| Visual Programming of Location-Based Services | | BIBA | Full-Text | 3-12 | |
| Antonio Bottaro; Enrico Marino; Franco Milicchio; Alberto Paoluzzi; Maurizio Rosina; Federico Spini | |||
| In this paper we discuss a visual programming environment for design and rapid prototyping of web-based applications, securely connected to remote Location-Based Services. The visual programming approach of this research is based on computation as data transformation within a dataflow, and on visual composition of web services. The VisPro environment uses a very simple approach to service composition: (a) the developer takes a set of web widgets from a library, (b) builds interactively a user interface by drag and drop, (c) builds the application logic of the web service by drawing the connections between boxes (standing for suitable data transformations) and widgets (standing for user interaction). The development session produces, in presentation mode, a web page where the user may trigger, and interact with, the novel data mining and related computation. A successful GUI (and logic) is abstracted as a new service, characterized by a new widget, and stored in the widget library. | |||
| Connecting Envisioning Process to User Interface Design Process | | BIBAK | Full-Text | 13-19 | |
| Naotake Hirasawa; Shinya Ogata; Kiko Yamada-Kawai | |||
| As embedded systems have increasingly become multifunctional, it has become
necessary to clarify what sorts of experiences the user can have through these
functions. It is the system's user interface (UI) that leads this user
experience, therefore, UI design has increased in importance. However,
conventional design processes, often set the UI design after defining the
system requirements, which causes operations to become more complex and leads
to a lack of operational consistency. To overcome these problems, a design
process was conceived whereby the user experience envisioned in the product
planning phase is realized in the UI. Two workshops were held for
development-related personnel to introduce the conceived process into actual
development projects. The effectiveness of the process was acknowledged by all
the participants, but they also pointed out the difficulty of incorporating the
process into their organizations. Keywords: User Interface Design; Design Processes; Workshop | |||
| Learner-Centered Methodology for Designing and Developing Multimedia Simulation for Biology Education | | BIBAK | Full-Text | 20-29 | |
| Chi-Cheng Lin; Mark Bergland; Karen Klyczek | |||
| Biology students need exposure to modern research techniques relatively
early in their educational careers. Computer multimedia simulation tools have
been developed to address the challenge of providing all students with hands-on
laboratory research experience. This paper presents a learner-centered approach
to the design and development of a multimedia simulation for biology education.
We present our methodology and a multimedia simulation tool designed and
developed using the methodology. Out tool has been widely adopted by biological
science educators for teaching molecular biology subjects in a wide range of
undergraduate biology courses. We believe that our methodology can be adopted
or adapted by learner communities in other disciplines. Keywords: learner-centered methodology; case-based pedagogy; multimedia simulation;
biology education; bioinformatics; workflow analysis | |||
| User Interface and Information Management of Scenarios | | BIBAK | Full-Text | 30-39 | |
| Robert Louden; Matthew Fontaine; Glenn A. Martin; Jason Daly; Sae Lynne Schatz | |||
| Scenario-based training has shown to be an effective instructional approach.
However, it can be difficult for instructors to create scenarios as they are
time-consuming to develop. This can result in the same scenarios being re-used,
reducing training effectiveness. Furthermore, scenarios are based on training
objectives and can vary in complexity. Researchers have investigated methods to
simplify this process by assessing various approaches to scenario generation.
Within such a tool, however, there needs to be a way to easily understand the
different scenario components and their relationships within the scenario. This
paper discusses the PYTHAGORAS (Procedural Yielding Techniques and Heuristics
for Automated Generation of Objects with Related and Analogous Scenarios)
system and specifically its editor used to create scenarios. We designed this
system to simplify the process of scenario generation, providing a clearer
understanding of the scenario components and relationships. Keywords: Scenario Generation; Scenario Editor; Scenario Components | |||
| Giving UI Developers the Power of UI Design Patterns | | BIBAK | Full-Text | 40-47 | |
| Jocelyn Richard; Jean-Marc Robert; Sébastien Malo; Joël Migneault | |||
| UI developers interested in UI design patterns generally face major problems
when trying to use them, because of the complexity of pattern libraries and the
lack of supporting tools. As a consequence, UI design patterns are not widely
used and this entails an important loss of productivity and quality. In this
study, we identified and wrote 30 UI patterns that were made available in a
library, and we compared four modes of presentation for them: pattern
thumbnails, application types, decision trees, and alphabetical mode. Ten
subjects participated in the study. User satisfaction was higher with the three
new modes than with the alphabetical mode. Search time was higher with the
three new modes than with the alphabetical mode. Although difficult to
evaluate, pattern relevance was better with the three new modes. Those findings
were turned into recommendations for immediate applications. In the conclusion,
we propose some research avenues for the future. Keywords: user interface design patterns; design pattern libraries; pattern language
user interface design; mode of presentation | |||
| The Cultural Integration of Knowledge Management into Interactive Design | | BIBAK | Full-Text | 48-57 | |
| Javed Anjum Sheikh; Bob Fields; Elke Duncker | |||
| This research is being conducted to address the integration of cultural
factors in interactive information system to enhance the reach of knowledge
management to culturally heterogeneous user. In this context, we introduced a
knowledge management framework. This method will help researchers to understand
how different cultures view similar concepts. The result and analysis we
expected in this research is intended to guideline to design knowledge
management based cross-cultural interface. The result will increase usability
enhancement and interaction patterns in interactive design. Keywords: Cultural Integration; Cultural Interface; Cultural Representation; Cultural
Design; Knowledge Management; Usability; User Interaction | |||
| Supporting of Requirements Elicitation for Ensuring Services of Information Systems Used for Education | | BIBAK | Full-Text | 58-65 | |
| Yuki Terawaki | |||
| This paper describes a method to ensure the quality requirements from
service receiver in the requirement definition phase of system development. The
proposed method measures the quality characteristics that are in the
requirement document using the text-mining technique and concept dictionary and
identifies requirements of document with quality characteristics of the
International Standards Organization (ISO) / the International Electrical
technical Commission (IEC) 9126-1:2001[1]. The case study shows that the
quality characteristics are contained in the requirements document. Keywords: Requirements Engineering; RE; Non-Functional Requirements; ISO/IEC 9126;
text-mining approach | |||
| Visualizing Programs on Different Levels of Abstractions | | BIBAK | Full-Text | 66-75 | |
| Jo-Han Wu; Jan Stelovsky | |||
| To facilitate comprehension in an educational environment, a program should
be ideally visualized using numerous depictions that employ different
perspectives and levels of detail. Object-oriented programs that contain
multiple levels of abstractions as a result of the modular design and
encapsulation are primary candidates for such visualizations. ProViz is a
framework that supports efficient creation of high-level visualizations for
programs. Therefore implementing several visualizations of a program with
ProViz has become a manageable effort. This article describes how a stack
program is visualized on different levels of abstractions as an example of how
multiple visualizations can be used in a course to help students understand
data structures and algorithms. Keywords: abstraction; object-orientation; software visualization; program
visualization; algorithm | |||
| Measurement and Evaluation in Service Engineering | | BIBAK | Full-Text | 76-81 | |
| Sakae Yamamoto; Hiroyuki Miki; Hirohiko Mori | |||
| This paper discusses how to advance the service engineering research. The
service engineering is still established as study, and has not been completed.
However, it dared to take up how to advance the service engineering research.
