: Opening Data to the Great British Public Toilet Map | | BIBAK | Full-Text | 202-205 | |
| Jo-Anne Bichard; Gail Ramster | |||
| This paper and the accompanying poster will present a case study of the
development of The Great British Public Toilet Map
http://greatbritishpublictoiletmap.rca.ac.uk/ through the use of UK open data.
The map acts as an information resource but also as an access point for members
of the public to campaign for open data to be released concerning publicly
available toilet provision in their local area. In addition, the map also
provides members of the public, who may be unfamiliar with the concept of open
data and the possibilities for greater e-democracy it may hold, an entry point
for engagement through the seemingly mundane, yet essential issue of public
toilet provision. Keywords: Open data; e-democracy; participatory design; public toilets | |||
| Applying an Approach to Develop Web Applications Considering Accessibility Practices Using Design Rationale | | BIBAK | Full-Text | 206-210 | |
| Thiago Jabur Bittar; Leandro Agostini do Amaral; Luanna Lopes Lobato; Renata Pontin de Mattos Fortes | |||
| Regardless of the techniques and methods that have been developed to improve
web applications, there are still gaps that need to be solved in order to
reduce the accessibility barriers. Aiming to contribute to this area, this
study presents an controlled experiment to validate an approach which uses
Design Rationale. The participants attended an initial training and, after
being classified according to their experience and divided into different
groups, they were asked to develop a web application. Such process gave rise to
useful concerns that were shared among the work teams. This paper reports this
experiment and presents relevant contributions to approach accessibility
issues. Keywords: Web; Accessibility; Design Rationale | |||
| iPad 2013: A Leaning Tool for Students with Special Needs | | BIBAK | Full-Text | 211-215 | |
| Khalid Buragga; Amandeep Dhir; Abeer A. Boreqqah | |||
| Interactive technologies such as iPad are considered as perfect learning
tool for students with special needs. Lately, educational researchers and
technology specialists have coined the idea of using iPad as a learning tool
for students with Autism spectrum disorder (ASD). However, our literature
review on the subject matter shows that scientific investigations on using iPad
with ASD students are scarce. Therefore, academic researchers should organize
longitudinal studies examining this subject. In this work in progress
submission, we have provided broad overview of our ongoing research focused on
investigating as if and how iPad and similar interactive devices could be used
for the betterment of students with ASD in Saudi Arabia i.e. supporting
students with ASD in learning and play. This work in progress paper pinpoints
recent work on this subject covering some of major challenges faced by the iPad
for Autism research. Keywords: Autism spectrum disorder (ASD); educational technology; information
technology; information systems; iPad; learning | |||
| An Accessible Chat Prototype for Screen Reader Users in Mobile Devices | | BIBAK | Full-Text | 216-220 | |
| Rocío Calvo; Ana Iglesias; Lourdes Moreno | |||
| Chats present accessibility problems for screen reader users. This work
presents a prototype of an accessible chat for Mobile Devices (MD). The main
aim of this research is to remove the accessibility barriers that screen reader
users face when they use a chat in a MD. Thus, this prototype is based on the
requirements which have been elicited considering background research and with
the use of Software Engineering (SE) and Human Computer Interaction (HCI)
methods as well as accessibility standards and guidelines. Keywords: Accessibility; chat; interaction; screen reader; mobile device | |||
| An Approach to Design with People Who Have Special Needs | | BIBAK | Full-Text | 221-225 | |
| Selene Chew | |||
| The main challenges when designing for people with disabilities are that 1)
designers have difficulties empathizing with them; 2) designers tend to focus
too much on the disability rather than the individual; and 3) people with
disabilities have difficulties articulating their desires outside of their
disabilities. A new approach is proposed to help designers overcome these
problems. This involves getting insights from people without disabilities to
understand the underlying desires of people with disabilities. Disabled people
are then engaged as experts of their situations and invited to collaborate
closely with the designers. This helps designers to focus on what people with
disabilities want, instead of what they cannot do, and create solutions that
have the greatest relevance and positive impact while maintaining minimal
disruption to their everyday lives. The new approach is presented through the
design process of "Blindspot", a white cane that uses smart technology to
improve the lives of blind people. Keywords: people with disabilities; blind people; white cane; Blindspot | |||
| Inclusive Websites for the Elderly: User Friendly Guidelines for Designers and Managers of Websites and Applications | | BIBAK | Full-Text | 226-230 | |
| Alireza Darvishy; Alice Good | |||
| This research aims to define the most significant criteria for guidance on
accessible design. It highlights 9 significant areas of guidance which we
consider to be very important for the design of accessible, elderly friendly
websites and web-applications. These areas look at specific elements of web
design, including: structure; navigation; language; multimedia; links; search
as well as others. Each of these areas has defined checkpoints which can be
used to test the accessibility of a website. The criteria and checkpoints are
presented in the form of a user friendly brochure. This brochure is aimed at
two target groups: an instrument for website managers and secondly a checklist
for web designers. Keywords: Accessibility; Elderly; Disability; Web design | |||
| Relationship between Weight of Our Developed White Cane and Muscle Load on the Upper Limbs during Swinging Action of the Cane | | BIBAK | Full-Text | 231-235 | |
| Kouki Doi; Atsushi Sugama; Takahiro Nishimura; Akihiko Seo; Shuichi Ino; Kiyohiko Nunokawa; Kazuhiko Kosuge; Akito Miyazaki; Masaaki Sugiyama; Yoshihiro Tanaka; Mayumi Sawada; Ken Kaneko; Susumu Ouchi; Katsuhiro Kanamori | |||
| The present study aimed to investigate the influence of the weight of white
canes on upper limb load. Concretely, we conducted quantitative evaluations of
the load on upper limb muscles during swinging action of the cane. The white
canes used were a new type of white cane newly fabricated using aramid fibers,
as well as a conventional type of white cane fabricated using carbon fibers.
The results indicated that the newly developed cane reduced the load on the
muscles by about 50% in comparison with the conventional type of cane. It
became clear that it was possible to sustain the same posture even when used
continuously over a long period of time. Keywords: White cane; Aramid fibers; Electromyogram; Upper limb load | |||
| Developing a Mobile Application for Language Disabled Children with User Centered Design | | BIBAK | Full-Text | 236-240 | |
| Lizeth Islas; Víctor M. González; Marcelo Mejía | |||
| This paper describes the design and implementation of an alternative
communication device implemented as a mobile application for tablets. The
application was developed applying user-centered design techniques and allows
children between 3 and 12 years old with severe language impairments improve
their communication skills with others. Several prototypes have been developed
and evaluated with users. This paper summarizes the results and the advantages
versus other apps. Keywords: Alternative communication; language disorders; tablets; user centered design | |||
| R&D Strategy of HCI Technology for Aging | | BIBA | Full-Text | 241-245 | |
| Sangil Kim | |||
| The prevention or elimination of causes of death in early life has resulted in a population consisting of an increasing proportion of elderly people. With this increasing proportion of elderly people, we will encounter many problems like a degenerative disease, the depletion of welfare money like public medical insurance and the lowering growth rate of nation, and so on. In this research, at first every possible expected issue related to aging population was drawn through literature review and expert interview. Then products and service need to tackle aging population issues was drawn. The last step is to draw key technologies to realize these products and services. Among such technologies, we studied which technology belongs to the HCI technology, and carried out survey of the impact of each technology economically or socially. Based on these results, we presented a R&D strategy of the Korean government for the HCI technology development in response to the future aging society. | |||
| A Study for Web Site Color Guideline for Universal Access for Color Vision Deficiencies: Focusing on the Best General Hospitals in Korea and in the United States | | BIBAK | Full-Text | 246-250 | |
| MiGyung Lee; YoungEun Kim; Jin Wan Park | |||
| In the modern society, the access and use of the internet for the individual
is a crucial factor. However, the color vision deficiencies experience many
difficulties in accessing the web because of their visual defects or when they
are using the websites, experience many inconveniences because of the color
issues. This study has realized the internet appointment screen colors in 4
general hospitals that have been selected as the best general hospitals in
Korea and in the United States in 2012 for the color vision deficiencies
perspective. In the websites that have been voted as the best general
hospitals, the convenience of approachability was analyzed for the color vision
deficiencies and improvements were suggested for an equal access to the web for
the color vision deficiencies by considering the certain color guidelines. Keywords: universal design; color deficiency; web accessibility; websites color; color
schemes | |||
| Older Adults' Experiences with Technology: Learning from Their Voices | | BIBAK | Full-Text | 251-255 | |
| Chaiwoo Lee; Richard Myrick; Lisa A. D'Ambrosio; Joseph F. Coughlin; Olivier L. de Weck | |||
| When developing technologies for older adults, it is important to have them
involved in the design process to identify needs, expectations and requirements
correctly and comprehensively. However, communication gaps often exist, which
call for the need to have continuous relationships with the target segment. In
this study, older adults who have previously participated in a home technology
study are interviewed to comfortably talk about their thoughts and experiences.
User comments on various technologies are analyzed in relation to various
stages of technology use. This paper discusses design implications, as well as
topics for future research. The study can be expected to contribute to setting
strategic design goals. Keywords: User-centered design; user experience; gerontechnology; assistive
technology; technology adoption | |||
| Providing Access to Social Networking Services for Elderly People | | BIBAK | Full-Text | 256-260 | |
| Andrea Nutsi; Martin Burkhard; Michael Koch | |||
| The aim of the Ambient Assisted Living Project Social Interaction Screen is
to support social interaction of elderly people by easing access to existing
Social Networking Services. In this paper, we present the solution that was
developed in the project, the elderly interaction and service assistant
(elisa). We discuss the design of the prototype and present first results of
its evaluation in Germany and Spain. In general, the results showed that
elderly participants with different social activeness and technical affinity
enjoyed the social interaction with family and friends through a user-oriented
tablet interface. Nevertheless, we were unable to convince members of social
networks to share their activity streams due to privacy concerns. Keywords: Ambient Assisted Living; Social Networking Services; Social Interaction
Screen; elderly people | |||
| Design of User Manuals for Elderly People Focusing on Font Types: Refinement of Experimental Design | | BIBAK | Full-Text | 261-265 | |
| Tomokazu Shimada; Michiko Ohkura | |||
| We focused on Japanese font types to design better user manuals for elderly
people. We used four different Japanese fonts provided by Morisawa consisting
of three universal design fonts and a font designed based on "kawaii". We
created three user manual design elements and performed an experiment to reduce
the number of candidates of combinations between font types and design elements
and refine experimental design. Keywords: Usability; User manual; Elderly; Universal design; Font type | |||
| Development of Support Applications for Elderly and Handicapped People with ICT Infrastructure | | BIBA | Full-Text | 266-270 | |
| Ippei Torii; Kaoruko Ohtani; Takahito Niwa; Naohiro Ishii | |||
| We work on studying and developing support applications for aged and handicapped people. First, we developed a new communication assistant application for autistic children, "Let's Talk!". We especially focused on an easy and simple manipulation. We also developed a to-do application for kids, "Hanamaru" and a scheduler application for elderly people, "Anshin". We used ICT infrastructure, especially computer network systems such as SNS (Twitter, Facebook), e-mail, Skype, Line, and a message board on the web site, to collect the requests and opinions of users, and tried to feed it back to improve the applications. | |||
| Interface Model for Accessible Forums for Blind, Deaf and Non-disabled People | | BIBAK | Full-Text | 271-275 | |
| Carla da Silva Flor; Ronnie Fagundes de Brito; Douglas Kaminski; Vania Ulbricht; Tarcisio Vanzin | |||
| The objective of this article is to present an interface model that enables
the integration of deaf, blind and non-disabled people on internet forums,
considering their different linguistic features. Therefore we designed a
theoretical model that uses Sign Language (LS) Sign Writing (SW), text and
speech. The shortage of automatic SL translators makes it difficult to
implement the interface and its evaluation, undermining researches in the area
of digital accessibility. Keywords: Interface; fóruns acessíveis; surdos; cegos | |||
| Evaluation of Accessibility with the Deaf User | | BIBAK | Full-Text | 276-280 | |
| Daniela Satomi Saito; Elisa Maria Pivetta; Vania Ribas Ulbricht; Cláudia Mara Scudelari de Macedo | |||
| Learning mediated by teaching and learning virtual environments (AVEA in
Portuguese) contributes to disseminating knowledge in a more pleasurable way to
people who have disabilities. However, the technologies used for teaching
should satisfy recommendations on usability and accessibility. This article
sets out to present a case study regarding evaluating a virtual environment
using the technique of interviews with deaf users. The case study enables
issues relevant to accessibility as well as possibilities for development and
innovation to be identified. Furthermore, the use of the tool of evaluation by
interviews prompted reflections related to the specificities required for using
the technique with deaf users. Keywords: The Deaf; Web accessibility; AVEA | |||
| Design Touch Feedback for Blind Users | | BIBAK | Full-Text | 281-285 | |
| Shuang Xu; Kyle Bailey | |||
| Touch-screen interfaces do not offer tactile cues for the visually impaired
users to distinguish interaction controls. As touch based interactions become
more pervasive in our everyday lives, they present critical accessibility
concerns. The recent advancement of touch screen technology makes design
solutions possible. This research investigates the usability of accessible
solutions on touch interfaces. Findings from our user study suggest that (1)
proper voice feedback enables blind users to navigate touch-screen interface;
and (2) different touch gestures have significantly different impacts on blind
users' touch performances, such as efficiency and accuracy. Keywords: Accessibility; touch interaction; gesture; auditory feedback | |||
| Development of Recognition System of Japanese Sign Language Using 3D Image Sensor | | BIBAK | Full-Text | 286-290 | |
| Yanhua Sun; Noriaki Kuwahara; Kazunari Morimoto | |||
| The population of Japanese people with disabilities is growing day by day.
