| Developing Optimum Interface Design for On-Screen Chinese Proofreading Tasks | | BIBAK | Full-Text | 3-10 | |
| Alan H. S. Chan; Joey C. Y. So; Steve N. H. Tsang | |||
| This paper includes a review of some related empirical studies concerning
display factors that may contribute to the on-screen Chinese proofreading
performance. The effects of typeface, font size, number of text lines, text
direction, and copy placement on speed, accuracy, and subjective preferences in
past reading tasks are discussed. This paper, in particular, introduces the
development of a Chinese Proofreading System for proofreading experiments and
delineates some research ideas for identifying the optimum interface design
settings for on-screen Chinese proofreading tasks. The results of this research
work are expected to provide useful design recommendations to assist in
determining the display factor settings and text display layout that would
improve work performance and satisfaction in Chinese comparison proofreading
tasks. Keywords: Proofreading; Chinese Reading; Chinese Proofreading System; Usability
Evaluation; Subjective preference | |||
| "Life Portal": An Information Access Scheme Based on Life Logs | | BIBAK | Full-Text | 11-20 | |
| Shin'ichiro Eitoku; Manabu Motegi; Rika Mochizuki; Takashi Yagi; Shin-yo Muto; Masanobu Abe | |||
| In this paper, we propose a life log viewer that gives the users new
findings from life logs in daily life, and provides seamless integration with
external information. We classify life logs into two types. "Unintended life
logs" are recorded automatically without the user's direct input; "intended
life logs" are recorded purposefully by the user. Based on this classification,
we implement a prototype that has two characteristics. First, it can visualize
a user's unintended life log from long-term and multi-dimensional points of
view. Second, its user interface is designed to visualize the transitions from
the analysis results of the unintended life log to event data in the intended
life log, and from event data in the intended life log to search results that
provide information about the events. We believe that this viewer is a
stepping-stone to the "Life Portal" that integrates existing portals with life
log analysis to create a stimulus for search initiation. Keywords: Life log; Visualization; Scheduler; E-mail; GPS | |||
| Proposal of the Kawaii Search System Based on the First Sight of Impression | | BIBAK | Full-Text | 21-30 | |
| Kyoko Hashiguchi; Katsuhiko Ogawa | |||
| We propose a blog search engine called "Kawaii Search" (where Kawaii means
pretty) to search blogs based on the impression of their text on a printing
surface, considering factors such as the format and layout of text and density
of words. Particularly in Japan, blogs reveal the personality characteristics
of users depending on how they place their text. For example, some writers
leave more space between lines or use hieroglyphics and "Gal words[1]," which
consist of slang or abbreviations. Further, words can be categorized using four
types of characters: kanji, hiragana, katakana, and alphabet. Each results in a
different impression that reveals a writer's personality. Given this approach,
blog readers can not only read blog, but also interpret each writer's
personality. By focusing on impression differences, we propose a new search
algorithm specialized for Japanese blogs. To show that these differences can
act as the base of our search algorithm, we conducted an experiment that
successfully verified the algorithm applied to the following three blog
patterns: "kawaii" (pretty or lovely), "majime" (seriousness or industrious),
and "futsu" (normal). The results show that in terms of the accuracy of the
algorithm, our study categorized "kawaii" well; however, "majime" and "futsu"
did not show good results. Keywords: Impression; Blog search engine; text formatting; Japanese blogosphere;
information retrieval | |||
| Development of a Tracking Sound Game for Exercise Support of Visually Impaired | | BIBAK | Full-Text | 31-35 | |
| Yoshikazu Ikegami; Keita Ito; Hironaga Ishii; Michiko Ohkura | |||
| We developed an exercise support system that the visually impaired can use
alone at home. Our system used the entertainment characteristics of games to
encourage users to continue exercising. We focused on continuity, fun, and
system usability and performed and improved our system by conducting
experiments repeatedly. Keywords: visually impaired; system; sports | |||
| From Personal to Collaborative Information Management: A Design Science's Approach | | BIBAK | Full-Text | 36-45 | |
| Mei Lu; Philip Corriveau | |||
| This paper reports findings from evaluation of five solution concepts aimed
to address challenges in managing projects, tasks, and different modes of work.
Both users and Information Technology (IT) departments appeared to best
resonate with the concept of "project workspace," which was conceptualized as a
persistent space that allowed users to organize, track, and resume active
project work. Even though users agreed that multi-tasking and interruptions
were characteristics of their daily jobs, they did not desire mechanisms to
block or alter information flows. Instead, users wanted information management
to be streamlined in the contexts of collaboration and teamwork. The most
desirable scenarios included spontaneous retrieval of information related to a
customer or colleague, quick information assembly for different phases of a
project, effective management of team tasks, and seamless connection from
personal to team workspaces. Keywords: Information management; search; tasks; projects; collaboration | |||
| A Classification Scheme for Characterizing Visual Mining | | BIBAK | Full-Text | 46-54 | |
| Elaheh Mozaffari; Sudhir Mudur | |||
| Visual mining refers to the cognitive process which integrates the human in
analysis of information when using interactive visualization systems. This
paper presents a classification scheme which provides user-centered
representation of goals and actions that a user performs during the visual
mining process. The classification scheme has been developed using
content-analysis of published literature containing precise descriptions of
different visual mining tasks in multiple fields of study. There were two
stages in the development. First, we defined all the sub-processes of visual
mining process. Then we used these sub-processes as a template to develop the
initial coding scheme prior to utilizing specific data from each of the
publications. As analysis proceeded, additional codes were developed and the
initial coding scheme was refined. The results of the analysis were represented
in the form of a classification scheme of the visual mining process. The
naturalistic methods recommended by Lincoln and Guba have been applied to
ensure that the content analysis is credible, transferable, dependable and
confirmable. Keywords: Visual mining; large dataset analysis; human information behaviour | |||
| Transforming a Standard Lecture into a Hybrid Learning Scenario | | BIBAK | Full-Text | 55-61 | |
| Hans-Martin Pohl; Jan-Torsten Milde; Jan Lingelbach | |||
| We describe the successful transformation of a traditional learning setting
of a standard lecture into a hybrid learning arrangement. Based on the
3C-Modell of Kerres and de Witt, the lecture has been extended to integrate
exercises. Students are motivated to work in smaller groups. In order to allow
students to work according their own work speed and motivation, the learning
material is distributed using the e-Learning platform. This material includes
video recordings of the lecture in a high quality. The evaluation of this
transformation process shows evidence, those students take profit from the
extended hybrid learning arrangement. Keywords: Hybrid learning scenario; interactive slide presentation; blended learning | |||
