| Interactive Screening for Learning Difficulties: Analyzing Visual Patterns of Reading Arabic Scripts with Eye Tracking | | BIBAK | Full-Text | 3-7 | |
| Arwa Al-Edaily; Areej Al-Wabil; Yousef Al-Ohali | |||
| Dyslexia Explorer is a screening program for dyslexia that focuses on
mapping visual patterns of reading Arabic scripts to reading difficulties.
Dyslexia Explorer is designed to process the eye gaze patterns exhibited by
readers with Specific Learning Difficulties (SpLDs) in screening sessions with
Arabic stimuli. The screening is based on gaze measures of eye fixation
duration for the Area Of Interest (AOI), mean fixation duration, fixation count
for the AOI, total fixations count, backward patterns (within words, lines and
paragraph). The system is a novel contribution in screening for reading
difficulties in the Arabic language. It helps in diagnosing dyslexia by
specifying reading deficits, providing objective gaze metrics and linking them
to phonological processing difficulties of readers. Keywords: Dyslexia; Learning Difficulties; Specific Learning Difficulty; Reading
Difficulties; Eye tracking; SpLD | |||
| Android vs. iOS Interaction Design Study for a Student Multiplatform App | | BIBAK | Full-Text | 8-12 | |
| Abimael Barea; Xavier Ferre; Lorenzo Villarroel | |||
| When aiming to develop a multiplatform mobile application or app there is a
dichotomy between following each platform interaction philosophy and creating a
common cross-platform interaction design. iOS and Android are the two most
common mobile platforms used by university students, and they are the obvious
choice when planning to develop a mobile app for students in just two
platforms. We have compared the particularities of the interaction philosophy
of both, and we have studied how four popular apps have addressed the
contradiction between following each platform interaction philosophy and having
a common interaction design between iOS and Android versions. The results show
that there are three possible approaches for multiplatform interaction design,
with different pros and cons. Keywords: Interaction design for mobile platforms; cross-platform consistency | |||
| Designing Educational Interfaces for Saudi Students | | BIBAK | Full-Text | 13-17 | |
| Abeer A. Boreqqah; Amandeep Dhir; Khalid Buragga | |||
| Traditional forms of educational instruction have witnessed a sharp
inclination towards the use of educational technology and various e-learning
tools and platforms. Educational technology is seen as a facilitator for
learning, it motivates students and tends to increase their confidence. Up to
the present day, the majority of the available research on this subject has
been dominated by a Western perspective, while the needs and expectations of
Arabic speaking students in context to educational technology has been ignored
in the past. The focus of our on-going research is to understand the potential
needs, requirements and expectations of the Saudi students (including college
level, undergraduate, graduate and postgraduate students) in regards to
educational interfaces and technology. In this work in progress paper, we have
presented our on-going research by discussing its motivation, the methodology
(including detailed information on the underlying questions characterising the
research), methods and study participants, and finally research process
practiced in the on-going research is presented. Keywords: Educational technology; information technology; e-learning tools; students;
instruction | |||
| Facebook an Open Education Platform: Exploring Its Educational Uses | | BIBAK | Full-Text | 18-22 | |
| Khalid Buragga; Amandeep Dhir; Abeer A. Boreqqah | |||
| Past few years have witnessed the growing popularity of Facebook among young
people particularly school and college going students. Due to the ever-growing
user community of Facebook educational researchers and practitioners believe
that Facebook could be used for delivering educational content and act as a
learning tool. In this work in progress submission, we aim at exploring if and
how Facebook could be used as an open education platform and explore its
educational uses. Facebook for educational users has received some attentions
from educational researchers but majority of this research is focused on
University and college going students. In contrast to previous research, we
have organized a questionnaire survey with 424 high school students in India.
This questionnaire survey investigates different aspects addressed the bigger
issue i.e. how Facebook can be used for educational purposes. This study
addresses if and how Facebook could be used as a medium for open education,
different affordances (such as technical, social, communication) offered by
Facebook for educational purposes, various benefits and limitations of Facebook
in context to educational spaces and finally various policy level implications
of Facebook use on education institutions and its stakeholders. Keywords: Educational technology; Facebook; information technology; information
systems; open education; quantitative survey | |||
| Constructing an Embodied Interaction for Concept Mapping | | BIBAK | Full-Text | 23-27 | |
| Andreea Danielescu; Caroline Savio-Ramos; John Sadauskas | |||
| Creating learning experiences that are meaningful and motivational is
crucial in learning. Research demonstrates that effectively organizing ideas
via concept maps allows students to view prior knowledge with new perspectives.
Recently, embodied computation has emerged as an effective means of meeting
educational objectives due to its intuitive, gesture-based control and to its
promotion of associating knowledge with physical events. Unfortunately, a
majority of systems tailored for such interaction are expensive prototypes.
However, the release of depth cameras has brought embodied interaction into the
commercial realm, allowing users' bodies to "become" controllers. This research
presents a novel, low cost system that provides embodied interaction with a
computer and depth camera, through which learners can create concept maps with
gestures. Current work involves defining intuitive gestural controls. Future
work will involve evaluating the system for use in a classroom with the aim to
create opportunities to easily incorporate embodiment into collaborative
learning. Keywords: embodied learning; computer supported collaborative learning; concept
mapping; gestural interaction | |||
| My iPad: A New Learning Tool for Classrooms | | BIBAK | Full-Text | 28-32 | |
| Amandeep Dhir; Mohammed Al-kahtani | |||
| The iPad is a well-known handheld interactive multimedia tool that has been
quite popular lately among educators and students. Previous research
investigating the iPad's role as a learning device indicated that the iPad
encourages young children to feel engaged with learning and related activities,
helps to bridge the communication gap between educators and students, supports
educational literacy, collaborative work practices and helps the leaner connect
with his or her peers. However, empirical and conceptual studies focused on the
iPad are still in short supply at the moment. There is a growing need to
examine the use of the iPad in educational arenas, such as classrooms and
laboratories. Additionally, a thorough examination of the instructional and
pedagogical advantages and disadvantages of using iPad for educational reasons
is also required. Finally, longitudinal user studies with students (iPad users
and potential iPad users) will bring a newer perspective to the body of
research, which examines the use of iPad as a learning tool. With this aim in
mind, an e-learning research project was launched at Salman Bin Abdulaziz
University in Saudi Arabia. The aim of this research was to examine new forms
of digital technology (namely the iPad) and ascertain if and how this device
might act as a learning tool for Saudi students. This submission (a work in
progress) will present the aims and objectives of this study, research
methodology, research questions, and ultimately outline some research
objectives based upon our recent extensive literature review on the use of iPad
for educational reasons. Keywords: Classrooms; iPad; instruction; learning; pedagogy; technology integration
and technology acceptance | |||
| Use of Assistive Technology Resources for Low Vision Students | | BIBAK | Full-Text | 33-37 | |
| Maria Elisabete R. Freire Gasparetto; Marília C. C. Ferroni | |||
| Background: Access of low vision students to school should also be secured
through the use of assistive technology resources. Assistive resources are any
devices used to enhance visual functioning. Objective: The aim of this study
was to check and analyze the use of assistive technology by low vision
students. Material and Methods: A descriptive study was conducted and
interviews were applied. The sample comprised19 low vision students. Results:
Of the low vision students 52.6% declared to use far optical resources.
Information Technology was the better-accepted resource in use as 73.7%
declared to work with software's like DosVox, Virtual Vision, Jaws and Windows
Magnifier. Conclusion: It is preoccupant to see that those low vision students
are using Information Technology only at the specialized institution while
computer labs are available in regular schools and could be used for the
introduction to the use of this important resource. Keywords: Low Vision; Rehabilitation; Assistive Technology; Information Technology;
Educational Technology; Visually Impaired Persons | |||
| Intelligent Student-Bot for an Interactive Question and Answer User Interface | | BIBAK | Full-Text | 38-42 | |
| Emmanuel Günther; Bettina Harriehausen-Mühlbauer | |||
| We face the task to minimize hours of email-answering for similar questions
that were being asked by so-called incoming students, i.e. foreign students
that would like to spend some time in our department. We wanted to create an
information system that was more intelligent than previous BOTs working on the
level of ELIZA, i.e. on the basis of a simple pattern-matching algorithm. Our
paper describes the use and implementation of technologies for these steps and
discusses pros and cons of our implementation in comparison to alternative
solutions, including the vector-space-model, the cosine similarity and web
search with n-grams. Keywords: Intelligent Bot; vector-space-model; cosine similarity; web search; n-grams | |||
| The Site-Specific Learning Model on Mobile Phones Using Zeigarnik Effect | | BIBA | Full-Text | 43-47 | |
| Yuko Hiramatsu; Atsushi Ito; Fumihiro Sato | |||
| What is the best way to feel the spirit of the location? In Japan, junior high school students go to several day school trip with classmates. This differs from ordinary sightseeing tours, as its purpose is to encourage students to learn about history and nature in a proactive way. After studying about the area in the school, students walk around there by themselves in small groups. Such on-site outdoor activities are very precious, however, they cannot recognize the artistic points and understand that meaning and value if they just look at the objects or scenery. To solve this problem, we have developed a new learning model for outdoor studies using Zeigarnik effects. | |||
| How Genders Differ in Taiwanese College Students' Multiple Intelligences and English Learning | | BIBAK | Full-Text | 48-51 | |
| Yi-an Hou | |||
| The study aims to explore how genders differ in multiple intelligences and
English learning. Subjects are 254 Taiwanese EFL college freshmen in a private
university in Taiwan, including 113 males and 141 females. They were arranged
to take an English proficiency test and fill out questionnaires dealing with
their intelligences (MI) (Gardner, 1993) and foreign language learning anxiety
(Horwitz, Horwitz, and Cope, 1986). It's suggested that teachers take students'
individual differences of intelligences and anxiety into consideration for more
effective foreign language teaching and learning. Keywords: gender difference; multiple intelligences; anxiety | |||
| Mapping Peace Ideas around the Table | | BIBAK | Full-Text | 52-56 | |
| Andri Ioannou; Panayiotis Zaphiris; Fernando Loizides; Christina Vasiliou | |||
| This work is concerned with the exploration of an educational tabletop
application designed to facilitate dialog and collaborative decision making.
The application was enacted in the context of two sensitive scenarios related
to Peace and Immigration. Results showed that despite the sensitivity of the
scenarios, the interactions observed were rich in cognitive and physical
elements and typical to small group collaboration around problem-based
activities. Moreover, the taxonomies of ideas constructed by the groups
highlight a number of areas where research could focus in terms of using
technology for peace making. Keywords: collaborative decision making; surface computing; interactive tables;
tabletops; peace; immigration | |||
| Exploring the Impact of School Culture on School's Internet Safety Policy Development | | BIBAK | Full-Text | 57-60 | |
| Birgy Lorenz; Kaido Kikkas; Mart Laanpere | |||
| This paper describes an exploratory study on school-level e-safety policy
development. The research was based on the participatory design-based
methodology, involving various stakeholders in a school-level policy
development exercise. Our aim was to find out whether the schools with open and
participatory culture would choose more flexible, emancipatory and
participatory approach to e-safety policy development, while schools with
rational-managerial organizational culture tend to rely on prescriptive
approaches and technology-driven solutions in their e-safety policies.
Regarding future research, we plan to continue the work to construct a new
design and development platform to be used in a more flexible and bottom-up
manner instead of strict prescriptive rule sets provided on the national level. Keywords: policy development; internet safety; participatory design-based methodology;
school culture; privacy issues | |||
| Choosing and Using a Common Book in an Undergraduate Research Experience | | BIBAK | Full-Text | 61-65 | |
| D. Scott McCrickard; Woodrow Winchester; Marlow Lemons; Robert Beaton | |||
| This paper describes efforts in using a common book in an undergraduate
research experience, including choosing a book, crafting activities (both
inside and outside the classroom) around book readings, and evidence of the
effectiveness of the methods in selection and use. The experiences highlight
the value to educators seeking to include a common book as part of a research
course or experience -- but also value for anyone seeking to use a common book
as an integral part of teaching efforts. Keywords: computer science education; human factors; common book | |||
| Impression Management Support System for Teachers in Computer-Mediated Communication | | BIBAK | Full-Text | 66-70 | |
| Tamotsu Mukaiyachi; Toshikazu Kato | |||
| Recently, due to development of Internet technology, online teaching has
become very popular. Building good interpersonal relationships between teachers
and students is important for the students' performance in online teaching. In
this study, we propose an impression management support system for teachers in
Computer-Mediated Communication instruction. The system suggests improvements
in instruction to teachers to give good impressions and to develop
interpersonal relationships with students. As the first step to realize the
system, we performed an experiment to investigate impression factors in email
instruction. From the experiment, we found that seven e-mail elements which
become the factors of the impressions. Keywords: Teacher support system; Impression management; Computer-Mediated
Communication | |||
| Terminal Tablet as Electric Textbooks for Nursing Practicum | | BIBAK | Full-Text | 71-75 | |
| Yumiko Nakamura; Yukie Majima; Kaori Fukayama | |||
| Based on the Nursing Learning Support System, which was developed and tested
by this university, this study developed the "Digital Nursing Dictionary (ver.
2)," a terminal tablet with a new function of an electronic books, by taking
advantage of the developed ICT. This report describes development of the
"Digital Nursing Dictionary (ver. 2)" by a terminal tablet and presents an
interim report of the results of those assessments. Keywords: mobile learning; terminal tablet; nursing education; nursing practicum | |||
| Interaction in Distance Education: Student, Teaching Material, Information Technology and Communication | | BIBAK | Full-Text | 76-79 | |
| Sônia Regina Gouvêa Rezende; Valter Gomes Campos; Pollyana dos Reis Pereira Fantone; Melca Moura Brasil | |||
| Distance education requires the development and production of teaching
materials with their own peculiarities, on which stand out the clarity,
objectivity, the interactivity and the reference to the dialogue. These
characteristics imply the qualification of teachers for the development of
differentiated skills and competencies for their manufacture. This article
presents the methodology of the course "Development and Production of Teaching
Materials for Distance Education", in the State University of Goiás --
UEG. At first it is presented the demanded qualifications of the content
teacher that needs to master the covered content and be able to promote student
motivation, prompting him to search for knowledge. Still, in this context, it
discusses the specifics of teaching materials for distance education. In the
second phase, it presents the historical background of the university, its work
in this area and its future challenges. As a last step, it describes the
methodology used in the course of the University Unit of Distance Education
(UnUEAD) UEG to train its teachers to act as content teachers of teaching
material for this type of education. This methodology consists of the following
phases: planning, structure and organization of the course. The design is
characterized by the construction of the conceptual map, a tool that assists in
defining the theoretical and practical approaches to be worked. From these
fundamentals, the course is structured and its modules are organized. In the
final evaluation of the course the content teacher consolidates his learning
through the development of the Subject Production Plan and a production of a
text, according to the characteristics of materials for distance education. It
stands out, as a final consideration of this article, that the development and
production of teaching material at UnUEAD is guided by the same methodology
used in training its contents teachers. Keywords: Methodology; Distance Education; Instructional Materials; Training;
Information Technology and Communication | |||
| English for Specific Purposes via Distance Learning: Opportunities for Academic and Professional Qualification | | BIBAK | Full-Text | 80-83 | |
| Sônia Regina Gouvêa Rezende; Francisco Alberto Severo de Almeida; Carla Conti de Freitas | |||
| The objective of the course "English for Specific Purposes" (E.S.P),
focusing on textual genres developed in a virtual environment, is to enable
course participants in understanding and interpreting texts in the English
language as well as involving the students of the Linguistics Course at UEG in
mentoring activities. This paper discusses an extension project of E.S.P via
Distance Learning in the State University of Goiás-UEG that presents in
its capillary a multicampi structure of 42 units. UEG aims at the integral
formation of the human being to a socio-professional solidarity performance and
the concern for the exercise of citizenship. This project reveals the UEG
policy of engagement and participation in integrated development of the state
of Goiás besides aligning the purpose the university to prepare its
students to participate in the Science Without Borders program. Keywords: Project extension; Distance Learning; English for Specific Purposes via
Distance Learning; Academic and professional qualifications | |||
| Digital Badges: Signposts and Claims of Achievement | | BIBA | Full-Text | 84-88 | |
| Rafzvan Rughinis; Stefania Matei | |||
| We discuss digital badges in education, focusing on two functions of badge architectures: mapping a learning system and offering a vocabulary to present one's achievements. We have designed, implemented and evaluated two badge architectures; our research findings support the conclusion that students see these medals less as extrinsic motivations than as signposts that point out relevant learning targets. Also, because trainers and students define badges mainly as fun, locally relevant prizes, there is little concern for how they can be used to communicate merits outside the learning community. Badge architectures can be designed to support local or public reputations; if public visibility is desired, the system should assist holders' work of claiming merit. | |||
| Preliminary Design of a Network Protocol Learning Tool Based on the Comprehension of High School Students: Design by an Empirical Study Using a Simple Mind Map | | BIBAK | Full-Text | 89-93 | |
| Makoto Satoh; Ryo Muramatsu; Mizue Kayama; Kazunori Itoh; Masami Hashimoto; Makoto Otani; Michio Shimizu; Masahiko Sugimoto | |||
| The purpose of this study is to develop a learning tool for high school
students studying the scientific aspects of information and communication
networks. More specifically, we focus on the basic principles of network
protocols as the aim to develop our learning tool. Our tool gives students
hands-on experience to help understand the basic principles of network
protocols. Keywords: Learning Tool; High School Student; Empirical Comprehension; Mind Map;
Network Protocol | |||
| Implementation of a Learning Style by E-Textbook Contents Reduction Processing | | BIBAK | Full-Text | 94-97 | |
| Haruya Shiba; Kousei Ueta; Yoshino Ohishi; Takahiko Mendori; Yusuke Nishiuchi; Masanobu Yoshida; Hironobu Satoh; Takumi Yamatuchi | |||
| The majority of Japanese classrooms are teacher-centered. Teachers lecture
one-sidedly and write explanatory notes on blackboard matching the content of
the textbook. The students just listen and copy the content that the teacher
wrote on the blackboard.