And the population of sign language translator is too few to support them. In
general life, people communicate with others through conversation but this is
obviously impossible for deaf mute people who use sign language to communicate.
So it is necessary to explore a recognition system of sign language which can
help the deaf and mute to keep in touch with others. In order to solve that
problem, a large amount of researches related to recognition system development
and establishment have been reported by previous literatures. However, current
paper introduced a novel method for system developing. In this paper, 3D
sensors called Kinect were employed for hand gesture dataset's collection
following by data dealing from transformation matrix based on specific
formulas. Although the hand gesture can be captured, but there still are a lot
of noises left, so PCL (Point Cloud Library) was applied to do the 3D data
processing. Keywords: Japanese Sign Language; Kinect; Recognition of JSL; 3D Sensor | |||
| Smart Watches for Home Interaction Services | | BIBAK | Full-Text | 293-297 | |
| Gerald Bieber; Nicole Fernholz; Mirko Gaerber | |||
| The demography of the Federal Republic of Germany predicts that the average
age of the society rises in future. A generation ago, elderly people died only
a couple of years after being retired. Nowadays elderly people enjoy their
after work-life for approx. 20 additional years. These are very active and they
enjoy traveling, meeting friends or find new purposes in life. The research
project "Home Interaction Service" develops new mobile assistants by using
Smart Watches for continuously monitoring of physical activities to identify
life anomalies and to assist elderly people in their daily life. New algorithm
also enables the Smart Watch also to be a new gesture interaction device to
control home consumer products and to support new services that might become
available in future. Keywords: SmartWatch; Activity; Sleep; Pattern Recognition; Acceleration Sensor;
Mobile Assistance | |||
| My Music Mosaic | | BIBAK | Full-Text | 298-302 | |
| Jaylyn Dawson; Vesna Dragojlov; Ryan Meuth; Amanda McIntyre; Molly Satterfield; Joshua Vargas | |||
| All Greater Good Foundation, in conjunction with students and faculty at the
University of Advancing Technology, are using music as a tool to help children
and teenagers in difficult circumstances communicate and express themselves
visually. The program called, My Music Mosaic, will connect to a musical
keyboard which will allow for real time visual/emotional input. My Music Mosaic
gets children who have experienced trauma in their lives to share their
feelings in a more innovative manner. The team will be making connections to
abstract emotions with input like time, sound, and force. Input is then
transferred into shapes, transparency, line, three dimensions, size, color and
movement on the computer. Keywords: new forms of communication; music as communication; music and emotions; high
risk teenagers use music to express themselves; music mosaic; turning music
into visual art; visualizing music | |||
| MAGIC: Developing a Multimedia Gallery Supporting mid-Air Gesture-Based Interaction and Control | | BIBAK | Full-Text | 303-307 | |
| Giannis Drossis; Dimitris Grammenos; Chryssi Birliraki; Constantine Stephanidis | |||
| Touchless remote interaction empowers users to interact with systems at a
distance without the burden of actually coming to physical contact with any
tangible object. The research presented in this paper focuses on motion-based
interaction in public spaces through hand detection using Microsoft's Kinect,
in order to allow natural interaction in mid-air. The paper presents the
development of a system that allows browsing and exploring large collections of
multimedia information (images and videos). Keywords: Interaction Design; touchless interaction; interactive media gallery;
Kinect; hand tracking; public display | |||
| A Shadow Touching Technique for Interactive Projector Devices | | BIBAK | Full-Text | 308-312 | |
| Lan-Rong Dung; Ren-Yu Huang | |||
| Touch devices have become one of the major elements in today's most
electronic products. Touch technology can be divided into different types as
resistive, capacitive, infrared, and so on. However, as the amount of detection
sensors increases, most types of touch screen suffer from more cost and lower
yield when the accuracy of touch location or larger size is required.
Therefore, it is essential to design a different kind of touch technology with
accurate detection and the cost is not proportional to its size. This paper
proposed a kind of touch system using the distance between the object (eg.
finger or stylus) and its shadow to determine whether the object touched the
screen or not, and locate the touch point. It can be applied to any interactive
projection system without using a lot of touch detecting sensor. Therefore, no
additional costs are required for a large touch screen. The proposed touch
system only requires one camera and one IR source, and cooperates with an
interactive projector to detect the occurrence of touching and its location.
The proposed system achieves an average detection rate of 97.53% if the
tolerance of detected touch coordinates is in ±10 pixels. Keywords: Shadow touch; touch screen; interactive projector | |||
| Modeling the Types of Interaction with Ambient Environment | | BIBAK | Full-Text | 313-316 | |
| DongJin Eun; Hark-Joon Kim; ChoonKyoung Moon; Pilseung Yang; Seonghoon Kang | |||
| This paper proposes a new modeling methodology about the interaction with
the ambient environment such as tables, windows, physical objects and so on. We
analyzed interaction factors in existing scenarios that involve the
interaction, and then classified the result of analysis. We made modeling
elements though the classification results and designed modeling method
combining the elements. The modeling method can reduce the time to understand
the existing interactions or the interactions that are designed by co-workers.
Moreover, we believe that it can be useful when designers make a new scenario
or modify the existing scenarios. Keywords: Interaction Modeling; Pervasive Computing; Ambient Interaction; Interaction
Categorization; Type of Interaction | |||
| Interpret Human Gestures with a Time of Flight Camera Using Standard Image Processing Algorithms on a Distributed System | | BIBAK | Full-Text | 317-321 | |
| Bjoern Froemmer; Nils Roeder; Elke Hergenroether | |||
| The development of Human Computer Interfaces steadily moves away from
peripheral devices like mouse and keyboard in certain areas, as is obvious when
looking at the evolution of smart-phones, tablet-PCs and touch-enabled
operating systems over the last few years. Nowadays we can even witness the
transition from touch-based interfaces to touch-free interfaces. One common
method to realize such interfaces is to incorporate new state-of-the art 3D
cameras (often called "Time of Flight" cameras). The difficulty lies within the
evaluation of the sensor-data, to achieve robust detection and tracking of
people within the scene in real-time. We try to solve this task without using
expensive knowledge-based approaches by employing standard image-processing
algorithms because we wanted to keep the required manpower and development
time, as well as costs, as low as possible. Keywords: Natural User Interface; Human Computer Interface; Segmentation; 3D-Camera;
Time-of-Flight; Region Growing; Edge Detection; Convexity Defects; Tracking;
Gestural Interaction | |||
| Audio-Only Augmented Reality System for Social Interaction | | BIBAK | Full-Text | 322-326 | |
| Tom Gurion; Nori Jacoby | |||
| We explore new possibilities for interactive music consumption by proposing
an audio-only augmented reality system for social interaction.
We designed and built an Android application that measures the relative position of the device from freely moveable Bluetooth beacons. Based on this information, an algorithm dynamically changes the music that the users hear in their earphones. We assessed the interactive component of the system in the context of a silent rave party in a controlled experiment by comparing the system positioning readings in interactive and non-interactive control segments. We also directly assessed the user experience using self-report pre/post surveys. Our results suggest that the system facilitated higher levels of user movement in space and enhanced social interactions, thereby displaying the potential of using audio-only augmented reality in future mobile applications. Keywords: Interactive Music System; Social Interaction; Augmented Reality; Indoor
positioning system | |||
| Calibrating Screen Coordinates of Tabletop Display Using Shadow-Cursor | | BIBAK | Full-Text | 327-331 | |
| Makio Ishihara; Yukio Ishihara | |||
| This manuscript conducts an experiment in usability of shadow cursor for
calibrating screen coordinates of tabletop displays. Shadow cursor is a mouse
cursor without any visual feedback or an imaginary mouse cursor. To calibrate
the screen coordinates properly, users have to move the shadow cursor in an
indicated direction correctly. The experiment shows that its accuracy is about
±5 degrees and the calibration is completed within about 700
milliseconds. Keywords: shadow cursor; screen coordinates calibration; tabletop display; interaction
design | |||
| Designing Interactive Sonification for Live Aquarium Exhibits | | BIBAK | Full-Text | 332-336 | |
| Myounghoon Jeon; Riley J. Winton; Ashley G. Henry; Sanghun Oh; Carrie M. Bruce; Bruce N. Walker | |||
| In response to the need for more accessible and engaging informal learning
environments (ILEs), researchers have studied sonification for use in
interpretation of live aquarium exhibits. The present work attempts to
introduce more interactivity to the project's existing sonification work, which
is expected to lead to more accessible and interactive learning opportunities
for visitors, including children and people with vision impairment. In this
interactive sonification environment, visitors can actively experience an
exhibit by using tangible objects to mimic the movement of animals.
Sonifications corresponding to their movement can be paired with real-time
animal-based sonifications produced by the existing system to generate a
musical fugue. In the current paper, we describe the system configurations,
experiment results for optimal sonification parameters and interaction levels,
and implications in terms of embodied interaction and interactive learning. Keywords: Embodied interaction; interactive learning; interactive sonification;
interactivity; tangible objects Note: Best poster award | |||
| Emotional Speech Conversion Using Pitch-Synchronous Harmonic and Non-harmonic Modeling of Speech | | BIBAK | Full-Text | 337-341 | |
| Kwang Myung Jeon; Nam In Park | |||
| In this paper, an emotional speech conversion method using pitch-synchronous
harmonic and non-harmonic (PS-HNH) modeling of speech is proposed. The proposed
method converts neutral speeches into expressive ones by controlling emotional
parameters for each syllable of the neutral speech. To this end, the proposed
method first carries out syllable labeling by Viterbi decoding using acoustic
hidden Markov models of the neutral corpus. Next, the PS-HNH analysis is
performed on the neutral speech to modify the emotional parameters by the
linear modification model of target emotion in a syllable-wise manner. Finally,
the modified parameters are synthesized back into the emotional speech by the
PS-HNH synthesis. The performance of the proposed method is evaluated by a
subjective AB preference test for four types of target emotions (fear, sadness,
anger, and happiness). It is shown from the preference test that the proposed
method give better speech quality than the conventional method that is based on
speech transformation and representation using adaptive interpolation of
weighted spectrum (STRAIGHT). Keywords: Emotional speech; speech conversion; pitch-synchronous; harmonic and
non-harmonic modeling | |||
| Lyricons (Lyrics + Earcons): Designing a New Auditory Cue Combining Speech and Sounds | | BIBAK | Full-Text | 342-346 | |
| Myounghoon Jeon | |||
| To complement visual displays, auditory researchers have developed various
auditory cues such as auditory icons, earcons, spearcons, and spindex cues.