| Designing Web Sites and Interfaces to Optimize Successful User Interactions: Symposium Overview | | BIBAK | Full-Text | 62-65 | |
| Robert W. Proctor; Kim-Phuong L. Vu | |||
| Since the Web became widely available in the mid 1990s, it has come to be
used by a range of people for many purposes. Effective user interactions are
required for a Web site or product to accomplish its intended goals. Given the
user-intensive nature of the Web and the many usability issues associated with
performing tasks on the Web and with mobile devices, it is important for
designers and researchers to understand issues that relate to how to optimize
interfaces for the Web design and other systems involving human-computer
interaction. This symposium is devoted to issues involved in the design of Web
sites and interfaces to promote successful user interactions. Keywords: Information Display; Input Devices; Mobile Devices; Organization of
Information; Web Design | |||
| Petimo: Sharing Experiences through Physically Extended Social Networking | | BIBA | Full-Text | 66-74 | |
| Nimesha Ranasinghe; Owen Noel Newton Fernando; Adrian David Cheok | |||
| This paper presents an experience-sharing platform, Petimo, which consists of two modules, Petimo-World and Petimo-Robot. This system extends the traditional social networking concept into the physical world by incorporating a child friendly soft robotic toy for easy and safe social experience. It adds a new physical dimension to social computing and provides extra safety in making friends by physically touching each other's robots. Petimo system can be connected to any social network and it provides safety and security for children. Petimo-World demonstrates many basic features with traditional online social networks in order to share personal experiences. Petimo-World stands out from all other virtual worlds with its interesting and sophisticated interactions such as the visualization of friends' relationships through spatial distribution in the 3D space to clearly understand the closeness of the friendship, personalized avatars and sending of special gifts/emoticons. | |||
| Comparison Analysis for Text Data by Using FACT-Graph | | BIBAK | Full-Text | 75-83 | |
| Ryosuke Saga; Seiko Takamizawa; Kodai Kitami; Hiroshi Tsuji; Kazunori Matsumoto | |||
| This paper describes a method to apply the Frequency and Co-occurrence Trend
(FACT)-Graph to comparison analysis. FACT-Graph is the method to visualize the
changes in keyword trends and relationships between terms over two time
periods. The usefulness of FACT-Graph has been shown in tracking trends in
politics and crime. To apply FACT-Graph to compare information, we use class
transition analysis and separate analysis periods into categories that are the
target of comparisons, and collate the features in each comparison target. For
the comparison analysis by using 138 articles from two newspapers, we compare
topics such as politics and events in them by using the relationships between
terms found in the FACT-Graph results. Keywords: Comparison Analysis; Visualization; FACT-Graph; Text Mining; Knowledge
Management | |||
| A Comparison between Single and Dual Monitor Productivity and the Effects of Window Management Styles on Performance | | BIBAK | Full-Text | 84-93 | |
| Alex Stegman; Chen Ling; Randa L. Shehab | |||
| Several research studies have been published on user opinion and
productivity of using dual monitor systems. These studies found that users
typically enjoy using multiple monitors, but none found a strong increase in
performance and productivity. Other researchers have focused on improving
multiple monitor usability, but often without any statistical framework. This
study compared single and dual monitor productivity measures: task time, cursor
movement, and number of window switches. Additionally, window management styles
(WMS) were studied in order to help designers understand user behavior better.
WMS were broken into two categories, toggler and resizer, and then compared to
the WMS created by Kang and Stasko (2008). The results of the research showed a
significant difference between the number of open applications and a
significant difference between single and dual monitors for the number of
window switches. The only significant difference between the toggler and
resizer WMS was the number of window switches, which was an interaction between
the styles and the tasks. Keywords: Dual Monitors; Window Management Style; Productivity | |||
| Interface Evaluation of Web-Based e-Picture Books in Taiwan | | BIBAK | Full-Text | 94-102 | |
| Pei-shiuan Tsai; Man-lai You | |||
| Web-based e-Picture books can integrate the elements of multimedia and offer
the special reading experience that is different from printed picture books.
The research aims to understand the development status of three e-picture book
websites in Taiwan and give recommendations for improvement. Through 1) 12
adults who filled out the questionnaires about browsing e-Picture books; and 2)
10 surveyed (two teachers, two parents and six children) who were observed in
their operation and given in-depth interviews, the research analyzed three
interface designs of e-picture websites in Taiwan: "Guru Bear Parent-Child
Common Reading Network: Dear Bear Reading Room", "Kiddo Book" and "CCA (Council
for Cultural Affairs) Children Cultural Center: Picture book Garden". The
results of analysis were: 1) most of them were flipping pattern; 2) primarily
linear development; 3) less interactive; 4) most of them were adapted from
physical printed books; 5) it is difficult for children to register additional
account and install browsing software. The recommendations for future
publishers and designers were: 1) increase the interaction of the story; 2)
Make good use of multimedia interactive design elements; 3) Enhance user
control; 4) Integrate e-Picture Book platform; and 5) create all-new e-Picture
books. Keywords: e-Picture book; e-Storybook; e-Book; Usability | |||
| A Digital Archive System for Preserving Audio and Visual Space | | BIBAK | Full-Text | 103-110 | |
| Makoto Uesaka; Yusuke Ikegaya; Tomohito Yamamoto | |||
| A digital archive system has been widespread in various fields because it
can preserve precious cultural heritage, books, pictures or videos without any
deterioration. Moreover, preserving its information on the web, a digital
archive system can share a lot of things between general users, and can pass
them down new generation easily. In this research, we focus on spatial
information of a place or an event which can provide high presence and retrieve
personal memories, and develop a digital archive system which can preserve such
kind of spatial information. Keywords: Digital Archive; Omnidirectional image; Multi-channel audio; Spatial
information | |||
| Experience Explorer: Context-Based Browsing of Personal Media | | BIBAK | Full-Text | 111-120 | |
| Tuomas Vaittinen; Tuula Kärkkäinen; Kimmo Roimela | |||
| We designed and built a system for browsing digital content and activity
data created and gathered with mobile phones. We evaluated the system with 13
users to study the value of the context-based visualizations in real life. In
addition to supporting reminiscing, content aggregated on the map revealed life
patterns supporting reflection. Aggregation of items from several people also
revealed common interests among friends. Keywords: Personal content; context; lifelogging; self reflection; user study | |||
| Service Science Method to Create Pictograms Referring to Sign Languages | | BIBAK | Full-Text | 123-130 | |
| Naotsune Hosono; Hiromitsu Inoue; Hiroyuki Miki; Michio Suzuki; Yuji Nagashima; Yutaka Tomita; Sakae Yamamoto | |||
| This paper discusses a method to create pictograms referring to several
local sign languages with applying the concept of Service Science with
Multivariate Analysis (MVA). Since pictograms are universal communication
tools, human centred design (HCD) and context analysis by Persona model are
applied. The experiments consist of two steps.