We have begun using an electronic textbook (e-textbook) that students can edit. When the student understands the teacher's explanation, leaving out an important term, or obscuring the part where it is explained allows students to remake the textbook into their personal notebook. Because copying the blackboard becomes unnecessary, the students can better focus on the teacher's explanation while becoming more engaged in the learning process. We have developed a WEB application that changes a textbook into a personalized notebook which better engages students in a teacher-centered environment. Keywords: ICT-based learning; e-textbook; reduction edit; learning style | |||
| Using the Learning Management System for Encouraging Self-reflection on Expressive Actions in Higher Education | | BIBAK | Full-Text | 98-102 | |
| Shoko Shiroma | |||
| This study examines the effectiveness of using a learning management system
(LMS) for learning expressive actions in higher education. The author intended
to use the LMS as a tool for students' self-reflection on their class
experiences. Students in the course "Seminar on expression" were given writing
assignments with the LMS. An analysis of the student essays showed that the
students were able to reflect on their class experiences and improve their
understanding of expressive actions. Specifically, through their essay writing
using the LMS, they related changes in their way of thinking with regard to
expressive actions with their class learning experiences. Keywords: learning management system; self-reflection; conceptual change; expressive
education; teacher-training course | |||
| The Impact of System Interactions on Motivation and Performance in a Game-Based Learning Environment | | BIBAK | Full-Text | 103-107 | |
| Erica L. Snow; G. Tanner Jackson; Laura K. Varner; Danielle S. McNamara | |||
| The current study examined how students' frequency of interactions with
game-based features impacted their system performance (i.e., total trophies won
and achievement levels earned) and attitudes toward the game-based system,
iSTART-ME. This study (n=40) was a part of a larger study (n=124) conducted
with high school students. Results indicate that students' interactions with
game-based features were positively related to both their system performance
and their posttest attitudes toward the system. These findings provide further
support showing that the integration of game-based features has positive
effects on students within educational learning environments. Keywords: Human-computer interactions; learning; motivation; educational technology;
game-based features; adaptive environments | |||
| Pilot Study of an Educational Turn-Based Online Game for Formative Assessment in E-Learning Environment | | BIBAK | Full-Text | 108-112 | |
| Fu-Hsing Tsai | |||
| This study proposed an educational turn-based online game, called
tic-tac-toe quiz (TRIS-Q), for formative assessment in a research-developed
e-learning system targeting knowledge about energy education for elementary
students. This game combines multi-player tic-tac-toe game and online test. To
stimulate students' motivation toward the online self-assessment, this study
proposed a new game rule in TRIS-Q. When players take their turn in game, they
must respond to a random multiple-choice quiz which was constructed according
to the e-learning contents. Also, the victory of game will be influenced by
their response. According to the research findings, after using online learning
and TRIS-Q, students' learning effectiveness was significantly enhanced. Most
of students had positive attitude toward the game-based assessment. Keywords: Turn-based online game; game-based assessment; formative assessment;
e-learning | |||
| The Development of Interactive Book Apps to Teach Young Children Mathematical Concepts | | BIBAK | Full-Text | 113-117 | |
| Cathy Weng; Apollo Weng | |||
| Many studies have shown positive effects of using storybooks to teach
mathematics on young children's attitude toward mathematical learning as well
as their abilities and skills to solve mathematical problems. As technology
advances, interactive electronic storybooks are also playing as key tools to
enhance students' learning. The purpose of current study is to explore how to
combine the characteristics of storybooks and the interactive technology to
develop a highly interactive e-storybook App on iPad to enhance preschoolers'
learning in numeric concepts. It is believed that this study on interactive
math storybook Apps will give numerous benefits toward many individuals such as
children, parent and teacher, instructional designers. Keywords: Interactive e-book; Mathematical storybooks; Book App design | |||
| Educational Character Recognition System Implementing an Interactive Visualization of Multi-dimensional Distribution | | BIBAK | Full-Text | 118-122 | |
| Takehiro Yamamoto; Nobuyuki Esaki; Tetsuo Takeshita | |||
| In this paper, we propose visualizing multi-dimensional distribution used in
pattern recognition system and construct a visualization system for
multi-dimensional space which stimulates intuitive and visual understanding of
pattern distribution for the purpose of education. We treat the method of
visualizing the multi-dimensional vector data of each character on the
handwritten digit recognition system. By applying principal component analysis,
the original vectors are converted into principal components and three
components. Ellipsoids of equal probability for each category are derived and
visualized in the three-dimensional space shown in the visualization system. As
a result, the boundary surfaces of each distribution of categories can be seen
easily in the reduced three-dimensional space in spite of the fact that
visualized vectors distributions do not represent all of vectors data. In
conclusion, learners of pattern recognition can be stimulated their interest in
and comprehension of multi-dimensional distribution through using this system. Keywords: educational character recognition; principal component analysis;
visualization of feature space | |||
| Persuasive Features in a Web-Based System for Weight-Loss Team Competition | | BIBAK | Full-Text | 125-129 | |
| Josipa Basic; Borchuluun Yadamsuren; Dinara Saparova; Yanfei Ma | |||
| Millions of Americans struggle to lose weight, and various online
instruments have been developed to support them. Behavioral persuasion is an
integral trait of online tools for weight loss. The goal of this study was to
examine the effectiveness of persuasive features of the interaction design in a
particular web-based system for weight-loss support using the Persuasive System
Design (PSD) framework. In 2012, 1170 individuals competed in a web-based
weight-loss challenge in a Midwestern city. Upon completion, 644 participants
completed the survey to provide feedback about their experience in the
competition. The survey data was analyzed to determine desired features of
persuasive interaction design for weight-loss support in a web-based system.
The findings of the study suggested that support in the primary task of losing
weight, system feedback, and social interaction were the most preferred
persuasive features that needed to be incorporated in online weight loss
support systems. Keywords: persuasive features; web-based system; team-based weight loss competition | |||
| Developing an Interactive Game System for Upper Limb Stroke Rehabilitation | | BIBAK | Full-Text | 130-134 | |
| Chun-Ching Chen | |||
| The number of cases of stroke has been increasing in Taiwan. Movement
disorders such as hemiplegia occur commonly after stroke. Hemiplegic stroke
patients are not able to control one side of their body, particularly upper
limb. To help stroke patients recovery their lifestyles, rehabilitation plays
an important role. This paper introduces the development of a digital system --
a personalized interactive game, to help upper limb in hemiplegic stroke
patients. Taking patients' needs and emotion into account, the system makes
rehabilitation therapy more enjoyable. The results show that the system could
help stroke patients alleviate mental fatigue and allow doctors to control and
monitor the rehabilitation process of patients easily. Incorporating
interactive game to stroke rehabilitation could be a feasible and acceptable
way. Keywords: Stroke rehabilitation; Upper limb hemiplegia; Human-computer interaction;
Digital game; Interaction design | |||
| A Sensor Glove System for Rehabilitation in Instrumental Activities of Daily Living | | BIBAK | Full-Text | 135-139 | |
| Aodhan L. Coffey; Tomas E. Ward | |||
| Paralysis with weakness on one side of the body is common after stroke,
affecting over 50% of people and significantly impacting their quality of life.
Research shows that high intensity, task-specific activities focused on the use
of the affected limb are important for encouraging neuroplasticity.
Unfortunately, due to the pressure on healthcare systems internationally, the
length of stay at an inpatient rehabilitation facility is limited.
Consequently, to maximise recovery it is critical that patients engage in their
rehabilitation exercises both between sessions and long after the end of formal
treatment. We describe here the design, development and test of an interactive
sensor glove system capable of translating captured movements into hand
gestures as a basis for augmentative control and rehabilitation function. The
system described here is designed from an occupational therapy perspective
where functional assessment and therapy requires an ecological validity and a
context within activities of daily living. Keywords: Stroke; Motor Rehabilitation; Occupational Therapy; Sensor glove;
Augmentative control | |||
| Apps for Rapid Epidemiological Analysis (AREA) | | BIBAK | Full-Text | 140-143 | |
| Joseph V. Cohn; Amos Freedy; Timur Chabuk; Gershon Weltman; David J. Combs; Antonio, Jr. Anglero; Brian R. Johnson; David Rozovski; Stephen Eggan; Brennan Cox; Kirsten Carlson; Elizabeth O'Neill | |||
| Communication is difficult in low income areas, given the lack of land based
telecommunication and distances between population centers [1]. New methods to
monitor/forecast epidemiological trends will enable our military to execute
emerging operational requirements. Hand held devices, such as cell phones,
smart phones and personal data assistants (PDAs) provide an effective source
for collecting, analyzing and widely disseminating healthcare information,
because of their widespread use in the very regions to which our military
forces are, and will be, deployed. This effort develops handheld device
applications that provide health surveillance, epidemiological analysis and
forecasting capabilities. Keywords: Mobile Device; Applications; Epidemiology; Data Collection; Forecasting;
Military Health System; Medical Readiness; Humanitarian Aid; Disaster Relief | |||
| Medical Modeling and Simulation Based Training Return on Investment Decision Model | | BIBAK | Full-Text | 144-147 | |
| Joseph V. Cohn; David J. Combs; Antonio, Jr. Anglero; Brian R. Johnson; David Rozovski; Stephen Eggan; Brennan Cox; Kirsten Carlson; Meredith Carroll; Elizabeth O'Neill | |||
| This effort aims to develop a software-based decision tool for determining
the actual return on investment of medical modeling and simulation based
training technologies to provide acquisition decision makers with critical
information for system design. This will ultimately improve the effectiveness
and efficiency of current health services. Keywords: Return on Investment; Modeling and Simulation; Training; Medical; Fidelity;
Cost; Visualization Tools | |||
| Dense Array, Low Field Magnetic Resonance Imaging Devices for Combat Casualty Care | | BIBAK | Full-Text | 148-152 | |
| Joseph V. Cohn; Masoud Radparvar; David J. Combs; Antonio, Jr. Anglero; Brian R. Johnson; David Rozovski; Stephen Eggan; Brennan Cox; Kirsten Carlson; Elizabeth O'Neill | |||
| Magnetic resonance imaging (MRI) is a non-invasive method capable of
producing high spatial resolution images of body structures and identifying
injuries. However, conventional MRI systems use large superconducting magnets
(≥ 1Tesla) that require high operating costs, long exam times, metal free
environments, and are impractical to transport. Portable MRI systems using
ultra-low magnetic fields in the micro- to milli-tesla range with
superconducting quantum interference device (SQUID) technology have been
developed, but these systems generate low signal-to-noise ratios (SNR),
requiring very long averaging times to obtain modest spatial resolution. The
initial phase of this project involved the development of a low field MRI
system and resulted in the preliminary design of a transportable low-field (0.1
Tesla) MRI system, which has the advantages of ultra-low and high field MRI
systems while avoiding their disadvantages. The current phase of the project is
developing a small-scale portable low-field MRI system prototype of the full
sized system. Development of this technology will have significant applications
in both commercial and military settings. Keywords: Magnetic resonance imaging (MRI); superconducting quantum interface devices
(SQUIDs); ultra-low frequency (ULF); magnetic fields; signal-to-noise ratio
(SNR); traumatic brain injury (TBI) | |||
| An App a Day Keeps the Doctor...Informed: User Evaluation of a Patient Mobile Health Application and Clinician Dashboard | | BIBAK | Full-Text | 153-157 | |
| Sarah Cook; Rita Sembajwe; Barbara Massoudi; Amanda Recker | |||
| Data collection through mobile applications, or apps, is increasing due to
the growing adoption of smartphones. The BreathEasy project used a smartphone
application for collecting asthma patients' observations of daily living and a
clinician dashboard to increase communication and understanding between
patients and their clinicians. After a 6-month trial, these researchers
collected evaluation data of these two systems from patients and clinicians
through focus groups and the System Usability Scale. Here we present our
findings on the user experiences of both patients and clinicians, as well as
the perceived usability of the systems used. Their evaluations and
recommendations will help improve future systems for these populations. Keywords: Mobile Health Application; Dashboard; User Experience | |||
| Segmenting Instrumented Activities of Daily Living (IADL) Using Kinematic and Sensor Technology for the Assessment of Limb Apraxia | | BIBAK | Full-Text | 158-162 | |
| Charmayne M. L. Hughes; Manish Parekh; Joachim Hermsdörfer | |||
| In this paper we present a method of segmenting instrumented activities of
daily living (IADL) using kinematic criterion coupled with sensor technology.
To collect our training data we asked four neurologically healthy individuals
to make a total of 60 cups of tea with a set order of ASs. We then evaluated
our IADL segmentation technique in healthy individuals and patients with limb
apraxia, and demonstrate that combining kinematic criterion with sensor data is
provides an accurate means to segment IADL's into relevant ASs. Keywords: action segmentation; apraxia; activities of daily living | |||
| Supporting User's Continued Effort for Health by Estimating Mental Loads of Actions | | BIBAK | Full-Text | 163-167 | |
| Hitoshi Ikeda; Toshikazu Kato | |||
| Recently, lifestyle disease has become a social problem. It is difficult to
improve exercise habits because people are hard to continue efforts for health.
In previous studies for encouraging exercises, there are studies to improve
user's motivation by visualizing exercise outcome. We should consider not only
improvement of motivation but also lessening mental loads for exercises since
improvement of exercise habits requires long-term continuation. This study
estimates the low degree and gives suitable recommended information which
prompts exercises. Therefore we propose health support which facilitates
continuation of user's effort for exercise. We propose new approach method to
prompt exercise. The experimental result indicated that a part of the approach
method is effective. And we constructed KANSEI model, a correlation between
degrees of each the feeling and the factors is revealed by data of each user
than data of all users. Keywords: Information Distribution; Estimate of Situation; Continual; Health Support
System | |||
| A Support System for Healthy Eating Habits: Optimization of Recipe Retrieval | | BIBA | Full-Text | 168-172 | |
| Yuma Inagawa; Junki Hakamta; Masataka Tokumaru | |||
| In this paper, we propose a support system for healthy eating habits. Current methods of recipe retrieval generally rely on keywords or popularity. However, such approaches offer the same results to different users. In order to resolve this issue, we have developed a support system that incorporates nutritional management and preferential retrieval. In the preferential retrieval system, a recommender agent takes account of user tastes to extract and present menus. The user then, evaluates the menus recommended by various agents. Each recommender agents evolves on the basis of these menu appraisals. Over time, the preferences of the agents become similar to those of the users, resulting in menus that correspond to user tastes. This study thus utilizes an interactive immune algorithm (IIA) to optimize the preferential retrieval system. We tested the proposed system with a simulated user but genuine recipe data. | |||
| Wearable Health Monitoring System | | BIBAK | Full-Text | 173-177 | |
| Ali Mehmood Khan | |||
| One of the major scientific undertakings over the past few years has been
exploring the interaction between humans and machines in mobile environments.