Even though those auditory cues were successfully applied to a number of
electronic devices, they still require some improvements. From this background,
the present work introduces more intuitive and fun auditory cues, "Lyricons
(Lyrics + Earcons), which integrate the benefits of speech (i.e., accuracy) and
earcons (i.e., aesthetics). We categorized functions of electronic products
into meta-functional groups and devised a plausible earcon set for each
functional group. Nine students conducted the sound card sorting task to match
earcons with functional groups and brainstormed to generate lyrics for each
functional group. Based on the results, several lyricon sets were created and
improvements and application directions were discussed in focus group sessions.
The use of lyricons is expected to increase accessibility to electronic devices
for multiple users, including novices, older adults, children, and people with
vision impairment. Keywords: Auditory displays; lyricons; speech sounds; non-speech sounds | |||
| The Difference of the Emotional Communication by Movement on the Digital Contents | | BIBAK | Full-Text | 347-351 | |
| Jieun Lee; Hayashi Mitsuko | |||
| In this paper, a sensitivity evaluation of digital contents with dynamic
motion, including linguistic and visual functions, and musical and visual
rhythms was performed. In order to improve student's expressive and utilizing
skills by using digital contents with dynamic representations and to support of
the design education in the new environment of media, it is necessary to
understand sensitivity evaluation of digital contents with motion as the most
new form of communications. As a result, it was confirmed that static content
with music and content displayed a similar change in sensitivity than music's
in the static digital content with music. Keywords: Digital contents; Music; Contents; Movement; Emotion | |||
| A Study on the Interaction between Human and Smart Devices Based on Emotion Recognition | | BIBAK | Full-Text | 352-356 | |
| Jong Sik Lee; Dong-Hee Shin | |||
| In this study we focus on the effect of the interaction between humans and
device when emotion recognition smart device is used. We propose that emotion
based smart device is the most effective device in interacting with human when
it comes to user-centered device. Forty participants watched Smart TV with
three different user interfaces; remote controller, gesture recognition, voice
recognition system and emotional recognition system. When they used the TV with
the remote controller and voice recognition system, gesture recognition, they
were given interesting and sad contents and were to choose any contents they
want to see within a limited time. With emotion recognition system, Fraunhofer
IIS SHORE™ demo software, participants' facial expression was
automatically detected and they were provided with contents according to their
emotions. This research offers a new concept that emotion-based smart device
that can interact with humans will be the most effective user interface in HCI.
The study will discuss how people feel and how Smart TV will respond
accordingly. Keywords: Cognitive Smart TV; Emotion recognition in Smart device; Usability in Smart
TV; User interface; User-centered design; Smart TV | |||
| Effects of Plane Mapping on Sound Localization in a Virtual Auditory Environment | | BIBA | Full-Text | 357-361 | |
| Kyla A. McMullen; Gregory H. Wakefield | |||
| Virtual auditory environments (VAEs) can be used to communicate spatial information, with sound sources representing the location of objects. A critical factor in this type of immersive system is the degree to which the participant can interact with the virtual environment. Our prior work has demonstrated that listeners can successfully locate virtual spatialized sounds, delivered over headphones, in a VAE using a mouse and screen to navigate the virtual world. The screen indicates the avatars position on the vertical plane. The present study seeks to determine the effects of plane mapping on listener performance. In the horizontal-plane interface, the listener used a WACOM tablet and pen to navigate the VAE on the horizontal plane. Results suggest that there is no significant performance difference when locating a single sound source. In the multi-source context, it was observed that the time taken to locate the first sound was significantly larger than the time taken to locate the remaining sounds. | |||
| Automatic Facial Expression Recognition Using Modified Wavelet-Based Salient Points and Gabor-Wavelet Filters | | BIBAK | Full-Text | 362-366 | |
| Nooshin NabiZadeh; Nigel John | |||
| In this paper, we present an automated approach for recognizing seven facial
expressions including the neutral expression. The approach is based upon
efficient feature extraction, feature compression, and an artificial neural
network (ANN) classification. In the proposed method, the basic components of
face, eyes, eyebrow, and mouth, are first segmented from the whole face using
modified Wavelet based salient points. Then, the features of the eye and the
mouth are extracted using Gabor-wavelet filters. Afterwards, the dimension of
the features is reduced using principal component analysis (PCA). Finally a
multi layer perceptron neural network is used to classify the facial
expressions. The simulated results show high recognition rate as well as the
low computational complexity that makes the proposed algorithm remarkable for
accurate and fast facial expression recognition. Keywords: Facial expression recognition (FER); Wavelet-based salient point;
Gabor-wavelet filters; Multi layer perceptron neural network | |||
| Virtual Flying Experience Contents Using Upper-Body Gesture Recognition | | BIBAK | Full-Text | 367-371 | |
| Jae-wan Park; Chi-min Oh; Chil-woo Lee | |||
| In this paper, we describe an algorithm and an interactive content using the
idea to experience feeling of bird's flying by using gesture recognition of a
user's upper body. In the algorithm we assume that gesture is composed of
several key poses. So, in order to recognize the user's gesture, we firstly
classify the user pose into the several predefined key poses and then analyze
the sequence of the poses. In the key pose recognition procedure, the
information of upper-body configuration is estimated by using joint locations
of depth image from a Kinect camera. If the user performs a consecutive motion,
the content recognizes the key poses and then synthesizes a gesture according
to the order of the key poses. The stage of the content is consisted with three
parts in order to enjoy the various flight experiences. Keywords: Virtual Flight Experience; Gesture Interface; pose recognition | |||
| Adaptive Multimodal HCI with Uncertain Data by Collaborative Fission and Fusion | | BIBAK | Full-Text | 372-375 | |
| Felix Schüssel; Frank Honold; Michael Weber | |||
| Multimodal systems that adapt their interface to the surroundings and the
user shall be able to handle uncertain data provided by ubiquitous sensors.
This has to be realized for the complete communication cycle and therefore
demands collaboration between the system's output and input processes. In this
article we demonstrate how dedicated fission and fusion components that handle
uncertainty can be connected via an additional interaction content management
component. We present the overall architecture of the resulting adaptive system
and discuss the status quo of our implementation. Keywords: Adaptive HCI; Multimodal Interaction; Fission; Fusion; Collaboration of
Output and Input Processing | |||
| A Design on Gestural User Interaction Techniques for Tiled Displays Using Kinects | | BIBAK | Full-Text | 376-379 | |
| Ki-Young Seo; Seokhwan Kim; Yongjoo Cho; Soyon Park; Kyoung Shin Park | |||
| With increased popularity of large tiled displays, a range of user
interaction techniques have been explored in HCI, but gesture-based interaction
mechanisms for tiled displays are still under investigation. This paper
presents the design and implementation of gestural interaction techniques using
Kinect sensors, designed for supporting natural user interaction for tiled
display system. In particular, the Kinect interaction manager aggregates user
skeleton data from the sensors, analyzes positions and changing user postures
to recognize user gestures and triggers the Kinect handler to generate gestural
interaction events that can be used for tiled display applications. We have
built two tiled display applications with this interaction mechanism and it
shows promising results in terms of user experience and performance. Keywords: Tiled Display; Natural User Interaction; Gestural Interface; Kinect sensors | |||
| The Shaking Screening Desktop Interaction Types Based on Tablet Computer | | BIBAK | Full-Text | 380-384 | |
| Shasha Wang; Dong Han | |||
| Though the human-computer interaction (HCI) design of mobile devices and
various applications become diversified, the HCI design of the tablet computer
desktop no longer satisfies the needs of users. This paper describes a new
Shake-Screening Human-Computer Interaction Type (SSHIT) for solving these
problems. The aims of SSHIT are to optimize the management and selection mode
of applications on the tablet computer desktop and propose a 3D virtual
environment facilitates user interaction in ambient intelligence environments.
Meanwhile, SSHIT can be also adapted for screening function for various mobile
devices and applications. Keywords: Shaking screening; Human-computer interaction (HCI); Natural; 3D desktop
environment | |||
| Arm Gesture Recognition Using Continuous DP for User-Defined Gestures | | BIBAK | Full-Text | 385-389 | |
| Kohei Yamazaki; Hidetoshi Miyao; Minoru Maruyama | |||
| The purpose of our study is to construct a system where a user can register
his/her own arm gestures as templates and entered gestures are recognized
precisely on a real-time basis. In order to realize them, we propose the
following method: (1) 3D positions of both user's wrists are captured by using
a Kinect sensor. (2) Sequences of motion vectors of both wrists are detected
from the time series 3D position data. (3) The entered gesture is recognized
based on the similarity between the entered gesture and each template. The
similarity can be calculated by applying continuous DP matching to the
sequences of motion vectors of them. The templates are gestures which are
recorded by the user before the recognition process. In our experiments, good
results were obtained. Keywords: gesture recognition; continuous DP matching; Kinect | |||
| Using EEG Biometric Feedback Devices to Investigate Interruption Impact on Multi-tasking Task Completion | | BIBAK | Full-Text | 393-397 | |
| Robert Beaton; D. Scott McCrickard; Manuel Pérez-Quiñones | |||
| This work explores ways to unobtrusively capture biometric data, calculate
metrics important to the user, and deliver the metrics in ways that empower
people to lead more mentally balanced lives. An initial experiment explored how
one type of biometric data (EEG) could be unobtrusively collected and analyzed
in real time to differentiate user task engagement for single and dual tasks.
We found statistically significant differences in mean engagement values across
tasks, with a higher engagement mean when participants were asked to monitor a
constantly updating news-feed than when they were asked to complete a math
test, or the two simultaneously. Similar biometric inputs could be used to
explore mental state from cognitive variables like interruption. Future work
focuses on how devices worn or carried by the user can provide on-demand
information about daily mental activity, balanced by web dashboards that can
provide a rich contextual viewport. Keywords: Interruption; Engagement; Attention; Biometric Feedback; Encephalography
(EEG); affective computing | |||
| Empirical Review of Challenge Design in Video Game Design | | BIBAK | Full-Text | 398-406 | |
| Michael Brandse; Kiyoshi Tomimatsu | |||
| In this paper, we examine the concept of challenge in video games and argue
that the current way of defining challenge is faulty in nature. Since challenge
should be considered a core component to any digital video game, it is of
importance that we understand the concept of challenge in-depth while designing
games. With challenge being generally defined by its level of difficulty, we
propose to define challenge by how challenge should be designed instead and
have defined six characters by which a proper challenge should adhere. The goal
of this paper is to clarify the concept of challenge and to redefine it
according to the way challenge is created, not through the height of its
difficulty. Keywords: Mental model design; Patterns of DUXU solutions; Usability methods and
tools; Challenge design; Video game design | |||
| Emotion-Cognition Interaction of Decision Making in the Social Context | | BIBAK | Full-Text | 407-411 | |
| Chongwook Chung; Jeounghoon Kim; Chung-kon Shi | |||
| The goal of this study is to investigate how decision making takes place in
social contexts by emotion and cognition. This study had two kinds of tasks;
Need for Cognition (NFC) and Iowa Gamble Tasks (IGT/ modified IGT). The results
show a significant main effect in the NFC conditions as well as interaction
between types of NFC and types of IGT in significant ways. In other words, in
the IGT, differences between types of NFC did not appear, whereas they did
appear significantly in the mIGT, which was manipulated to include social
contexts. These results can be used to estimate that when two types of NFCs
make a decision, social contexts can work as a social facilitator (to the
NFC-high) or as a social inhibitor (to the NFC-low) respectively. Keywords: Decision making; Emotion; Cognition; Social context; Need for Cognition;
Iowa Gamble Task | |||
| Evaluation of Subjective and EEG-Based Measures of Mental Workload | | BIBAK | Full-Text | 412-416 | |
| Gregory Funke; Benjamin Knott; Vincent F. Mancuso; Adam Strang; Justin Estepp; Lauren Menke; Rebecca Brown; Allen Dukes; Brent Miller | |||
| Assessment of mental workload is an important aspect of many human factors
and HCI applications. Not surprisingly, a number of workload measures have been
proposed. This study examined the sensitivity, convergent and concurrent
validity of several subjective self-report and EEG workload measures. Most
measures displayed adequate sensitivity to task difficulty manipulations, but
relatively modest convergent and concurrent validity. Overall, we believe these
result serve to aid human factors practitioners in selecting measures of
workload for varied applications. Keywords: Mental; Workload; EEG | |||
| Self Soothing by Reviewing Favorite Memories: An Exploration of Mobile Application Prototypes, Which Facilitate Positive Wellbeing via Reminiscing | | BIBAK | Full-Text | 417-421 | |
| Alice Good; Claire Ancient; Georgiana Postolache; Alexandru Socianu; Adam Afghan | |||
| The premise of this paper is to promote the results from a small study which
sought to evaluate the effectiveness of three different prototype mobile
applications, in promoting well being by the reminiscing of positive memories.