Through the proposed method, the relationship between selected words and local sign languages are initially explained by sensory evaluation of the subjects. Under the cycle of HCD, the pictogram designer will perform to summarize the expression of several local sign languages by this method. The acquisition of user experience is to include it as a design guideline for context of emergency and traveling situations. Considering the results of the second experienced phase to prove the outcome design, the proposed method is one of the guidelines to create pictograms referring to several sign languages. Keywords: Service Sciences; Human Centred Design; Pictogram; Universal Communication;
Sensory Evaluation | |||
| MoPaCo: Pseudo 3D Video Communication System | | BIBAK | Full-Text | 131-140 | |
| Ryo Ishii; Shiro Ozawa; Takafumi Mukouchi; Norihiko Matsuura | |||
| We propose a pseudo 3D video communication system that imparts motion
parallax which adjusts to the viewpoint position of a user and enables the user
to view video pictures in which depth can be perceived with an ordinary
equipment setup, namely a monocular camera and a 2D display. We have
implemented the system and evaluation experiment results with it showed that
its imparting of motion parallax allows it to represent distances that closely
reflect actual face-to-face situations better than 2D video can. In addition,
subjective evaluations confirmed that motion parallax gives users the feeling
that the conversational partner is actually present and makes it easier for
them to comprehend the positional relationship of the conversational partner in
space. Keywords: Video communication; motion parallax; depth perception; inter-personal
distance | |||
| Analysis on Relationship between Smiley and Emotional Word Included in Chat Text | | BIBA | Full-Text | 141-146 | |
| Junko Itou; Tomoyasu Ogaki; Jun Munemori | |||
| In this research, we analyze the relationships between smileys and emotional words in chat text aiming to apply these relationships to an embodied character chat system. Smileys add various meanings, especially mental information to plain chat texts to make our text communication successful. We focus on the way to use smileys and emotional words so that we can estimate the chat atmospheres. We performed an experiment to investigate the relationships between smileys and emotional words in chat dialogue. | |||
| Designing Peripheral Communication Services for Families Living-Apart: Elderly Persons and Family | | BIBAK | Full-Text | 147-156 | |
| Yosuke Kinoe; Mihoko Noda | |||
| We developed a new augmented communications environment which aims to
engender a greater sense of social proximity to geographically distributed
family members and improve their emotional well-being. First, a field study was
conducted to determine important peripheral communication cues for sensing
presence and mood of family members as well as memory triggers. Secondly, the
design principles were extracted from the study results to guide the
development of a first-of-a-kind prototype, the "SharedEpisodes" that delivers
visual peripheral cues along the line with the story of family episodes.
Finally, an initial field evaluation was conducted. Overall responses of the
participants indicated positive for this type of communications environment
that supports the awareness of the presence and state of family members, and
the exchange of peripheral communication cues based on family episodes. Future
works involve methodological improvement and prototype enhancements including
the choice of alternative modality. Keywords: telecommunication; periphery; peripheral cues; distributed family | |||
| Visual Feedback to Reduce Influence of Delay on Video Chatting | | BIBAK | Full-Text | 157-164 | |
| Kazuyoshi Murata; Masatsugu Hattori; Yu Shibuya | |||
| When there is a certain delay in video chatting, participants often
misunderstand other partners' response and make unintended interruptions. In
this paper, to overcome these problems, we present two kinds of visual
feedback: Scroll Wave Indicator and Afterimage Indicator. An experiment was
conducted to confirm effectiveness of these indicators. The result of
experiment showed that the Scroll Wave Indicator helped participants to
understand the remote participant's response timing and decreased unintended
interruptions even if there was 2 [sec] round-trip delay. Keywords: visual feedback; delay time; video chatting | |||
| Research on the Relationships between Visual Entertainment Factor and Chat Communication | | BIBA | Full-Text | 165-170 | |
| Tomoyasu Ogaki; Junko Itou; Jun Munemori | |||
| In this article, we analyze the effects of visual entertainment factors included in visual cues on chat communication aiming to enliven exchanging chat messages. Visual cues such as smileys, avatars and pictograms are essential to make our communication successful. However, visual cues can be used as only a substitution to express user's intentions. Therefore we propose a chat system with characters which change different forms according to chat messages input bye users with visual cues and we investigate the effects on exchanging chat messages. | |||
| Multimodal Conversation Scene Analysis for Understanding People's Communicative Behaviors in Face-to-Face Meetings | | BIBAK | Full-Text | 171-179 | |
| Kazuhiro Otsuka | |||
| This presentation overviews our recent progress in multimodal conversation
scene analysis, and discusses its future in terms of designing better
human-to-human communication systems. Conversation scene analysis aims to
provide the automatic description of conversation scenes from the multimodal
nonverbal behaviors of participants as captured by cameras and microphones. So
far, the author's group has proposed a research framework based on the
probabilistic modeling of conversation phenomena for solving several basic
problems including speaker diarization, i.e. "who is speaking when", addressee
identification, i.e. "who is talking to whom", interaction structure, i.e. "who
is responding to whom", the estimation of visual focus of attention (VFOA),
i.e. "who is looking at whom", and the inference of interpersonal emotion such
as "who has empathy/antipathy with whom", from observed multimodal behaviors
including utterances, head pose, head gestures, eye-gaze, and facial
expressions. This paper overviews our approach and discusses how conversation
scene analysis can be extended to enhance the design process of
computer-mediated communication systems. Keywords: Conversation scene analysis; meeting analysis; multimodal interaction;
nonverbal behavior | |||
| A Virtual Audience System for Enhancing Embodied Interaction Based on Conversational Activity | | BIBAK | Full-Text | 180-189 | |
| Yoshihiro Sejima; Yutaka Ishii; Tomio Watanabe | |||
| In this paper, we propose a model for estimating conversational activity
based on the analysis of enhanced embodied interaction, and develop a virtual
audience system. The proposed model is applied to a speech-driven embodied
entrainment wall picture, which is a part of the virtual audience system, for
promoting enhanced embodied interaction. This system generates activated
movements based on the estimated value of conversational activity in enhanced
interaction and provides a communication environment wherein embodied
interaction is promoted by the virtual audience. The effectiveness of the
system was demonstrated by means of sensory evaluations and behavioral analysis
of 20 pairs of subjects involved in avatar-mediated communication. Keywords: Human Interaction; Nonverbal Communication; Virtual Communication; Enhanced
Interaction; Virtual Audience | |||
| VizKid: A Behavior Capture and Visualization System of Adult-Child Interaction | | BIBAK | Full-Text | 190-198 | |
| Grace Shin; Taeil Choi; Agata Rozga; Mario Romero | |||
| We present VizKid, a capture and visualization system for supporting the
analysis of social interactions between two individuals. The development of
this system is motivated by the need for objective measures of social approach
and avoidance behaviors of children with autism. VizKid visualizes the position
and orientation of an adult and a child as they interact with one another over
an extended period of time. We report on the design of VizKid and its
rationale. Keywords: Spatiotemporal visualization; mutual orientation; instantaneous distance;
behavior analytics Note: Best Paper Award | |||
| Interactive e-Hon as Parent-Child Communication Tool | | BIBAK | Full-Text | 199-206 | |
| Kaoru Sumi; Mizue Nagata | |||
| In this paper, we described a media for helping children understand content,
called Interactive e-Hon. It works by transforming text into an easily
understandable storybook style with animation and dialogue. In this system,
easy-to-understand content is created by a semantic tag generator through
natural language processing, an animation generator using an animation archive
and animation tables, a dialogue generator using semantic tag information, and
a story generator. Through our experiment, we have shown that this method of
transmitting visual images with verbal information is effective for promoting
understanding. Keywords: Understanding; animation | |||
| SAM: A Spatial Interactive Platform for Studying Family Communication Problem | | BIBAK | Full-Text | 207-216 | |
| Guo-Jhen Yu; Teng-Wen Chang; Ying-Chong Wang | |||
| Communication among nuclear family is a complex but immediate problem due to
the small number of family members and the diverse daily schedule of modern
society. Because family members have to live together every day, so they must
consider and coordinate mutually in communication to avoid estranging by over
indifference. With the ambient environment and sensible space technology
mentioned above in place, the aim of this study is to explore the possible calm
interface. While with nuclear family context in mind, how to build such
interface and its implication to the family communication is the problem. For
building up an interface using plant-as-media, this study is using the property
of plant phototropism. According the above concept, we build up the wall-formed
plant interface and two perceptible family spaces practically. Starting with
studying on family communication, and this research implements an ambient
environment (Spatial Ambient environment, SAM) utilizing sensible space
technology and calm interface. Keywords: Interactive Behavior; Spatial Interface | |||
| The Effects Visual Feedback on Social Behavior during Decision Making Meetings | | BIBAK | Full-Text | 219-228 | |
| Merel Brandon; Simon Epskamp; Thomas de Groot; Tim Franssen; Bart van Gennep; Thomas Visser | |||
| This paper describes the design and evaluation of a visualization that
provides feedback for meeting participants on their social behavior (Social
Mirror). Our Social Mirror provides feedback on participation level,
interactivity level, and level of agreement. For the evaluation we conducted an
experiment where two groups of four participants each took part in a meeting
with and in a meeting without the Social Mirror. The results showed that the
participants could easily extract information from the Social Mirror without
being distracted from the topic of discussion during the meeting. Our results
further suggest that the Social Mirror leads to changes in the social behavior
of the participant; in particularly due to the agreement visualization.