In this work, we will examine how to utilize existing technology in order to
build eHealth system for the heart patients. This system should be able to
establish an interaction between patients and health physician so that patients
don't need to visit clinic every time. Keywords: Physical activities; emotion states; Physiological data; eHealth monitoring
systems | |||
| Analysis on Drug Dosage Form Name Based on N-gram Technique and Network Analysis | | BIBAK | Full-Text | 178-182 | |
| Masaomi Kimura; Fumito Tsuchiya | |||
| In this paper, we analyzed drug dosage form names. We created the network
structure whose nodes are dosage form names. Its edges between dosage form
names denote that they share some of sub-strings generated based on N-gram
technique. We employed Simpson coefficient to define the weight of an edge. We
proposed a new clustering method and applied it to the network. The results
showed that "dosage forms" can be categorized based on not only physical form
information but their application site, purpose, processing and so on. Keywords: Medical safety; Dosage form; N-gram; Network analysis | |||
| Integrating Potential Users Into the Development of a Medical Wrist Watch in Four Steps | | BIBAK | Full-Text | 183-186 | |
| Sylvia Kowalewski; Johanna Kluge; Martina Ziefle | |||
| The focus of this study was on the integration of potential users into the
development of a mobile medical device from the first idea up to a finished
prototype. Apart from medical functions the special feature of this mobile
small screen device is its completely icon based menu structure. In three
consecutive studies the requirements concerning the design and usability of the
wrist watch and its functionality were evaluated. A specific impact had the
design of the, warning functions and the icon development that should be easily
understood by affected users. In a fourth study, the developed prototype of the
mobile small screen device was tested according to usability aspects and
comprehensibility of the menu structure. Beyond chronically ill users, which
were the target users, a group of healthy users served as control condition for
evaluation purposes. Overall it could be shown that a completely icon-based
menu structure on a small screen device is not only feasible, but also highly
suitable if the design is following a completely user-centered development and
evaluation procedure. Keywords: Mobile devices; icon recognition; medical devices; hardware design;
usability | |||
| Factors Affecting Physician-Patient Communication in the Medical Exam Room | | BIBAK | Full-Text | 187-191 | |
| Jennifer Lyons; Ram Dixit; Colleen Emmenegger; Linda L. Hill; Nadir Weibel; James D. Hollan | |||
| The recent push towards patient-centered health care has put a greater
emphasis on patient health literacy. Health literacy is influenced by
communication between physicians and patients. We conducted research at a local
health clinic to examine communication between physicians, patients, and
interpreters that were present to assist patients with limited English
proficiency (LEP). We used the framework of Distributed Cognition to broaden
our unit of analysis beyond individuals to include artifacts and the physical
environment. We analyze three factors influencing communication: the
availability of electronic medical records (EMR), the use of paper documents,
and the presence of an interpreter. The physical space and artifacts are shown
to impose constraints upon interaction and the flow of information throughout
the exam room. We discuss implications for redesigning medical examination
rooms and information technologies to create collaborative spaces that better
support physician-patient communication, enhance patient understanding, and
improve health literacy. Keywords: Communication; health literacy; multimodal; Distributed Cognition | |||
| Mobile Technologies and Its Advantages with Promoting Healthy Habits amongst Children | | BIBAK | Full-Text | 192-196 | |
| Monika Monk; D. Scott McCrickard; Adil Kadir; Brandon Dockery; Kacie Allen | |||
| This paper describes an app suite that consists of mobile games to encourage
increased activity and healthier eating by children in fun and motivating ways.
The apps include Scavenger Hunt, in which a user can take pictures of objects
that match a specific color in a short amount of time; Fish Out of Water, that
tracks the number of steps you take to "catch" the fish; Space Rayders, a
mobile game similar to tag; and Health Attack, a memory game based off of the
food pyramid. The paper describes how the apps help increase awareness of
aspects important for living a healthier life for children, highlighting a plan
for dissemination through youth clubs and mobile app stores. Keywords: Mobile technology; interaction design; exergames | |||
| Drug Name Similarity Index for Sound-Alikeness | | BIBAK | Full-Text | 197-201 | |
| Tomoyuki Nagata; Masaomi Kimura; Michiko Ohkura; Fumito Tsuchiya | |||
| Drug name confusion is one of major medical errors. Some similar drug names
can cause medical accidents. In order to solve this problem, the Ministry of
Health, Labour and Welfare developed the drug name database system to prevent
from authorizing drugs whose names are similar to existing drug names. Previous
studies have been proposed the drug name similarity index based on
look-alikeness. Despite of these efforts, the studies do not take account of
drug name confusion caused by sound-alike. In this paper, we proposed the
phonetic similarity index based on the features used in articulatory phonetics. Keywords: Drug name confusion; Sound-alikeness; Name similarity index; Medical error;
Human error | |||
| AR Dental Surgical Simulator Using Haptic Feedback | | BIBAK | Full-Text | 202-205 | |
| Katsuhiko Onishi; Kiminori Mizushino; Hiroki Ikemoto; Hiroshi Noborio | |||
| We describe about our dental surgical simulator which enable users to
simulate dental surgical operation. Our simulator which enables the user to
learn dental surgical methods through actual hand and body postures. The
proposed system uses a display showing a virtual tooth model and real teeth and
gums that are positioned close to the hands of the user, which allows the user
to directly manipulate objects with haptic feedback. As a preliminary
evaluation, in display system, we measured the deviation between real object
image and virtual object image at user's view positions. And we confirmed the
capability and the limitation of our system. Keywords: Dental surgical simulator; augmented reality; direct manipulation | |||
| Combining a Tablet and an Electronic Stethoscope to Create a New Interaction Paradigm for Teaching Cardiac Auscultation | | BIBAK | Full-Text | 206-209 | |
| Daniel Pereira; Pedro Gomes; Élodie Mota; Emília Costa; Ricardo Cruz-Correia; Miguel Coimbra | |||
| Learning cardiac auscultation is a fundamental but hard task for a medicine
student, involving a combination of gesture mechanics and cardiac sounds
interpretation. We aim to create a low cost simulator combining a tablet and an
electronic stethoscope, thus defining a new interaction paradigm that al-lows a
student to train auscultation when and where they want. In this paper we
evaluate the usability of a first approach to this new paradigm using a
high-fidelity prototype and its heuristic evaluation. Keywords: Teaching; Heart Auscultation; User interface interaction; Electronic
stethoscope | |||
| Status and Problems of Computer-Aided Surgery in Japan | | BIBAK | Full-Text | 210-214 | |
| Kazuhiko Shinohara | |||
| Research and development (R&D) of computer-aided surgery (CAS) in Japan
was started in the mid-1980s and has been progressing steadily through
interdisciplinary collaboration. From the mid-1990s, many R&D projects on
surgical manipulators and navigation systems for endoscopic surgery were
started. In the early 2000s, a number of prototypes of master-slave
tele-manipulation systems with navigational imaging were developed for robotic
general surgery, cardiac surgery, orthopedic surgery, and neurosurgery.
However, commercially successful cases such as "da Vinci™" are rare in
Japan. Research into CAS developments revealed that limited R&D resources
for human-computer interfaces, usability, regulatory affairs, and international
marketing strategies might have been responsible for the commercial failure of
Japanese CAS-related equipment. Taken together, further development of CAS
requires interdisciplinary and international R&D cooperation. Keywords: computer aided surgery; human-computer interface; R&D | |||
| Information for Supporting IBD Patients in Daily Life | | BIBAK | Full-Text | 215-219 | |
| Yusuke Takada; Yuki Kuri; Naotake Hirasawa | |||
| In this study the information necessary to support IBD patients in daily
life was clarified and we developed the site to offer the information. The
concept of the site was to offer three types of contents; the basic contents
regarding IBD, the contents for the IBD patients and their family in order to
live their stable daily life and the contents they referred habitually. Based
on the concept we designed the information site and finished α version.
The evaluation by the users in the system operation required some improvements
of the contents, the trust of contents based on the support from medical
institutions and the enhancement to communicate between the IBD stakeholders. Keywords: IBD; Human-centred design; Web site | |||
| The Use of Natural Interaction to Enrich the User Experience in Telemedicine Systems | | BIBAK | Full-Text | 220-224 | |
| Tatiana A. Tavares; Anna Medeiros; Rafael de Castro; Eudisley dos Anjos | |||
| Human communication always used gestures, movements and expressions as oral
language support. Certain gestures are so commonly used around the world that
are understood throughout different cultures and times, such as a wave or
thumbs up. Natural Interaction is a way to apply this concept to user
interfaces in computer systems. In this paper we discuss about the use of
Natural Interaction features in a telemedicine system. More specifically, we
demonstrate the use of natural interaction interfaces for control and
manipulation of 3D objects inside Arthron tool. Arthron is a telemedicine tool
used for surgery transmissions. Keywords: Human Computer Interaction; Natural Interaction; Telemedicine | |||
| Healthcare System Focusing on Emotional Aspect Using Augmented Reality: Control Breathing Application in Relaxation Service | | BIBAK | Full-Text | 225-229 | |
| Somchanok Tivatansakul; Michiko Ohkura | |||
| We proposed a new healthcare system that focuses on emotional aspects to
deal with negative emotional health in daily life. Our healthcare system
integrates augmented reality to display virtual objects in real environments
and Kinect, which allows users to freely interact with them. We also employ
biological sensors to measure and detect user emotions, and provide three
services based on their expected emotions: Relaxation Service, Amusement
Service and Exciting Service. To implement a small prototype of this system, we
have developed one application in relaxation service: Control Breathing
Application. This application applied deep breathing techniques of stress
management to supports users when they experience stress. This application
displays a virtual music box to assist them perform deep breathing. Virtual
objects and music can increase user relaxation and decrease their stress. The
experiment is performed to measure the effectiveness of the application. From
the result, our application can effectively decrease users stress when they
experienced our application for short time. Keywords: Emotion; Healthcare; Augmented Reality | |||
| mERlin: Development of an Emergency Department Tracking System | | BIBAK | Full-Text | 230-234 | |
| Jacob Towns; John T. Finnell | |||
| In the United States, the Emergency Department (ED) represents a major
portion of health care. The Institute of Medicine issued its report on
Emergency Care entitled, "Hospital-based Emergency Care: At the Breaking Point"
specifically calling for hospitals to adopt information systems to improve the
safety and quality of emergency care. We describe the functional requirements,
vendor development, and barriers encountered during creation of a system by an
integrated, inter-professional team. Keywords: Emergency Medicine; Electronic Health Records; Information Systems | |||
| VR Tool for Interaction with the Abdomen Anatomy | | BIBAK | Full-Text | 235-239 | |
| Lizeth Vega-Medina; Gerardo Tibamoso; Byron Perez-Gutierrez | |||
| Due to ethical issues with the use of human and animal corpses in medical
education, difficulty interacting with organs using sensory channels as sight
and touch, and the possibility to have a tool compatible with low-cost
equipment such as laptops and Novint Falcon haptic system, an interactive tool
of the abdominal organs is being developed taking advantage of virtual reality
tools that are increasingly available in the academic environment. The process
of building this interactive system consists of the following steps: Source
data are taken from images acquired by abdominal computed tomography (CT) or
magnetic resonance imaging (MRI). Each selected abdominal organ (liver, kidney
and spleen) is segmented by a semi-automatic process, from which a polygonal
mesh is obtained to represent the 3D shape of the organ. Then the visual and
mechanical properties of tissues, extracted from the recent literature, are
associated to the polygonal representation with H3DAPI. Keywords: H3DAPI; Haptic; Novint Falcon; Organ palpation; Simulation; Soft tissues | |||
| Giving Form to the Voices of Lay-Citizens: Monumental-IT, an Intelligent, Robotic, Civic Monument | | BIBAK | Full-Text | 243-247 | |
| Tarek H. Mokhtar; Keith E. Green; Ian D. Walker | |||
| In an increasingly digital society, it seems only apt that lay citizens be
afforded interactive systems in public spaces to give form to their thoughts
and desires as a collective of individual voices. While civic monuments are
largely static, petrified representations of the past, sponsored by
institutions and political authorities, Monumental-IT is an open-source,
physical-digital (robotic) environment reconfigurable in real-time by lay
citizens. We elaborate a process for generating and evaluating design
alternatives for Monumental-IT, a cyber-physical artifact. Results suggest that
the four distinct configurations of the robotic, multi-sensorial Monumental-IT
evoke four distinct emotions in users. As well, users interacting with the
prototype evaluate the design as reflecting their sentiments concerning
historical events. Finally, users evaluated Monumental-IT's design to be more
apt for our increasingly digital society than conventional monument design.
Monumental-IT serves as a guide for designing large-scale computational
artifacts for the public domain. Keywords: Robots for citizens; Design and Evaluation of Interactive and Responsive
Environments; Human Robot Interaction; Architecture | |||
| To Decipher the Capital's Cultural Image Based on the New Generations' Perspectives on Action Figure Design | | BIBAK | Full-Text | 248-252 | |
| Kuo-Li Huang; Tsen-Yao Chang; Ting-Chun Tung | |||
| In this study, the population was based on the 585 works in a Nationwide
Undergraduates Creative Action figure Competition which was themed "the capital
image of Tainan", while the samples were based on the 43 elected works among
them. A questionnaire on the capital's image was created, and then 300 copies
of it were distributed to design departments in colleges and universities in
eastern, southern, northern and central Taiwan. The capital's image in the
undergraduates' eyes was deciphered by means of Kansei Engineering Theory, so
that we could understand the historical changes in the capital's cultural
elements as well as the correlation between action figure modeling and the
capital's image in the new generation's eyes. Keywords: capital image; action figure; Kansei Engineering; cultural design | |||
| A Museum Guide Application for Deployment on User-Owned Mobile Devices | | BIBAK | Full-Text | 253-257 | |
| George Kapnas; Asterios Leonidis; Maria Korozi; Stavroula Ntoa; George Margetis; Constantine Stephanidis | |||
| This poster describes the design and development of a comprehensive Museum
Tour Guide mobile application that can be installed on user-owned devices. The
purpose of the application is to provide museum visitors with a device that can
improve their experience through optimised planning of their visit and an
always-available stream of information regarding the museum and its exhibits.
The main goals, the design, as well as the implementation of the application
are described and the main functions of the application are presented. Finally,
conclusions are drawn and further development ideas are discussed. Keywords: Mobile Device; Museum; Guide; Guided Tour | |||
| Quantitative Analysis of Artists' Characteristic Styles through Biologically-Motivated Image Processing Techniques: Uncovering a Mentor to Johannes Vermeer | | BIBAK | Full-Text | 258-262 | |
| Minseo Kim; Jeounghoon Kim | |||
| This study was designed to improve the limitations of traditional analysis
of artworks by quantitatively analyzing artworks through biologically-motivated
image processing techniques that reflect visual information processing
mechanisms of human vision. As the first step to achieve this goal, this study
addressed one of the important questions in art history, uncovering a mentor
for 'an artist who remains forever unknown' Johannes Vermeer, by adopting three
interdisciplinary research methods of cognitive science, art history, and
engineering. We performed orientation, radial frequency, and color analyses
with the artworks for comparing the artistic styles of Vermeer and other
artists who have been presumed to be his mentor. The results from three
analyses have led us to the conclusion that a person who had the strongest
influence on Vermeer is Gerard Ter Borch. This conclusion was strongly
confirmed by verifying the research methods with an additional comparison of
artistic styles between Rembrandt and Carel Fabritius, whose master-pupil
relationship has already been revealed. This study is believed to provide a new
perspective on uncovering previously unknown mentor of Vermeer, and the
research methods adopted here can be applied to other related research issues
in art history, such as authenticity debates on masterpieces, by quantitatively
archiving artists' characteristic styles. Keywords: Johannes Vermeer; Visual Information Processing; Orientation Analysis;
Radial Frequency Analysis; Color Analysis | |||
| New Service Design for Female-Twenties with Movie Enjoyment | | BIBAK | Full-Text | 263-267 | |
| Kazuhiro Kimura; Kazuhiko Yamazaki | |||
| My study is inspired by human centered design (HCD) processing. My main
target is aiming at twenties of Japanese female who don't like to go to movie
theater often. In order to make them to be more positive to watch a movie, my
design processes are starting from current investigation, user surveys, concept
extractions, expanding ideas, mocking up, final products making and user
evaluations. Therefore, I made an application (tablet) for this service design.