Interviews were carried out with mental health professionals, including
psychotherapists and psychiatric nurses, who were questioned on their opinions
as to the effectiveness of the proposed app after using the prototype. The
results indicate a significant interest in the proposed tool, with all
professionals recognizing the effectiveness of positive reminiscing and
indicating a willingness to take part in subsequent prototype evaluation
developments. Keywords: Wellbeing; Mobile Applications; Reminiscing | |||
| The Effects of Information Format and Reading Task on Mobile User's Reading Behavior: A Cognitive Fit Perspective | | BIBAK | Full-Text | 422-426 | |
| Tse-Ming Tsai; Shih-Chun Chou; Bo-Fu Liu; Yuting Lin | |||
| The ownership of mobile devices rapidly expand which results to the behavior
of reading is transformed. A central feature to the success of mobile
publications is the design of an effective interface to link text to image
information. However, the suitability of the prevalent information formats in
supporting various mobile reading tasks is not known. Using the cognitive fit
theory as the theoretical framework, we developed a research model to
investigate the fit between information format and reading task, and examined
its influence on mobile user's reading performance and perceptions of reading
experience. As the information format has been shown to affect readers' mobile
reading behavior, even when the information content is held constant, the
practical implications for mobile publication designers include providing both
types of information format on their mobile publications and matching the
appropriate information format to the individual reader's task. Keywords: cognitive fit theory; interface design; mobile publication; multitouch
gesture; reading experience | |||
| Experiment on How Type A and Type B Behavior Pattern Affect Decision-Making | | BIBAK | Full-Text | 427-431 | |
| Yichun Luan; Hongjun Xue; Liwei Ding | |||
| Individual decision-making behaviors are affected by context probability,
success experiences and individual difference. Experiment on difference of
individual decision-making behaviors is designed to explore the rules. Subjects
are tested as type A or B behavior pattern before participated in experiment.
Decision-making tendency is main analyzed option. The conclusions show that
given probability leads subjects' decision-making behaviors in extreme
probability states, last outcome and individual differences also impact
subjects in average probability states. The causations about subjects'
decision-making behaviors match choice's probability, correct-unchanged
tendency was more than other tendencies, and difference with type A or B
behavior pattern are discussed. Keywords: decision-making behaviors; probability matching; decision-making tendency;
type A and B behavior pattern; last outcome | |||
| The Error Prevention Mechanisms of Pointing: Eye Focusing and/or Memory Enhancing? | | BIBAK | Full-Text | 432-436 | |
| Takayuki Masuda; Masayoshi Shigemori; Yasuhiro Kitamura; Naohiro Akiu | |||
| The error prevention effects of "point and call checks (P&C Checks)" are
known and used in several industries in Japan. We investigated whether or not
"pointing" had an error prevention effect and if the effect is due to eye
focusing. Participants performed tasks under different experimental conditions:
(1) with pointing, (2) without pointing. The density of the dots were
controlled (high or low). This task had two subtasks. One, focusing on the only
target dots and two, remembering the dots which have been counted. The result
indicated that only in low density condition the number of counting error in
"with pointing" conditions was significantly fewer than that in "without
pointing" condition. The result supported the memory enhancing effect of
pointing. Keywords: "point and call checks"; human error; error prevention | |||
| A Novel Approach to Cognitive Engineering: Manipulating Access Cost | | BIBAK | Full-Text | 437-441 | |
| Phillip L. Morgan; Victoria Smy; Helen Seeby; John Patrick | |||
| The traditional approach to cognitive engineering involves reducing workload
by providing operators with immediately accessible relevant information. We
suggest that such immediate access may not always improve human performance.
Somewhat counter-intuitively, making some information harder to access by
slightly increasing the time, physical and mental effort to view it can induce
a more memory-based planning strategy that can improve performance. Studies are
described that find increasing access cost leads to improved recall, more
efficient problem solving, and resilience to interruption. Implications for
cognitive engineering are discussed. Keywords: Information access cost; cognitive engineering; display design; soft
constraints; memory; planning; problem solving; task interruption | |||
| Role of Metacognition in Basic Electric Circuit Problem Solving Process | | BIBAK | Full-Text | 442-446 | |
| Atsuo Murata; Yukio Ohta; Takehito Hayami | |||
| Metacognitive ability demonstrated in algebra word problem solving for
primary school pupil is directly not applicable to more complicated and
advanced problem solving such as electronic circuit. The aim of this study was
to analyze the metacognitive process when solving basic problems concerning
electronic circuit. In spite of mastering scientific knowledge and formula
necessary for the solution, the lower performance group could not reach a
higher score like higher performance group. We judged that this difference of
performance must be due to the lack in metacognitive ability, especially the
plan and the control and execution abilities. Thus, the importance of
meta-cognitive ability, especially the plan ability was identified in the
problem solving of basic electric circuit. Keywords: metacognition; problem solving; plan; monitior; basic electric circuit | |||
| Evaluating the Attention Devoted to Memory Storage Using Simultaneous Measurement of the Brain Activity and Eye Movements | | BIBAK | Full-Text | 447-449 | |
| Akiko N. Obata; Takusige Katura; Hirokazu Atsumori; Masashi Kiguchi | |||
| Our study indicates that combined measures of brain activity and eye
movement are useful parameters for quantifying the attention devoted to memory
storage. We measured eye movements with an Eye Tracker and prefrontal cortex
activity using a wearable Optical Topography in 18 participants performing a
visual working memory task. We used these measures to calculate a combined
index of brain activity and eye movement, which revealed that increased brain
activity and higher fixation counts were related to improved task performance. Keywords: memory; attention; eye movement; brain activity | |||
| Tracking Attention Based on EEG Spectrum | | BIBAK | Full-Text | 450-454 | |
| Yu-Kai Wang; Tzyy-Ping Jung; Shi-An Chen; Chin-Sheng Huang; Chin-Teng Lin | |||
| Distraction while driving is a serious problem that can have many
catastrophic consequences. Developing a countermeasure to detect the drivers'
distraction is imperative. This study measured Electroencephalography (EEG)
signals from six healthy participants while they were asked to pay their full
attention to a lane-keeping driving task or a math problem-solving task. The
time courses of six distinct brain networks (Frontal, Central, Parietal,
Occipital, Left Motor, and Right Motor) separated by Independent Component
Analysis were used to build the distraction-detection model. EEG data were
segmented into 400-ms epochs. Across subjects, 80% of the EEG epochs were used
to train various classifiers that were tested against the remaining 20% of the
data. The classification performance based on support vector machines (SVM)
with a radial basis function (RBF) kernel achieved accuracy of 84.7±2.7%
or 85.8±1.3% for detecting subjects' focuses of attention to the
math-solving or lane-deviation task, respectively. The high attention-detection
accuracy demonstrated the feasibility of accurately detecting drivers'
attention based on the brain activities. This demonstration may lead to a
practical real-time distraction-detection system for improving road safety. Keywords: Distracted Driving; Attention; Safety | |||
| Measurement of Useful Field of View during Ocular Following Response | | BIBAK | Full-Text | 455-459 | |
| Kimihiro Yamanaka; Atsushi Minochi | |||
| There have been numerous studies related to useful field of view with regard
to ensuring safety during activities and preventing recognition failures that
can result in human error. As a result, the form of the useful field of view
has been determined and methods for its measurement have been proposed. Most
studies have assumed a fixed gaze, however, thus failing to consider the useful
field of view during eye movement. The present research takes an experimental
approach toward discovering the effects of eye movement speed and direction on
useful field of view, limiting eye movement speed to 30°/s. As a result,
the direction of gaze movement, increases in speed, and the direction of the
recognized object with respect to the focal point cause variation in the
narrowing of the useful field of view. Keywords: useful field of view; eye movement; effects of binocular summation | |||
| Visual Perception Modeling on Sense of Material of Object Surface | | BIBAK | Full-Text | 463-467 | |
| Yoshiki Aoyama; Toshikazu Kato | |||
| Human can quickly recognize the state of object surface. This sensation is
called "Sense of Material". When simulating materials with CG, the method of
complex physical model is mainstream. However, this method causes large
production time and cost so we propose simple material models based on human
visual characteristics called "Tri-Contrast Perception Model" and "Binocular
Parallax Model". The results of discriminant analysis to some material samples,
we found that binocular parallax is important affect for sense of material. Keywords: CG; Texture; Visual Characteristic | |||
| Eye Gaze and Mouse Cursor Relationship in a Debugging Task | | BIBAK | Full-Text | 468-472 | |
| Monchu Chen; Veraneka Lim | |||
| This study evaluates the relationship between eye gaze and mouse cursor
movements in a debugging task. 9 students with relevant programming experience
participated in this study. Debugging difficulty was manipulated (error types;
lexical, logical and syntactic) in order to measure the effects on debugging
performance (accuracy and reaction time), eye gaze and mouse cursor behavior
(frequency and duration of visits of target areas vs. non-target areas).