Moreover most participants prefer meetings with the presence of the Social
Mirror. Keywords: Meeting; collaboration; decision making process; social mirror; social
visualization; social behavior; social feedback | |||
| Co-Creation of Value through Social Network Marketing: A Field Experiment Using a Facebook Campaign to Increase Conversion Rate | | BIBAK | Full-Text | 229-235 | |
| Asle Fagerstrøm; Gheorghita Ghinea | |||
| The concept of social network marketing has gained much interest in both
applied and academic marketing. While several studies have demonstrated the use
of social network marketing, research on the actual effect on business value is
scarce. A field experiment was prepared where applicants for IT bachelor
studies were invited to join a Facebook group related to the subject of
interest. Each Facebook group was assigned a contact person who received
training in answering questions from the applicants and to create activities on
the social network site. The results showed that the conversion rate for
applicants who apply for a Facebook group was 88.8%, which is significant
higher than for those who did not apply for a Facebook group (43.3%). We
suggest that social network sites, such as Facebook, can be used as an arena
for co-creation of value. Keywords: Social Network Marketing; Co-Creation of Value; Facebook Campaign; Field
experiment | |||
| Towards Argument Representational Tools for Hybrid Argumentation Systems | | BIBAK | Full-Text | 236-245 | |
| María Paula González; Sebastian Gottifredi; Alejandro Javier García; Guillermo Ricardo Simari | |||
| Argumentation Systems are reasoning systems that provide automatic
computation of arguments. "Argument Assistant Systems" are graphic-oriented
tools for supporting end-users to manipulate arguments. Recently, the novel
family of "Hybrid Argumentation Systems" (HAS) has emerged, combining these two
approaches. Even when some HAS have been presented, either they show in the
interface only final results of the computation of the dispute situation under
consideration, or have not explicit considered usability features focused on
real final users. Besides, current semantic goes from the definition of
theoretical considerations to the graphical representation of the dispute
situation under consideration, avoiding the direct manipulation of arguments is
a graphical fashion. This paper discusses lessons learned at the development of
DeLP Client, a particular HAS software oriented towards end-users where main
goals include going beyond the above limitations. To achieve usability goals,
some usability-oriented design guidelines recently proposed for the
argumentation systems domain are considered. Keywords: Knowledge Representation; Defensible Argumentation; Hybrid Argumentation
Systems; Usability Guideline | |||
| Development of a Price Promotion Model for Online Store Selection | | BIBAK | Full-Text | 246-252 | |
| Shintaro Hotta; Syohei Ishizu; Yoshimitsu Nagai | |||
| There are many customer concerns related to online shopping, such as the
inability to view actual products and the possibility of dishonesty. Online
shopping nevertheless has the advantage of generally low prices. Effective
price promotion that considers both customer concerns and price advantage is
important for online stores. We developed a store selection model for both
online stores and brick-and-mortar stores. We also conducted a survey to test
the store selection model. Finally, we propose an effective price promotion
method for each type of store. Keywords: store selection model; price promotion; brand selection model; maximum
likelihood estimation; multinomial logit model | |||
| Design Effective Voluntary Medical Incident Reporting Systems: A Literature Review | | BIBAK | Full-Text | 253-261 | |
| Lei Hua; Yang Gong | |||
| Voluntary medical incident reporting systems (VMIR) are an application of
information technology to support medical errors reporting for health
professionals and thus ultimately improve healthcare quality and patient
safety. The overall goal of this paper was to investigate the usage and
effective design of VMIR by literature review. We expected to uncover design
potentials from prior studies by examining on both incident reports analysis
and system design, by which to establish a user-centered design framework that
integrates identified factors for advancing VMIR effectiveness and efficiency.