What I concern about is, rather asking people to go to movie theater, I
concentrate on information about actors/actresses. In additional from the
results of user surveys, we can tell that people don't go to movie theater
alone. In other words that we could use this key point, if we want to ask
friends to go watch a movie, we can use the information that I created on my
application and make good communication with my friends and share with them.
Not only more young generation would like to go watch a movie eagerly, but
also, help the movie industry get stronger. Keywords: Human Centered Design; Service design | |||
| A Hierarchy of Needs for Developing Interactive Artworks, Systems and Products | | BIBA | Full-Text | 268-272 | |
| Jeffrey Tzu Kwan Valino Koh; Kening Zhu; Roshan Lalintha Peiris; Mili John Tharakan; Ryohei Nakatsu | |||
| This manuscript attempts to address the need for discussion regarding the multidisciplinary work towards the development of interactive artworks, systems and products. By deconstructing the roles of technology, content creation and semantics, we attempt to understand the importance of each in regards to the motivation to develop interactive works. | |||
| Digital Media Art Applying Physical Game Technology Using Gesture Recognition | | BIBAK | Full-Text | 273-276 | |
| Hae Young Lee; Han Moi Sim; Won Hyung Lee | |||
| In this study, we propose Digital media art to experience a virtual reality
applying physical game using gesture recognition technology and describe its
application based on the concept. Gesture and gesture recognition refer to HCI
(Human Computer Interaction) is an important concept. Therefore, we produce the
Digital media art calls 'Thrill Seekers'. 'Thrill Seekers' is for simulating
Experimental game interfaces which offers an amusement while experiment the
virtual environment. The using device Kinect is a motion sensing input device.
Existing Kinect game is already popular in physical interaction; action-based
games, with its sensing technology. However, we use Kinect with open library
program 'Processing' to create virtual game interface for people who enjoy
thrills the most. Keywords: Virtual interface; physical game; gesture recognition; Interaction | |||
| A Media Art Study Using Multi-Sensory Elements | | BIBAK | Full-Text | 277-281 | |
| Jaejoong Lee; Jin Wan Park | |||
| This work will stimulate more than one sense. A lollipop is one of the
world's most beloved snacks. Although it is common to normal people, a lollipop
is not an affordable snack to poor children. This work expresses an imaginary
lollipop by a user's drawing. The candy drawing is printed on a paper having a
message on its backside. The message represents memories of childhood. The
printer uses fragrance inks to print out an origami with a lollipop shape. The
audience carries on art works which have a fragrance and lollipop shape. This
is a fake lollipop, however it may represent a hope for everyone. Keywords: Multi-Sensory; Aroma; Synesthesia; Processing | |||
| An Augmented Tourist Guide of a World Heritage City | | BIBAK | Full-Text | 282-286 | |
| Eulalia Rodríguez Fino; Jorge Martín-Gutiérrez; David C. Pérez López; M. Dolores Meneses Fernández; Vicente M. Zapata Hernández; Felipe Monzón Penate | |||
| In this paper, we introduce the design and implementation of a tourist
guide, using augmented reality technology, for visiting two of the most
important routes in a World Heritage city. To produce this application, we used
the augmented reality library, HumanAR, developed by our research group and
created with the aim of integrating the applications we have developed. The
application guides the user on a route across the town with a video of 3D
animations of historic buildings along the way. The most symbolic buildings of
the city are pictured and modelled on a walking tour across the historic site,
designed to develop an interest in cultural tourism, keeping in mind the impact
that this tourism may have on World Heritage cities. Keywords: Augmented reality; world heritage; tourist guide | |||
| Interactive Art in the Age of Digital Reproduction | | BIBAK | Full-Text | 287-291 | |
| JeHo Oh; Chung-kon Shi | |||
| The aim of this research is to study the features of interactive art in the
age of digital reproduction. In the age of computer based digital technologies,
interactive art will be changed by digital technologies. Interactive art
consists of three factors: audience, installation, and content. Digital
technologies have changed the installation of interactive art. In the age of
digital reproduction, interactive art has the following seven special features:
it is portable, it is private (not public), it represents realistic details, it
has a kaleidoscopic orientation, it requires a network connection, it enables
feedback/replies, and it can be archived. Keywords: Interactive art; digital reproduction; interactive installation | |||
| Sequential Art in Real-Time 3D Applications | | BIBAK | Full-Text | 292-296 | |
| Jan Wojdziak; Dietrich Kammer; Rainer Groh | |||
| A huge amount of data is produced continually in areas of application like
entertainment, industry, and science. Contemporary technologies and
three-dimensional computer graphics are qualified to process and to visualize
this data. However, users are more and more faced with a flood of information,
unable to efficiently process the information provided by three-dimensional
computer graphics. Facing that problem, arrangement systems like typographic
grids serve as an auxiliary layer to organize and arrange information units on
a two-dimensional canvas. Due to the continually changing of interactive 3D
scenes, there is no fixed order or priority of the visualized data in a
projected image. Yet, in analogy to comic strips or comic books, frames that
are organized in a grid can augment information visualizations. This
contribution presents an approach to structure interactive 3D visualizations
with the help of panels, whereby the user can recognize essential information
in a given scene. Keywords: HCI; real-time computer graphics; narrative structuring | |||
| OnRoute: A Mobile Context-Aware Public Transportation Planning Application | | BIBAK | Full-Text | 299-303 | |
| Etienne Bertou; Suleman Shahid | |||
| In this paper we describe the design process of OnRoute, a mobile,
context-aware travel application for managing navigation with public transport.
The application uses an intelligent approach to using location data for easy
step-by-step navigation in a more humane way. OnRoute incorporates all means of
transportation, including walking, and consistently provides three views with
increasing level of detail: a schedule overview, the current position in this
step and the next possible action. Furthermore, individual preferences while
travelling with public transportation are taken into account. The application
learns from users' behavior and proposes better suggestions over time.
User-evaluation of the final application design in a real-life setting showed
users valued the user experience, design and unique features, and preferred
OnRoute to existing smartphone travel applications. Keywords: Public transportation; Route planning; User experience design | |||
| Pilot's Interaction with a Glass Cockpit Navigation System | | BIBAK | Full-Text | 304-307 | |
| Ondrej Bruna; Tomáš Levora; Pavel Paces | |||
| Poster deals with interaction between pilots and navigation system of an
ultra-light aircraft equipped with a glass cockpit. Glass cockpits are slowly
replacing the gauges and dials used in small aircrafts and will play an
important role in the future, because it is expected, it will replace them
completely. Presented results are regarding the decision making, flight
performance and pilot's justification of his choice. Data can be used to
determine, if the pilots prefer to follow the navigator or independent flight,
how they perform as pilots with and without navigation advisor. Based on this
objective and subjective data conclusions are made. The outcome are suggestions
for improvement of navigational instruments aboard and discussion focusing on
how to help pilots in emergency situations stating both positive and negative
opinions regarding use of glass cockpits. Keywords: Emergency landing; navigation; ultra-light aircraft | |||
| Road Accident Auto-dialer via Pressure Sensor | | BIBAK | Full-Text | 308-312 | |
| Kim Nee Goh; Yoke Yie Chen; Davindren Arumugam | |||
| An accident sometimes goes unnoticed, for example, falling into a ravine.
Thus no one is able to make emergency calls to the relevant authorities.
Airbags in vehicles are designed to inflate when serious accidents occur.
However, reliance an airbag alone may not be sufficient. This research explores
developing a prototype using crash and pressure sensor as a parameter to
trigger auto-dialer to call a pre-programmed list of numbers when an accident
occurs. Global Positioning Satellite (GPS) and Global System for Mobile
Communications (GSM) modules are integrated to track vehicle location and send
information. A Short Message Service (SMS) will be sent containing the vehicle
registration number and GPS location, to the authorities or even the insurance
agent. This life-saving system which can be placed in the black box of a
vehicle to report incidences and thus reduce the time needed to relay accident
location information to the relevant authorities. Keywords: Accident; airbag; pressure sensor; auto-dialer; GSM; GPS | |||
| Developing Visualisation Techniques of Tasks in Air Traffic Control Work | | BIBAK | Full-Text | 313-317 | |
| Hajime Hirako; Toshiya Sasaki; Kazuhiko Yamazaki; Hisae Aoyama; Satoru Inoue; Yutaka Fukuda | |||
| Air Traffic Controllers are expected to continue maintaining the safety of
the air space and maintaining air traffic flow to run smoothly in complex
systems in the future. In this research, we focused on task analysis of air
traffic controllers in actual en-route ATC in an experimental activity based on
a Human-Centred Design approach for designing the new concept user interfaces.
We discuss the method of design to develop a system of human consciousness,
especially for Air Traffic Controllers. Keywords: User Interface Design; Human-Centred Design; Air Traffic Control; Experience
map | |||
| Seamless Mobility: Individual Mobility Profiles for a Better Usability of Shared Vehicles | | BIBAK | Full-Text | 318-322 | |
| Moritz Kuemmerling; Christian Heilmann | |||
| The shared use of vehicles, upon which many popular new mobility concepts
like Car Sharing rely, pushes traditional interaction concepts to a limit. The
amount of driver assistant and comfort features in modern vehicles is of high
value for the driving experience. However, most of these features require
substantial manual adjustments of settings according to the individual
preferences of the driver. In temporarily used vehicles the feature adjustment
will most likely become an annoying, time consuming recurring process that
increases the risk of driver distraction. Hence, it is time to rethink the
design of efficient human-vehicle-interfaces. Standardized, platform
independent mobility profiles, accessible via the driver's personal mobile
device, could be used to automatically adjust the vehicle features thus
increasing the safety, comfort and usability of shared vehicles. Keywords: Mobility; Profiles; User Modeling; Personalization;
Human-Machine-Interaction; Intermodality | |||
| Influence of Repeated Experience on Unsignalized Intersection Crossing Behavior of Drivers without Right-of-Way | | BIBAK | Full-Text | 323-326 | |
| Toru Kumagai; Akihiko Takahashi | |||
| The change of start position, where drivers step on the gas pedal just
before entering unsignalized intersection within a residential area, through
repeated experience was examined. The relationship with Driving Style
Questionnaire (DSQ) was discussed. The results showed that subjects who
decrease the distance from the edge of a cross lane to start position through
experience had tendency to step on the gas pedal only just before entering
intersections. The opposition was also true. These subjects had high scores in
the following scales of DSQ: Methodical driving, and Preparatory maneuvers at
traffic signals. The change of start position through experience also
correlated with start position. For instance, start positions of these subjects
were relatively small, and they were negative for some intersections. Keywords: Driving behavior; habituation; adaptation; unsignalized intersection;
Driving Style Questionnaire (DSQ) | |||
| Diagnostic System Simulator of Honker Vehicle | | BIBAK | Full-Text | 327-331 | |
| Pawel Mikolajczak; Arkadiusz Rychlik; Piotr Szczyglak; Jaroslaw Szuszkiewicz | |||
| The paper is dedicated to the issues concerning the on-board diagnostic
system of the Honker military vehicle and simulator of the system. Purpose,
architecture and used diagnostic monitors have been presented. One stressed
that it is important that an operator should acquire the knowledge prior to
working upon the real technical object. In the final part of the paper the
diagnostic system simulator was described. It lets train drivers in the stress
-- free conditions which is a tool to gain experience characteristic for
typical and exceptional operation situations. Keywords: Simulator; diagnostic system; vehicle | |||
| Developing a User Interface Design of ATM Systems | | BIBAK | Full-Text | 332-336 | |
| Toshiya Sasaki; Hajime Hirako; Kazuhiko Yamazaki; Hisae Aoyama; Satoru Inoue; Yutaka Fukuda | |||
| Air Traffic Controllers are expected to continue maintaining the safety of
the air space and maintaining air traffic flow to run smoothly in complex
systems in the future. We discuss the method of design to develop a system of
human consciousness, especially for Air Traffic Controllers. In this research,
we proposed a prototype of the user interface which focuses the spotlight on
aircraft related with crossing in the future on a route and Air Traffic
Controllers specify when receive the information of the aircraft. Under the
conventional systems, Air Traffic Controllers need to search for crossing
routes for the relative aircraft by themselves. Therefore, we expect this
system will be able to assist in reducing the searching task to find crossing
routes for relative aircraft by using our new concept. Keywords: Air Traffic Control; User Interface Design | |||
| Discomfort in Automated Driving -- The Disco-Scale | | BIBAK | Full-Text | 337-341 | |
| Felix Wilhelm Siebert; Michael Oehl; Rainer Höger; Hans-Rüdiger Pfister | |||
| Due to the increasing amount of automation in vehicles the role of the
driver changes from having an active part in the driving of the vehicle to a
reactive monitoring task. Since there is currently no method to measure
subjective comfort or discomfort we developed a 14-item scale to measure the
discomfort of a driver. Research suggests that it is easier for users to sense
the lack of comfort and because of this we used experienced discomfort as an
indicator for the absence of comfort. The questionnaire was applied in an
experimental driving simulator study and proved to have a high internal
consistency (r = .91). Results suggest that this questionnaire is a useful tool
for assessing discomfort in automated HMI. This first version is focused on,
but not limited to, automation and advanced driver assistance systems in
vehicles. Keywords: Automated Driving; Human-Machine Interaction; Discomfort; Questionnaire | |||
| Sequence of Visual Behavior during Parking | | BIBAK | Full-Text | 342-346 | |
| Akihiko Takahashi | |||
| The change of a driver's viewing direction during parking was investigated
by studying the driver's focus points in each parking phase. Skilled drivers
tend to observe the parking place to prepare the next motion even when the
vehicle is not approaching the place; unskilled drivers look a long time in the
vehicle's direction of travel to avoid contacting obstacles. This result
suggests that helping a driver recognize the location of a parking place and a
future position of the vehicle in the preparatory phase can be an effective
parking assistance system. Keywords: Parking; Visual Attention; Parking Support System | |||
| Simulation for Pilot's Capability of Target-Pointing Operation | | BIBAK | Full-Text | 347-351 | |
| Hongjun Xue; Xiaoyan Zhang | |||
| Target-pointing operation of the pilot is of importance for the information
interaction in the cockpit, and the accuracy, rapidness and effectiveness of
the operation is critical for the flight safety. The design and layout of
human-machine interface in the cockpit cannot be implemented perfectly through
static reach and visual zone, due to neglect the dynamic effect, such as plane
vibration. In order for the optimization of layout of human-machine interface,
the affect of the target-pointing operation due to multi-acceleration and
vibration in cockpit is studied by manikin dynamic simulation based on both of
muscle-skeleton model of LifeMOD platform and pilot motion captured data under
normal condition. The results suggest that emergency operation equipment can be
positioned in the area in which the acceleration and vibration has least impact
to ensure that pilot can operate timely and accurately in emergency and
eventually to promote flight safety. Keywords: Cockpit; lifeMOD; target-pointing; pilot capability | |||
| Increased Community Engagement via Map Based Website Modules/Plugins | | BIBAK | Full-Text | 355-358 | |
| Sapumal Ahangama | |||
| This paper will look into increased community engagement in modern societies
with the use of map based modules that can be integrated on common websites.