Performance data showed that lexical errors are easier to find than logical
errors. Mouse cursor behavior was a significant indication of the level of
difficulty and therefore performance. The general pattern of mouse movements
was comparable with eye gaze patterns. This study indicates that mouse data
does add relevant information on top of eye gaze. These results support the
idea of using mouse tracking as an alternative for inferring intentions. Keywords: eye-hand coordination; eye tracking; mouse tracking; debugging | |||
| Adaptive Control Elements for Navigation Systems | | BIBAK | Full-Text | 473-477 | |
| Benedikt Janny; Johann Winterholler; Aleko Petrov; Thomas Maier | |||
| An innovative navigation interface with haptic support is developed based on
the idea of multimodal interaction and adaptive control elements. Thereby, for
people with visual impairments interaction with the interface, e.g. indication
of directions is facilitated and haptic distinction between different menus is
made possible. Due to the additional haptic feedback a safe and efficient
transmission of information can be ensured during use. Apart from that the use
of adaptive control elements partly compensates for the lack of information
based on the impaired visual channel and enables the user to experience a more
immersive way of interaction. Keywords: control elements; adaptive control elements; navigation interface; visually
impaired people; user centered interface design; multimodal interaction | |||
| Differences between a Young and Older Computer Users' Recognition Rate of Tactons | | BIBAK | Full-Text | 478-482 | |
| Ricardo Jimenez | |||
| Effective tacton parameters of stimuli have been identified for a young
population of computer users. However, studies have shown that the detection of
vibrations degrades as a natural part of the aging process. This work used
stimulus parameters similar to those which have been shown to be effective in a
young population, and conducted a comparison study between 40 test subjects
composed of a young population of computer users between 18 and 25 years old
and an older population of computer users between 55 and 75 years old. The
study compared both groups' recognition rates of modulated sinusoidal waveforms
and found that the older group had a significant decrease in recognition rates
of modulated sinusoidal waveforms. Keywords: Tactons; vibrotactile devices; older computer users | |||
| Interactive Color Perspective for 3D Graphics Applications: Enhancing Depth Perception and the Understanding of Object Relations | | BIBAK | Full-Text | 483-487 | |
| Dietrich Kammer; Jan Wojdziak; Rainer Groh | |||
| Perceiving depth and spatial relations between objects in virtual
environments is challenging and can be facilitated by the rendering process in
3D graphics applications. Often the perspective projection is not sufficient to
visualize all necessary information because the projected image can lead to
position and orientation ambiguity. Therefore, additional indicators are needed
to improve the visualization of information about spatial relationships and the
structure of the scene. For this purpose, we introduce a toolbox that applies
color as an interactive design tool. Within this toolbox, six algorithms can be
used to dynamically modulate the coloring of single objects or the scene as a
whole. For evaluation, we report a study that tested whether object coloring as
implemented in the toolbox can change apparent depth. Keywords: Painting-like rendering; Non-Photorealistic Rendering; Drawing; Real-time
Graphics | |||
| How Humans Search Varying-Knowledge Environments: Solving Imperfect Information Mazes | | BIBAK | Full-Text | 488-492 | |
| Apimuk Muangkasem; Atsuo Yoshitaka; Kristian Spoerer; Hiroyuki Iida | |||
| In our experiment, we studied the searching sequence of humans, i.e. how
humans solve the game tree. We created a controlled environment of maze game to
simulate the situation where the player is not allowed to observe the entire
map freely. We use "fog-block" to cover the intersection of a maze. Thus, the
maze becomes an "imperfect information maze." We give additional information to
hint on the path that the player should choose. Then we observed the change in
players' behavior. We found that hints affect searches making it best fit path
towards hint. Keywords: Knowledge; Game tree; Imperfect information; Gaze; Cognition | |||
| Vibration of the White Cane Causing a Hardness Sense of an Object | | BIBAK | Full-Text | 493-497 | |
| Kiyohiko Nunokawa; Shuichi Ino; Kouki Doi | |||
| Previously, we conducted a psychological experiment to measure sensitivity
to hardness using a white cane. The Results showed that participants had higher
sensitivity to hardness when using the white cane compared to when actually
tapping the target with their fingertip. This suggests that the white cane acts
to provide enhanced feedback on hardness. In this study, we investigated the
relationship between vibration and sense of hardness using white canes. We
measured frequency of vibration of the ferrule of the cane by acceleration
sensor when the cane contacted with target. And using psychological
experiments, we then had participants estimate their sense of hardness for each
hardness degree. It was found that there is a correlation between the hardness
sense and frequency of vibration. Keywords: white cane; hardness sense; frequency of vibration | |||
| Physiological Responses to Watching 3D on Television with Active and Passive Glasses | | BIBAK | Full-Text | 498-502 | |
| Se Jin Park; Murali Subramaniyam; Myung Kug Moon; Dong Gyun Kim | |||
| The aim of this study was to evaluate the relationship between teenager's
emotional states while watching 3D on TV using active (shutter) and passive
(filter) glasses and specific physiological indices. The physiological measures
include electroencephalography (EEG) for beta wave at occipital lobe (O1 and O2
regions), electrooculography (EOG) for eye blinking rate from the dominate eye,
and subjective evaluation. Eighteen healthy teenager's (9 used active glass and
9 used passive glasses) aged 18.72±0.56 years were participated. The
subjects were exposed to 3D visuals for 45 min each. The relative beta band
power was comparatively higher while using passive glasses. The eye blink rate
was comparatively higher while using passive glasses. Subjective evaluation
scores were comparatively higher while using active glasses. The contrary
results between physiological responses and psychophysical were observed.
Further experiments need to be performed by considering more subjects, higher
viewing duration and light weight glasses. Keywords: 3D visuals; Glass type; Subjective evaluation; Relative beta band power; Eye
blinking rate | |||
| Temporal Phase Shift: Visual Illusion by Phase-Shifted Light Projection and Its Applications | | BIBA | Full-Text | 503-506 | |
| Jun Rekimoto | |||
| Understanding the mechanism of human visual processing is important as a foundation for human computer interaction research, because many interactive systems are primary relying on visual information. In this paper, we report a new visual illusion caused by phased shifted light projection using our customized digital micromirror projector that appears to be related to human eyes' saccades and microsaccades. We examine the cause of this illusion, and propose possible applications using this effect. | |||
| Generation of the Certain Kind of Figures Using the Movement Sense of Localized Sound and Its Application | | BIBAK | Full-Text | 507-510 | |
| Michio Shimizu; Masahiko Sugimoto; Kazunori Itoh | |||
| In this report, the easy figure which consists of a line segment and its
combination is virtually expressed by the movement sense of the localized sound
on a virtual sound screen. In order to create a psychological simple figure,
the system which used together the movement sense of localized sound and the
input tactile sense guide is proposed. Keywords: the movement sense of the localized sound; the input tactile sense guide; a
figure education | |||
| The Slip-Resistance Effect Assessment of the Anti-slip Strip on Different Contaminated Floors | | BIBAK | Full-Text | 513-517 | |
| Ching Chung Chen; Hui Chun Chen | |||
| Anti-slip strip is one of the most popular slip-resistant products indoor
and outdoor, especially on the ramp. By using anti-slip strip the roughness of
floor can be increased, the COF will be increased and the risk of slips and
falls will be reduced at the same time. This study wants to find out the
effects of slip-resistance under different floor contamination conditions while
using the emery anti-slip strip. The anti-slip strips covered by steel grit
provide valid slip-resistance effect. However, the slip-resistance effect will
be limited when the floor covered by oil and the grooves of footwear have been
wear away. In total, to provide valid slip-resistance effect, keeping the floor
dry, installing the anti-slip strips, wearing tread shoes are some useful
processes to reduce the risk of falling and slipping. Keywords: Anti-slip strip; Slip& fall; Coefficient of Friction | |||
| Analysis of Perceived Discomfort and EMG for Touch Locations of a Soft Keyboard | | BIBAK | Full-Text | 518-522 | |
| Bori Choi; Sukbong Park; Kihyo Jung | |||
| With diversity of mobile services (e.g., messenger, and social network
service) on smartphone, the demand of text input using a soft keyboard is
increasing. However, studies on subjective and physiological responses of users
for various touch locations are lacking. The present study investigated the
ergonomic responses according to touch locations of a soft keyboard on
smartphone. The experiment of the present study measured perceived discomfort
using Borg's CR-10 scale and electromyography on forearm (abductor pollicis
longus, and extensor digitorum communis) and thumb (abductor pollicis brevis,
and first dorsal interossei) muscles. Perceived discomfort was significantly
varied from 0.7 (extremely weak discomfort) to 2.5 (weak discomfort) depending
on touch locations. %MVC at abductor pollicis brevis was significantly
varied from 10% to 23% according to touch locations. The experimental results
of the present study can be utilized in the ergonomic design of a soft
keyboard. Keywords: Soft Keyboard; Discomfort; EMG; Two-thumb Input; Smartphone | |||
| Servo-actuated Stylus for Post Stroke Arm and Fore Arm Rehabilitation | | BIBAK | Full-Text | 523-527 | |
| Mario Covarrubias; Monica Bordegoni; Umberto Cugini | |||
| This paper describes the design and implementation of a 1- DOF
servo-actuated stylus, which is used as an end effector in a desktop haptic
device. The desktop haptic device is part of a multimodal system aimed for the
assessment, training and rehabilitation of the arm, forearm and hand while the
user perform several tasks. Patients will use the haptic device which carries
out the servo-actuated stylus in order to draw simple and complex sketches, in
this way, the patient is able to feel the virtual sketch by using the haptic
device, which acts as a virtual guide taking advantages of its force feedback
capabilities. The therapist is able to control the 1-DOF-stylus rotation
according to the requirements of the patient. Keywords: Haptic Guidance; Sketching task; Stroke patient; Multimodal system | |||
| DualMouse: Permitting Fast, Precise and User-Friendly Keyboard-Based Mouse Control | | BIBAK | Full-Text | 528-532 | |
| Torsten Felzer; Stephan Rinderknecht | |||
| This paper presents an unusual mouse control technique, designed to be used
with a keyboard-type device, rather than a dedicated manual pointing device.
Unlike ordinary keyboard-based mouse replacements, it does not rely on pointer
movements across the screen. Instead, clicks are emulated at the position
directly chosen by the user (who recursively selects regions and sub-regions to
do that). As a consequence, target selection becomes a user-friendly
step-by-step process, not requiring any time-critical interaction. Keywords: human-computer interaction; keyboard replacement; word completion; ambiguous
keyboards; mouse emulator; neuromuscular diseases; Friedreich's Ataxia | |||
| Comparisons of Computer Exposure and Forearm Musculoskeletal Symptoms among Three Computer Groups-The Application of an External Logger | | BIBAK | Full-Text | 533-537 | |
| Wei-Hsien Hong; Hsieh-Ching Chen; Ya-Hsiu Hsu; Hsin-Chieh Wu | |||
| This study aim was to compare the computer exposure and forearm
musculoskeletal symptoms among three computer use groups by an external logger.
30 participants were recruited in this study and divided into three groups: 10
computer-document (CD) processors, 10 computer-aided design (CAD) draftsmen,
and 10 online gamers. Computer use of each participant was recorded for 10
consecutive days. Questionnaire survey was conducted to collect musculoskeletal
complaints in participants' upper limbs right after data collection period.
Quantitative parameters computed using recorded data were daily keystrokes,
mouse clicks, wheel scrolling counts, mouse movement and dragged distance.
Experimental results showed that the online gamers had the significantly higher
keyboard activities than typical keyboard users, CD processors. Also, it had
the higher mouse activities than the typical mouse users, CAD draftsmen.
However, musculoskeletal complaint in their upper limbs was not greater than
that of CD processors and CAD draftsmen. There existed a complicate
relationship between cumulative hazards and computer uses. Experimental results
indicated that computer use duration alone could not accurately represent the
workloads of various computer tasks. Adequate tools are needed for quantifying
user computer exposure and providing detailed information for various computer
tasks. Keywords: Computer exposure; Online game; Computer input; External logger | |||
| Laser Pointer Interaction and Its Properties in Pointing Performance | | BIBAK | Full-Text | 538-542 | |
| Makio Ishihara; Takuya Nakashima | |||
| This manuscript conducts an experiment in properties of pointing performance
for laser pointer interaction. Fitts's Law is used to evaluate pointing
performance of traditional pointing devices like mouses and touchpads but it is
not suitable to evaluate it for laser pointer interaction. This manuscript
introduces a model function to express and parameterize pointing performance of
a Nintendo Wii-based pointing device. The result shows that the obtained model
function can express it by the error ratio of about 3%. Keywords: pointing performance; Nintendo Wii; laser pointer interaction; ISO9241-9 | |||
| Relationship between Surface Property and Operability of Tablet Terminal with Touch-Sensitive Screen | | BIBAK | Full-Text | 543-547 | |
| Takahiro Nishimura; Kouki Doi; Hiroshi Fujimoto | |||
| Intuitively operated touch-sensitive screens are becoming more prevalent in
our daily lives. Particularly, the rapidly growing demand for tablets, which
are beginning to be used in the educational and medical environments, is said
to be leading the market. However, it has been pointed out that it is hard to
slide a finger easily on the tablet screen when operating the device, making it
difficult to use the device. The present study investigates the relationship
between the surface property of a tablet touch-sensitive screen and the
easiness of sliding a finger on the screen, and evaluates the influence of the
surface property on the operability based on the experimental results. Keywords: Touch-sensitive screen; tablet; surface property; operability | |||
| Interactive Pose Estimation for Active Pauses | | BIBAK | Full-Text | 548-551 | |
| Alvaro Uribe-Quevedo; Byron Perez-Gutierrez | |||
| Occupational health affections related to ergonomics result in
musculoskeletal problems that affect the locomotion apparatus through the
muscles, tendons, ligaments and nerves, yielding to numerous cases of work
absence. The World Health Organization (WHO) has acknowledged occupational
health problems associated with excessive computer work resulting in the
execution of repetitive tasks and sedentary cycles. With increased use of
mobile electronic devices (laptops, smartphones and tablets) and initiatives as
bring your own device, work time has increased recently and users do not take
care of their posture or joints during usage of these devices. Recommendations
on taking active pauses and do exercises for avoiding occupational health
problems are promoted with videos, animations, reminders, guides and surveys,
however use of this tools or taking time for active pauses is not done by
several users. This project addresses the problem through an application for
reminding the pause and monitor user exercises using Kinect. Keywords: Active pause; Interaction; Motion tracking; Occupational health | |||
| One Possibility for Computer Syndrome: Rethinking Computer Break Software Program | | BIBAK | Full-Text | 552-556 | |
| Sy-Chyi Kiky Wang; Jin-Yuan Chern; Wei-Hsin Teng | |||
| This paper first explored the possibilities of redefining computer break
software for advanced function and redesigning the interface for more proper
and effective delivery of the informed message, and then discussed the
potentiality of drawing the targeted health information online for advanced
uses on updated information. It presents an example of how we can create an
interactive interface to better motivate users to adopt the program, and how we
can fetch online the targeted health information and then present it in a local
computer via break software. Keywords: ergonomics; computer syndrome; interface design; computer break software;
stretch exercise | |||
| Lower Limb Musculoskeletal Model Validation during One Legged Forward Hopping and Side Jumping in Healthy Subjects Using EMG | | BIBAK | Full-Text | 557-560 | |
| Adhi D. Wibawa; Nico Verdonschot; Jan P. K. Halbertsma; J. G. M. Burgerhof; Ron L. Diercks; G. J. Verkerke | |||
| Musculoskeletal modeling is a powerful tool for analyzing human biomechanics
during active movement. It has the ability to determine important kinetic data
during motion such as muscle force, muscle activity and knee joint force.