All papers regarding voluntary reporting system were identified through
systematic electronic database searches. Three eligibility criteria were
applied: 1) voluntary programs; 2) information system; 3) medical
incident/error reporting. Of 8 eligible articles identified, the main themes
are about current systems' shortcomings on underreporting, report quality,
standardized nomenclature/ taxonomy, communication, usability as well as
reporting culture and environment. Eventually, all of identified concerns in
the study will be addressed in a VMIR system prototyping process to attack the
shortcomings aforementioned. Keywords: Medical Incident Reporting; User-centered Design; Information System | |||
| Technology-Based Decision-Making Support System | | BIBAK | Full-Text | 262-267 | |
| Hanmin Jung; Mikyoung Lee; Pyung Kim; Won-Kyung Sung | |||
| This paper describes a decision-making support system focused on
technologies, R&D agents, and R&D results. To deal with heterogeneous
literatures and metadata, we introduce text mining and Semantic Web-based
service platforms. InSciTe, a decision-making support system developed by us,
provides a through process including analysis as well as ETL, verifies search
and analysis results, connects its information with Semantic Web open sources
in the level of RDF, and generates automatic summary reports. This system is
significant in the sense that it has been implemented about a year earlier than
similar projects such as CUBIST and FUSE. Keywords: Decision-Making Support; Text Mining; Semantic Web; Technology Intelligence
Service | |||
| Economic Analysis of SON-Enabled Mobile WiMAX | | BIBAK | Full-Text | 268-277 | |
| Seungjin Kwack; Jahwan Koo; Jinwook Chung | |||
| Even though mobile communication traffic continues to grow fast, its revenue
does not increase sufficiently. Hence, mobile communication network operators
are seeking technologies and strategies to maintain qualitative network
services and reduce the Operational Expenditure (OpEx). Self Organization
Network (SON) technology is one of the effective solutions to reduce OpEx. This
paper presents the economic analysis of SON-enabled Mobile WiMAX. We define
Network Propagation Models (NPM), introduce feasible SON use cases that can
reduce the OpEx efficiently, select OpEx factors that can be reduced by
deploying SON use cases, and propose mathematical expressions for revenue,
CapEx, OpEx, CF, DCF and NPV. For the analysis, we consider a sample site and
perform its cost and financial analysis through comparisons before and after
SON deployment. As a result, 69% and 89% of total OpEx are decreased at newly
added sites and traditional sites, respectively. Moreover, profits are
increased earlier. Finally, SON technology can be achieved substantial OpEx
reductions in network operational tasks. Keywords: Mobile WiMAX; Capital Expenditure (CapEx); Operational Expenditure (OpEx);
Net Present Value (NPV); Self Organization Network (SON) | |||
| ICT-Enabled Business Process Re-engineering: International Comparison | | BIBAK | Full-Text | 278-284 | |
| Ya-Ching Lee; Pin-Yu Chu; Hsien-Lee Tseng | |||
| The purpose of this study is to investigate ICT impacts on BPR. By comparing
the data in the United and Chile, it is found that ICT adoption affects BPR,
and, BPR influences business performance. There are differences of ICT adoption
impacts on BPR and differences of BPR influences on the profit among countries. Keywords: Business process reengineering; Structural equation modeling | |||
| A Methodology to Develop a Clinical Ontology for Healthcare Business | | BIBAK | Full-Text | 285-291 | |
| Mario Macedo; Pedro T. Isaías | |||
| The development of clinical ontologies using common clinical data is a very
important issue to record healthcare patient history, to use medical guidelines
and to services accountability. The usage of terminologies already developed
and available like SNOMED is a benefit. However many doctors argue that they
prefer to continue using natural language and unstructured text to record
patient data. Their point of view is that natural language is much more
complete and flexible than standardized terminologies. This study intends to
prove that it is possible to recognize patterns from natural language and
identify the clinical procedures as they would be written with a normalized
language. Another delivery of this study would be a precisely accountability of
healthcare services. Keywords: Ontology; Medical Guideline; Clinical Natural Language; SNOMED | |||
| Advances in E-commerce User Interface Design | | BIBAK | Full-Text | 292-300 | |
| Lawrence J. Najjar | |||
| To remain competitive, e-commerce user interfaces need to evolve as customer
behaviors and technologies change. This paper describes several new user
interface features that designers may want to add to their e-commerce
offerings. The features include social media connections, storefronts on social
media sites, automated product recommendations, dynamic product customization,
dynamic product contextual simulation, flash sales, and mobile commerce. Keywords: E-commerce; user interface design; social media; automated product
recommendations; dynamic product customization; dynamic product contextual
simulation; flash sales; mobile commerce; m-commerce | |||
| Information Technology Services Industry and Job Design | | BIBAK | Full-Text | 301-304 | |
| Yoshihiko Saitoh | |||
| Service businesses produce over 70 percent of the gross domestic product in
developed nations and there has been an increasing dependency on information
technology to deliver services. Over the last few decades, many large companies
that provide IT-based products have transformed their businesses into service
oriented businesses. For those organizational changes, the job design must also
be considered because the distinctive characteristics of service businesses
require different skills than what was found in manufacturing.
In reality, however, while the proportion of service businesses is increasing in such work organizations, service businesses produce job stress that can lead to health problems. Although stress perception appears to be the major factor of discomfort in IT services industry, studies about effective ways to design a job or avoid job stress are not so many. In this paper, several factors that produce job stress are discussed based on a conceptual model. Keywords: Information Technology; Services Industry; Job Stress; Job Design | |||
| Dodging Window Interference to Freely Share Any Off-the-Shelf Application among Multiple Users in Co-located Collaboration | | BIBAK | Full-Text | 305-314 | |
| Shinichiro Sakamoto; Makoto Nakashima; Tetsuro Ito | |||
| A method of dodging window interference is described for allowing multiple
users to freely share any off-the-shelf single-user application in co-located
collaboration utilizing a shared device. This method is indispensable for
transparently realizing application sharing in light effort with a centralized
architecture by using a surrogate window which is a mimic of the original
application's window. Although the original application should process any
event on the surrogate window, window interference could be caused by
overlapping the location of an event with the surrogate window and then the
event cannot be processed. To avoid window interference we formulate the method
based on quadrant-based window positioning, in which the original application's
window is dynamically repositioned for displaying only one quadrant of this
window in one corner of the screen area. The availability of the proposed
method was certified and the usability was clarified in co-located
collaboration in a university laboratory. Keywords: Dodging window interference; window positioning; collaboration; application
sharing; CSCW; centralized architecture; screen-sharing system | |||
| Process in Establishing Communication in Collaborative Creation | | BIBAK | Full-Text | 315-324 | |
| Mamiko Sakata; Keita Miyamoto | |||
| We try to quantify the communication in collaborative activities in terms of
verbal and non-verbal processes, using collaborators of a creative activity as
the study subjects. This study set up a production task using LEGO® blocks.