As for the reason, the following three points are thought. First of all, the
methodology of an original service engineering cannot establish it yet. The
secondly, researchers involved in the service engineering have taken an active
part to the research in various fields. Thirdly, the service engineering is
researched therefore based on each one's current knowledge. It has been thought
that it is necessary to devise a method that manages to be unified. Of course,
what respect you should note while thinking about the system of the service
engineering now is described. Especially, it is thought that the finding of a
deeply related field to the Ergonomics is needed in the service engineering. Keywords: Service Engineering; Kano Theory; Industrial Engineering | |||
| A Human Interface Toolkit for Developing Operation Support System of Complex Industrial Systems with IVI-COM Technology | | BIBAK | Full-Text | 82-89 | |
| Yangping Zhou; Yujie Dong; Xiaojing Huang; Hidekazu Yoshikawa | |||
| A human interface toolkit is proposed for helping the user to develop
operation support system of complex industrial system such as Nuclear Power
Plant (NPP). With a friendly graphical interface, this integrated tool includes
a database, a procedure editor and a procedure executor. A three layer
hierarchy is adopted to express the complexity of operation procedure, which
includes mission, process and node. There are 10 kinds of node: entrance, exit,
hint, manual input, detector, actuator, data treatment, branch, judgement and
plug-in. The operation support system will sense and actuate the actual
industrial systems with the interface based on IVI-COM (Interchangeable Virtual
Instrumentation-Component Object Model) technology. A prototype system of this
human interface toolkit has been developed is applied to develop a simple
operation support system for a simulated NPP. Keywords: Human Interface Toolkit; Operation Support System; Complex Industrial
System; IVI-COM | |||
| A Conceptual Model of the Axiomatic Usability Evaluation Method | | BIBAK | Full-Text | 93-102 | |
| Yinni Guo; Robert W. Proctor; Gavriel Salvendy | |||
| This paper describes a new usability evaluation method developed for
consumer electronics. This method, Axiomatic Evaluation, is based on Axiomatic
Design theory, a formalized methodology that can be used to represent a variety
of design problems. From this perspective, to generate a design that meets the
perceived needs, designers should first specify the design goals of "what we
want to achieve", and then start the design process with a clear description of
"how we will achieve it", so that the recursive "design/build/test" cycle could
be reduced. Keywords: axiomatic design; usability engineering | |||
| Study on Evaluation of Kawaii Colors Using Visual Analog Scale | | BIBAK | Full-Text | 103-108 | |
| Tsuyoshi Komatsu; Michiko Ohkura | |||
| In the 21st century, the Kansei values of industrial products are considered
very important. Kawaii is one of the important Kansei values for future
interactive systems and industrial products. However, since only few studies
have focused on kawaii attribute, we systematically analyze the kawaii
interfaces themselves, that is, the kawaii feelings caused by such attributes
as shapes, colors, and materials. In previous experiments, we obtained
interesting tendencies about kawaii attributes. For example, if an object has
more brightness and more saturation, more participants chose it as most kawaii
for every hue. The most commonly chosen hue was purple for both men and women.
However, since we have not studied intermediate hues based on the Muncell Color
System, we systematically experimented on the color elements to clarify the
tendencies of kawaii colors. The experimental results clarified the tendencies
of kawaii colors for each color element, such as hue, saturation, and
brightness. Keywords: kawaii; color; hue; saturation; brightness; vas; Kansei; virtual object | |||
| Representation of Decision Making Process in Music Composition Based on Hypernetwork Model | | BIBAK | Full-Text | 109-117 | |
| Tetsuya Maeshiro; Shin-ichi Nakayama; Midori Maeshiro | |||
| Music composition is treated as a repetitive decision making process, and
represented using the hypernetwork model, the proposed model. The hypernetwork
model allows more specific description of relationships among represented
entities than conventional knowledge representation models such as semantic
network. Music composition of a musical piece of 100 measures (performance
duration of 6-8 minutes) by a professional composer is analyzed based on the
description of decisions involved. Musical piece represented as musical scores
are represented with hypernetwork model where the decisions are the
representational units. Single or multiple decisions are related with other
decisions, and quantitative similarity based on relationality among decision
sequences provided by the hyperlink model enables the discrimination of various
types and degrees of similarity. Keywords: Knowledge representation; similarity relationship network; decision making;
music composition | |||
| Some Issues toward Creating Human-Centric Services | | BIBA | Full-Text | 118-121 | |
| Hirohiko Mori | |||
| Some issues about creating some human-centric services and contents are described and discussed, especially in ubiquitous computing environments. The term of "ubiquitous" are used in the different meanings in different situations. So, I, first, try to identify each meaning and, according to this arrangement, I discuss some issues how to create human-centric services in the academic ways. | |||
| A User-Centric Metadata Creation Tool for Preserving the Nation's Ecological Data | | BIBAK | Full-Text | 122-131 | |
| Fatma Nasoz; Renée C. Bryce; Craig J. Palmer; David J. Rugg | |||
| This paper describes the methodology to develop a metadata editing
environment that (1) is scientist-friendly, (2) promotes accurate recording of
metadata, and (3) enables interoperability across multiple metadata standards.
Scientist-friendly software will increase scientists' willingness to create
metadata and the quality of that metadata. This study identifies the usability
issues in an existing metadata creation tool and initiates the development of a
state-of-the-art user interface that allows the biological research community
to more accurately record and share data. Keywords: Metadata; user-centric; usability; heuristics | |||
| Comparison between Mathematical Complexity and Human Feeling | | BIBAK | Full-Text | 132-141 | |
| Masashi Okubo; Akiya Togo; Shogo Takahashi | |||
| Recently, we have often the opportunity to shop for something on the
computer display connected to the Internet. However, it is often said that the
product arrived at the home is something different from it presented on the
computer display. We have studied into the differences between the shape
evaluation in virtual space and in real space. And it is indicated that the
shape evaluation in virtual space is slightly difference from it in real space,
especially, in case of evaluation of product which has the complex contour[1].
In this research, we are focusing on the complexity of contour. The complexity
is defined by mathematical methods, for example, Hurst exponent in fractal
geometry. In this paper, we have proposed the algorithm which makes the curve
lines based on the Hurst exponent. And using these curve lines made by proposed
method, we have investigated that the mathematical complexity is equal to the
complexity which people feel by sensory evaluation or not. The result shows
that Hurst exponent almost can show the complexity which people feel, however,
it is difficult in case of the cyclic curves. Keywords: Curve complexity; Sensory evaluation; Bradley-Terry model | |||
| How Do Real or Virtual Agent's Body and Instructions Contribute to Task Achievement? | | BIBA | Full-Text | 142-151 | |
| Yugo Takeuchi; Hisashi Naito | |||
| In face-to-face communication, we can confidently communicate through our bodies. Recently, agents have widely surfaced as existences that interact with humans, and several studies have investigated the formation of social relations with such agents. This research focuses on 'sharing an environment' when humans communicate with humans, and we adapt it to human and agent interactions. We examined the effects of sharing an environment in two cooperative task experiments in real/virtual worlds and found that reception frequency for information from the agent with a body in the real world is significantly higher than the reception frequency for information with the agent with a body in the virtual world. In conclusion, our results suggest that sharing the same environment through a body affected the reliability of the information. | |||
| Interaction Mediate Agent Based on User Interruptibility Estimation | | BIBAK | Full-Text | 152-160 | |
| Takahiro Tanaka; Kinya Fujita | |||
| In recent years, the scope of users receiving information from information
systems has been increasing. However, the timing of interruption is not
controlled in most of these systems. In this paper, we propose a secretary
agent to mediate interactions between users and others. The agent estimates
user interruptibility from PC operation records and head motions. Moreover, the
agent requests interaction from others by controlling the avatar's gaze, joint
attention, and mutual gaze on the basis of the interruptibility. We confirmed
the usefulness of the mediation based on the estimation of user
interruptibility. Keywords: interruptibility; estimation; human-agent interaction; application switching | |||
| Ontological Approach to Aesthetic Feelings: A Multilingual Case of Cutism | | BIBAK | Full-Text | 161-164 | |
| Akifumi Tokosumi; Fumina Teng | |||