The intention is to use a central system which will store crowd sourced data
regarding community projects and spread the data among a variety of website
users achieving highest and optimum reach. Keywords: Community Engagement; Website Plugins; Social Media | |||
| Social Networking Using Mobile Devices | | BIBAK | Full-Text | 359-364 | |
| Dima Kassab; Xiaojun Yuan; Jami L. Cotler | |||
| The burgeoning domain of social media has infiltrated general populations
and has achieved broad applicability [10]. This domain has been studied
extensively but there is a deficiency of research in the area of social media
and mobile access and use [1] [11]. This study examines not only the use of
social media on mobile devices but extends the ideas of this area of research
to evaluate how social media is being used on mobile devices. It reports the
findings of an online survey of 73 participants recruited from different
listservs in the world. The study shows that the majority of participants use
social networks as consumers (e.g. read other people posts), more than
producers (i.e. post status update or a photo). It also reveals some
differences between the topics participants share through a mobile device and a
personal computer. Keywords: Mobile social networks; user behaviors; survey | |||
| When Does "Facebooking" Make Us Avoid Risks? The Effect of Social Networking Orientation on Risk Preference | | BIBAK | Full-Text | 365-367 | |
| Hakkyun Kim; Kyoungmi Lee; Kiwan Park | |||
| Will consumers' social networking orientations influence their psychological
functioning on subsequent tasks in seemingly remote, unrelated domains? Prior
research on social capital suggests the distinction between a bonding
orientation, with which people seek to cement connectedness among exclusive and
relatively homogeneous groups, and a bridging orientation, with which people
focus on creating new contacts with different groups, resulting in spanning
diverse social cleavages. Building on the resource depletion paradigm, we
propose and find that consumers become more risk-averse after performing
bridging- versus bonding-oriented activities on Facebook. We also confirm the
depletion of risk-taking resources as the underlying process by showing its
mediating role between social networking orientation and risk preference. Keywords: Social media; social networking orientation; Facebook; risk perceptions | |||
| Reflection on Reflection: Daily Review of Lifelog Photos and the Usability of Wearable Digital Camera | | BIBAK | Full-Text | 368-372 | |
| Hyowon Lee; Nazlena Mohamad Ali; Cathal Gurrin | |||
| The novel activity of continuous visual lifelogging, becoming more and more
affordable with small, wearable digital cameras, allows a user to visually
record a day's activities in remarkable details and review or re-live later.
Loaded with privacy and ethical issues but still promising so many potentially
positive usage scenarios, such an extreme lifelogging has many aspects to be
further explored to become a truly meaningful, usable and life
quality-enhancing activity. Based on the authors' first-hand experiences of
practicing visual lifelogging for a number of years, this paper describes the
usability issues of wearing a typical lifelog digital camera and reviewing the
photos each day. Keywords: lifelogging; daily reflection; wearable camera | |||
| Balloting: Speeding Up the Voting Process | | BIBAK | Full-Text | 373-377 | |
| Pascal Lola; Wanda Eugene; Phillip Hall; Juan E. Gilbert | |||
| Long wait times at the voting polls has grown to be one of the biggest
issues in the United States (U.S.) voting process. To address this issue,
Balloting is presented as part of a solution to speed up the voting process.
The Balloting process gives the voter an opportunity to electronically mark a
ballot at his/her convenience, print the completed ballot in the form of a
Quick Response (QR) code, and on Election Day, the voting machine is used to
scan the voter's QR code, which brings up the voter's prior completed ballot
for review and modification before officially casting the ballot. A preliminary
study was conducted to measure the efficiency of Balloting compared to other
methods of voting. As hypothesized, the study revealed that Balloting
significantly reduced voting time, which consequently reduces long wait times
at the voting polls. Keywords: Electronic Voting Systems; Multimodal Systems; Human Computer Interaction;
Evaluation | |||
| Adaptive Voting Algorithms for Group and Social Recommender Systems | | BIBA | Full-Text | 378-382 | |
| George Popescu | |||
| Nowadays online group activities are emerging, as individuals share their preferences, collaborate, discover and interact with their friends and family. Group recommender systems (GRS) use various social resources to make recommendations of items or activities that users are most likely to consume or agree upon. Thus, aggregating preference and recommending a common set of items for a group has become a challenging topic in online systems providing group suggestions and social websites. This issue is mainly concerned with the following three subjects: eliciting individual users' preferences, suggesting the maximized overall satisfaction outcome for all users and ensuring that the aggregation mechanism is resistant to individual users' manipulation. Furthermore, both individual and group preferences change over time. In order to track all of these changes GRS need to benefit from user interaction. This paper aims to present an innovative algorithm, which adapts to individual preference dynamics for group and social recommender systems. Individuals choose their desired items with the purpose of maximizing the entire group's satisfaction. | |||
| Designing a Voting Mechanism in the GroupFun Music Recommender System | | BIBA | Full-Text | 383-386 | |
| George Popescu | |||
| In this paper we present the implementation of a truthful preference elicitation algorithm that favors item diversity in our group music recommender system, GroupFun. First, we discuss our methodology and relate to other group decision mechanisms already implemented in state of the art group recommender systems. Then, we formalize the implementation of the probabilistic weighted sum algorithmic in GroupFun. In addition to this we discuss user strategies and incentives for submitting ratings and show how PWS favors music diversity maximizing the group's overall satisfaction. Due to space constraints in the following we highlight only the main characteristics of our system presenting its design, interfaces and user actions. | |||
| Design of a Web-Based Voting Application | | BIBAK | Full-Text | 387-391 | |
| Jerry Ray; Linda Harley; Keith Kline; Carrie Bell; Andrew Baranak; Chandler Price; Matthew Hung; Brad Fain | |||
| According to the U.S. Department of Defense, over 50,000 U.S. troops have
been wounded during the recent and current conflicts in Iraq and Afghanistan,
many returning home with a range of conditions including traumatic brain
injury, post-traumatic stress disorder, and polytrauma. These conditions can
lead to impairments that cause difficulty with the voting process. Researchers
at the Georgia Tech Research Institute have developed an accessible voting web
application to serve as an exemplar of an accessible voting interface and to
serve as a testbed to support research into ways to improve voting
accessibility. Keywords: voting system; ballot marking; disability; accessibility; human factors
engineering; web application | |||
| Network Propagation -- Chance or Design? | | BIBAK | Full-Text | 392-396 | |
| Johanna Schacht; Margeret Hall | |||
| New media offer new opportunities. Does this also provide stronger influence
over potential customers? With the possibility of ad block, the forward goal
must be to develop consumer's desire to consume advertising. Having consumers'
attention immensely increases likelihood them to remember content. (Cowan,
1995) This drives researchers to investigate the reasons artifacts become viral
on the internet. What factors need to be in place to guarantee virality? Can
there be a 'how-to' instruction guide? What needs to be considered when
creating ads in order for this new advertising mechanism to be successful? In
what way does the content of ads predict viral potential? Keywords: Network propagation; online social media; viral marketing | |||
| Applying Facebook as a Management Method for the Teaching Platform to Develop Product Design | | BIBAK | Full-Text | 397-401 | |
| Chien-Kuo Teng; Buo-Han Lin | |||
| This empirical study investigated how to form a club with Facebook (FB) as
an assisted instruction platform for design courses to observe the actual
performance of a design agendum combining three design projects over three
months. The research contents included (1) change of classroom curriculum
design by proposing a design procedure for developing a FB-based design
discussion platform. (2) Provider a concept for a visualization of dynamically
exposed contents by developing a format with horizontal timeline that
right-to-left based on the administration process of the three design projects.
A feedback distribution map was produced based on two types of information,
"Like" clicks and comment frequency, corresponding to the timeline. Lastly,
suggestions for enhancing learning motivation by incorporating group
activities, demonstrating fun and showing off characteristics were made in the
conclusion. Keywords: online education; design; social network; visualize | |||
| Film as the Future Information System | | BIBAK | Full-Text | 402-406 | |
| Katrin Vodrázková | |||
| The poster will show the medium of film as the future information system,
what are the future trends of imaging techniques, on what philosophical
background we could analyze them, and how we could predict the future evolution
of the film media. The film itself is not only the imaging, cultural, and
artistic technology, but also a specific information system, which have an
important impact on the changes of media thinking in our information society.
In this system all the essential features from the photographic medium are
reproduced, and are further enhanced by the movement dynamics, time, depth of
space, and interaction. Film and photography are being based on binary coding
and difference between the internal Self-reference of system and external
Other-reference of environment. The poster shows the film medium as social
system, which have influence on the model of reality in the information society
and culture of electronic pictures. Keywords: media of film and photography; media thinking; models of reality; formation
of a form in context of information; communication; society; culture and new
media | |||
| Multi-dimensional Aesthetics Mining for Social Photo Recommendation | | BIBAK | Full-Text | 407-412 | |
| Zhanwei Wu; ZhenYu Gu; Zhanxun Dong | |||
| The success of a social photo recommendation system mainly depends on its
ability to provide high quality photos, which also means the recommended photos
will have a greater chance to meet the interests of the users. We believe the
quality of photos may originate from three dimensions. Two experiments was
conducted to validate the relation of various features from these dimensions
and the attractiveness of social photos. Result show, by integrated use of
three dimensions, classifiers could be constructed effectively with fewer
features. Keywords: social photo; aesthetics; user study | |||
| Aisthésis of Communication Visualization through Twitter | | BIBAK | Full-Text | 413-417 | |
| Miohk Yoo; Kyoungju Park | |||
| As technology develops, the communication methods are diversified, and,
among them, the social network service (SNS) becomes popular by spreading
intuitive and instant messages in cyber-physical space. Due to its unique
features, this SNS-based communication inspires many media artists, who
produced the visualized artworks after analyzing and extracting text messages
on the SNS. We produce a prototype for interactive art installations, which
involves audiences, analyzes the Twitter messages between audiences and many
others, and visualizes the data on the screen in 3D, so that the audiences can
experience and enjoy sensual Aisthésis of their communications. The
works are made as follows. Once the Twitter messages are sent to the randomly
designated accounts, they are animated by varying properties, such as the
translation, rotation, font size, and color, and then the animated messages
overlay with the existing messages that other audiences already sent. The
animation follows either predefined shapes or paths, changes the velocity of
message, and swings the individual letters of messages randomly. (To better
express the process of mutual communications through twitter messages,) We also
visualize the animated messages in 3D space that allows changing camera viewing
and lighting, and divide messages into letter by letter so that each letter are
able to be animated as a single object. Keywords: Twitter; SNS; Aisthésis; Information Visualization; Media Art | |||
| A Study on Intention Network Modeling Based on User's Interest Web-Page | | BIBAK | Full-Text | 418-421 | |
| Taebok Yoon; Jee-Hyong Lee | |||
| There are various studies to try to provide useful information to users in
the Web. Web usage mining is a method to extract meaningful patterns based on
web users' log data. Most of existing approaches of web usage mining, however,
had not considered users' diverse intention but created general models. Web
users' search keywords can have various meaning upon their preference and
context. This study is for generating the User Intent Network Model (UIN-Model)
after collecting and analyzing web usage information corresponding to keywords.
UIN-Model can supply web page navigation networks reflecting users' various
intention information. It can also be used to recommend most proper web pages
and it has been confirmed that the suggested method was useful enough. Keywords: UIN-Model; Web Mining; User Preference | |||
| A HCI-AI Tool for Astronomy | | BIBA | Full-Text | 425-429 | |
| Jerry D. Cavin | |||
| The historical use of Artificial Intelligence (AI) combined with Human
Computer Interaction (HCI) has raised many philosophical and psychological
questions about whether this merger is appropriate. While this debate continues
to rage on there is a world of people waiting to be relieved of time consuming
and tedious tasks. The current state of machine learning has proven that
interaction between humans and computers is capable of supporting people
performing scientific investigations.
This paper proposes a HCI-AI application for such a scientific investigation. The Lowell Amateur Research Initiative (LARI) program for the Lowell Observatory provides the opportunity to assess the viability of such an application. The LARI program offers amateur astronomers access to large photometry data sets to search for patterns of exoplanet transits, orbiting binary stars, and variable stars. These data sets contain measurements over a standard R (red) wavelength passband taken from 6x6 degree areas of the sky and contain tens of thousands of stars. The key to the success of this HCI-AI application is the speed of processing large data sets and the ability of the HCI-AI application to interact with the amateur astronomer assisting in the identification of objects exhibiting known patterns. | |||
| The Importance of Choice Design for Low Literate User Experience | | BIBA | Full-Text | 430-434 | |
| Lisa Harper; Melissa McMacken; Lianne Appelt; Kathryn Summers | |||
| This research addresses a significant gap in our understanding of low literate behavior in online search. We explore how both low- and high-literate online consumers make decisions at the point of purchase in an online shopping task. We measured percentage fixation duration of AOIs during decision-making on four search engine results page (SERP) tasks. Qualitative and quantitative results combined suggest that tabular SERP may contribute to the success of low literate consumers making sophisticated trade-off decisions. Furthermore, we propose that tabular SERP choice design may improve low literate user experience for more general SERP choice design. | |||
| Performance Analysis of Naïve Bayesian Methods for Paragraph Level Text Classification in the Kannada Language | | BIBAK | Full-Text | 435-439 | |
| R. Jayashree; K. Srikanta Murthy; Basavaraj S. Anami | |||
| Text Categorization plays a predominant role in Natural Language Processing
(NLP) and Information Retrieval (IR) applications. This work highlights the
performance of different Naïve Bayesian methods for paragraph level Text
Classification in the Kannada language. The dimensionality reduction technique
is achieved using minimum term frequency, stop word identification and removal
methods. Keywords: performance; classifier; paragraph level classification; Kannada text
classification; Naïve Bayesian; Multinomial; naïve Bayesian upbeat
able; Bayesnet | |||
| Making It Everyone's Finna -- Cross-Sector Collaboration and User Experience Design in a Digital Library | | BIBAK | Full-Text | 440-444 | |
| Heli Kautonen | |||
| This is a report on ongoing work on a digital library service focusing on
user experience design. The service examined is the Finnish Digital Library,
also called Finna. The service is being developed in collaboration between
Finnish libraries, archives, and museums, which brings challenges and
opportunities to the design of user experience. The report describes the
current organizational settings of the design process by listing its actors,
activities, and aims. Keywords: User experience design; collaboration; digital libraries | |||
| Exploring Technical Documents: A Prototype Study | | BIBA | Full-Text | 445-449 | |
| Marcus Nitsche; Stefan Haun; Andreas Nürnberger | |||
| Finding information in unknown, large data sets is not an easy task, especially if they consist of documents in an unfamiliar domain. A collection of several hundred technical reports has been analyzed in order to organize it for efficient and fluent searching, browsing, navigation and even exploration. We describe a user study on an interactive system -- the EFB-Explorer -- that visualizes the data set by different attributes to reflect the specific relevance of a retrieved document to a user's query and offers easy-to-use zooming interaction as well as semantic zooming. | |||
| Improved Keyword Extraction by Separation into Multiple Document Sets According to Time Series | | BIBAK | Full-Text | 450-453 | |
| Ryosuke Saga; Hiroshi Tsuji | |||
| This study proposes a method of extracting keywords including those that
appear locally. Useful keyword extraction methods are available for text
mining, such as TF-IDF and support vector machine. However, when keywords are
extracted on the basis of time series, the local keywords are not often
extracted. We propose a method of extracting the local keywords by separating a
document set, which we call the document separation approach. The approach
splits a document set into multiple sets according to time series, extracts the
keywords for each document set, and integrates them. Using 1812 newspaper
articles, we experimentally demonstrate that we can extract the local feature
keywords using the document separation approach. Keywords: keyword extraction; document set; text mining | |||
| Scrolling or Paging: The Impact of Interaction Style on the Search Result Page of Mobile Commerce Website | | BIBAK | Full-Text | 454-457 | |
| Pingfei Wang; Qian Fei | |||
| Increasingly, users are accessing the e-commerce website by mobile device.
Users are performing complicated tasks when they are shopping on line, like
searching, comparing and adding products to cart. Due to the vast application
on PC and limited size of the screen of the mobile device, it is common to
present web page in scrolling format, especially on the SRP (Search Result
Page) of mobile Commerce Site. Although a large body of work have done to
investigate the impact of the scrolling and paging on the words reading,
comprehension and even recall, the results of these studies have few
implications for the SRP of e-commerce web site. The purpose of this study was
to investigate the impact of interaction style (paging or scrolling) on the SRP
of mobile commerce web site. We examine execution times for within SRP
searching tasks varying interaction styles (scrolling and pagination).