Our study subjects consisted of 5 groups of 3 males. They were asked to use
their imagination freely to build a "castle" using the LEGO blocks. We recorded
their activities with video cameras, while measuring their bodily movements
three dimensionally using a motion capture system. Our experiment showed that
the works created by groups with many illustrators (gestures for spatially
expressing inner ideas and images) rated high both in perfection level and
favorability rating. In a collaborative creation, it was shown that direct
visual expressions of mental representations through nonverbal, rather than
verbal, communication among the collaborators increased perfection level of the
end product. Keywords: Collaborative Creation; Nonverbal Behavior; Bodily Movements | |||
| Real-World User-Centered Design: The Michigan Workforce Background Check System | | BIBAK | Full-Text | 325-334 | |
| Sarah J. Swierenga; Fuad Abujarad; Toni A. Dennis; Lori A. Post | |||
| The Michigan Workforce Background Check system demonstrates how an iterative
user-centered design (UCD) process enhances organizational level communication
practices and efficiency. Well-designed information communication technology is
an essential component of effective public health management. Usability and
accessibility testing informed subsequent design and development. The iterative
improvement in the background check application demonstrates that UCD should be
a component of public health management projects in particular, and online
project development in general. Keywords: User-centered design; usability; accessibility; information technology;
criminal background checks | |||
| What Kinds of Human Negotiation Skill Can Be Acquired by Changing Negotiation Order of Bargaining Agents? | | BIBAK | Full-Text | 335-344 | |
| Keiki Takadama; Atsushi Otaki; Keiji Sato; Hiroyasu Matsushima; Masayuki Otani; Yoshihiro Ichikawa; Kiyohiko Hattori; Hiroyuki Sato | |||
| This paper focuses on developing human negotiation skills through
interactions between a human player and a computer agent, and explores its
strategic method towards a human skill improvement in enterprise. For this
purpose, we investigate the negotiation skill development through bargaining
game played by the player and an agent. Since the acquired negotiation strategy
of the players is affected by the negotiation order of the different types of
agents, this paper aims at investigating what kind of the negotiation
strategies can be learned by negotiating with different kinds of agents in
order. Through an intensive human subject experiment, the following
implications have been revealed: (1) human players, negotiating with the
human-like behavior agent firstly and the strong/weak attitude agent secondly,
can neither obtain the large payoff nor win many games, while (2) human
players, negotiating with the strong/weak attitude agent firstly and the
human-like behavior agent secondly, can obtain the large payoff and win many
games. Keywords: human skill development; agents; interaction; subject experiment; bargaining
game | |||
| An Efficient and Scalable Meeting Minutes Generation and Presentation Technique | | BIBAK | Full-Text | 345-352 | |
| Berk Taner; Can Yildizli; Ahmet Ozcan Nergiz; Selim Balcisoy | |||
| Meetings are essential for a group of individuals to work together. An
important output of meetings is minutes. Taking and distributing minutes is a
time consuming task. Also, any new member of a meeting series will not be able
to easily refer to old minutes if they are in written or e-mail format. Our
contribution to this problem is to propose a new approach for taking meeting
minutes that will allow dynamic and cooperative note taking. In addition,
resulting minutes will allow any new participant to spend a smaller integration
time. Keywords: dynamic meeting minutes; storytelling interfaces | |||
| Object and Scene Recognition Using Color Descriptors and Adaptive Color KLT | | BIBAK | Full-Text | 355-363 | |
| Volkan H. Bagci; Mariofanna G. Milanova; Roumen Kountchev; Roumiana Kountcheva; Vladimir Todorov | |||
| With the emergence and explosion of huge image databases there is an
increasing necessity for effective methods to assess visual information on the
level of objects and scene types. A wide variety of Content -- Based Image
Retrieval (CBIR) systems already exists. As a key issue in CBIR, similarity
measure quantifies the resemblance in contents between a pair of images.
Depending on the type of features, the formulation of the similarity measure
varies greatly. The primary goal of our study is to reduce the computation time
and user interaction. The secondary goal is to reduce the semantic gap between
high level concepts and low level features. A third goal is to evaluate system
performance with regard to speed and accuracy. In the proposed study transform
color after statistical transform, such as the Adaptive Color Karhunen Loeve
Transform (ACKLT) is used as a color descriptor. The results are showing the
advantage of the new algorithm for ACKLT in comparison with the YCrCb color
model. Based on the experimental results, we concluded that correct selection
of descriptors invariant to light intensity and light color changes affects
object and scene category recognition. Keywords: content-based image retrieval; Adaptive Color Karhunen Loeve Transform | |||
| What Maps and What Displays for Remote Situation Awareness and ROV Localization? | | BIBAK | Full-Text | 364-372 | |
| Ryad Chellali; Khelifa Baizid | |||
| When exploring environments remotely, the knowledge of the tele-operated
vehicle location is a key element for operators' situational awareness. Given
visual information provided by the ROV, we aimed at finding the best
combination between the maps used by operators, visual feedbacks provided by
the ROV and the displays to show the previous information. In our system,
tele-operators use 2D top-view or 3D immersive representation of the remote
world as maps. From the remote site, they receive a live video stream provided
by a remotely controlled pan-tilt camera. Maps and video streams are displayed
on PC screens or HMD's. We give and we discuss here, the results of the
performed experiments. As expected, the 3D maps give more accurate estimation
but are time consuming. On the other hand, we found that the use of simple
PC-screens leads to better results than HMDs. Keywords: Degrees of Autonomy and Teleoperation; Human Factors and Ergonomics; Motion
Planning and Navigation in Human-Centered Environments | |||
| Evaluation of Disaster Information Management System Using Tabletop User Interfaces | | BIBAK | Full-Text | 373-380 | |
| Hidemi Fukada; Kazue Kobayashi; Aki Katsuki; Naotake Hirasawa | |||
| Most traditional disaster management systems in Japan employ input devices
such as keyboards or mice, and it was necessary to post expert staff with high
computer literacy to operate the system quickly and correctly in the tense
situation when a disaster had occurred. In this research, a disaster
information management system is proposed which can be easily operated, even
under the disorderly conditions of a disaster, by the local government's person
in charge of disaster management. This system achieves usability enabling easy
input of damage information, even by local government staff with no expertise,
by using a digital pen and tabletop user interface. Evaluation was conducted by
prospective users using a prototype, and the evaluation results are
satisfactory with regard to the function and operationality of the proposed
system. Keywords: disaster information management system; tabletop user interfaces; geographic
information system (GIS); digital pen | |||
| Relationality-Oriented Systems Design for Emergence, Growth, and Operation of Relationality | | BIBA | Full-Text | 381-387 | |
| Takuya Kajio; Manami Watanabe; Ivan Tanev; Katsunori Shimohara | |||
| Relationality-oriented system science introduced here is a new research field where we try to understand and grasp systems as substance in which humans, tangible and intangible artifacts are interdependent and function together. This paper proposes a research framework for a social network system that elicits relationality from people's daily life, grows relationality with self-propagation and self-proliferation mechanisms, and enables to promote, manage and operate reproduction of relationality. | |||
| Real-time and Interactive Rendering for Translucent Materials such as Human Skin | | BIBAK | Full-Text | 388-395 | |
| Hiroyuki Kubo; Yoshinori Dobashi; Shigeo Morishima | |||
| To synthesize a realistic human animation using computer graphics, it is
necessary to simulate subsurface scattering inside a human skin. We have
developed a curvature-dependent reflectance functions (CDRF) which mimics the
presence of a subsurface scattering effect. In this approach, we provide only a
single parameter that represents the intensity of incident light scattering in
a translucent material. We implemented our algorithm as a hardware-accelerated
real-time renderer with a HLSL pixel shader. This approach is easily
implementable on the GPU and does not require any complicated pre-processing
and multi-pass rendering as is often the case in this area of research. Keywords: computer graphics; real-time rendering; subsurface scattering | |||
| Local Communication Media Based on Concept of Media Biotope | | BIBAK | Full-Text | 396-402 | |
| Hidetsugu Suto; Makiba Sakamoto | |||
| The media biotope concept considers media communication structures to be