| This paper outlines how the Sensibility-Aesthetics Ontology project aims to
construct a comprehensive knowledge-base of sensibility-aesthetics related
concepts. The target of the current paper is to examine 'kawaii' (Cutism) in
Japanese and Chinese culture. Using a combination of four methodologies
(meta-analysis of dictionary definitions, quantitative analysis of linguistic
usage, content analysis of voluntarily produced text containing the target
concept, and structured interviews concerning the cognitive components of the
target concept), cognitive components of the concept were formalized into a
frame structure. The typical frame for Japanese Cutism is: experiencer --
mother, female, male; user -- female; appraisal -- small, weak; object -- girl,
baby, infant, pet, everyday things, animal, plant; subjective experience --
attachment, charmed; action inclination -- protect, possess, emotion share,
conceal. Chinese Cutism has similar framing terms although the 'object'
component has far fewer variants than Japanese. As an application of the
constructed Cutism ontology, an analysis of the Cutism words used in the novels
of Haruki Murakami was discussed. Keywords: Cutism; Aesthetic emotions; Ontology; Frame; Semantics | |||
| Constructing Phylogenetic Trees Based on Intra-group Analysis of Human Mitochondrial DNA | | BIBAK | Full-Text | 165-169 | |
| Ivan Vogel; Frantisek Zedek; Pavel Ocenasek | |||
| This paper describes a modified algorithm for inferring phylogenetic trees
based on distance techniques. The input of the algorithm consists of predefined
clusters of data. It uses a usual agglomerative approach, however it involves a
novel technique for distance matrix creation as the task of clustering
predefined groups of human mitochondrial DNA sequences should be fulfilled. Keywords: intra-group analysis; substitution model; position-specific clustering
vector; mtDNA; population divergence; phylogenetic tree; neighbor joining | |||
| A Qualitative Study of Similarity Measures in Event-Based Data | | BIBAK | Full-Text | 170-179 | |
| Katerina Vrotsou; Camilla Forsell | |||
| This paper presents an interview-based study of the definition of sequence
similarity in different application areas of event-based data. The
applicability of nine identified measures across these areas is investigated
and discussed. The work helps highlight what are the core characteristics
sought when analysing event-based data and performs a first validation of this
across disciplines. The results of the study make a solid basis for follow-up
evaluations of the practical applicability and usability of the similarity
measures. Keywords: Event-based data; event-sequences; evaluation; qualitative study; similarity
measures | |||
| Feasibility Study of Predictive Human Performance Modeling Technique in Field Activities | | BIBAK | Full-Text | 180-189 | |
| Naomi Yano; Toshiyuki Asahi; Shin'ichi Fukuzumi; Bonnie E. John | |||
| This paper reports the results of usability evaluation based on the
predictive human performance models applied to any products, and introduces
application of a tool for predicting operational time to an IP phone and an
electronic health record system UI consulting. We assessed effectiveness of
this tool using efficiency estimation technique and extracted the practical the
practical problems. In the human interface (HI) consultation process, as the
tool predicts execution time of the current version and of the improved
version, the improvement effect could be assessed. For an IP phone, we created
the modified user interface designs from the point view of operational
efficiency, so that we could indicate effectiveness of this tool by comparing
task execution time. For an electronic health records, however, it is difficult
to "directly" verify the effectiveness of the modified user interface designs
from an efficiency standpoint. Through an evaluation scenario, the tool
provided data that is necessary for assessment of improvement in this case. Keywords: Usability Evaluation; Predictive human performance model; Consultation;
Efficiency; Understandability | |||
| Surprise Generator for Virtual KANSEI Based on Human Surprise Characteristics | | BIBA | Full-Text | 190-198 | |
| Masaki Zenkoyoh; Ken Tomiyama | |||
| This paper proposes a technique to generate emotion state of surprise and to generate motions to express this emotion for robots. Surprise emotion is known to have unique characteristics compared to other emotions such as anger and grief. It is often caused by discrepancies between prediction and actual event and is also an instant emotion. A conceptual structure of a surprise generator to generate emotion state of surprise for robots is developed based on these human surprise characteristics. The generator contains a predictor that is used to fined discrepancies between the real events and expectations. | |||
| Explicit Modeling and Visualization of Imperfect Information in the Context of Decision Support for Tsunami Early Warning in Indonesia | | BIBA | Full-Text | 201-210 | |
| Monika Friedemann; Ulrich Raape; Sven Tessmann; Thorsten Schoeckel; Christian Strobl | |||
| A certainty model and appropriate visualization techniques are presented which are applied in a newly developed Decision Support System (DSS) for tsunami early warning deployed in Jakarta, Indonesia. Our decision support approach makes use of multi-sensor fusion and pre-computed tsunami scenario simulations to create situational awareness as basis for reasonable early warning. As the Indonesian coastline is prone to near-field tsunami scenarios decision making must take place under time-critical conditions based on incomplete and uncertain information. In order to reduce the probability and the consequences of a false decision, we have developed and employed a certainty model which implies a classification of imperfect information suitable for the tsunami early warning domain and the quantification of imperfect data. The model is mapped onto and supported by appropriate visual representations. | |||
| Kansei Stroll Map: Walking around a City Using Visualized Impressions of Streetscapes | | BIBAK | Full-Text | 211-220 | |
| Yuichiro Kinoshita; Satoshi Tsukanaka; Takumi Nakama | |||
| Information about the nature and characteristics of streets is useful to
tourists. This paper introduces the Kansei stroll map that visualizes
streetscape impressions. First, subjective evaluation experiments were
conducted to investigate the impressions of 475 streetscapes in Kyoto. Using
the Kansei structure visualization technique, proposed by the present authors,
these impressions from around the city were visualized using colour and colour
density and then implemented on PCs. User studies with eight participants
examined its use in planning routes and walking in the city. The user studies
suggest that the visualized impressions provided by the Kansei stroll map help
users to find less-known places and streets that match their interests. Keywords: visualization; impression; map; stroll trip; Kansei | |||
| Multivariate Data Visualization: A Review from the Perception Aspect | | BIBAK | Full-Text | 221-230 | |
| Yan Liu | |||
| Last two decades have seen the development of varieties of new methods for
visualizing multivariable data and a few attempts have been made to survey and
compare some of these techniques. Despite valuable reviews, they did not
systematically study the perception tasks involved in these techniques which
affect the efficiency of their information decoding due to limited humans'
visual perception system. This paper serves to fill this gap through reviewing
three well known multivariate visualization techniques apropos their associated
perception tasks for three data exploration purposes. Advantages and
disadvantages of each tool are discussed. Keywords: visual perception; data exploration; trellis display; parallel coordinates;
pixel-based techniques | |||
| Methods for Service Sciences from Visualization Points | | BIBAK | Full-Text | 231-238 | |
| Hiroyuki Miki; Naotsune Hosono; Sakae Yamamoto | |||
| Recently, situations surrounding business organizations have been changing
rapidly and extensively. Due to the wide availability of broadband Internet in
many countries, international division of labor, namely offshoring, has become
quite common, and global competition is growing intense [1]. As a result,
business organizations must seek to produce added-values and higher efficiency
to survive the competition. To produce added-values and higher efficiency, a
variety of issues have been coped with in the research area named Service
Sciences or Service Engineering (SS in short). Since a large amount of data is
acquired, analyzed, and utilized in SS, a scientific and engineering approach
is important in it. This paper firstly outlines the approach and visualizations
for it, and then discusses good solutions for both the service provider and the
customer. By addressing "visualization", important points of SS activities are
clarified. Keywords: Service Sciences; Customer Expectation Management; Persona; Scientific
Disciplines; Productivity | |||
| Interacting with Semantics: A User-Centered Visualization Adaptation Based on Semantics Data | | BIBAK | Full-Text | 239-248 | |
| Kawa Nazemi; Matthias Breyer; Jeanette Forster; Dirk Burkhardt; Arjan Kuijper | |||
| Semantically annotated data gain more and more importance in future
information acquiring processes. Especially the Linked Open Data (LOD) format
has already experienced a great growth. However, the user-interfaces of
web-applications mostly do not reflect the added value of semantics data. The
following paper describes a new approach of user-centered data-adaptive
semantics visualization, which makes use of the advantages of semantics data
combined with an adaptive composition of information visualization techniques.