However, validation of these models need further study to determine the quality
of their predictions. In the past, we validated the GaitLowerExtremity model
(GLEM) of the AnyBody modeling system (AMS) by a series of experiments, where
subjects walked normally, while their movements and EMG were measured. The
movements were used by AMS to predict muscle activity, and these predictions
were then compared by EMG activities. Although visual inspection showed a good
comparison, quantitative comparison results were rather disappointing. We think
that a more prescribed movement could result in a better comparison such as
during one legged forward hopping (FH) and side jumping (SJ). In this study two
variables were used to quantify muscle activity, number of onsets and offsets.
The Kappa value (K) was calculated to determine the level of agreement. During
FH, for all variables, 7 muscles showed a positive agreement and only one
muscle showed a negative agreement. During SJ, for all variables, all muscles
showed a positive agreement. This result demonstrates that during more
prescribed movements, AMS predicts muscle activity much better than compared to
our previous validation study during normal walking, even though some
differences between AMS and EMG still did existed. Keywords: one legged forward hopping; side jumping; EMG; AnyBody Musculoskeletal
System; Inverse dynamics analysis | |||
| Research on Two Dimensional Touched Position Distributions of the Touch Screen QWERTY Keyboard | | BIBAK | Full-Text | 561-565 | |
| Yuma Yanai; Mitsuhiko Karashima | |||
| This research explored the characteristics on two dimensional touched
position distributions in each key of a touch screen QWERTY keyboard through
the experiment. The results of the experiment revealed that the mistyping ratio
was more than 5% and it suggested the necessity of an approach for key input
performance improvement. The results also revealed that the center of
distribution of the key touched position tended to be positioned in the low
part of the key regardless of keys and the mistyping concentrated under the
bottom of the key area. A new approach that the key input performance could be
improved by using these characteristics of key touched position and mistyping
was proposed. Keywords: Software keyboard; Touch panel; Touch Screens | |||
| Brainwave Typing: Comparative Study of P300 and Motor Imagery for Typing Using Dry-Electrode EEG Devices | | BIBAK | Full-Text | 569-573 | |
| Hadeel Al-Negheimish; Lama Al-Andas; Latifah Al-Mofeez; Aljawharah Al-Abdullatif; Nuha Al-Khalifa; Areej Al-Wabil | |||
| This paper presents the findings of an exploratory study comparing two of
Brain-Computer Interface approaches, P300 and Motor Imagery, with EEG signals
acquired using the Emotiv Neuroheadset. It was conducted to determine the most
suitable approach for typing applications based on BCI. Results show that while
selection accuracy is similar for both, with mean of 50%, the speed varies
greatly, with the former approach being approximately 2 times more efficient in
typing. Implications presented in this document are useful for BCI researchers
who seek to build brain-controlled Augmentative and Alternative Communication
technologies. Keywords: BCI; Brain Computer Interface; P300; Motor Imagery; Brain Machine Interface;
BMI; Augmentative and Alternative Communication; AAC; EEG | |||
| Eye-Controlled Games for Behavioral Therapy of Attention Deficit Disorders | | BIBAK | Full-Text | 574-578 | |
| Ashwag Al-Shathri; Areej Al-Wabil; Yousef Al-Ohali | |||
| This paper describes an eye-controlled game designed for behavioral therapy
of ADHD. A user-centered design approach was adopted in the development cycle
of these games in close collaboration with domain experts and target user
populations. The games have an Arabic language interface and include multimodal
interaction. Game scenarios were designed with increasing complexity depicted
in visual design, dwell time for controlling elements within the games, and
combinations of key presses with eye-control at higher levels of attention
training. The visual design, interaction design and the system's conceptual
designs are discussed. Keywords: Eye tracking; Serious Games; Attention Deficit; ADD; ADHD | |||
| Towards an Emergent and Autopoietic Approach to Adaptative Chord Generation through Human Interaction | | BIBAK | Full-Text | 579-583 | |
| Francisco de Paula Barretto; Suzete Venturelli; Gabriel Gaudencio do Rego | |||
| This poster describes a transdisciplinary practical-theoretical on-going
research, which address on the discussion about the possible applications of
Artificial Intelligence (AI) techniques, such as genetic algorithms, which
underlie the Maturana and Varela's autopoietic concept considering the
achievement of emergent results as heuristic to creativity. Through human
interaction using neuronal bio-feedback it is possible to provide more natural
fitness function to such algorithms. Keywords: autopoiesis; emergence; bio-feedback; creativity; genetic algorithms | |||
| Stress Resilience Training System (SRTS) | | BIBAK | Full-Text | 584-588 | |
| Joseph V. Cohn; Theodore Morrison; Gershon Weltman; Donald Chartrand; Rollin McCraty; David J. Combs; Antonio, Jr. Anglero; Brian R. Johnson; David Rozovski; Stephen Eggan; Brennan Cox; Kirsten Carlson; Elizabeth O'Neill | |||
| The SRTS is an eLearning iPad app that incorporates both cognitive knowledge
and proven neurological biofeedback based on Heart Rate Variability (HRV)
Coherence. SRTS uses HRV-controlled games as a way of motivating today's young
soldiers and sailors. The objective is both to minimize the adverse effects of
stress and enhance its productive effects in order to help improve immediate
performance as well as help prevent the occurrence of future problems such as
post-traumatic stress disorder (PTSD). The initial phase of the research
resulted in a PC-based SRTS demonstration system, as well as positive responses
to formal and informal usability and utility studies. The current phase of the
project has involved the complete development of the iPad version of the SRTS,
and also its operational evaluation for efficacy by the Naval Center for Combat
and Operational Stress Control (NCCOSC), US Navy Bureau of Medicine and Surgery
(BUMED). Many potential customers for SRTS in the Navy, Marine Corps, Air Force
and Army are waiting completion of the NCCOSC efficacy evaluation. Keywords: Stress resilience training; eLearning; Heart Rate Variability; PTSD | |||
| Proposal of PC Input Method by Combination of Gaze Detection and Head Movement Detection | | BIBAK | Full-Text | 589-593 | |
| Yoshinobu Ebisawa; Hayato Hakamada; Kiyotaka Fukumoto | |||
| We propose a PC input methodology combining the gaze detection technology
and the PupilMouse technology (head movement detection). Both technologies are
based on the remote pupil detection technique using video cameras with
near-infrared light sources. In the PupilMouse method, a user can move the
cursor on the PC display screen smoothly and accurately, based on the movements
of the user's two pupils in the camera image caused by the user's smooth head
movement. The biggest advantage of PupilMouse is to be able to point a very
small area without a scattering of the cursor. However, in order to move the
cursor largely on the screen, the user must move the head largely. This is a
burden for the user. In contrast, the gaze point moves quickly and largely by
just looking. However, at present, there is no remote gaze detection system
that can detect the gaze point on the PC screen accurately, as a replacement
for computer mouse. Moreover, as the ability of the user, it might be very
difficult to continue to direct the line of sight exactly to small areas. In
the experiment that subjects type twelve Japanese letter string using a
software keyboard, the input speed, number of typing mistakes, and the
usability were investigated. The results show that the proposed method is
comprehensively superior to both the gaze detection method and the PupilMouse
method. Keywords: Gaze detection; Head movement detection; pupil detection | |||
| Pupil Detection Using Stereo-Matching Method and a Constant Interpupillary Distance Condition for a Solution of Glasses Reflection Problem in the Video-Based Gaze Detection System | | BIBAK | Full-Text | 594-598 | |
| Yoshinobu Ebisawa; Kiyotaka Fukumoto; Hiroki Yamaguchi | |||
| In the pupil-corneal reflection detection-based eye-gaze detection method,
glasses reflection of near-infrared LED light sources for producing the corneal
reflection is misdetected as the pupil when a user wears eyeglasses. To improve
the robustness of the pupil detection, we propose novel pupil searching and
tracking methods in the gaze detection system using two stereo-calibrated
cameras. The pupil searching method first chooses the true pupils from all
stereo-matched pupil candidates using the suitable depth range condition, and
second chooses the true pair of the right and left pupils under the constraint
of the suitable 3-D interpupillary distance. Even if one pupil is not detected
in the image of either camera owing to the glasses reflections, the pupil
tracking method estimates the 3-D coordinates of the undetected pupil by using
the constant interpupillary distance and the temporal continuity of the 3-D
coordinates of the moving pupil. The experimental results show that the
accuracy of pupil searching and tracking was better than that of the
conventional one-camera method. Keywords: Pupil detection; Gaze detection; Head movement; Glasses reflection | |||
| Rules of Engagement: Brain-Computer Interfaces for Military Training | | BIBAK | Full-Text | 599-602 | |
| Cali M. Fidopiastis; Tami Griffith | |||
| Simulation based training systems execute our 'intention to perform' an
action in computer space by means of intermediary physical manipulations, such
as pressing keys or directing a joystick. Transferring actions through these
traditional input devices place an intermediary between the human operator and
the simulation that can negatively affect user performance. To eliminate some
of these bottlenecks, we explore the use of brain-computer interface techniques
to improve the naturalistic interactivity within a military gaming environment
using Second Life. We used a P300 speller approach to map action codes of the
game to user actions (e.g., walk or run) within the environment. We report on
the results of the study as well as discuss implications for future use of
hybrid brain-computer interfaces as part of naturalistic interaction schemas
for military training. Keywords: Simulation Based Training; Serious Games; P300; Active BCI; Reactive BCI;
brain states | |||
| A Novel Approach for Adaptive EEG Artefact Rejection and EOG Gaze Estimation | | BIBAK | Full-Text | 603-607 | |
| Mohammad Reza Haji Samadi; Neil Cooke | |||
| An adaptive system for Electroencephalography (EEG) artefact rejection and
Electrooculogrum (EOG) gaze estimation is proposed. The system inputs optical
gaze information, and accuracy of the EOG gaze classification into an adaptive
Independent Component Analysis (ICA) algorithm, for improving EEG source
separation. Finally two evaluation methods based on EOG gaze estimation are
suggested to assess the performance of the proposed system. The work will be of
use to researchers considering using BCI and eye-tracking paradigms in real
life applications. Keywords: EEG; Artefact; Adaptive ICA; BCI; Gaze | |||
| Point-and-Click Interface Based on Parameter-Free Eye Tracking Technique Using a Single Camera | | BIBAK | Full-Text | 608-612 | |
| Shinichi Hikita; Yasuhiro Seto | |||
| We propose a method for the estimation of point of gaze with neither user-
nor environment-dependent parameters. The gaze direction is calculated from the
centers of both the pupil and the eye rotation. The center of the eye rotation
is determined using the centers of both the pupil and the iris and the edge of
the iris when at least four calibration targets, for which only the distances
between them are known, are fixated on the screen. The mean horizontal and
vertical errors for seven subjects were 0.91 deg and 0.77 deg, respectively.