analogous to an eco biotope. Communities created by local media are connected
and mutually influence each other. First, the properties of communication media
suitable for creating media biotopes are discussed in order to define the
concept of media biotope. Two novel communication mediums based on the media
biotope concept were identified: one would strengthen communication among
residents in a regions and the other would help travellers learn about
sightseeing spots and communicate with residents. These mediums are designed to
increase residents' enthusiasm for their region by promoting awareness among
others. Keywords: Media Biotope; communication medium; community; society | |||
| Big Fat Wand: A Laser Projection System for Information Sharing in a Workspace | | BIBAK | Full-Text | 403-410 | |
| Toru Takahashi; Takao Terano | |||
| This paper proposes the method to solve a problem of a triad relation
thorough an augmented reality system in cooperative works. It enables us to
explain shortly, because it utilize spatial information without translation it
to verbal ones. This paper realizes it with the laser projection AR system, Big
Fat Wand (BFW). It meets requirement for a real workspace. From experimental
results, the AR method with BFW is effective to decrease the explanation time. Keywords: Augmented Reality; Cooperative Work; Laser Projection System | |||
| Disaster Information Collecting/Providing Service for Local Residents | | BIBAK | Full-Text | 411-418 | |
| Yuichi Takahashi; Daiji Kobayashi; Sakae Yamamoto | |||
| It has been pointed out that when people lack the information needed in the
event of a disaster, such as a disastrous earthquake, this could lead to social
chaos, including unwanted rumors and outrages, or could disrupt rescue and
relief activities1, 2. In Japan, by law in principle, self-help or mutual
assistance is required immediately after a disaster, and local residents are
required to make judgments for action on their own. Although disaster
information systems are gradually being organized at the municipal level,
actual emergency evacuation areas and essential information for local citizens
are still not sufficiently ready for provision at this stage.3 In this study,
we established and evaluated a service infrastructure with an autonomous
wireless network, aiming at providing services to collect and deliver disaster
information, which will be required by local residents. Keywords: earthquake; disaster victims; distributed autonomous system; wireless
network | |||
| Comfortable Design of Task-Related Information Displayed Using Optical See-Through Head-Mounted Display | | BIBAK | Full-Text | 419-429 | |
| Kazuhiro Tanuma; Tomohiro Sato; Makoto Nomura; Miwa Nakanishi | |||
| Optical see-through head-mounted displays (OSDs) enable users to view
digital images overlaid on the real world. Their most prospective application
is as media that display instruction manuals in industrial fields. This study
elucidates requirements for comfortable design depending on the complexity of
workers' sight, particularly focusing on OSDs' perfect see-through feature. Our
goal is to provide design guidelines for task-related information displayed
using OSDs. Based on experimental results, requirements for the comfortable
design of elements of the task-related information provided by OSDs are
summarized. We suggest the content should be designed when OSDs are put to
practical use. Complete examination revealed that users who repeatedly shifted
their gaze from the OSD to the real object felt more comfortable because their
eyes were subjected to lesser variation in brightness. Accordingly, we suggest
that design elements of the information items should be designed to control the
brightness difference between the information displayed on OSDs and real sight. Keywords: Optical see-through head-mounted display; Information design; Task-related
information | |||
| Usability Issues in Introducing Capacitive Interaction into Mobile Navigation | | BIBAK | Full-Text | 430-439 | |
| Shuang Xu; Keith Bradburn | |||
| Capacitive sensing technology has become a promising solution to alleviating
the hardware constraints of mobile interaction methods. However, little is
known about users' perception and satisfaction of the integrated capacitive
touch interaction and conventional inputs on mobile devices. This study
examined users' performance of using a traditional 4-way navigation control
enhanced with capacitive touch interaction. Findings from this investigation
indicate that the additional capacitive interaction mode does not necessarily
improve users' performance or perception of mobile navigation tasks. Although
users welcome the innovative interaction techniques supported by the
traditional cell phone keypad, it is crucial that the touch-based interaction
is easy to discover, easy to maneuver, and does not impede users' conventional
interactivity on mobile devices. Keywords: Mobile interaction; capacitive; touch-based input; navigation; target
selection | |||
| Balance Ball Interface for Performing Arts | | BIBAK | Full-Text | 440-445 | |
| Tomoyuki Yamaguchi; Tsukasa Kobayashi; Shuji Hashimoto | |||
| This paper introduces a novel balance ball-shaped interface to translate
human body expression to sound. Although a variety of mobile interfaces have
been introduced for musical performance, most of them are small not to disturb
performer's action. On the other hand the proposed interface is visible and
large enough to act with human performer. All the sensors are equipped in a
large balance ball which moves, rolls and deforms according to the performer's
actions such as pushing and kicking. Keywords: Balance ball interface; Musical performance; body expression | |||
| Study on Accessibility of Urgent Message Transmission Service in a Disaster | | BIBAK | Full-Text | 446-450 | |
| Shunichi Yonemura; Kazuo Kamata | |||
| In this paper, the layer model of urgent message transmission service is
proposed and the semantic level channels of communication inescapable when
considering the accessibility of an urgent message are discussed. Keywords: accessibility; urgent message; sign language | |||
| Is ACARS and FANS-1A Just Another Data Link to the Controller? | | BIBA | Full-Text | 453-462 | |
| Vernol Battiste; Joel Lachter; Sarah V. Ligda; Jimmy H. Nguyen; L. Paige Bacon; Robert W. Koteskey; Walter W. Johnson | |||
| This report investigates issues surrounding TBO procedures for the current aircraft fleet when requesting deviations around weather. Air and ground procedures were developed to stringently follow TBO principles using three types of communication: Voice, ACARS, and FANS. ACARS and FANS are both text-based communication systems, but FANS allows uplinked flight plans to be automatically loaded into the FMS, while ACARS does not. From the controller perspective, though, all flight plan modifications were completed using a trial planner and delivered via voice or data comm, making FANS and ACARS similar. The controller processed pilots' request and approved or modified them based on traffic management constraints. In this context, the rate of non-conformance across all conditions was higher than anticipated, with off path errors being in excess of 20%. Controllers did not differentiate between the ACARS and FANS data comm, and showed mixed preferences for Voice vs data comm (ACARS and FANS). | |||
| Flight Deck Workload and Acceptability of Verbal and Digital Communication Protocols | | BIBAK | Full-Text | 463-472 | |
| Summer L. Brandt; Joel Lachter; Arik-Quang V. Dao; Vernol Battiste; Walter W. Johnson | |||
| The Federal Aviation Administration hopes to convert air traffic management
to Trajectory Based Operations (TBO), under which aircraft flight plans are
known to computer systems which aid in scheduling and separation. However, few
aircraft flying today have equipment designed to support TBO. We conducted a
human-in-the-loop simulation of TBO using current fleet equipage. Three
aircraft equipage levels were explored: Voice (the equipment currently used),
FANS (the Future Aircraft Navigation System datacom designed for use in TBO),
and ACARS (a datacom system widely used for communication with Airline
Operation Centers). FANS uplinked flight plans can be automatically loaded into
the Flight Management System, while ACARS delivers text that must be entered
manually. Pilots rated various aspects of the procedures. Voice was preferred
to FANS, with ACARS rated worst, apparently because of slow response times for
requests with datacom. Using a mixture of Voice and datacom may provide the
benefits of both. Keywords: Trajectory Based Operations (TBO); Datacom; NextGen; Human-in-the-Loop
simulation | |||
| Conflict Resolution Automation and Pilot Situation Awareness | | BIBAK | Full-Text | 473-482 | |
| Arik-Quang V. Dao; Summer L. Brandt; L. Paige Bacon; Joshua M. Kraut; Jimmy H. Nguyen; Katsumi Minakata; Hamzah Raza; Walter W. Johnson | |||
| This study compared pilot situation awareness across three traffic
management concepts that varied traffic separation responsibility between the
pilots, air-traffic controllers, and an automation system. In Concept 1, the
flight deck was equipped with conflict resolution tools that enable them to
perform the tasks of weather avoidance and self-separation from surrounding
traffic. In Concept 2, air-traffic controllers were responsible for traffic
separation, but pilots were provided tools for weather and traffic avoidance.