It starts with a related work section, where existing LOD systems and
information visualization techniques are described. After that, the new
approach will bridge the gap between semantically annotated data (LOD) and
information visualization and introduces a visualization system that adapts the
composition of visualizations based on the underlying data structure. A case
study of an example case will conclude this paper. Keywords: linked open data; semantic visualization; semantic web | |||
| Riding the Technology Wave: Effective Dashboard Data Visualization | | BIBA | Full-Text | 249-258 | |
| Lisa Pappas; Lisa Whitman | |||
| Riding the technology wave, we are awash in data. Attempts to stem the tide, or at least to manage its flow, have led to a proliferation of dashboards. With data dashboards, organizations consolidate important data in a single place, typically accessed via web browser. Dashboard contents may be tables, graphics, or visual key performance indicators (KPIs). While dashboards proliferate, displaying actionable data to support decisions, they are often developed by technical professionals inexperienced in human-computer interaction design. Research abounds on visual perception, but typically this is in the context of individual entities rather than composites. This research will survey corporate and institutional dashboards and their use of particular methods of data visualization. Building on existing research into effectiveness of interactivity in diagrams, the authors seek to identify which types of data are best represented in what types of visualizations and best practices for displaying multiple visualizations in a single view. | |||
| Peer-to-Peer File Sharing Communication Detection Using Spherical SOM Visualization for Network Management | | BIBAK | Full-Text | 259-267 | |
| Satoshi Togawa; Kazuhide Kanenishi; Yoneo Yano | |||
| In this research, we have built a system for network administrators that
visualize the Peer-to-Peer (P2P) file sharing activities of network users. This
system monitors network traffic and discerns traffic features using traffic
mining. This system visualizes the P2P file sharing traffic activities of an
organization by making the processing object not an individual user but a user
group. The network administrator can comprehend the P2P sharing activities of
the organization by referring to the map. This system extracts traffic features
from captured IP packets that the users communicated. And this system extracts
the appearance ratio of DNS host query. These extracts data are processed by
MapReduce method for high-speed sorting and calculation. Afterwards this system
creates traffic model. These features of the traffic model are emphasized by
weighting. After that, the traffic model is visualized by High Speed Spherical
Self-Organizing Map. This feature map shows network traffic behavior related
with P2P file sharing communication like a birds-eye view. As a result, we
think we can assist the monitoring operation and network administration. Keywords: Traffic Mining; Traffic Visualization; Administrator Assistance;
Peer-to-Peer communication Detection; Spherical SOM | |||
| Visualizing Stakeholder Concerns with Anchored Map | | BIBAK | Full-Text | 268-277 | |
| Takanori Ugai | |||
| Software development is a cooperative work by stakeholders. It is important
for project managers and analysts to understand stakeholder concerns and to
identify potential problems such as imbalance of stakeholders or lack of
stakeholders. This paper presents a tool which visualizes the strength of
stakeholders' interest of concern on two dimensional screens. The proposed tool
generates an anchored map from an attributed goal graph by AGORA, which is an
extended version of goal-oriented analysis methods. It has information on
stakeholders' interest to concerns and its degree as the attributes of goals.
Results from the case study are that (1) some concerns are not connected to any
stakeholders and (2) a type of stakeholders is interested in different concerns
each other. The results suggest that lack of stakeholders for the unconnected
concerns and need that a type of stakeholders had better to unify their
requirements. And a preliminary evaluation suggests that the tool enables users
to identify imbalance of stakeholders or lack of stakeholders faster and more
correctly than a matrix of stakeholders and concerns. Keywords: Stakeholder management; Anchored map; visualization | |||
| VICPAM: A Visualization Tool for Examining Interaction Data in Multiple Display Environments | | BIBAK | Full-Text | 278-287 | |
| Roshanak Zilouchian Moghaddam; Brian P. Bailey | |||
| Multiple Display Environments (MDEs) facilitate collaborative activities
that involve the use of electronic task artifacts. Supporting interactions and
infrastructures have matured in recent years, allowing researchers to now study
how the use of MDEs impacts group work in controlled and authentic settings.
This has created a need for tools to understand and make sense of the resulting
interaction data. To address this need, we have designed and developed a new
interactive analysis tool called VICPAM. Our tool reduces the effort necessary
to analyze and make sense of users' interaction data in MDEs. VICPAM consists
of several components: (i) a time-aligned view, which shows users' activities
over time and the duration of each activity; (ii) A spatial view, which gives a
2D overview of all users' activities in the environment; (iii) A time-bar,
which allows selection of a desired time period for in-depth analysis; and (iv)
a video player, which allows the user to watch a video of the session
synchronized with the selected period of time. Keywords: Visualization; Multiple Display Environment; Interactive Analysis | |||
| Privacy Concern in Ubiquitous Society and Research on Consumer Behavior | | BIBAK | Full-Text | 291-300 | |
| Yumi Asahi | |||
| Ubiquitous means being present everywhere at the same time, which expresses
the situation that users can have no trouble accessing computers and networks
from anywhere, anytime. This broadens its prospect in marketing. On top of the
customer information and buying history that the company keeps track of, the
customers' environment information including time, place and activity field has
become available. These days, due to ubiquitous marketing, concierge-styled
service becomes a real possibility. This is where various suggestions are
provided according to users' interests, thoughts and behavioral patterns. This
research explains consumer awareness based on a questionnaire survey about
consumers' privacy in ubiquitous marketing. Keywords: Classifying respondents; Cluster analysis; Covariance structure analysis | |||
| Modelling Social Cognitive Theory to Explain Software Piracy Intention | | BIBAK | Full-Text | 301-310 | |
| Ameetha Garbharran; Andrew Thatcher | |||
| This study found evidence for a viable social cognitive model of software
piracy intention using path analysis. Compared to outcome expectations, moral
disengagement emerged as the stronger significant mediator in the model
exerting its influence on the relationships between past behaviour and future
intention and between past behaviour and outcome expectations. This study found
weak evidence for the mediating influence of facilitators and impediments while
their impact as a moderating variable was inconclusive. Keywords: social cognitive theory; software piracy; path analysis; social cognitive
model; software piracy intention | |||
| A Practical Analysis of Smartphone Security | | BIBAK | Full-Text | 311-320 | |
| Woongryul Jeon; Jeeyeon Kim; Youngsook Lee; Dongho Won | |||
| Recent developments in mobile technologies have produced a new kind of
device, a programmable mobile phone, the smartphone. Generally, smartphone
users can program any application which is customized for needs. Furthermore,
they can share these applications in online market. Therefore, smartphone and
its application are now most popular keywords in mobile technology. However, to
provide these customized services, smartphone needs more private information
and this can cause security vulnerabilities. Therefore, in this work, we
analyze security of smartphone based on its environments and describe
countermeasures. Keywords: Smartphone; Smartphone security; Security analysis; Security mechanism | |||
| Cryptanalysis to a Remote User Authentication Scheme Using Smart Cards for Multi-server Environment | | BIBAK | Full-Text | 321-329 | |
| Youngsook Lee; Jeeyeon Kim; Dongho Won | |||
| Recently, Hsiang et al. proposed a remote user authentication scheme suited
for multi-server environment, in which users can be authenticated anonymously
using a smart card. This work reviews Hsiang et al.'s scheme and provides a
security analysis on the scheme. Our analysis shows that Hsiang et al.'s scheme
does not achieve its fundamental goal of not only any kind of authentication,
either server-to-user authentication or user-to-server authentication but also
password security. The contribution of the current work is to demonstrate these
by mounting two attacks, a server impersonation attack and a user impersonation
attack, on Hsiang et al.'s scheme. In addition, we demonstrate that their
scheme is vulnerable to two-factor security which guarantees the security of
the scheme when either the user's smart card or its password is stolen, but not
both by employing the off-line dictionary attack. Keywords: distributed system; authentication scheme; smart card; user anonymity;
impersonation attack; off-line dictionary attack | |||
| Exploring Informational Privacy Perceptions in the Context of Online Social Networks: A Phenomenology Perspective | | BIBAK | Full-Text | 330-338 | |
| Emma Nuraihan Mior Ibrahim | |||
| The paper presents a conceptual framework of informational privacy
dimensions and its elements in the context of social networks that derived from
the understanding of the user's perceptions based on a focus group interview.
Phenomenology approach is adopted as it enables us to discover the lived
experiences of the people involved rather using a survey or a self reported
attitude studies for online social networks investigation where users tend to
depart from their usual practices which is proven to be biased. It is found
that the main dimensions of the informational privacy within the context of
online social networks are (1) limited communication dimension that has the
element of sharing of personal information with trusted others (2) release of
personal information dimension that has the element of content control and the
amount of personal information being released; and (3) control dimension that
has the element of the ability to control over information about oneself. Keywords: informational privacy; online social networks; phenomenology method | |||
| Server-Aided Password-Authenticated Key Exchange: From 3-Party to Group | | BIBAK | Full-Text | 339-348 | |
| Junghyun Nam; Juryon Paik; Jeeyeon Kim; Youngsook Lee; Dongho Won | |||
| Protocols for group key exchange are cryptographic algorithms that describe
how a group of parties communicating over a public network can come up with a
common secret key. Due to their critical role in building secure multicast
channels, a number of group key exchange protocols have been proposed over the
years for a variety of settings. In this work, we present a new protocol for
password-authenticated group key exchange in the model where the clients
wishing to establish a common secret do not share any password between them but
hold their individual password shared with a trusted server. This model is
practical in that no matter how many different session keys for different
groups a client wants to generate, he/she does not need to hold multiple
passwords but only needs to remember a single password shared with the server.
