| Estimation of Driver's Steering Intention by Using Mechanical Impedance | | BIBAK | Full-Text | 3-11 | |
| Takafumi Asao; Satoshi Suzuki; Kentaro Kotani | |||
| We attempted to estimate a driver's steering intention by using human
mechanical impedance, which changes as a result of muscle activity, because
humans should be ready to act before moving. First, we verified the estimated
accuracy of the impedance under a static condition. The estimation results
showed good accuracy. Then, we tried to estimate the time-varying human
impedance during a tracking task using the steering wheel. There were some
instances where the stiffness became high before steering and became low after
steering, but the occurrence rate was low. Keywords: steering intention; mechanical impedance; dynamic identification; Kalman
filter | |||
| The Relationship Between Handlebar and Saddle Heights on Cycling Comfort | | BIBAK | Full-Text | 12-19 | |
| Min-Chi Chiu; Hsin-Chieh Wu; Nien-Ting Tsai | |||
| This study aims to clarify the relationship between handlebar and saddle
heights on cycling comforts by assessing the kinematics, kinetics,
physiological loading and subjective perceived exertion rating. Twenty young
adults with mean age 24.6 years (SD=0.1) were recruited to participate in this
study. A commercial city bike with the adjustable handlebar and saddle had been
set on the indoor cycling stands. All subjects were asked to ride randomly with
9 different postures (3 handle × 3 saddle heights) for continuous one
hour. A 3-D motion analysis system (Zebris Medical GmbH, Germany) was used to
collect the kinematic data. The body pressure measurement system (Body Pressure
Measurement System, Tekscan, U.S.A) was applied to measure the pressure
distribution, force and displacement of centre of mass (COM). A heart rate
monitor (Polar RS-800, Kempele, Finland) was used to record the heart rate as
the physiological loading. Moreover, a subjective perceived exertion rating
scale (Borg CR-10) was used to assess subjective comfort around the body
regions. The results of this study indicated that the lower handlebar with
higher saddle cause greater ROM in wrist-ulnar deviation, wrist extension,
trunk flexion and hip abduction. It also reveals more force on hand region,
more discomfort around hand, ankle and back, and higher physiological loading.
While cycling with higher handlebar and lower saddle, it has more ROM in wrist
flexion, more body displacement on buttock region, little trunk forward, and
more discomfort rating in buttock region. For handlebar and saddle adjustment,
the considerations of body dimensions and characteristics, the relationship
between handlebar and saddle heights might improve the cycling comfort and
diminish musculoskeletal injury. Keywords: cycling comfort; pressure distribution; range of motion; heart rate;
subjective rating | |||
| Kanji Characters in Japan -- Remaining Challenges | | BIBAK | Full-Text | 20-29 | |
| Toshihiro Enami | |||
| The Japanese Government has set its sights on becoming number one in the
world in ICT, as seen in the announcement of an e-Japan strategy by the IT
strategy organization established in 2000. However, according to the United
Nations E-Government Development Index, Japan's ranking has remained low
despite its progress in information infrastructure. The reason for this is that
the Japanese government did not integrate the code and standardize the data
which are needed to use ICT across the whole country. The government introduced
the national ID bill into the Diet last year, but the issue of Kanji
characters, i.e., how to define the Japanese Kanji character set, remains
unresolved because this issue, especially as it related to Kanji characters of
names, includes a complex problem of interface between human and machine. I
think the current proposed solution will not be successful because it ignores
the issue of human interface. I insist that the Kanji character issue should be
viewed from the perspective of human interface, and I propose a solution
whereby the government should regulate by law the range of Kanji characters
used by ICT, rather than increasing the number of Kanji character used. Keywords: e-Government; Character Code; Kanji Character | |||
| A Study on Selection Ability in the 3D Space by the Finger | | BIBAK | Full-Text | 30-36 | |
| Junpei Fukaya; Yutaro Ooba; Hidetaka Kuriiwa; Ryuta Yamada; Makoto Oka; 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 got the ability of pointing gesture (selection
ability) in the 3-dimentional space from the previous research. By combining
the obtained resolution abilities of pointing gesture at the 2-dimentional
surface of Pitch and Yaw, it is suggested that the selection ability of
selection behavior in the 3-dimentional space is 22 areas. We will experiment
in order to examine whether the subjects really point 22 areas without vertical
guide. As a result, we found they can point 12 areas of 22. Keywords: Gesture; Selection Ability; Menu; Pie menu | |||
| Empirical Evaluation of Multimodal Input Interactions | | BIBAK | Full-Text | 37-47 | |
| Sanjay Ghosh; Anirudha Joshi; Sanjay Tripathi | |||