Next, a point-and-click interface, in which a user can move a cursor by a gaze
shift and click a computer mouse by a voluntary eye blink or short fixation,
was developed. On average, it took 1.2, 0.9, and 0.8 sec to point and click for
each target with eye blink, short fixation, and normal hand manipulation,
respectively. Keywords: Eye-gaze estimation; Pupil; Iris; Center of eye rotation | |||
| Automatic Sleep Stage Classification GUI with a Portable EEG Device | | BIBAK | Full-Text | 613-617 | |
| Chih-Sheng Huang; Chun-Ling Lin; Li-Wei Ko; Yu-Kai Wang; Jyun-Wei Liang; Chin-Teng Lin | |||
| In this study, a developed automatic sleep stage classification system with
a portable EEG recording device, (Mindo-4s) is implemented by JAVA-based sleep
graphical user interface (GUI) in android platform. First, the parameters of
the developed sleep stage classification system, including extracting effective
sleep features and a hierarchical classification structure consisting of
preliminary wake detection rule, adaptive adjustment scheme, and support vector
machine, were trained by our existing sleep database, which collected using
polysomnogram (PSG), in MATLAB program. Finally, this classification system
would be reedited by JAVA language, and the corresponding JAVA-based sleep GUI
software was working in android platform and Mindo-4s. The connection between
JAVA-based sleep GUI software and the portable Mindo-4s was through Bluetooth
communication. The performance of this JAVA-based sleep GUI can reach 72.43%
average accuracy comparing to the result from manual scoring. This JAVA-based
sleep GUI can on-line display, record and analyze the forehead EEG signals
simultaneously. After sleep, the user can received a complete sleep report,
including sleep efficiency, sleep stage distribution, from JAVA-based sleep
GUI. Thus, this system can provide a preliminary result in sleep quality
estimation, and help the sleep doctor to decide someone needs to have a
complete PSG testing in hospital. Using this system is more convenient for
long-term and home-based daily caring than traditional PSG measurement. Keywords: Sleep stage classification; Polysomnogram; JAVA-based sleep graphical user
interface | |||
| Intelligent Workload Control for Exercise Game | | BIBAK | Full-Text | 618-622 | |
| Changhoon Park | |||
| Regular physical activity is associated with enhance health and reduced risk
of all-cause mortality. But, most people who repeat the exercise easily feel
the boredom and tend to give up. And, there are real risks of injuries or side
effects of exercise. We introduce a video game for exercise motivation and
aerobics with providing a modified fitness bike as a special controller. This
paper aims to make exercise games personalized for safe and effective exercise
by introducing intelligent workload control. Intelligent workload control is
implemented to customize exercise time and intensity based on exercise
prescription. Exercise game will be personalized according to individual
physical abilities. And, experimental results will be presented to illustrate
the effect of our personalized exercise game. Keywords: exercise game; workload control; racing track; feedback; smartphone;
intensity | |||
| Measurement of the Characteristics for BCI by SSVEP | | BIBAK | Full-Text | 623-627 | |
| Hisaya Tanaka; Hiromi Sakata | |||
| This paper describes the fundamental study for the research and development
of SSVEP-BCI. Experiments were carried out with flash and pattern reversal
stimulation. A stimulus size of 4.6x4.6cm/40x40cm, time-frequency
characteristics from 5 to 20Hz, and three types of stimulus patterns were
investigated. As the result, the condition where SSVEP strongly appeared was
the flash stimulation of a 4.6x4.6cm square. Moreover, the frequency band was 7
to 17Hz. SSVEP-BCI which transmits at least five intentions may be able to be
developed from this experiment. Keywords: Electroencephalogram (EEG); Brain-Computer Interface (BCI); Steady-State
Visual Evoked Potential (SSVEP) | |||
| Evaluation of Independent Component Analysis Algorithms for Electroencephalography Source Separation | | BIBAK | Full-Text | 628-631 | |
| Masoud Zakeri; Zohreh Zakeri | |||
| Since each ICA algorithm employs a different approach for source estimation,
the result of the estimated sources could be changed. The proposed evaluation
method applies three different ICA algorithms on EEG datasets including
FastICA, Infomax and Extended-Infomax algorithms. The analysis demonstrates
that different ICA algorithms do not have a significant effect on the accuracy
of the Support Vector Machine (SVM) classifier in detecting right and left hand
imagery movements. Keywords: Independent Component Analysis; EEG; Artefact rejection | |||
| Ants Can Schedule Software Projects | | BIBAK | Full-Text | 635-639 | |
| Broderick Crawford; Ricardo Soto; Franklin Johnson; Eric Monfroy | |||
| This paper presents the design of an algorithm based on Ant Colony
Optimization paradigm to solve the Software Project Scheduling Problem. This
problem consists in deciding who does what during the software project
development, finding an optimal schedule for a project so that the precedence
and resource constraints are satisfied and the final project cost and its
duration are minimized. We present the design of an general ant algorithm to
solve it. Keywords: Software Engineering; Software Project Scheduling Problem; Project
Management; Ant Colony Optimization | |||
| Visualizing Software Ecosystems as Living Cities | | BIBAK | Full-Text | 640-644 | |
| Clinton Jeffery | |||
| Several groups visualize software systems using "city" metaphors, mapping
software onto features such as buildings and roads. This abstract introduces a
"living city" metaphor, where programs are visualized as a city populated by
users, data structures, threads of execution, and bugs. A living city is a 3D,
multi-user virtual world in which the visible artifacts are software and data. Keywords: software visualization; virtual environments | |||
| Modeling the Portfolio Selection Problem with Constraint Programming | | BIBAK | Full-Text | 645-649 | |
| Claudio León de la Barra; Ricardo Soto; Broderick Crawford; Camila Allendes; Hans Berendsen; Eric Monfroy | |||
| Portfolio selection is a relevant problem in finance and economics. It
consists in selecting a portfolio of assets considering a given expected return
such that the risk of the portfolio is minimized. Several approaches have been
proposed to tackle this problem, which are mainly based on mathematical
programming techniques and metaheuristics. In this paper we illustrate how this
problem can easily be modeled and solved by a relatively modern and declarative
programming paradigm called constraint programming. Keywords: Constraint Modeling; Portfolio Selection Problem; Constraint Satisfaction | |||
| Adaptive and Multilevel Approach for Constraint Solving | | BIBAK | Full-Text | 650-654 | |
| Claudio León de la Barra; Broderick Crawford; Ricardo Soto; Eric Monfroy | |||
| For many real world problems, modeled as Constraint Satisfaction Problems,
there are no known efficient algorithms to solve them. The specialized
literature offers a variety of solvers, which have shown satisfactory
performance. Nevertheless, despite the efforts of the scientific community in
developing new strategies, there is no algorithm that is the best for all
possible situations. Then, several approaches have emerged to deal with the
Algorithm Selection Problem. Here, we sketch the use a Choice Function for
guiding a Constraint Programming solver exploiting search process features to
dynamically adapt it in order to more efficiently solve Constraint Satisfaction
Problems. To determine the best set of parameters of the choice function, an
upper-level metaheuristic is used. The main novelty of our approach is that we
reconfigure the search based solely on performance data gathered while solving
the current problem. Keywords: Algorithm Selection Problem; Constraint Solving; Constraint Satisfacion
Problems; Autonomous Search | |||
| Biological Objects Data Registration Algorithm for Modal (Low Dimensional) Analysis | | BIBAK | Full-Text | 655-659 | |
| Michal Rychlik; Witold Stankiewicz; Marek Morzynski | |||
| Principal Component Analysis, a statistical tool allowing to create a low
dimensional subspace basing on input data, finds many applications in
biomechanics. The PCA requires the same topology (mesh connectivity, number of
nodes) for all objects in database. To achieve this, each new object added to
database must be registered. In this article the finishing registration
procedure, based on own software and created especially for biological data
sets, is presented. The study of registration process for 3D input data (faces
and hands) for PCA is discussed. Keywords: 3D geometry reconstruction; data registration; low-dimensional model; modal
analysis; Principal Component Analysis (PCA) | |||
| A GUI for Modeling Regular Constraints | | BIBAK | Full-Text | 660-663 | |
| Ricardo Soto; Broderick Crawford; Diego Riquelme; Eric Monfroy | |||
| In constraint programming, a regular constraint is a special global
constraint very useful in scheduling, in particular for the easy modeling of
rostering problems. This constraint enforces a sequence of variables to take a
value defined by a deterministic finite automaton. In practice, when the user
models the problem, regular constraints are programmed in the language of the
solving engine, which is in most cases a proprietary language or a classic
programming language. However, there exists several modeling languages and very
different encoding patterns for the regular constraint, turning the modeling
into a tedious task. In this paper, we present a simple GUI for modeling
regular constraints that clearly increases the usability for end-users. The
tool allows to easily draw finite automata, which are automatically translated
to the corresponding code of the regular constraint for the target solving
engine. Keywords: Constraint Modeling; Regular Constraint; Constraint Satisfaction | |||
| An Interactive Approach with Four Criteria for Stochastic Weighted Weber Problems | | BIBAK | Full-Text | 664-668 | |
| Takeshi Uno; Hideki Katagiri; Kosuke Kato | |||
| This paper considers an optimal location problem, called stochastic weighted
Weber problem. It is formulated to a stochastic programming problem, and common
approach for solving is to utilize the following four criteria: expectation of
its objective function value, its variance, achievement probability for a given
goal value by the decision-maker, and its fractile. It can be reformulated to a
deterministic programming problem, if the locater can give her/his criterion in
the above criteria or their highbred type. However, it is often hard to decide
her/his criterion. This paper proposes to consider all the four criteria
simultaneously. Then, it can be reformulated to four-objective deterministic
programming problem, whose objective functions are corresponded to the above
four criteria. Since multiobjective programming problems generally have too
many Pareto optimal solution, this paper proposes an interactive solution
approach for finding a satisficing location for her/him among the set of Pareto
optimal solutions. Keywords: Weber problem; stochastic programming; multiobjective programming;
interactive approach; satisficing solution | |||
| Quality Performance Monitor: A Server Performance Visualization Tool | | BIBAK | Full-Text | 669-672 | |
| Ziyuan Zhang; Haoran Guo | |||
| Thousands of companies have deployed servers and it is necessary to measure,
analyze and evaluate the performance of the servers through performance test.
Generally, we mainly analyze performance data by drawing different performance
charts. First, performance test is time-consuming, including calculating and
drawing chart. And it is difficult to combine new performance data with history
performance data to draw chart for analysis. Besides, various mistakes may be
made by analyzing huge amount of performance data. Another challenge is to
support performance test of every new projects and collaborative work in
different teams like QA, Development and DBA in the companies. This paper
presents a web-based tool called Quality Performance Monitor (QPM) for server
performance monitor, supporting visualization of performance test, and
demonstrates its superiority to traditional performance test. Keywords: Performance test; Visualization; Functional Design; Data Analysis | |||
| Gesture-Based Human-Machine Interface: A Case Study Comparing the Realism of Furniture Products in E-Commerce | | BIBAK | Full-Text | 675-679 | |
| Kuen-Meau Chen | |||
| This paper presents a gesture-based augmented reality system, which enables
users to adjust the size, coordinates, rotation angles, and other parameters
via hand gestures. The proposed approach significantly enhances accuracy in
identifying hand gestures and labels. To assess the accuracy of product
representation, we compared the presentation of products in the forms of
internet pictures (IP), augmented reality (AR), full-sized augmented reality
(FSAR), and physical product (PP) demonstration. It was found that, in the
example of furniture evaluation, augmented reality provided more
three-dimensional information than internet pictures; however, internet
pictures proved superior in terms of ease of operation and manufacturing.