Our construction is generic. We assume a 3-party password-authenticated key
exchange protocol and use it as a key component in building our
password-authenticated GKE protocol. Our generic protocol requires no further
long-term secrets than those used in the underlying 3-party protocol. This
implies that if the given 3-party protocol is password-only authenticated, then
our group key exchange protocol is password-only authenticated as well. Keywords: Group key exchange; multicast; 3-party key exchange; password | |||
| Does Privacy Information Influence Users' Online Purchasing Behavior? | | BIBAK | Full-Text | 349-358 | |
| Jimmy H. Nguyen; Kim-Phuong L. Vu | |||
| Web sites provide privacy policies to inform users about how their personal
information is being handled. However, privacy policies are usually difficult
to find or are written in a legal language that is hard for the average user to
understand. Thus, privacy information is often ignored by users. The goal of
the present study was to determine whether more salient presentation of privacy
information, through a summary provided by the Privacy Finder Web site, would
influence user purchasing behavior. Specifically, we examined whether Privacy
Finder influenced college students' comfort levels in making small and large
purchases from familiar and unfamiliar Web sites in a simulated e-commerce
task. Users were more comfortable purchasing inexpensive items, as well as
making purchases from more familiar Web sites. However, Privacy Finder did not
influence their purchasing behaviors or comfort levels for the different types
of Web sites. Keywords: Web Privacy; Privacy Finder; E-Commerce; Usability | |||
| Analysis of Authentication Protocols with Scyter: Case Study | | BIBAK | Full-Text | 359-365 | |
| Ocenásek Pavel | |||
| This paper describes one of possible implementations of method used for
protocol design described in a paper from 1998 by L. Buttyán, S.
Staamann and U. Wilhelm which proposes a backward search (regression) when
synthesizing an authentication protocol. Furthermore, the approach presented in
this paper allows a designer to define participants who are trustworthy enough
to transfer information between other two participants without existence of a
direct channel to achieve basic routing functionality. Keywords: Logic; Authentication; Key Distribution; Security Protocol; Routing | |||
| Routing Functionality in the Logic Approach for Authentication Protocol Design | | BIBAK | Full-Text | 366-373 | |
| Ocenasek Pavel; Hranac Jakub | |||
| This paper describes one of possible implementations of method used for
protocol design described in a paper from 1998 by L. Buttyán, S.
Staamann and U. Wilhelm which proposes a backward search (regression) when
synthesizing an authentication protocol. Furthermore, the approach presented in
this paper allows a designer to define participants who are trustworthy enough
to transfer information between other two participants without existence of a
direct channel to achieve basic routing functionality. Keywords: Logic; Authentication; Key Distribution; Security Protocol; Routing | |||
| An Approach for Security Protocol Design Based on Zero-Knowledge Primitives Composition | | BIBAK | Full-Text | 374-378 | |
| Ocenásek Pavel | |||
| The paper deals with automated methods for the design of security protocols
and their design using zero knowledge protocols, or protocols, where it is
possible to use zero knowledge protocols such as subprotocols.. Specific
emphasis is placed on the use of compositional method. The paper also include
the example of protocol design. Keywords: Zero knowledge; Security Protocol; Automation; Implementation | |||
| Effects of Joint Acceleration on Rod's Length Perception by Dynamic Touch | | BIBAK | Full-Text | 381-390 | |
| Takafumi Asao; Yuta Kumazaki; Kentaro Kotani | |||
| Studies on dynamic touch have indicated that humans can estimate the length
of a rod held in one hand simply by wielding it, without any visual
information. Traditionally, these types of studies have held that
proprioception is important for perceiving the moment of inertia of the rod,
but this has not been demonstrated experimentally. In the present paper, we
focused on joint acceleration and torque as physical values that approximate
proprioception by introducing dynamics-based mechanics. In the experiments, the
acceleration of the swinging of the rod was controlled. Since the acceleration
and the torque both varied with time, their peak values were adopted as
representative values. No correlation was observed between the angular
acceleration and the perceived rod length. However, a strong correlation was
found between joint torque and the perceived length. This indicates that humans
perceive rod length through joint torque, which approximates proprioception. Keywords: Dynamic touch; joint acceleration; joint torque; proprioception | |||
| ERACLE: Electromyography System for Gesture Interaction | | BIBA | Full-Text | 391-398 | |
| Paolo Belluco; Monica Bordegoni; Umberto Cugini | |||
| Gesture interaction is one of the most important topics in the human-computer interaction. In this field, the main research activities are oriented on recognizing and classifying different gestures in order to interact with the computer directly with the body, without using classical mobile devices such as touchpad or trackball. This paper describes the development and the testing of our wearable interaction system that uses surface electromyography (sEMG) signals to recognize and process the gestures of the users. The core of the system is the "Eracle-board" that is a wearable 3-channel board developed in order to acquire the sEMG signals from the user's forearm. The acquired data are subsequently processed by an external device, which allows us to recognize and classify seven different gestures through the implementation of a neural network. Finally, the effectiveness of the system has been evaluated through some tests carried out with users. | |||
| Development of Tactile and Haptic Systems for U.S. Infantry Navigation and Communication | | BIBAK | Full-Text | 399-407 | |
| Linda R. Elliott; Elmar T. Schmeisser; Elizabeth S. Redden | |||
| In this paper we discuss plans initiated to develop and evaluate
multisensory displays (i.e. visual, haptic, tactile) to support dismounted
(i.e., not in vehicle) Soldier movement, communication, and targeting. Human
factors studies of an array of military operational roles have shown
significant demand for focal visual attention that diminishes the capacity for
task-sharing and attention allocation, especially in the context of unexpected
changes and events. If other sensory modalities can be effectively used in a
military environment, the benefit could be significant in increasing
survivability, information flow, and mission achievement. We discuss
operational task demands and two efforts supported from a 2010 SBIR (Small
Business Innovative Research) topic. Keywords: Tactile displays; Haptic displays; Soldier navigation; Soldier performance;
Multisensory displays; Intuitive displays | |||
| Utilization of Shadow Media -- Supporting Co-Creation of Bodily Expression Activity in a Group | | BIBAK | Full-Text | 408-417 | |
| Koji Iida; Shiroh Itai; Hiroko Nishi; Yoshiyuki Miwa | |||
| In this research, in order to assist creation of the body expression acidity
in a group, the shadow media system that can cope with a group of up to 30
kindergarteners was developed and utilized in the kindergarten. As a result, we
found out that the shadow media system can open up bodies of individuals to
improve physical sensitivities or that body expression to be created differs
depending on each shadow media type. Moreover, it was observed that how the
individual body expression was evolved to the body expression activities in one
coherent group. Additionally, it was revealed that formation or breakup of a
group can be observed in the body expression activity in the group of such
kindergarteners. Keywords: Bodily Expression; Image; Awareness; Co-creation; Shadow Media | |||
| Virtual Interaction between Human and Fabric | | BIBAK | Full-Text | 418-424 | |
| Shigeru Inui; Akihiro Yoneyama; Yosuke Horiba | |||
| We tried to simulate human bodily movements to put on clothing. This is a
combination of mechanical clothing simulation and measurement of bodily
movements. A vest was modeled as virtual clothing because of its simple
structure. Paper patterns were scanned and from the obtained images, virtual
component panels of clothing were created. A model of clothing was constructed
to seam virtually different component panels. The bodily movements to put on
clothing were measured by a motion capture system. A virtual human model was
moved according to the measured data of the movements. First, the shape of a
vest in stable state hanging in the air was calculated, human body model was
started to move, then the shape of the vest was calculated in every step of the
movements. The movements to put on clothing were reproduced with the
simulation. Keywords: simulation; dressing activity; clothing; bodily movements; motion capture;
BVH file format | |||
| Hand Gesture-Based Manipulation of a Personalized Avatar Robot in Remote Communication | | BIBAK | Full-Text | 425-434 | |
| Teruaki Ito | |||
| This study proposes an idea of hand gesture-based manipulation of an
personalized avatar robot for video conference and presents the on-going work
for this study. To achieve this goal, a remote controlled communication robot
called Collabo-Bot is under development, which has face projection, maneuvering
and manipulation functions to improve the better communication over the
network. One of the challenging ideas in this study is to personalize the
communication robot using face projection to represent the operator. By doing
this, the remote operating person who controls the robot enables the video
conference attendees at the local site to feel the existence of the operator
much stronger than a regular video conference without using a robot, or even
than a typical robot-based conference. In addition to that, hand gesture-based
manipulation is under study to control the avatar robot. This paper overviews
the design and manufacturing of Collabo-Bot and presents some experimental
results on the implementation of this hand gesture-based manipulation. Keywords: Network-based robot; hand gesture-based manipulation; robotic arm
manipulation; human interface; face projection | |||
| Vector Keyboard for Android Platform-Based Devices | | BIBAK | Full-Text | 435-442 | |
| Martin Klíma; Pavel Slavík | |||
| This paper introduces a Vector keyboard for mobile devices with a
touchscreen. Typing is produced by simple strokes sourcing from one of four
blocks of letters. A user study was made comparing this keyboard with standard
QWERTY, ABC and a Mobile keyboards. The study resulted in a comparable
performance in terms of speed and typing with all the named layouts but QWERTY.