Meanwhile, error rate of recall task was recorded to indicate the influence of
interaction style on the working memory. Keywords: paging; scrolling; SRP; working memory; mobile device | |||
| A Personal Document Network Building System for Digital Document Searches | | BIBAK | Full-Text | 458-461 | |
| Masahiro Yoshikoshi; Kenji Matsunaga; Kyoko Yoshida | |||
| The popularity of eBooks has spread in recent years with the launch of eBook
readers and more contents. Managing purchased eBooks is becoming problematic
with the spread of eBooks which allows individuals to possess many books as
digital documents. The volume of eBooks as well as digital documents owned by
individuals is also increasing, necessitating the development of a method to
search and browse them. This study led to the development of a Private Library
Surfing (PLS) system as a browsing system for digital documents typified by
eBooks, etc. in order to resolve this problem. Keywords: eBooks; Digital Document | |||
| Natural User Interface for Information Retrieval | | BIBA | Full-Text | 462-465 | |
| J. Sergio Zepeda-Hernandez; Erick López-Ornelas; Rocío Abascal-Mena; Jovita Martínez; Juan Carlos Estrada | |||
| The Natural User Interface (NUI) offers a great potential to create new paradigms of interaction and it also create new challenges about how we interact with the content. We believe that novel applications oriented to academy or research with scientific data can be developed with this paradigm. In a previous research we worked in a model for exploration on scientific databases called "Semantic Exploration Model", which is based on the use the small semantic structures of information to explore a scientific database thought navigation based on semantic concepts. Our proposal in this research is add a new layer to our model to include Natural User Interaction. This way, we can extend the model to be used on different kind the contexts and it can offer a new potential and the creation of a new generation of applications based on this paradigm. | |||
| Integrating Production Workers into User Interface Design for Diagnosis Devices in Automotive Production Environments: Field Experiences and Lessons Learned | | BIBAK | Full-Text | 469-473 | |
| Nikolaj Borisov; Annette Kluge; Wolfram Luther; Benjamin Weyers | |||
| In this paper, we present an exploratory case study regarding user interface
design for test and diagnosis devices in automotive production environments. We
report workers' opinions concerning existing user interfaces and devices, as
well as the use of innovative user interface and interaction concepts. Finally,
we derive requirements for future use of modern interaction concepts and
present a set of possible devices for future evaluation. Keywords: Industrial production context; test and diagnosis; user interface design;
user machine dialogue | |||
| Improve of Business Intelligence Usage in Brazilian Chemical Industry in Global Crisis of 2008, 2009 and 2010 | | BIBAK | Full-Text | 474-478 | |
| Tiago Vieira Carvalho; Renato Jose Sassi | |||
| From 2008's to 2010's a serious financial crisis forced many sectors to
drastically review their production and sales plans. Sectors like the chemical
industry were reorganized to deal with the challenging scenario found. This
article's objective is to demonstrate how the world crisis from 2008 to 2010
was an opportunity to improve the business intelligence architecture usage,
bringing benefits for a brazilian chemistry industry, helping the company on
process standardization, data quality improvement and process automation. Keywords: Chemistry Industry; Business Intelligence; Best Practices; Worldwide Crisis | |||
| Service-Learning Model of Cultural and Creative Talent Cultivation for the Bamboo Industry Cluster | | BIBAK | Full-Text | 479-483 | |
| Tsen-Yao Chang; Kuo-Li Huang | |||
| Action research was introduced in the design of learning services. Cultural
and creative talent cultivation activities were completed to review the value
of local cultural crafts, such as bamboo weaving, in a town. Young students
participated in the creation of bamboo weaving crafts to investigate the
threshold and difficulties of learning the art, and to build a feasible model
of talent cultivation for traditional industries. Based on observation,
learning, exhibition, and action reflection, this study established a feasible
model in understanding the difficulties and opportunities of the cultivation of
new cultural and creative talents. Moreover, the study built a sustainable
concept framework for the cultivation of human resources of local industries. Keywords: cultural crafts; cultural and creative talent cultivation; industry cluster;
action research; clustering potential points; agglomeration economies | |||
| New Perspectives on Interactivity in Project Management Tools | | BIBA | Full-Text | 484-488 | |
| Mirko de Almeida Madeira Clemente; Axel Berndt; Hannes Leitner; Mandy Keck; Ricardo Gaertner; Rainer Groh | |||
| Software tools for project management are extremely complex desktop applications. Recently, we observe a shift from traditional project management where one project manager is responsible for creating the project plan and supervising its execution, towards a more agile multi-project management that involves project members early in the planning process. This shift demands the introduction of novel visualization and interaction techniques. This contribution summarizes our analyses of three typical scenarios and shows promising perspectives for the application of new interaction and visualization techniques. Our goal is to promote project management as an interesting and multifarious subject within HCI research. | |||
| Personal Risk Management | | BIBAK | Full-Text | 489-493 | |
| Hanna Golas | |||
| Outcomes of each organization functioning depend on personnel employed, and
mostly on proper qualifications assigned to tasks, self-motivation and ability
to communicate with co-employees. Thus, risk management system needs to take
human factor into consideration as this is usually the weakest point of an
organization. Keywords: risk; beliefs; meta-program | |||
| Application of SMART Criteria in Planning Improvements to the Operating Conditions of Machinery | | BIBAK | Full-Text | 494-498 | |
| Adam Górny; Beata Mrugalska | |||
| The use of work equipment generates substantial hazards for people involved
in their operation and maintenance. The scope of improvements in the field
should be selected with an eye to eliminating hazards and minimizing the impact
of harmful, dangerous and onerous factors caused by the use of machinery. In
order to develop solutions, implement them successfully and assess the results,
it is advisable to apply the SMART criteria. Such criteria, which are widely
known and commonly used in quality engineering, allow for the identification of
crucial characteristics of specific technical and organizational solutions with
a view to assuring safety. Keywords: SMART criteria; improvement plan; technical and organizational devices;
operation | |||
| The Effects of Online Multiuser Virtual Environments on Creative Motivation in Collaborative Design Studios | | BIBAK | Full-Text | 499-503 | |
| Seung Wan Hong; Yun Gil Lee; Yehuda Kalay | |||
| Online Multiuser Virtual Environments (MUVEs) are online, immersive 3D
environments based on anthropomorphic avatars and synchronous multiuser access.
We investigated the effects of MUVEs on students' creative motivation in
collaborative design studios. Based on qualitative analyses of two long-term
and authentic collaborative architecture design studios in Second Life, a
commercial MUVE platform, we found that the avatars' immersive experiences in
the MUVEs, the presence of classmates' avatars, and co-presence with them
allowed the students to evaluate the usefulness of the proposed buildings and
organization of exhibition spaces. In addition, we found that the shared
objects in the MUVEs encouraged the production of unexpected and new solutions.
However, in the MUVEs, if any buildings were not in the immersive perception of
the avatars, with respect to the body and views, students struggled to develop
solutions. Keywords: creativity; collaboration; design studio; Online Multiuser Virtual
Environments (MUVEs) | |||
| Studying Distributed Collaborations Using the Resource Allocation Negotiation Task (RANT) | | BIBAK | Full-Text | 504-508 | |
| Vincent F. Mancuso; Victor Finomore; Gregory Funke; Benjamin Knott | |||
| When conducting team research, the experimental task can have major effects
on the interpretation and overall success of the study. While some researchers
chose to use high-fidelity tasks to simulate an operating environment, an
alternative perspective uses more simplified, metacognitive tasks. The purpose
of this paper is to present a new metacognitive task, the Resource Allocation
Negotiation Task (RANT), which aims to elicit complex and rich collaborations
between distributed team members. Keywords: Distributed teams; consensus tasks; collaboration | |||
| TeamNETS: Scaled World Simulation for Distributed Cyber Teams | | BIBAK | Full-Text | 509-513 | |
| Vincent F. Mancuso; Michael McNeese | |||
| Cyber operations have become a significant interest to government, military
and corporate entities. Unfortunately, the secure nature of cyber operations
limits the access that researchers can obtain. Therefore, simulations that can
mimic the operating environment are a critical need to push this research
forward. The purpose of this paper is to present a human-in-the-loop, scaled
world simulation, teamNETS, which is capable of simulating multiple types of
cyber security tasks. TeamNETS simulates the cognitive and collaborative
requirements cyber security work and serves as an effective platform to study
varying aspects of individual and team cognition, as well as other issues in
Human-Computer Interaction. Keywords: cyber security; simulation; scaled world; team simulation | |||
| Application of Fuzzy Index to Qualitative and Quantitative Evaluation of the Quality Level of Working Conditions | | BIBAK | Full-Text | 514-518 | |
| Anna Mazur | |||
| Quality assessment can be performed with natural language (in descriptive
form) or with numbers (in quantitative form). Such approach enables
consideration of all the aspects and characteristics beyond quantification,
difficult or impossible to assess with numbers, hence requiring linguistic
representation. Application of fuzzy index to work conditions quality
assessment provides objective identification of hazards and their influence on
work conditions quality. Keywords: quality of work conditions; quality characteristics; quality level | |||
| A Method of Team Communication Analysis Based on a Team Cognition Model and Task Analysis | | BIBAK | Full-Text | 519-523 | |
| Kohei Nonose; Taro Kanno; Kazuo Furuta | |||
| Effective communication is believed to be essential for positive teamwork,
and thus team communication has received much attention from human factor
researchers for analyzing team cooperation. This study aims to propose a method
of team communication analysis that can contribute to investigating changes of
team cooperation in terms of team cognition possessed by a team member. In the
beginning, a communication classification matrix that consists of the category
of intentions derived from a team cognition model based on mutual belief and
that of contents derived from a task analysis is developed. Subsequently, the
matrix is applied to team communication data. Finally reasons behind changes of
team cooperation are discussed according to the analyses. The results imply
that the combination of both categories can contribute to understanding changes
of team working in terms of team cognition. Keywords: Communication analysis; teamwork; a cognition model in team; task analysis | |||
| Methodology of Facility Automation Based on Audiovisual Analysis and Space-Time Structuring of Situation in Meeting Room | | BIBAK | Full-Text | 524-528 | |
| Alexander L. Ronzhin; Andrey L. Ronzhin; Victor Yu. Budkov | |||
| Space-time context structurization is one of the key issues of the
development of an automatic audiovisual monitoring system for meeting
supporting and analysis of participants' behavior in a smart space. An analysis
of accumulated data about participant's behavior including position in the
meeting room, speech activity, and face direction allows monitoring system to
generate participant profile, which is further used for predicting his/her
behavior on successive meetings. It is also used for an adjustment of an audio
and video recording and of multimedia devices controlling model in the smart
room. In the experiment the main attention was paid to speaker localization in
the chair zone with 32 predefined positions. Keywords: Smart space; action recognition; speaker detection; audiovisual signal
processing; space-time context structurization | |||
| How to Diagram a Dramatic Story | | BIBAK | Full-Text | 531-535 | |
| A Text; A Storytelling; Sabah Al-Fedaghi | |||
| It has been proposed that UML diagrams are able to describe certain
situations and can be used as instruments for reconstructing the dramatic
progress of fictitious or real text. This paper claims that these diagrams are
conceptually fragmented and proposes a new type of diagram for this purpose. Keywords: conceptual modeling; UML diagrams; flow model | |||
| Narratarium: An Immersive Storytelling Environment | | BIBAK | Full-Text | 536-540 | |
| Kasia Hayden; Dan Novy; Catherine Havasi; Michael Bove; Santiago Alfaro; Rob Speer | |||
| The Narratarium Colorizer device receives either keyboard input or speech
recognition input and uses natural language processing to extract key terms.
The terms are queried for in a knowledge base of words and associated colors,
created by leveraging the Open Mind Common Sense database and ConceptNet. The
system outputs a continually changing color display, which is projected
uniformly throughout the room using a custom designed curved mirror projection
system. Keywords: Augmented Environments; Immersive Environments; Storytelling; Common Sense;
Physical Interactive Environments | |||
| An Exploration of Figures and Text in Visual Narration: Visual Flow and Preference Factors | | BIBAK | Full-Text | 541-545 | |
| Chiwu Huang; Miao-Hsien Chuang | |||
| This study employed eye tracking and a questionnaire survey to investigate
the relationship between plot-hinting advertisements and the image of
characters in visual narration in order to identify the preferences of viewers.
The results indicate the following. (1) Browsing time and two of the factors in
our factor analysis (Recognition of Storyness and Imaginary Space) presented
significant explanatory power in regression analysis. (2) Subjects without
backgrounds in design spent more time viewing story-like advertisements than
did subjects with a background in design. (3) The scanpaths showed alternating
browsing patterns between the text and images in the story-like advertisement.
The process of perceiving the face of the main character and the details of the
image conformed to the tenets of constructivism. (4) Most subjects expressed
praise for the plot-hinting and story-telling advertisement. The results of
this study provide a valuable reference for the application of plot-hinting in
advertisements and interactive interfaces. Keywords: Visual narration; Eye tracking; Plot hinted text | |||
| Computer-Based Character Creation in Storytelling: Prototyping and Testing of Random Character Creator | | BIBAK | Full-Text | 546-550 | |
| Ho Kyoung Im; YiKyung Kim; Bong Gwan Jun | |||
| Since the concept of "Digital storytelling" was first introduced, concepts
such as "digital platform for storytelling" as well as "storytelling for
digital platform" have evolved. This study evaluates a computer-based story
development tool, called Random Character Creator (RCC). Using this tool, the
types of variables that can be considered while building a character in
storytelling are set, and a database for each variable is established. Based on
each variable and database, we developed a prototype of the RCC program, which
allows the user to create a character sample with a combination of
randomly/selectively chosen variables. Examples of results are evaluated. Keywords: Digital storytelling; Screenwriting software; Digital storytelling software;
Digital storytelling technology | |||
| Genre Visualization Based on Words Used in Text | | BIBAK | Full-Text | 551-554 | |
| Hyoyoung Kim; Jin Wan Park | |||
| Text visualization is one of sectors in data visualization. This study is on
methods to visually represent text's contents, structure, and form aspects
based on various analytic techniques about wide range of text data. In this
study, as a text visualization study, 1) a method to find out the
characteristics of a book's genre using words in the text of the book was
looked into, 2) elements of visualization of a book's genre based on
verification through an experiment were drew, and 3) the ways to intuitionally
and efficiently visualize this were explained. According to visualization
suggested by this study, first, actual genre of a book can be understood based
on words used in the book. Second, with which genre is closed to the book can
be found out with one glance through images of visualization. Moreover, the
characteristics of complicated genres included in a book can be understood.
Furthermore, the level of closeness (similarity) of a genre -- which is found
to be a representative genre using the number of dots, curvature of a curve,
and brightness in the image -- can be assumed. Finally, the outcome of this
study can be used for a variety of fields including book customizing service
such as a book recommendation system that provides images of personal
preference books or genres through application of books favored by individual
customers. Keywords: text visualization; data visualization; book genre visualization | |||
| An Analysis of Composing Multiple Fictional Stories and Its Future Possibility | | BIBAK | Full-Text | 555-559 | |
| Mizuki Sakamoto; Tatsuo Nakajima | |||
| There are currently many cases mixing existing multiple stories and their
characters. A new special world is constructed by extending existing
independent stories and a new mixed story in the special world provides
audience vivid fresh experiences. However, if the mixed story loses the reality
of the popular existing stories, it becomes unattractive to the audience. In
this paper, we present a guideline when designing a good mixed story from
multiple existing stories by analyzing a popular game title named Super Smash
Bros., which contains a mixed story derived from other popular games' stories.