| With variety of interaction technologies like speech, pen, touch, hand or
body gestures, eye gaze, etc., being now available for users, it is a challenge
to design optimal and effective multimodal combinations for specific tasks. For
designing that, it is important to understand how these modalities can be
combined and used in a coordinated manner. We performed an experimental
evaluation of combinations of different multimodal inputs, such as keyboard,
speech and touch with pen etc, in an attempt to investigate, which combinations
are efficient for diverse needs of the users. In our study, multimodal
combination of three modalities was found to be more effective in terms of
performance, accuracy and user experience than that of two modalities. Further,
we also inferred the roles that each of the modalities play in a multimodal
combination to achieve the usability goals. Keywords: Multimodal interaction; modality combinations; usability testing | |||
| Usability Evaluation of the Touch Screen User Interface Design | | BIBAK | Full-Text | 48-54 | |
| Chih-Yu Hsiao; You-Jia Liu; Mao-Jiun J. Wang | |||
| With the advancement of ICT technologies, touch-screen interface mobile
devices become a standard feature. This study aims to evaluate the Popover
interface design under different age groups. The UI elements being considered
for evaluation include location, window length and font size of the popover in
three visual search tasks. The results show that there were significant
differences in reaction time and accuracy rate between age groups. The worst
performance was found in the older group. The best button position was on the
bottom screen. In addition, significant performance differences between popover
window length and font size were also found. Generally speaking, it is
recommended to use the popover window with long cell length, and bigger font
size for better readability, especially for the older age group users. Keywords: Touch screen; iPad; User Interface Elements; Popover; Performance Measures | |||
| A Study for Personal Use of the Interactive Large Public Display | | BIBAK | Full-Text | 55-61 | |
| Shigeyoshi Iizuka; Wataru Naito; Kentaro Go | |||
| In recent years, "digital signage" has been used for large screen displays
in public spaces, such as stations or shopping malls. Some display terminals
have used digital signage to dispatch information in an interactive format;
thus, a user touches an electronic screen to obtain information, such as a map,
store location, or advertisement, and receives it freely. Public systems
commonly adopt user interfaces with touch panels on display terminals to
facilitate interactive information exchange.
On the other hand, the popularity of personal computers and the explosive growth of the Internet now make it possible for users to handle a wide variety of information -- regardless of location or time of day. Furthermore, users communicate not only information that may be seen by others but sometimes information not intended to be seen by others. In other words, even information of a highly confidential nature can be accessed anywhere and anytime. The information dissemination which cared about this point is desirable. In this research, therefore, we will study information security and privacy as it pertains to large touch screens in public places. The goal of this research is to identify the variables associated with user safety when interfacing on large touch screens in public venues; additionally, we will propose a method for designing public space so that users can communicate interactively with reassurance of confidentiality. Keywords: Information environment design; Public space; Large public display; private
information; Reassurance | |||
| Study on Haptic Interaction with Maps | | BIBAK | Full-Text | 62-71 | |
| Daiji Kobayashi; Anna Suzuki; Nanami Yoneya | |||
| Although older adults' haptic interaction with a paper map (HIM) has been
observed in our previous studies, the effectiveness of touch panel operation
introducing HIM was not addressed. In this study, young adults' characteristic
hand movements were observed, and the hand movements to understand the present
location and directions to a goal by a walker as the HIM were defined. Hence, a
digital map with three HIM functions was developed and the effectiveness of
these functions was measured and experimentally clarified. Further, the
effectiveness of a prompted HIM was experimentally investigated using a
specific digital map that prompted various HIM on the walker's demand. Finally,
the characteristics of HIM and the effectiveness of prompting HIM to the walker
using a map were clarified. Keywords: haptic interaction; paper map; digital map; touch panel; tablet PC | |||
| Relative Position Calibration between Two Haptic Devices Based on Minimum Variance Estimation | | BIBAK | Full-Text | 72-79 | |
| Masanao Koeda; Yuki Konbu; Hiroshi Noborio | |||
| In this paper, we propose a new method to estimate the relative positions of
multiple haptic devices. As is the case in stereo camera calibration, the
accurate measurement of the relative positions of haptic devices is difficult.