The user preference and subjective evaluation is in contrast to the performance
measured preferring the Vector keyboard over ABC and Mobile. Keywords: vector keyboard; virtual keyboard; touch screen; PDA; QWERTY; ABC | |||
| Study on Haptic Interaction with Digital Map on Mobile Device | | BIBAK | Full-Text | 443-449 | |
| Daiji Kobayashi; Yoshitaka Asami; Sakae Yamamoto | |||
| Touch panel operation is low-skilled interface for young individuals, thus
the map on PDA (digital map) is used by the young individuals. However, we have
not seen the less Japanese elderly or older persons use the digital map.
Although our previous study pointed that Japanese elderly have an allergy to
using PC, we conducted the simulation experiment and investigated the usability
of our custom digital map for Japanese elderly. Although almost of the older
participants could not get to the goal by using the digital map, we assumed
that the haptic interaction supported planning route and understanding present
location but the haptic interaction. Therefore, we observed the older
participant's haptic interaction with paper map and digital map while they move
to a goal position in residential area. From the results of the observational
study, the relation between the haptic interaction and their performance was
revealed. Keywords: haptic interaction; digital map; touch panel operation; navigation | |||
| Characteristics of Information Transmission Rates Using Noncontact Tactile Display | | BIBA | Full-Text | 450-453 | |
| Kentaro Kotani; Masayoshi Hayashi; Nobuki Kido; Takafumi Asao | |||
| Recently, tactile interfaces, which are user interfaces that employ tactile perception for input/output, have been the focus of an increasing number of studies. However, tactile interface design guidelines to help optimize the characteristics of human tactile perception have not yet been fully developed. Thus, the objective of the study was to identify the influence of perception of phantom sensation on the location of stimulus presentation on the palm. For this purpose, a noncontact tactile display with an independent driven 12 by 12 matrix air-jet driver was constructed. The subjects orally responded one of following three perception levels, i.e., (1) a crisp phantom sensation was obtained, (2) incomplete phantom sensation was perceived due to scattered stimuli, and (3) only separate stimuli were perceived and no integrated perception was generated. Phantom sensation was perceived apparently at the proximal side of the index finger compared to the wrist areas. The obtained topography drastically changed between subjects, suggesting that each individual has different distribution of perceived phantom sensations. Future study included the range of securely perceived phantom sensations for determining the specifications of tactile displays. | |||
| Multimodal Threat Cueing in Simulated Combat Vehicle with Tactile Information Switching between Threat and Waypoint Indication | | BIBA | Full-Text | 454-461 | |
| Patrik Lif; Per-Anders Oskarsson; Björn Lindahl; Johan Hedström; Jonathan Svensson | |||
| We investigated four display configurations for threat cueing in a simulated combat vehicle. The display configurations were a tactile belt only; the tactile belt combined with 3D audio; two visual displays combined with 3D audio; and a multimodal configuration (the visual displays, the tactile belt and 3D audio combined). The tactile display was also used for navigation information. The participant's main task was to drive according to the navigation information, and when threat cueing onsets occurred, as fast as possible align the heading of the combat vehicle with the displayed direction of the threat. The tactile display thus switched between navigation and treat cueing information. Performance was overall best with the multimodal display. Threat localization error was smallest with the visual and multimodal displays. The response time was somewhat longer with the tactile belt only, and especially in the front sector. This indicates interference between the two tasks, when threat cueing onsets occurred at the same position as the navigation information. This should however not be a problem in a real combat vehicle, since the sound alert will most likely not be excluded. Thus, if coded correctly tactile information may be presented for both navigation and threat cueing. | |||
| Design of Vibration Alert Interface Based on Tactile Adaptation Model to Vibration Stimulation | | BIBAK | Full-Text | 462-469 | |
| Yuki Mori; Takayuki Tanaka; Shun'ichi Kaneko | |||
| In this paper, we describe the influence of vibratory adaptation on
vibration perception and its correction method. Vibration strength after change
depends on the vibration frequency before change even if the vibration
frequency itself does not change. We found that the higher the vibration
frequency before change, the weaker the perceived vibration strength. To
correct this perception gap, the frequency before change is fed back to the KI
model that expresses the vibratory adaptation. We performed a simulation to
show that output of the KI model is able to express changes in vibration caused
by adaptation. Keywords: Vibration; Adaptation; Sense of touch | |||
| Applicability of Touch Sense Controllers Using Warm and Cold Sensations | | BIBAK | Full-Text | 470-477 | |
| Miwa Nakanishi; Sakae Yamamoto | |||
| At present, designing controllers considering the physical aspect, such as a
user's muscle load or range of movement, and the cognitive aspect, such as easy
handling or simple functions, has become a basic requirement, and many products
have satisfied these aspects. Thus, conversely describing, because it is
difficult to find differences among products using these aspects for customers,
manufacturers are seeking ways to effectively appeal to users in the
psychological aspect. A touch sense is expected to produce new interaction that
meets our psychological satisfaction beyond visual and auditory senses. In this
study, aiming at producing the reality effectively in user-system interaction,
we examine the applicability of controllers with warm and cold sensation that
match users' images of a change in system conditions. In particular, 1) we
examine if there is a relationship between the cold or warm sensation that
users feel at their fingertips and an image of changes in system conditions,
and 2) we examine if a slider-type controller with warm and cold sensations
helps a user's finger to slide correctly and naturally. Furthermore, on the
basis of the results of this study, we propose some concepts for applying a
touch sense to actual situations. Keywords: Touch sense; Warm and cold sensations; System conditions | |||
| Information Processing for Constructing Tactile Perception of Motion: A MEG Study | | BIBAK | Full-Text | 478-487 | |
| Ayumi Nasu; Kentaro Kotani; Takafumi Asao; Seiji Nakagawa | |||
| We clarified whether temporal changes in information processing exist by
comparing real and apparent motion conditions when tactile moving perception
was given. We used magnetoencephalography (MEG), which has a high temporal
resolution, to capture the dynamic changes in brain information processing. As
a result, it was revealed that temporal transition through several cortexes was
shown in which initial information processing occurred in the somatosensory
cortex, followed by MT/V5, and then the activity was transmitted to
motor-related areas when tactile moving stimuli were given. Keywords: Magnetoencephalography; Tactile; Apparent motion; Real motion; Perception of
speed; Somatosensory; Motor cortex; MT/V5 | |||
| A Study on Selection Ability in the 3D Space by the Finger | | BIBAK | Full-Text | 488-497 | |
| Makoto Oka; Yutaro Ooba; Hidetaka Kuriiwa; Ryuta Yamada; Hirohiko Mori | |||
| Intuitive gestures are very effective for interactions. Pointing gesture
with a finger would be used for interactions like pie menu selection. It has
been researched as to the appropriate numbers of menu items being displayed in
a pie menu. However, no research has been made for the case where menus are
selected by using gestures. We will experiment in order to examine the ability
of pointing gesture (selection ability) in the 3-dimensional space. The
experiment was conducted in order to find out the test subjects' selection
ability of pointing gesture. By combining the obtained resolution abilities of
pointing gesture at the 2-dimensional surface of Pitch and Yaw, it is suggested
that the selection ability of selection behavior in the 3-dimensional space is
22 areas. Keywords: Gesture; Selection Ability; Menu; Pie menu | |||
| Characteristics of Comfortable Sheet Switches on Control Panels of Electrical Appliances: Comparison Using Older and Younger Users | | BIBAK | Full-Text | 498-507 | |
| Yasuhiro Tanaka; Yuka Yamazaki; Masahiko Sakata; Miwa Nakanishi | |||
| This study focuses on sheet switches, which are among the most common user
interfaces in electrical appliances, and explores the comfort level required by
elderly users. Touching a switch is a common action in our daily lives;
however, little research has been performed on this action. In particular, we
were unable to find any reports on the comfort elderly users experience upon
touching a sheet switch. Thus, electrical-appliance designers have no
well-prepared reference data when designing new products. As a consequence,
elderly users experience discomfort when using new appliances. Our goal is to
construct a guideline for designing comfortable sheet switches for elderly
users. In this study, as the first step toward achieving this goal, we attempt
to clarify the physical parameters of sheet-switch features that contribute
toward ease of use and comfort. Keywords: Sheet switches; Electrical appliances; Elderly users; EMG; Comfort | |||
| Support for Generation of Sympathetic Embodied Awareness: Measurement of Hand Contact Improvisation under Load Fluctuation Stress | | BIBAK | Full-Text | 508-518 | |
| Takabumi Watanabe; Yoshiyuki Miwa; Go Naito; Norikazu Matsushima; Hiroko Nishi | |||
| The eventual goal of this study is to establish a method to enhance implicit
embodiment and support for creation of expression with others. As a first step,
we studied how implicit embodiment relevant to the creation of expressions is
represented in the body movement during Hand Contact Improvisation.