We believe that our guideline is useful when we design the services integrating
various media presenting respective stories through the transmedia storytelling
technique. Keywords: Mixing multiple fictional stories; Reality; Transmedia storytelling; Game
Design; Alternate Reality Game | |||
| Something Is Wrong with Us | | BIBAK | Full-Text | 560-564 | |
| Nicole Williams; Muharrem Yildirim | |||
| This paper describes the design and development of the interactive data
visualization application Something is Wrong with Us. We discuss the
experiential theory of Phenomenology as expressed through data aggregation and
transmission. We analyze data visualization design as a process to express
emotive data networks via sentiment analysis and what we term as "Density
Effect." We conclude our analysis with a discussion on the value of emotive
data visualization and discuss future developments of the application. Keywords: Data visualization; wrongness; narrative; networks; experiential design;
user interface design; sentiment analysis | |||
| An Investigation of Multimodal Metaphors in E-Book Assessment Interfaces | | BIBAK | Full-Text | 567-571 | |
| Dimitrios Rigas; Amirah Algahtani | |||
| This paper investigates the role of some multimodal metaphors in e-book
assessment interfaces using avatar, images, visual text, and earcons in terms
of efficiency, effectiveness and user satisfaction as well as learning
performance. This experimental approach was evaluated using two different
versions (one for a control group and another for the experimental group) of an
e-book examination interface. The experiment was contacted by 30 users. The
first version (VOEBT) that was based on text only to present the test questions
and another version (VMEBT) that used avatars, images, text and earcons to
present the same questions to users. The results of the experiment showed that
the approach taken was effective to communicate additional supportive
information for questions connected to the learning material and could indeed
assist to enhance the usability of e-book assessment interfaces. It was
observed that users taken less time to successfully complete tasks in a manner
that facilitated ease of use and user enjoyment as well as making the interface
more satisfactory. Furthermore, the use of images and avatars made the
information communicated more memorable. Keywords: avatar; e-learning; images; earcons; multimodal; virtual text e-book
assessment | |||
| Estimation of User's State during a Dialog Turn with Sequential Multi-modal Features | | BIBAK | Full-Text | 572-576 | |
| Yuya Chiba; Masashi Ito; Akinori Ito | |||
| Spoken dialog system (SDS) is a typical speech application and sometimes
regarded as one of ideal interfaces. However, most of conventional SDSs cannot
help their user while waiting for input utterance since they treat a user's
utterance as a trigger of processing. This architecture is largely different
from the manner of human-human interaction and factor that makes the user feel
inconvenience when they cannot respond to the system's prompt appropriately. To
solve this problem, the system should be able to estimate the internal state of
the user before observing the user's input utterance. In present paper, we
proposed two-step discrimination method using multi-modal information to
estimate the user's state frame by frame. Keywords: spoken dialog system; user modeling; multi-modal information | |||
| Your Own Facial Parameter Generation for a 3D Avatar Interface Using an MRI Medical Image | | BIBA | Full-Text | 577-581 | |
| Hiroshi Dohi; Hitoshi Iba; Mitsuru Ishizuka | |||
| This paper describes empirical study to make your own facial model for a 3D avatar interface using an MRI medical image. Our idea is that we make use of the MRI medical image as the reference face, then decide more than 50 morphing parameter values automatically to design your original avatar face that resembles a real person. MRI data is also useful for 3D human face/body modeling, although it has been used for medical diagnosis only as a general rule. | |||
| A Computational Model of Graded Cueing: Robots Encouraging Behavior Change | | BIBA | Full-Text | 582-586 | |
| Jillian Greczek; Amin Atrash; Maja Mataric | |||
| This work presents a model of the occupational therapy technique of graded cueing for teaching and practicing desirable health and social behaviors adapted for use in socially assistive human-machine interaction. Graded cueing is represented as a probabilistic model of first prompt choice based on the perceived user ability level. The model is used to increase imitation proficiency of children with autism spectrum disorders through a "Copy Cat" imitation game. | |||
| Developing a Human Figured Agent Interacting to Architectural Context for the Advanced Simulation of Human Behavior in the Built Environment | | BIBAK | Full-Text | 587-590 | |
| Yun Gil Lee; Changhoon Park | |||
| In architectural design, architects conventionally rely on their previous
knowledge and experience, and building codes to evaluate their design
alternatives. These factors for the evaluation of designs normally focus on the
physical information of building such as size, shape, color and so on.
Recently, there have been several attempts to evaluate the performance of the
buildings such as light, energy, heat, structural stability and so on. However,
building and space contains more complicated information than what we have seen
and what these attempts have focused on. Especially, human behavior is one of
the most important factors to evaluate the performance of built environment. In
this manner, we intend to suggest the advanced simulation model for human
behavior in the built environment. It is a kind of human figured agent which
interacts with physical, semantic and social information of the built
environment. Keywords: Virtual Reality; Artificial Intelligence; Building Information Modeling;
Simulation; User Behavior Evaluation | |||
| Automating the Mentor in a Serious Game: A Discourse Analysis Using Finite State Machines | | BIBA | Full-Text | 591-595 | |
| Brent Morgan; Fazel Kehtkar; Athur Graesser; David Shaffer | |||
| Serious games are increasingly becoming a popular, effective supplement to standard classroom instruction [1]. Similar to recreational games, multi-party chat is a standard method of communication in serious games. As players collaborate in a serious game, mentoring is often needed to facilitate progress and learning [2, 3, 4]. This role is almost exclusively provided by a human at the present time. However, the cost incurred with training a human mentor represents a critical barrier for widespread use of a collaborative epistemic game. Although great strides have been made in automating one-on-one tutorial dialogues [5, 6], multi-party chat presents a significant challenge for natural language processing. The goal of this research, then, is to provide a preliminary understanding of player-mentor conversations in the context of an epistemic game, Land Science [7]. | |||
| Reasoning, Planning, and Goal Seeking for Small Combat Unit Modeling and Simulation | | BIBAK | Full-Text | 596-600 | |
| Daniel Rice; Medhat Korna; Peter Amstutz; Dale Malabarba | |||
| The current state of Modeling and Simulation (M&S) scenario creation is
difficult, requiring too much time and effort on the part of Subject Matter
Experts (SMEs) and analysts to produce scenarios that are sufficiently
realistic for valid analysis, as well as a need for more realistic M&S
agent behavior and decision making in simulation. Additionally, there also is a
critical need for decision support tools to support Soldier and Small Unit (SU)
decision making in the field. TSE is currently developing algorithms for the
automation of combat operation simulation behaviors on the individual Soldier
and SU level that may also be leveraged for Soldier and SU decision support
tools to meet these critical Computer-Human Interaction (CHI) domain problems.
TSE is researching and developing the Reasoning, Planning, and Goal-Seeking
(RPGS) architecture, which is targeted at the next generation of constructive
simulations requiring autonomous and intelligent agents that are capable of
problem solving; considering multiple courses of action; coordinating with
friendly forces; following chain of command; and using Tactics, Techniques, and
Procedures (TTPs) to guide operations. Intelligent agents guided by RPGS
methodologies and algorithms will be able to execute complex tasks given
mission goals, initial/boundary conditions, constraints, and access to a
battlespace knowledge base. TSE is creating a formal model of the Soldier and
SU battlespace on which reasoning can be conducted. TSE will integrate two
technical standards into the battlespace knowledge model; the Joint
Consultation, Command, and Control Information Exchange Data Model (JC3IEDM)
and the Coalition Battle Management Language (C-BML). This paper discusses the
application of these standards and the design and development of a battlespace
knowledge base and new RPGStechnologies. Keywords: reasoning; planning; goal selection; autonomous behavior; constructive
simulation | |||
| Dialog Systems and Their Inputs | | BIBAK | Full-Text | 601-605 | |
| Darren Scerri; Alexiei Dingli | |||
| One of the main limitations in existent domain-independent conversational
agents is that the general and linguistic knowledge of these agents is limited
to what the agents' developers explicitly defined. Therefore, a system which
analyses user input at a deeper level of abstraction which backs its knowledge
with common sense information will essentially result in a system that is
capable of providing more adequate responses which in turn result in a better
overall user experience. From this premise, a framework was proposed, and a
working prototype was implemented upon this framework. The prototype makes use
of various natural language processing tools, online and offline knowledge
bases, and other information sources, to enable it to comprehend and construct
relevant responses. Keywords: Dialog Systems; External Knowledge Acquisition; RDF; Knowledge Bases;
Chatterbots | |||
| A Dress Coordination Robot System Which Can Improve User's Ability by a Dialogue Robot | | BIBAK | Full-Text | 606-610 | |
| Aoi Shimizu; Yu Suzuki; Hirotada Ueda | |||
| People who are not good at coordination of apparel tend to wear similar
clothes many times. Unless they notice this fact, they won't be able to change.
Therefore, We developed a dress recommendation system that can cope with this
problem by a conversational robot. A big screen displays life-size clothes and
the robot explains the recommendation Dress is divided into three parts, an
inner, an outer, and bottoms and recommended as a combination of those three.
When it is not user's favorite combination, user can ask a robot the reason for
recommendation. We propose two dialogue strategies, blind spots pointing and
chance discovery mechanism, to improve the user's coordination power. The
system adapts to the user through the interaction. Furthermore, since the robot
explains the user reasons of the recommendation and blind spot pointing, user
can easily carry out the chance discovery. Thus, user's dress coordination
power is improved. Keywords: dress coordination; robot system; dialogue robot; dialogue strategy; chance
discovery | |||
| Specification of Daily-Life Objects Places for "Tidy-Up" Robotic Service | | BIBA | Full-Text | 611-615 | |
| Weerachai Skulkittiyut; Haeyeon Lee; Trung Ngo Lam; Makoto Mizukawa | |||
| In this paper, we focus on the "Tidy-up" robotic service which needs extremely complex and enormous kinds of knowledge about objects, environments, places, and user's status. Especially, we have tried to find the way for specifying of appropriate places of daily-life objects for the "Tidy-up" robotic service. As the first phase, we categorized daily-life objects into three categories: Trashable, Reusable, and Washable. In the specification of an appropriate place, there are two methods: object category based and individual object trajectory based. For the first method, object state machine has been provided for each object category. In the second method, the object trajectories in term of places have been collected. Based on these historical trajectories, we could recognize the trajectory pattern and use it to provide and appropriate place for individual object. | |||
| Safe Physical Human-Robot Interaction through Sensorless External Force Estimation for Industrial Robots | | BIBAK | Full-Text | 616-620 | |
| Axel Vick; Jörg Krüger | |||
| The presented research work introduces the safe limitation of contact forces
between an industrial robot and its human operator during physical
collaboration. While estimating these contact forces with a physics algorithm
in the robot control software, they can be easily limited before getting
harmful. The developed algorithms allow the user to stop and move the robot arm
with moderate effort and therefore he feels safe during interaction. Through
bypassing and redesigning the position feed-back controllers of the robot, the
drive output torques can be held under the critical threshold calculated via
Newton-Euler dynamics. Keywords: human-robot interaction; robot safety; control algorithms | |||
| The Geminoid Reality | | BIBAK | Full-Text | 621-625 | |
| Evgenios Vlachos; Henrik Schärfe | |||
| Our society is on the borderline of information era, experiencing a
transition towards a robotic one. Humanoid and android robots are entering with
a steady pace into our everyday lives taking up roles related to companionship,
partnership, wellness, healthcare, and education among others. The fusion of
information technology, ubiquitous computing, robotics, and android science has
generated the Geminoid Reality. The Geminoid is a teleoperated, connected to a
computer network, android robot that works as a duplicate of an existing
person. A motion-capture system tracks facial expressions, and head movements
of the operator, and transmits them to the robot, overriding at run-time the
preprogrammed configurations of the robots actuators. The Geminoid Reality is
combining the Visual Reality (users' and robot's point of view) with an
Augmented one (operator's point of view) into a new kind of mixed reality
involving physical embodiment, and representation, causing the ownership
transfer, and blended presence phenomena. Keywords: geminoid; android; human-robot interaction; reality; presence; teleoperation | |||
| Remote Controller for Regression Test in the Robot Framework | | BIBAK | Full-Text | 626-629 | |
| Ziyuan Zhang; Haoran Guo; Heng Wang | |||
| Robot framework is an open source efficient test automation framework.
Regression test is an expensive but necessary maintenance activity on modified
software. Although robot framework supports test suite and can generate
straightforward test report and log. However, deployment of robot framework on
various testers' computer is expensive and time-consuming. In addition, testers
may only use the framework in specific project because they could focus on
other test technology on other projects. It is also hard to manage test reports
and logs because test work can take place in the same or different place at the
same or different time under the label Computer Support Cooperative Work. In
this paper, we design and implement a tool called Remote Controller to solve
problems existed in the robot framework. To demonstrate the usability of the
Remote Controller for research and design, we use Remote Controller to explore
the cost saving in different projects: Enterprise Architecture and Relay
loader. Keywords: Remote Controller; Computer Supported Cooperative Work; Human-Computer
Interaction | |||
| Participate: Pervasive Computing for Environmental Campaigns | | BIBA | Full-Text | 633-637 | |
| Alan Chamberlain; Dominic Price; Martin Flintham; Kevin Glover; Chris Greenhalgh; Steve Benford; Andy Gower; Amanda Gower | |||
| Participate was a three year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environmental campaigns. In a series of pilot projects, schools used mobile sensors to enhance science learning; visitors to an ecological attraction employed mobile phones to access and generate locative-media; and the public played a mobile phone game that challenged their environmental behaviours. Key elements of these were carried forward into an integrated trial in which participants were assigned a series of environmental missions as part of an overarching narrative that was delivered across mobile, broadcast and Web platforms. These experiences use a three-layered structure for campaigns that draw on experts, local groups and the general public, who engage through a combination of playful characterisation and social networking. | |||
| Changing Interactions to Reduce Energy Consumption: Specification of a Context-Aware System Centered on the Home Occupants' Concerns | | BIBAK | Full-Text | 638-642 | |
| Myriam Fréjus; Michele Dominici; Frédéric Weis; Germain Poizat; Julien Guibourdenche; Bastien Pietropaoli | |||
| This paper presents the specification of a context-aware system dedicated to
assist home occupants in their everyday life while reducing their energy
consumption. The system behavior and the interaction are built upon the
definition of "situation spaces" based on a prior definition of the contexts of
activity from the point of view of each actor in the home, i.e. taking into
account actors' concerns. The interaction specification appears to be a way to
manage the discrepancy between users' concerns and the system context, which
can reduce errors. To develop context-aware systems that can easily be
appropriated and thus potentially "invisible," we believe it is essential to
articulate choices about architecture and interaction with models of
individual-collective activities built upon real-life observations. Keywords: Context-aware computing; user-centered design; sustainability; ambient
computing; interaction design | |||
| Designing of Face Image Processing Technique for Sorting Out Japanese Raccoons Form Raccoons | | BIBAK | Full-Text | 643-646 | |
| Tadasuke Furuya; Yayoi Kaneko; Hiroaki Ishii; Takafumi Saito | |||
| To observe mode of life of wild animals, it needs to research individual
animal continually. We have to capture these animals temporarily. We need to
capture them safely, of course, without hurting them. In general, we make use
of traps and capture wild animals. Automation and remote-control operation
which monitor traps are needed to reduce costs such as labor costs related to
capture for long periods of time. For this reason we developed new type of
traps that is possible of remote monitoring and remote operation over the
network. Furthermore, we try to recognize face image toward automatic
discrimination. In this study, we explain about preprocessing that face
recognition is needed. Keywords: animal trap; mobile telephone; non-photo realistic | |||
| Infoscope: A Mobile Device Supporting Exploratory and Playful Knowledge Discovery in Physical Environments | | BIBAK | Full-Text | 647-651 | |
| Dimitris Grammenos | |||
| Infoscope is a novel mobile device that can support knowledge discovery and
exploratory playing in physical environments. More specifically, Infoscope
utilizes RFID technology to provide audio guiding and localized question /
answer games and employs wireless communication technologies to exchange
information about its user's interests with computer platforms in order to
present through them related supplementary multimedia information. The device
comes with two accompanying software components: one for editing / updating its
contents, and one running on personal computers for providing supplementary
multimedia information. Infoscope has been evaluated and tested as a museum
guide and as a knowledge discovery toy for toddlers. Keywords: Interactive museum guides; knowledge discovery toys; RFID device; Ambient
Intelligence | |||
| Spot-Light: Multimodal Projection Mapping on Food | | BIBAK | Full-Text | 652-655 | |
| Yui Kita; Jun Rekimoto | |||
| Spot-Light is a projection mapping system for foods that enriches dishes by
projecting images or sounds on foods. Tastes of foods are constructed not only
with simple gustation, but also with appearances and sounds. For better
appearances, ordinary cooking methods such as food coloring agents or crunching
sounds of pie contribute to modify these food properties. However, it is not
possible to purely modify them because all ingredients are inevitable from
chemical interruptions into the original food. Our system enhances these
properties by visual and sound projection with a RGB camera, a depth camera, a
parametric speaker and a projector. Keywords: Food; Projection Mapping; Kitchen | |||
| A Study of Properties and Services of a Smart Home for the Elderly | | BIBAK | Full-Text | 656-660 | |
| Sun Jung Lee; Hyo Chang Kim; Sang Min Ko; Yong Gu Ji | |||
| Republic of Korea is expected to enter into a super-aged society. Therefore,
the needs of studying improved services and policies which support the quality
of life, health, and comfortable living condition of the elderly are likely to
increase. This study suggested a research direction of necessary properties and
services for a smart home by analyzing existing studies to support the life of
the elderly. Through investigation and analysis of studies of smart home and
the elderly, we identified problems and implications of current smart home
related studies. Keywords: Smart Home; Smart Home Service; Elderly; Ergonomics | |||
| A Novel Layer-Scanning Method for Improving Real-Time People Counting | | BIBAK | Full-Text | 661-665 | |
| Daw-Tung Lin; Dong-Han Jhuang | |||
| People counting is an important subject for various applications and
analyses. This paper proposes a novel method for counting the number of targets
by using the layer scanning of depth information provided by the Kinect®
sensor. The steps of this method include constructing a depth image background
model, deriving foreground depth map, filtering the noise, classifying the
targets, and screening the area of targets with layer scanning to calculate the
number of targets by determining the highest position of the respective
targets, tracking and analyzing the objects, and counting the number of the
objects. Moreover, the dynamic number of targets is calculated using a tracking
algorithm. The proposed system is beneficial in automatic, effective, and
precise calculation of the number of targets in a specific area. Furthermore,
the technique of the present method is not affected by the changes of the
ambient light which can effectively reduce the interference of the background. Keywords: People counting; Kinect®; depth information; layer scanning; object
tracking | |||
| iEat: An Interactive Table for Restaurant Customers' Experience Enhancement | | BIBAK | Full-Text | 666-670 | |
| George Margetis; Dimitris Grammenos; Xenophon Zabulis; Constantine Stephanidis | |||
| An active field of research today is the technological enrichment of
everyday activities using augmented reality and ambient intelligence
technologies. To this end, augmenting dinner tables is a challenging task,
requiring a high-quality user experience unobtrusively supporting and enhancing
the user's main goal: eating and socializing. This work presents an augmented
restaurant table, facilitating customers' ordering and enhancing their
experience through entertainment and socialization features, as well as through
interaction with physical objects placed upon the table surface. Keywords: augmented reality; ambient intelligence; interactive tabletop | |||
| My Mirror -- A Tool to Support Self-awareness | | BIBAK | Full-Text | 671-675 | |
| Afarin Pirzadeh; Reecha Bharali; Terri Wada | |||
| Studying different aspects of self such as self-awareness and
self-reflection in the area of HCI is still growing. In this study we focus on
the mirror as one of the main sources of self-information. We present a process
of design research that we conducted to redesign the mirror and develop a low
fidelity prototype of My Mirror, a tool to support self-awareness by triggering
individuals' inner-speech. Keywords: Design Research; Prototyping; Self-awareness; Self-talk; Inner-speech;
Self-knowledge | |||
| Relationship Analysis between the Child's Behaviors Patterns and Sense of Anxiety | | BIBAK | Full-Text | 676-680 | |
| Ayako Sasase; Toshikazu Kato | |||
| This study aims to provide an information assistance mechanism which
estimates the child's state of emotion. This paper shows relationship between
child behavior patterns and sense of anxiety. We assumed a typical situation; a
mother is working at home without caring her child and the child is playing
alone near the mother. We assumed that looking at his mother is a reflection of
anxiety in the situation. Therefore, we have examined the number of times of
looking at his mother. We could observe monolog behaviors in peace of emotion,
while speaking to his mother, frequent moving around, and frequent change of
behaviors in sense of anxiety. We also found distance between the child and his
mother is important for peace of emotion because the anxiety is dissolved by
sitting near his mother in his hand distance. Keywords: behavior; anxiety; child; mother; communication | |||
| Designing a Technology-Augmented School Desk for the Future Classroom | | BIBAK | Full-Text | 681-685 | |
| Calliope Savvaki; Asterios Leonidis; George Paparoulis; Margherita Antona; Constantine Stephanidis | |||
| Technological advancements and contemporary learning theories dictate the
need for redesigning the school environment to embed technology in a seamless
way. This paper describes an approach towards the development and modernization
of the future classroom, by redesigning the student desk. A
technology-augmented desk was designed following an iterative approach, leading
to the creation and evaluation of several alternative solutions. Keywords: school desk; future classroom; smart classroom; ambient intelligence | |||
| Automatic GUI Generation for Home Electric Appliances by Remote Controller on Ad-Hoc Wireless Communication | | BIBAK | Full-Text | 686-690 | |
| Hiroki Sawada; Tomohiro Hase | |||
| A majority of home electric appliances are now remotely operable with remote
controllers. Users therefore need to operate a wide variety of remote
controllers with designs that vary by model and by manufacturer. Also, along
with the sophistication and functionality of the appliances, these remote
controllers are each provided with an increased number of operation buttons.