The proposed method uses the acquired stylus positions of two devices and
estimates the relative positions of two devices based on minimum variance
estimation. In this method, the data acquisition process has been improved to
allow a large number of data points to be easily acquired. We conducted
preliminary experiments to estimate the positions of two devices. The results
showed the feasibility and reasonable accuracy of the proposed method. Keywords: Haptics; Calibration; Positioning | |||
| Optimization of GUI on Touchscreen Smartphones Based on Physiological Evaluation -- Feasibility of Small Button Size and Spacing for Graphical Objects | | BIBAK | Full-Text | 80-88 | |
| Shohei Komine; Miwa Nakanishi | |||
| Prompted by the increasing popularity of smartphones, we experimentally
investigated how command button size and spacing influences users' operation
and experience of the device. We measured user performance (input accuracy and
operation time) and assessed physiological and psychological reactions. Tests
were performed for a range of button sizes, spacing and handling modes. While
large button size (9 mm) increased user comfort, a size of 7 mm aroused more
user excitement, suggesting that user-interface design guidelines should be
revised for uses such as games and amusement. Keywords: GUI; touchscreen; smartphone; physiological evaluation; interest | |||
| Changes in Posture of the Upper Extremity Through the Use of Various Sizes of Tablets and Characters | | BIBAK | Full-Text | 89-96 | |
| Hiroki Maniwa; Kentaro Kotani; Satoshi Suzuki; Takafumi Asao | |||
| The aim of this study was to analyze the posture of the upper extremities
during the use of mobile communication devices. Using various sizes of mobile
devices and display characters, we examined subjective muscular loads, viewing
distances, and joint angles in the head, neck, shoulder, elbow, and lower back.
No postural differences were found between the use of 7-in and 10-in devices,
whereas the head and neck were significantly flexed and the elbow angles were
decreased during the use of the 13-in device. Character size significantly
affected the viewing distance; however, no differences in body angles were
found. Participants continually increased their muscular loads during the task
by flexing the head and neck, despite their high subjective discomfort levels
in the neck and upper arm. Keywords: tablet devices; smartphone syndrome; upper extremity posture; angle analysis | |||
| GUI Efficiency Comparison Between Windows and Mac | | BIBAK | Full-Text | 97-106 | |
| Eric McCary; Jingyaun Zhang | |||
| In present times, it is not uncommon to have a desktop with two or more
monitors. How these operating systems perform in a multiple monitor environment
is an interesting topic. In this work, we will evaluate the efficiency of and
compare how two popular operating systems, Windows and Mac OS, perform in large
and multiple monitor environments. In particular, we will evaluate the
performance of menu bars in both operating systems as they serve a near
identical purpose and have the same functionality while providing their
offerings differently. It is well-known that Mac OS uses a menu bar at the top
of the screen (global) and Windows uses a menu bar attached to the top of its
respective application (local). The conducted user study shows that the overall
performance of Windows menu bar was better than that of the Mac menu bar
implementation in the conducted tests. Keywords: Graphical User Interface (GUI); Menu Bar; Title Bar; Operating System;
Locality | |||
| Correction Method Based on KI-VPA Model for Changes in Vibratory Perception Caused by Adaptation | | BIBAK | Full-Text | 107-116 | |
| Yuki Mori; Takayuki Tanaka; Shun'ichi Kaneko | |||
| This paper describes a method for correcting differences in human vibratory
perception caused by sensory adaptation. Humans feel a vibrational strength
when a vibrating device is held in the hand. However when the vibrational
frequency is changed, human perception of the new frequency is affected by the
vibrational frequency experienced before the change. This is called sensory
adaptation. The Katagiri-Aida model-based vibratory perception adaptation
(KI-VPA) mode can estimate changes in vibratory perception caused bt
adaptation. We have developed a correction method on basis of the KI-VPA model
and tested the method on ten human subjects. The results indicate that the
proposed correction method reduced the effects of adaptive changes to vibratory
perception. Keywords: Vibration; Vibratory perception; Tactile sense; Vibration alert interface | |||
| Non-contact Measurement of Biological Signals Using Microwave Radar | | BIBAK | Full-Text | 117-125 | |
| Hiroki Morodome; Satoshi Suzuki; Takafumi Asao; Kentaro Kotani | |||
| The objective of this study was to develop a prototype system to monitor
biological signals using microwave radar, without making contact with the body
and without removing clothing. The prototype system has a microwave Doppler
radar antenna with a 24-GHz frequency and approximately 7-mW output power.