Specifically, by building a system that measures movements of the entire body
in the process of hand contact improvisation, experiments were carried out
using skilled person of improvised bodily expressions as subjects. From the
results, it was inferred that implicit embodiment is activated and both skilled
performers. Next, we have focused on fluctuation as a means to enhance implicit
embodiment. Hence, a device was developed to present load fluctuation to the
hands of test subjects arbitrarily. Effects of load fluctuation were evaluated
using measurement results of the entire body and subjective evaluation. The
results suggested that by presenting a fluctuation which has little effect on
the consciousness, implicit embodiment of performer can be activated. Keywords: Bodily expression; fluctuation; embodied interaction; embodiment | |||
| Different People Different Styles: Impact of Personality Style in Web Sites Credibility Judgement | | BIBA | Full-Text | 521-527 | |
| Rahayu Ahmad; Jieyu Wang; Károly Hercegfi; Anita Komlodi | |||
| Reliance on the Internet as a source of information has increased dramatically in recent years among information seekers. The reliability of information on the Internet can sometimes be questionable due to the absence of an editorial function. Users need to carefully consider the quality of the information before using it. The goal of this research was to study the process of credibility evaluation by users. We examined how personality styles influence the way people make credibility judgments when they are browsing online. Our results show that thinkers' evaluation style were more fact based than intuitive users who relied more on their initial impression and prior experience with the websites. Perceivers gathered information from various sources before trusting information and forming perception on the credibility of authors and websites. Lastly the judgers tend to formed conclusions quickly. This resulted to filtering credible web sites based on the format and layout of the websites. | |||
| A Comprehensive Reference Model for Personalized Recommender Systems | | BIBAK | Full-Text | 528-537 | |
| Matthias Breyer; Kawa Nazemi; Christian Stab; Dirk Burkhardt; Arjan Kuijper | |||
| Existing reference models for recommender systems are on an abstract level
of detail or do not point out the processes and transitions of recommendation
systems. However, this information is relevant for developers to design or
improve recommendation systems. Even so, users need some background information
of the calculation process to understand the process and accept or configure
these systems proper. In this paper we present a comprehensive reference model
for recommender systems which conjuncts the recommendation processes on an
adequate level of detail. To achieve this, the processes of content-based and
collaboration-based systems are merged and extended by the transitions and
phases of hybrid systems. Furthermore, the algorithms which can be applied in
the phases of the model are examined to identify the data flow between these
phases. With our model those information of the recommendation calculation
process can be identified, which encourages the traceability and thus the
acceptance of recommendations. Keywords: recommender system; recommender reference model; recommendation calculation;
calculation information; data flow | |||
| Dynamic Interface Reconfiguration Based on Different Ontological Relations | | BIBA | Full-Text | 538-547 | |
| Elisa Chiabrando; Roberto Furnari; Pierluigi Grillo; Silvia Likavec; Ilaria Lombardi | |||
| This paper presents a framework and a prototype implementation of a system that integrates ontological knowledge base with the services for the users in mobility. Our system tries to help users navigate the domain of gastronomy, offering a possibility to explore the ontological base consisting of many concepts and relations. We present the logic and technical realization of the modules responsible for knowledge base interrogation and for presenting the obtained information to a user. We also provide a brief description of the implemented interface and user evaluation. | |||
| Analysis of Content Filtering Software | | BIBAK | Full-Text | 548-557 | |
| Woongryul Jeon; Youngsook Lee; Dongho Won | |||
| The openness of web allows any user to easily get information anytime and
anywhere. However, as well as the advantage of easy access to useful
information, the web has disadvantages of providing users with harmful
information indiscriminately. Some information, such as adult content, is not
appropriate for children. To protect children from adult contents, many types
of filtering software have been distributed. However, filtering software cannot
entirely block adult contents, because it has some functional limitations. In
this paper, we analyze several filtering software and discuss their
limitations. Furthermore, we propose the essential functionalities for
filtering software. Keywords: Evaluation; Filtering Software; Adult Contents Filtering | |||
| A Smart Movie Recommendation System | | BIBAK | Full-Text | 558-566 | |
| Sang-Ki Ko; Sang-Min Choi; Hae-Sung Eom; Jeong-Won Cha; Hyunchul Cho; Laehyun Kim; Yo-Sub Han | |||
| We propose a movie recommendation system based on genre correlations. We
modify the previous algorithm; we use a list of movies as input instead of
genre combinations. We implement a new recommendation algorithm as Android
application with additional functions. By combining with existing web services
such as Google Movie Showtimes and Open APIs, our system can recommend movies
playing in cinemas currently and show the detailed information of movies.
Location-based function is also implemented. We utilize GPS information of
mobile device and web service provided by Google Maps for recommending suitable
cinemas for users with mobile devices. Keywords: recommendation system; movies; smartphones; Android | |||
| Interactive Personalization of Ambient Assisted Living Environments | | BIBAK | Full-Text | 567-576 | |
| Alexander Marinc; Carsten Stocklöw; Andreas Braun; Carsten Limberger; Cristian Hofmann; Arjan Kuijper | |||
| Ambient Assisted Living (AAL) comprises methods, systems, and services
applied to improve the quality of daily life for humans, especially elderly
people. Recent research emphasizes the implementation of comprehensive AAL
platforms which control all technological components included in the entire
environment such as one's apartment. The behavior of the system is often
determined by a specific set of rules. Thus, personalization according to the
person's needs and preferences includes a configuration of the given rule
system. Assuming that configuration is not only conducted by technical staff
but also by the person him or herself, this process can be regarded as complex,
requiring technical knowledge. In this work, we present an interactive and
architectural approach to support at the personalization of an AAL system by
different types of users. Keywords: Ambient Assisted Living; End User Configuration; Personalization | |||
| Development of a System for Proactive Information Service | | BIBAK | Full-Text | 577-584 | |
| Myon-Woong Park; Soo-Hong Lee; Young Tae Sohn; Jae Kwan Kim; Ilju Bae; Jae-Kwon Lim | |||
| This paper describes a Context-based Information Service Agent which has
been developed in the domain of sports, especially for baseball game which
often called a sport based on data. For the implementation of the agent, a
knowledge model structure which can define the change of context along the axis
of time has been suggested. The usability of the agent has been proved as the
service system implemented on mobile phone proactively recommended the
observation points and information suitable for the current context of watching
the game in non-invasive manner. Keywords: information service; context-awareness; agent; knowledge model; mobile
platform | |||
| My Personal User Interface: A Semantic User-Centric Approach to Manage and Share User Information | | BIBAK | Full-Text | 585-593 | |
| Till Plumbaum; Katja Schulz; Martin Kurze; Sahin Albayrak | |||
| With the growing impact of the Web 2.0 on our every day life, people start
to use more and more different web based services like Facebook or Twitter.