Despite 3D rendering integrated within a real-world environment, augmented
reality failed to match the demonstration of physical products with regard to
the accuracy of representation. Keywords: Interactive Design; Form Perception; Realism; Gesture Recognition; Augmented
Reality | |||
| Designing a Service Innovation Measurement of SMEs | | BIBAK | Full-Text | 680-684 | |
| Yen-Hao Hsieh | |||
| Enterprises have to increase their competency and ability to respond to the
market variation and customer needs. Maintaining long term sustainability for
enterprises has been an important topic, especially for traditional
manufacturing businesses. With the attention of service around the world, many
manufacturing enterprises gradually transform the product-driven business into
the service-driven business. Service innovation is an important notion for
manufacturing enterprises to apply. Developing a successful process of service
innovation is an important event for enterprises. However, although there have
been a lot of studies emphasizing the importance of service innovation, there
is less research focusing on measuring service innovation. It is difficult for
enterprises to systematically measure the effects and performances because
different levels of enterprises have diverse choices of the service innovation
categories. Consequently, this study is to analyze and define the critical
factors of service innovation and build a systematical and quantitative service
innovation measurement model by adopting system thinking. Keywords: Design; service innovation; system thinking; SMEs | |||
| Collaborative Design Support System Based on Interactive Genetic Algorithm (IGA) | | BIBA | Full-Text | 685-689 | |
| Yasufumi Inoue; Takashi Inoue; Masataka Tokumaru | |||
| In this paper, we propose a system that facilitates collaborative design by multiple users of on the basis of Interactive Evolutionary Computation (IEC). Further, we conduct numerical simulations in order to analyze the optimized performance of the proposed system. In the simulations, multiple evaluation agents with bit strings are used to evaluate the design plans, instead of real users. The simulation results confirm that the proposed system provides satisfactory optimized performance in order to create a collaborative design. | |||
| Development of Brand Selection Model Considering Customer Service | | BIBAK | Full-Text | 690-694 | |
| Hiroki Kageyama; Fumiaki Saitoh; Syohei Ishizu | |||
| In many companies, customer service becomes one of the critical factors of
the brand evaluation. It is important for the companies to know the customer's
utility functions about the customer service and repurchase of the products
considering customer service. One of our main aims of this study is to develop
brand selection model which considering utility of the customer service in
order to propose promotion method for customer service of the company. In this
study, we add some types of the customer services to utility in the models, and
develop brand selection models. By the use of the questionnaire survey for the
real companies, we confirm the adaptability of the proposed model, and we show
the importance of the customer service. Keywords: Brand selection model; customer service; customer satisfaction; maximum
likelihood estimation; utility function | |||
| Mobile In-App Advertising for Tourism: A Case Study | | BIBAK | Full-Text | 695-699 | |
| Tek Yong Lim; Teck Lun Tan; Geoffrey Emeka Jnr Nwonwu | |||
| A successful tourism advertisement can attract tourists to a certain
country. This paper explored the effective ways of incorporating ads in mobile
app for tourism industry. My Travel Malaysia was selected as a case study. A
mobile advertising guideline was used for creation of mobile in-app banner ad.
A mobile app prototype was developed and embedded with four different ads. A
usability testing was carried out with ten participants and all were asked to
find a particular hotel room rate. The results revealed that participants were
able to recall images banner ad compare to text banner ad but they were also
more likely to perceive large image banner ad as app content. However, all
participants did not click on these banner ads because not relevant to their
tasks. Keywords: In-App Advertising; Mobile Tourism; Usability Testing | |||
| The GUI Design for the Products of Business Use by Using the Business User Model | | BIBAK | Full-Text | 700-704 | |
| Toru Mizumoto; Toshiki Yamaoka | |||
| The products of business use mean the instruments for office work, the
machine tools, the medical instruments and the other instruments for
professional use that are delivered to offices, factories, hospitals and other
facilities. Because the user uses it for occupation, the context of use is
confined or restricted. If we would like to design the GUI with good usability
logically, we have to specify the context of use of the products of business
use. Therefore, we propose the method to clarify the context of use by using
the Business User Model (the persona for the products of business use). Keywords: GUI; Persona; Business use | |||
| Modeling Relationship between Visual Impression of Products and Their Graphical Features | | BIBAK | Full-Text | 705-708 | |
| Shimon Niwa; Toshikazu Kato | |||
| Consumers feel heavy burden to find products suited individual preferences
owing to large quantity of them on the Web. Therefore, it is necessary to
classify products based on subjective preferences. This paper describes the
method to model the relationship between subjective visual impressions and
objective graphical features through machine learning for each user. The way to
describe the visual impression is to use adjectives used by the professional
photographers. As graphical feature vectors, we compute Lab color histogram and
SURF from product photos. We estimate the subjective visual impression of
products and classify them by constructing classifiers for the impression
groups using Random Forests. As a result of the experiment, the proposed method
achieved 80.1% accuracy on average. Keywords: Modeling; Subjective Visual Impression; Machine Learning; Graphical Features | |||
| Estimation of Dominant Attributes of Product for Each Customer through Behavior Observation of Shopping | | BIBAK | Full-Text | 709-713 | |
| Mika Okuzawa; Toshikazu Kato | |||
| Our purpose is to make a personalized shopping support system in a retail
store. In this study, we estimated dominant attributes for each customer
through behavior observation of shopping to collecting decision-making data of
them with various kinds of products. The dominant attributes are estimated by
conjoint analysis of the product attributes and the degree of interest in the
product estimated from customer's behavior. In the experiment with a trial
retail store, we achieved success about estimations of 3 of 4 customers. The
products recommended by our system also were shown to be better suit for
customers. Keywords: Ubiquitous Sensing; Modeling of Customer Preference; Smart Shop; Online Shop | |||
| Free Design Bank | | BIBAK | Full-Text | 714-718 | |
| Nélida Ramírez; Manuel Lecuona; John Cardozo | |||
| This paper illustrates how industrial design implementation can be a tool of
poverty alleviation, throughout a case study. According to Weis classification,
design actions towards social development are: 1. Design for skills
development, 2, Design for social enterprise, and 3. Design for development
promotion. Based on the aforementioned this document fouses on the first
category. The FREE DESIGN BANK (FDB) case is presented: FDB is an on-line
platform, a communication instrument between craftsmen and design schools,
supported by fair trade strategies. As a result the relationship between FDB
and communities vulnerable by poverty is described, from the interaction among
the design team and the community, and also the design process and the benefit
obtained by the community. Keywords: Industrial design; Poverty; Case Study | |||
| Promoting Consumer Products with Fictional Stories | | BIBAK | Full-Text | 719-723 | |
| Mizuki Sakamoto; Tatsuo Nakajima; Sayaka Akioka | |||
| Our everyday consumer lifestyle has been enhanced by embedding stories in
our daily life. The stories define the meaning of an artifact appeared in them.
In Japan, promoting consumer products with fictional animation stories is
recently very common. We believe that analyzing the stories gives us useful
insights to design future ambient intelligent services that integrate virtual
and real worlds. This paper discusses the analysis of several product
promotions that use fictional Japanese animation movies, and presents
guidelines for successful promotions. The insights presented in the paper are
effective for designing future product promotions. Keywords: Fictional stories; Product promotion; Reality; Alternate Reality Game;
Transmedia storytelling | |||
| Service Designs for Lifestyle Changes | | BIBAK | Full-Text | 724-728 | |
| Yasuhide Shimizu; Kazuma Obata; Leo Wakiya; Daichi Aoki; Kazuhiro Kimura; Eichi Shibata; Toshiya Sasaki; Kazuhiko Yamazaki; Tomonori Yazaki; Kengo Fujita | |||
| Purpose of this research is to propose design approach and method for
service design with lifestyle change based on human centered design. In
addition, another purpose is to propose new system and product for network
system. For this purpose, user research for extreme user was done and creates
idea beyond current thinking. After making scenario and storyboard, design
concept was proposed with prototype and concept movie. Based on this prototype
and video, user evaluation was done to evaluate design concept. They base
proposed design approach on utilizing extreme user to find new thinking for
lifestyle change and to evaluate idea. Result of this research, exercise
application named "pinch hitter" for diet was proposed. To continue exercise
this application helps user to show the animation of pinch hitter that will
exercise instead of real user. Keywords: User Centered Design; Storyboarding; Scenario; Persona | |||
| Using Fuzzy Analytic Hierarchy Process to Construct Green Suppliers Assessment Criteria and Inspection Exemption Guidelines | | BIBAK | Full-Text | 729-732 | |
| Chauchen Torng; Kuan-Wei Tseng | |||
| Since the announcement of Restriction of Hazardous Substances Directive
(RoHS) in 2003, manufacturers of electrical and electronic equipments are
restricted of containing any harmful substances such as: Pb, Cd, Hg, Cr6+, PBB
and PBDE, in their products importing to European market, starting from July 1,
2006. How to avoid the use of materials containing hazardous substances has
become a major issue in the electrical and electronic industry. The purpose of
this research is to establish green supplier's assessment criteria through a
modified Delphi method, and to determine the weights of criteria by the Fuzzy
Analytic Hierarchy Process. A sequential sampling plan is proposed as
inspection exemption guideline based on the MIL-STD-1916 procedure. This could
save 12.13% in material inspecting time for the case company. Keywords: Delphi method; Fuzzy analytical hierarchy process (FAHP); Green supplier;
Inspection exemption | |||
| Optimizing Product Interface Training Program for Older Adults-A Pilot Study | | BIBAK | Full-Text | 733-737 | |
| Wang-Chin Tsai; Chih-Sheng Chang; Kung-Chih Lo; Chang-Franw Lee | |||
| This paper conducted a pilot experiment planning and compared the relative
performance of two types of training method, two types of interface mode and
high and low working memory levels of older adults in training to use a product
interface. According to the cognitive learning theory and human knowledge
system, two kinds of training method were developed. The procedural training
method based on the procedural knowledge concept was provided to reduce working
memory demands by telling participants which steps to perform and in which
order. Generally, this training method was hypothesized to be better for older
adults. The declarative training method from the declarative knowledge concept
was designed to assist participants in properly allocating their attention but
to require them to be more actively involved in determining the specific steps
of the task. Although this type of training method might be most supportive of
learning for older adults of high working memory level, it might too
working-memory demanding for the older adults and hence be ineffective. The
major findings were as follows: There was a significant effect of training
methods on direct interface mode and hierarchical mode tasks. This study has
shown evident relationships of performance as a result of the declarative
training method versus the procedural training method in older adults with
different cognitive attributes and ability levels. Keywords: Training Method; Working Memory; Product Interface; Older Adults | |||
| The Changing Room | | BIBAK | Full-Text | 738-741 | |
| Ching-Yueh Tseng; Chang-Chih Tseng | |||
| The Changing Room is a multimedia interactive display system. Digital media
is used to make a projection on the walls, the ground and merchandise in the
mall's display space, so customers can experience merchandise in the created
context of digital images. Within the display space, the customers' various
acts such as walking around, touching, and staying can trigger the sensors and
then a variety of digital information will show up. For instance, directly
projecting the relevant sales information around the merchandise, or producing
a variety of different visual transition effects, to guide customers to
participate in interaction and imagine the scenario or atmosphere by using this
product. Keywords: Interactive display system; shopping experience; projection | |||
| Estimation of Dominant Features of Commodities Based on Shopping Behavior Analysis | | BIBAK | Full-Text | 742-746 | |
| Shungo Uchida; Toshikazu Kato | |||
| It is necessary to provide suitable assistance to each consumer in shopping
to choose preferable commodities. Each consumer does shopping with checking
dominant features of the commodities according to his own criteria [1]. For
example, "I want a cloth of a good material", "I want a T-shirt in cool color",
and so on. We have developed an experimental shopping space equipped with
ubiquitous sensors such as cameras and RFID-tag readers. In our experiment,
each subject freely walked around the shelves to find the preferable T-shirts.
Our system observed typically the time of three actions, "Look at", "Touch" and
"Take" a T-shirt. In this study, we have tried to estimate the dominant
features with each consumer through suggest the approach to recommend
information in consideration of personal dominant features from observation and
analysis of shopping behavior to perform suitable assistance. Keywords: Purchasing Behavior; Behavior Analysis; Dominant Features | |||
| A Study on Consumers' Emotions Evoked by Product Semantics | | BIBAK | Full-Text | 747-751 | |
| Che-Jue Wu; Tyan-Yu Wu; Jean-Lon Chen | |||
| This study investigates consumers' emotions elicited by a product with
different levels of semantics and their neural responses. Event-related
potentials (ERPs) were used to collect emotional signals. As stimuli, products
were distinguished into three Semantics categories (i.e. icon, index, and
symbol) of possible referential associations. Keywords: Products Semantics; Emotion; Event-related potentials (ERPs) | |||