This makes it more difficult for users to find the correct button from the many
buttons. Further, a television set, for example, is commonly used combined with
other appliances. Users are then required to manipulate remote controllers for
several appliances in the correct order, while thinking about the necessary
procedure. Keywords: remote; operate; Ad-Hoc; Wireless; Communication | |||
| CLIM: An Interactive Tabletop for Landscape Modeling | | BIBAK | Full-Text | 691-695 | |
| Matthew Swarts; Paula Gomez; Pedro Soza; Jonathan Shaw; James MacDaniel; David Moore | |||
| In this paper we describe our development of an interactive touch tabletop
user interface for a landscape design tool. The user interface provides a view
of the data, which combines the affordances of a multi-touch tabletop display
with a vertical screen for real-time feedback. While the table metaphor fits
well with the concepts of a top down view of land-scape, approachable from any
direction, the board metaphor provides a clear, shared orientation for reading
output charts. We also present a data model for landscape projects, which
provides a knowledge-based approach to design decision making. We discuss the
sourcing of the datasets that drive our landscape model. Keywords: Interactive Tabletop; Landscape Design; Knowledge-based Design; Touch User
Interface; Campus Information Modeling | |||
| CamouLED: Real-Time Generation of Pixel Pattern for Camouflage | | BIBAK | Full-Text | 699-703 | |
| Woon Jung Cho; Hye-Kyoung Seo; Hannah Kim; Jiyeun Lee; Dong-Hyun Kang; Min-Ki Kim; Kwang-Hee Han | |||
| This study has developed CamouLED, which is a real-time patterning technique
for active camouflage, using light emitting diodes (LED). Once a CMOS camera
receives a background image, camouflage patterns are generated real-time by the
patterning program. The major strategies for color combination include Average,
Main and Mosaic. Two arrangement types (Arrange, Random) control background
properties and distribution of pixels to generate patterns. The generated
patterns are then displayed on an 8 x 8 LED matrix. The system provides over
85% of color consistency between the inputted and outputted colors. Future
researches should concentrate on improving the fine details of the real-time
patterning program as well as the LED controlling technique for better adaptive
camouflage. Keywords: active camouflage; visual stealth; camouflage patterning algorithm; adaptive
pattern; real-time patterning | |||
| Cloth Handling in Virtual Space | | BIBAK | Full-Text | 704-707 | |
| Shigeru Inui; Yuko Mesuda; Yosuke Horiba | |||
| Cloth is used for design and production of clothing and virtualization of
cloth is beneficial. In this study cloth handling is virtualized. Cloth is
mechanically formulated and modeled. The motion of the position of human hand
in the real world is captured using Kinect that is a sensor of game-machine.
The motion of the position of human hand to the cloth model and handling of
cloth is simulated in the virtual world. Handled cloth interferes with other
object in the virtual space because collision detection and reaction are
defined for the cloth model. Three-dimensional shape of hand is extracted from
the depth image of Kinect and the motion of the shape of the hand in the
virtual space is displayed. Keywords: Cloth Handling; Simulation; Kinect | |||
| The Role of Spatial Immersion for Tasks Based on the Use of Egocentric Frames of Reference | | BIBAK | Full-Text | 708-712 | |
| Michael Kozhevnikov; Dana Hayes; Maria Kozhevnikov | |||
| The focus of the current study was to understand which aspects of 3D
immersive virtual reality are particularly useful for tasks based on the use of
egocentric frames of reference. Twenty-two undergraduate students learned
relative motion concepts in an interactive virtual reality simulation, either
in an immersive virtual environment (IVE) or non-immersive desktop virtual
environment (DVE). Our results show that the IVE group improved more
significantly than the DVE group on solving relative motion problems after
training in the simulations. The students' improvement from the pre- to post-
problem solving test revealed that, through correlation analysis and rating
different scales of presence, only spatial immersion scale showed a significant
correlation which favored the IVE. This result supports our hypothesis that
egocentric encoding of the scene in IVE is beneficial for tasks based on the
use of egocentric frames of reference. Keywords: Immersivity; Virtual Reality; Relative motion | |||
| What Does the HUD Tell Us?: The Heads Up Display | | BIBAK | Full-Text | 713-717 | |
| Stein C. Llanos | |||
| How important is the overlay interface, or Heads Up Display (HUD) to the
identification of games for videogame players? In order to investigate this
issue I created an on-line survey where respondents were asked to identify
games by genre based on screenshots of the game with and without HUD. While the
data indicate that the presence of the HUD increases the overall number of
correct categorizations of the games and the respondents' confidence in their
answers, the effect is much smaller than anticipated relative to other cues
such as camera position and avatar placement. Keywords: Entertainment; Immersion; Embodiment; Video Games | |||
| Interactive Stereoscopic Authoring in MR-Based Pre-visualization for 3D Filmmaking | | BIBAK | Full-Text | 718-722 | |
| Shohei Mori; Fumihisa Shibata; Asako Kimura; Hideyuki Tamura | |||
| This paper presents a mixed reality (MR) based system for on-set
pre-visualization (PreViz) of stereoscopic 3D (S3D) films. PreViz refers to
simple computer-generated shots created in the preproduction phase (before
shooting). In terms of stereography, this preparation enables stereographers to
design S3D effects on the screen and camera-work using rather cheap computer
graphics (CG). However, how a scene actually looks like in S3D are unknown
until the production phase on-site. Therefore, we propose a system, which
enables users to visualize expected results in the preproduction phase instead
of the usual production phase. Keywords: Mixed Reality; Stereoscopic 3D; Filmmaking; Camera Registration | |||
| Using Game Technology to Develop Snowboard Training Simulator | | BIBAK | Full-Text | 723-726 | |
| Changhoon Park; Junsuk Moon | |||
| The motion sensor, such as Kinect and Wii remote has attracted the attention
especially for the development of virtual reality games. Most of games using
motion sensor provides entertainment. These games have a limitation that if
players want to learn and exercise practical sports skill. To overcome this, we
aim to provide a sport-training program that is effective and applicable to
real life sports. This paper will present a virtual simulator for the beginners
to train and learn snowboarding skill. Player can practice five basic exercises
in the simulator. To accomplish this, following three main functions will be
implemented based on sport science and advanced game technology. Keywords: snowboard; simulator; virtual coach; feedback; presence | |||
| Collision Avoidance Affected by Walker's Head Direction in a Virtual Environment | | BIBAK | Full-Text | 727-731 | |
| Shunya Ueda; Michiteru Kitazaki | |||
| We investigated participants' active response to avoid collision with an
approaching walker in a virtual environment. The walker was approaching and
then changed his direction leftward or rightward at a random timing. The
walker's head rotated (yaw) leftward or rightward, or remained straight at
533ms before direction change of walking. Ten participants were asked to avoid
collision by moving a mouse laterally to move own viewpoint. We found that
participants' collision avoidance behavior was affected by head directions.
They moved in the opposite direction to the other walker's head direction when
the walker rotated his head. These results suggest that we utilize other
people's head direction to avoid collision in active situation as well as
static perceptual situation. Keywords: Perception and action; Collision avoidance | |||
| The Problem of Implicature in "Do Not Track" Choice Design | | BIBA | Full-Text | 735-739 | |
| Lisa Harper; Deborah Kohl; Kathryn Summers | |||
| In an observational study using an eye-tracker, subjects were presented with a modeless cookie choice dialog preceding a short survey on Internet privacy. Subjects were later asked whether they believed ad trackers were present on the site or not. 41% believed there either were or were not ad trackers on the site based on not clicking "allow" or "block", respectively. These results suggest that a pragmatic implicature is in play -- information is suggested though not explicitly stated. | |||
| SpeechProtector: A Speech Protection System for Preventing Reporting Bias | | BIBAK | Full-Text | 740-744 | |
| Kazutaka Kurihara; Koji Tsukada | |||
| Freedom of expression is welcomed in democratic nations, but there is no end
of cases in which recorded video is processed to report information not
intended by the person in the video. For this article, we have developed a
prototype system for preventing this sort of bias in reporting. The system is a
smartphone application that allows users, who are the subject of
news-gathering, to also record the material themselves, post it to a video
sharing site, and to display a QR code containing a link to the video. The
system enables a link to a video reproducing the original statements to be
forcefully embedded in the report video, which should inhibit bias in the
reporting as it is presented later. Keywords: Reporting bias; QR code; smartphone; YouTube | |||
| Secure and Usable PIN-Entry Method with Shoulder-Surfing Resistance | | BIBAK | Full-Text | 745-748 | |
| Mun-Kyu Lee; Hyeonjin Nam | |||
| We propose a new PIN-entry method which prevents shoulder surfing attacks
effectively. The proposed method uses a random mapping between the PIN digits
and alphabets given as challenges to the users. The user's task is to recognize
this mapping and to enter the mapped alphabet sequence instead of directly
entering the PIN digits. The intuitive nature and easy interface of the
proposed scheme enables the users to learn it easily, and the experimental
results in the pilot test show that the new method guarantees fast and reliable
authentication. To be precise, the average authentication time was 5.8 to 6.8
seconds, and the average error rate was 3.3 to 6.7%. Keywords: user authentication; personal identification number; shoulder surfing attack | |||
| Optimized Anonymity for Intergenerational Communication Based on the Concept of Crowdsourcing | | BIBAK | Full-Text | 749-753 | |
| Yuki Nagai; Atsushi Hiyama; Takahiro Miura; Masaru Miyazaki; Michitaka Hirose | |||
| The grandparent-grandchild (GP-GC) relationship is considered important
especially in hyper-aged societies with low birth rates. With the popular trend
in information and communication technology (ICT) towards SNS-like
crowdsourcing, our aim is to create GP-GC-like relationships among users of
online social networks. As a first step, we conducted an experiment in which we
connected seniors and young people on an SNS. Our results indicate that seniors
are interested in young people's life-logs, but most of their comments in the
experiment were in the form of overbearing or meaningless advice. On the basis
of these results, in this paper, we also discuss the design of a system that
facilitates an augmented GP-GC relationship. Keywords: anonymity; seniors; crowdsourcing; SNS | |||
| Laptop Security and Data Protection with Intel® Anti-Theft Service | | BIBAK | Full-Text | 754-758 | |
| Sasanka Prabhala; Jiphun C. Satapathy | |||
| With technology advancements and widespread adoption of connectivity, more
and more users are using a wide range of devices to access information whenever
and wherever they want. With increase in laptop usage, there is also an
increase in laptop theft. This paper describes how Intel® Anti-Theft
Service (IATS) powered by Intel® Anti-Theft Technology (Intel AT) helps
protect both the asset (device) and data by locking down the device if lost or
stolen. In this paper, we outline the working of Intel AT, operation of IATS,
design and development of IATS from user experience viewpoint, and conclude
with shared quantitative and qualitative metrics for implementation of Intel AT
with customers and partners. Keywords: Intel Anti-Theft Technology; Intel Anti-Theft Service; Anti-Theft Service;
User Experience; Qualitative and quantitative metrics | |||
| Cyber Trust and Suspicion: A Human-Centric Approach | | BIBAK | Full-Text | 759-763 | |
| Hongbin Wang | |||
| Conventional wisdom has regarded cyberspace security as a pure technology
issue -- sophisticated information techniques, tools, and policies are a must
in order to detect and defeat threats. At a more foundational level, however,
it is now clear that cyberspace security is also, if not more, a human-social
phenomenon -- how human operators, be they everyday internet users or national
intelligence analysts, perceive and make sense of cyber events "closes the
loop" and is therefore essential for the ultimate success (or failure) of
cyberspace security. In this position paper we argue for the need of studying
cyber trust and suspicion from a human-centric approach. Based on a principled
abduction-based framework, the results will answer a full range of fundamental
questions regarding cyber trust and suspicion. Keywords: Cybersecurity; Trust and Suspicion; Human Belief Revision; Psychology;
Computational Modeling | |||