Thereby, they generate and distribute personal and social information such as
interests, preferences and goals that are stored in a user profile. This leads
to open challenges regarding the users ability to keep track of their personal
information but it also offers chances to use this data to enhance
personalization and recommendations of existing services. This paper presents a
user-centric, thus privacy preserving, system to cope with these challenges and
a personal user interface (UI) that allows users to manage and share personal
data. Keywords: information visualization; recommender systems; data mining; user modeling;
user-centered design; ontological engineering; semantic mapping | |||
| Effect of Menstrual Distress on Task Performance | | BIBAK | Full-Text | 597-602 | |
| Keiko Kasamatsu; Mi Kyong Park; Seiko Taki | |||
| Women have periodic physiologic change of menstruation. There is a
possibility to be influenced the physical and mentally in the female. It is
necessary to support a comfortable life and work for female. The relationship
between workload and stress that was taken the menstrual cycle into
consideration had been examined on mental tasks in this research. Menstrual
phase, follicular phase and premenstrual phase of menstrual cycle were focused
and analyzed. The survey was conducted to grasp the menstrual cycle of the
subjects. The experiment was consisted of two kinds of tasks. As the results of
the survey and the experiment, it was suggested that there were differences on
task speed, stress, and sympathetic and parasympathetic nerve activity due to
menstrual complaints. Keywords: Menstrual cycle; Task Performance; Mental Workload; Menstrual Associated
Symptoms | |||
| A Study of Attention Control by Using Eye Communication with an Anthropomorphic Agent | | BIBAK | Full-Text | 603-611 | |
| Tatsuya Mita; Ryo Wada; Noriaki Kuwahara; Kazunari Morimoto | |||
| We are developing the self-toileting support system for the dementia patient
by combining posture-detection method and video contents. We conducted a
preliminary evaluation, and found a problem. When we gave instruction to pick
up the paper in the box to patient by video-voice guidance, the patient
persisted in the box in the audio-visual guidance and did not notice the real
box. From this result, we noticed that it was difficult for people with
dementia to shift the eye gaze and attention from something to something only
by giving verbal instruction. We are investigating the way of the attention
control by using the eye communication model with the anthropomorphic agent. In
this paper, we showed the results of the experiment in that we compared the
effectiveness of the eye gaze and the attention control by adding the text
message, the arrow animation, and the agent animation respectively to the voice
instruction. Keywords: Dementia; Anthropomorphic agent; Eye communication model; Attention shift;
Joint attention; Eye gaze | |||
| Auditory Feature Parameters for Music Based on Human Auditory Processes | | BIBAK | Full-Text | 612-617 | |
| Masashi Murakami; Toshikazu Kato | |||
| Authors aim to show the similarity and difference of sensibility effect when
human listen to the music. For concrete example, we assume the music
recommendation services. To propose the music that users really want, we use
the image words that users feel for the music, and retrieve and propose the
music based on the similarity of the image word. We intend to propose the music
that users really want based on Kansei engineering. We make the Hierarchical
model of Kansei. This model shows that human have the 4 processes when listen
the music. Feature parameters are physical frequency data with physiological
process. These parameters make us possible to represent how human listen the
music. In next step, we represent how human feel for the music. These
representations help users possible to retrieve the music really want. For
representation of human feelings, we use image words and subjective estimation. Keywords: Music; Hierarchical model of Kansei; Auditory characteristic | |||
| Construction of a Model for Discriminating between Electroencephalographic Patterns at the Time of Incorrect Inputs Based on Sensitivity Spectrum Analysis | | BIBAK | Full-Text | 618-626 | |
| Raita Ohori; Daiki Shinkai; Yoshimitsu Nagai; Syohei Ishizu | |||
| We consider the possibility of prior discovery of slip-type human error by
quantifying the "distraction" state that precedes it. We investigated brain
activity during the task of keyboard-based text input taking incorrect input as
a slip-type error. We used sensitivity spectrum analysis to quantify four
output states. We attempted to detect in correct input by discriminating
between the output of the distraction state before and after incorrect input
and that of the state before correct input. Keywords: Sensitivity spectrum analysis; electroencephalogram; event-related
potential; distraction; error recognition; human error | |||
| Basic Study of Analysis of Human Brain Activities during Car Driving | | BIBA | Full-Text | 627-635 | |
| Noboru Takahashi; Shunji Shimizu; Yukihiro Hirata; Hiroyuki Nara; Hiroaki Inoue; Nobuhide Hirai; Senichiro Kikuchi; Eiju Watanabe; Satoshi Kato | |||
| Recently, as the worldwide population grows older, it is thought that various assistive systems have soared. It is necessary to discuss functions of humans, spatial perception, decision-making, and determining direction, for developing assistive systems. The final goal of our research is to contribute to developing of welfare robots with functions that are responsive like human. We measured brain activities during virtual car driving using NIRS. As a result of these experiments, there were significant differences at outside frontal cortex in left brain. This go-round, we measured brain activity during actual car driving. In general roads, experiments were performed by taking f-NIRS in the car, and measuring the brain activity when car driven by subjects was went through a number of intersections and road signs. In addition, there was significant difference in common regions. We report a significant association between car driving and brain activity. | |||
| Bereitschaftspotential Modeling by DBNM and Its Application to BCI | | BIBA | Full-Text | 636-640 | |
| Shino Takata; Toshimasa Yamazaki; Maiko Sakamoto; Takahiro Yamanoi; Ken'ichi Kamijo | |||
| In this study, movement-related potentials (MRPs) including Bereitschaftspotential (BP) is modeled by a dynamic Bayesian network model (DBNM). The containing the MRPs BP are divided into the early BP, NS' (negative slope) and MP (motor potential) intervals, each of which is represented by a Bayesian network model (BNM). Each BNM is constructed using the results by equivalent current dipole source localization (ECDL) after independent component analysis (ICA), for single-trial EEGs recorded during the hand movement. Nodes in the BNM correspond to the brain sites where dipoles are located. Connecting with the three BNMs yields a DBNM. This model is used to discriminate between the left- and right-hand movements in a framework of single-trial-electroencephalogram (EEG)-based BCI. | |||
| Emotional Human-Machine Interaction: Cues from Facial Expressions | | BIBAK | Full-Text | 641-650 | |
| Tessa-Karina Tews; Michael Oehl; Felix W. Siebert; Rainer Höger; Helmut Faasch | |||
| Emotion detection provides a promising basis for designing future-oriented
human centered design of Human-Machine Interfaces. Affective Computing can
facilitate human-machine communication. Such adaptive advanced driver
assistance systems (ADAS) which are dependent on the emotional state of the
driver can be applied in cars. In contrast to the majority of former studies
that only used static recognition methods, we investigated a new dynamic
approach for detecting emotions in facial expressions in an artificial setting
and in a driving context. By analyzing the changes of an area defined by a
number of dots that were arranged on participants' faces, variables were
extracted to classify the participants' emotions according to the Facial Action
Coding System. The results of our novel way to categorize emotions lead to a
discussion on additional applications and limitations that frames an attempted
approach of emotion detection in cars. Implications for further research and
applications are outlined. Keywords: Emotion detection; human-computer interaction; human-centered design;
affective computing | |||
| Development of an Eye-Tracking Pen Display for Analyzing Embodied Interaction | | BIBAK | Full-Text | 651-658 | |
| Michiya Yamamoto; Hiroshi Sato; Keisuke Yoshida; Takashi Nagamatsu; Tomio Watanabe | |||
| In recent times, intuitive user interfaces such as the touch panel and pen
display have become widely used in PCs and PDAs. Previously, the authors
developed the bright pupil camera. They subsequently developed an eye-tracking
pen display based on this camera and a new aspherical model of the eye. In this
paper, a robust gaze estimation method that uses a integrated-light-source
camera is proposed for analyzing embodied interaction. Then, a prototype of the
eye-tracking pen display was developed. The accuracy of the system was
approximately 12 mm on a 15" pen display, which is sufficient for human
interaction support. Keywords: Embodied interaction; pen display; eye-tracking; aspherical model | |||
| Care Giving System Based on Consciousness Recognition | | BIBAK | Full-Text | 659-668 | |
| Noriko Yokoyama; Tomoyuki Yamaguchi; Shuji Hashimoto | |||
| In these days, robotics systems that provide supportive communication to
human have been actively developed. However in such systems the internal
consciousness state of human is not taken into consideration and hence the
provision of support might not be appropriate. In this article we proposed a
study support communication system that encourages and praises the human user
based on the recognition of consciousness state through the user posture. Keywords: Human interface; Bayesian network | |||