In Concept 3, a ground based automation was used for conflict detection and
resolution, and the flight deck tools allowed pilots to deviate for weather,
but not detect conflicts. Results showed that pilot situation awareness was
highest in Concept 1, where the pilots were most engaged, and lowest in Concept
3, where automation was heavily used. These findings suggest that pilot
situation awareness on conflict resolution tasks can be improved by keeping
them in the decision-making loop. Keywords: situation awareness; flight deck; automation; NextGen; SAGAT; SPAM | |||
| Effect of ATC Training with NextGen Tools and Online Situation Awareness and Workload Probes on Operator Performance | | BIBAK | Full-Text | 483-492 | |
| Ariana Kiken; R. Conrad Rorie; L. Paige Bacon; Sabrina Billinghurst; Joshua M. Kraut; Thomas Z. Strybel; Kim-Phuong L. Vu; Vernol Battiste | |||
| The purpose of the present study was to examine (a) how controller
performance changes with the introduction of NextGen tools and (b) how much
training is needed for controllers to achieve a performance criterion after the
tools have been introduced. Seven retired controllers were trained on an
enroute sector in three phases: voice, Data Comm, and online probe. The voice
phase trained current-day air traffic management techniques, the Data Comm
phase trained NextGen tools, including Data Comm, conflict alerting, and
conflict probes, and the probe phase trained controllers on an online probing
technique. Although safety was not affected by the introduction of NextGen
tools, the tools disrupted operator sector efficiency performance. Keywords: Training; NextGen; Air Traffic Control | |||
| Effects of Data Communications Failure on Air Traffic Controller Sector Management Effectiveness, Situation Awareness, and Workload | | BIBAK | Full-Text | 493-499 | |
| Joshua M. Kraut; Ariana Kiken; Sabrina Billinghurst; Corey A. Morgan; Thomas Z. Strybel; Dan Chiappe; Kim-Phuong L. Vu | |||
| Data communications (Data Comm) is a tool needed to implement future
concepts of air traffic management envisioned by NextGen. A combination of
voice and pilot-controller data communications will allow the National Airspace
System to handle 2-3X current day traffic by 2025. The performance, situation
awareness, and workload of seven air traffic controllers was analyzed in a
medium fidelity, human-in-the-loop simulation where a discrete Data Comm
failure occurred after several trials with completely reliable Data Comm tools.
We found that the Data Comm failure resulted in increased controller workload
and decreased sector efficiency performance. However, the controllers were able
to maintain safety in their sectors despite the Data Comm failure. Keywords: data communications failure; aviation; air traffic controllers; NextGen | |||
| Pilot Information Presentation on the Flight Deck: An Application of Synthetic Speech and Visual Digital Displays | | BIBAK | Full-Text | 500-506 | |
| Nickolas D. Macchiarella; Jason P. Kring; Michael S. Coman; Tom Haritos; Zoubair Entezari | |||
| Integration of synthetic speech for Next Generation Air Transportation
System (NextGen) communicative purposes is in its infancy. Integration of
synthetic speech on the flight deck has the potential to improve air traffic
control (ATC) and pilot communications through a multimodal presentation of
critical information. In a synthesized speech system, digital-data traffic from
ATC is converted into a synthetic, or computer-generated, voice for
presentation to the pilot. Parameters to implement a synthetic speech system on
the flight deck, as a means of optimizing communications between ATC and
pilots, are under study at Embry-Riddle Aeronautical University in conjunction
with the FAA- Human Factors Research and Engineering Group for NextGen (AJP-61)
and John A. Volpe National Transportation Center. Keywords: Synthetic Speech; NextGen; Data Comm; Air Traffic Control; Flight Training
Device | |||
| How Data Comm Methods and Multi-dimensional Traffic Displays Influence Pilot Workload under Trajectory Based Operations | | BIBAK | Full-Text | 507-515 | |
| Jimmy H. Nguyen; L. Paige Bacon; R. Conrad Rorie; Meghann Herron; Kim-Phuong L. Vu; Thomas Z. Strybel; Vernol Battiste | |||
| The goal of the present study was to examine the impact of different
data-communication (Data Comm) methods and use of multi-dimensional displays
(2-D or 3-D) on pilot workload when Trajectory Based Operations (TBO) are
employed. Eight pilots flew simulated enroute flights using an integrated
(FANS-1A) or non-integrated (ACARS) Data Comm method. Pilots were also asked to
rate the workload and acceptability of a route modification with the different
Data Comm methods. Online assessments during the flight simulation showed no
difference in pilot ratings of workload and route acceptability. However, in
post trial questionnaires, pilots reported an overall preference for FANS as a
Data Comm method compared to ACARS. The display type did not change pilots'
positive ratings for the FANS method, but 3-D displays increase the operator's
ability to understand the proposed flight plan changes when they used ACARS. Keywords: Data Comm; 2-D displays; 3-D display; ACARS; FANS-1A; Trajectory Based
Operations; Workload; NASA CSD | |||
| Macroergonomics in Air Traffic Control -- The Approach of a New System | | BIBAK | Full-Text | 516-525 | |
| Luiza Helena Boueri Rebello | |||
| This paper aims to make a presentation of a study in order to obtain
solutions for a better adequacy of a complex production system, where the
system of air traffic control, and the Brazilian system that is in phase of
modifications to a human-machine relationships over the working procedures in
the light of the constant innovations in information systems in order to
improve flight safety. Keywords: Macroergonomics; Air Traffic Control; Flight Safety | |||
| A Preliminary Investigation of Training Order for Introducing NextGen Tools | | BIBAK | Full-Text | 526-533 | |
| R. Conrad Rorie; Ariana Kiken; Corey A. Morgan; Sabrina Billinghurst; Gregory Morales; Kevin Monk; Kim-Phuong L. Vu; Thomas Z. Strybel; Vernol Battiste | |||
| Eleven students enrolled in a 16-week radar simulation course were trained
on current-day and NextGen tools. The order of the training was manipulated so
that half of the students received current-day training first, followed by the
training on NextGen tools, while the remaining students received training on
the NextGen tools first, followed by current-day training. This paper reports
data from the debriefing sessions following the conclusion of the course, with
the intent of determining students' reaction to the training order and their
comments and suggestions for future training schedules. Results indicated that
future training should start with current-day procedures and delay the
introduction of NextGen tools until trainees have established fundamental air
traffic management skills. Keywords: ATC; training; part-task; NextGen | |||