Experiments were conducted with a group of subjects. We found that the
prototype system precisely captured the heart rate and the heart-rate
variability (HRV). Our prototype system allows for the monitoring of biological
signals, without placing any burden on the monitored individuals. Keywords: Non-contact; Microwave; heartbeat | |||
| Leaning Origami Using 3D Mixed Reality Technique | | BIBAK | Full-Text | 126-132 | |
| Atsushi Nakano; Makoto Oka; Hirohiko Mori | |||
| 3D Mixed Reality Technique is a kind of the AR (Augmented Reality). Using
AR, we can reduce mistakes and can lead effective works. Especially, utilizing
3DCG will enhance the potential of AR. In the research of 3DCG, Non Photo Real
rendering is proposed as a manner to understand structure of 3DCG easily. No
researches have been done so far to verify whether the Non Photo Real technique
works well in AR. This paper inspects whether the Non Photo Real technique is
effective in utilizing AR to learning Origami (Japanese paper craft). We
approach a way to rendering 3DCG animations in AR system and compare of works
using each 3DCG animations. We got results accomplishment rate and easier to
watch. As a result, we show that learning works using Non Photo Real in AR was
improved understanding works. Keywords: Leaning Origami; Mixed Reality | |||
| Basic Investigation into Hand Shape Recognition Using Colored Gloves Taking Account of the Peripheral Environment | | BIBAK | Full-Text | 133-142 | |
| Takahiro Sugaya; Takayuki Suzuki; Hiromitsu Nishimura; Hiroshi Tanaka | |||
| Although infrared cameras are sometimes used for posture and hand shape
recognition, they are not used widely. In contrast, visible light cameras are
widely used as web cameras and are implemented in mobile and smart phones. We
have used color gloves in order to allow hand shapes to be recognized by
visible light cameras, which expands both the type of background that can be
used and the application areas. It is considered that the hand shape
recognition using color gloves can be used to express many patterns and can be
used for many applications such as communication and input interfaces, etc. The
recognition performance depends on the color information of the color gloves,
which is affected by the environment, especially the illumination conditions,
that is bright or dim lighting. Hue values are used to detect color in this
investigation. The relative finger positions and finger length are used to
confirm the validity of color detection. We propose a method of rejecting image
frames that includes a color detection error, which will, in turn, give rise to
a hand shape recognition error. Experiments were carried out under three
different illumination conditions. The effectiveness of the proposed method has
been verified by comparing the recognition success ratio of the conventional
method and with the results using the proposed methods. Keywords: Colored Gloves; Visible Light Camera; Color Detection; Hue Value; Peripheral
Environment | |||
| Managing HMI Quality in Embedded System Development | | BIBAK | Full-Text | 143-150 | |
| Haruhiko Urokohara; Naotake Hirasawa | |||
| We have developed HMI metrics to evaluate the usability of software
products. System engineers who are not usability professional can design basic
HMI software by using this metrics. The HMI metrics is expected to be applied
for the Software Quality Auditing System in the future. Keywords: HMI; Usability; Software quality metric; Knowledge management; Safety;
Security and reliability | |||
| Usability Evaluation of the Universal Computer Workstation under Supine, Sitting and Standing Postures | | BIBAK | Full-Text | 151-156 | |
| Hsin-Chieh Wu; Min-Chi Chiu; Cheng-Lung Lee; Ming-Yao Bai | |||
| The purpose of this study was to evaluate the usability of the self-made
universal computer workstation. The 9 handicapped and 10 healthy adults were
recruited to participate in this study, in order to understand the performances
of computer operation, ratings in comfort and satisfaction for using the tested
workstation in different positions. This workstation can be successfully
adjusted for standing, sitting, and supine postures. This workstation also
allows easy access of wheelchair. No significant differences in performances
were found among supine, sitting, and standing postures. All of the
participants considered this workstation comfortable. Most handicapped
participants preferred to adopt supine posture to use the computer. The
experimental results revealed that supine posture lead to more comfort in the
lower back without decreasing performances while using a computer. Further, the
healthy participants had the mean rating in satisfaction of 3.7, which was
similar to that of the handicapped. It indicates that the tested workstation
satisfied both the handicapped and the healthy participants. The findings of
this study can provide helpful information for further improvement of a
universal computer workstation. Keywords: universal design; workstation; usability; ergonomic design | |||
| Window Manager Designed for Cloud Services | | BIBAK | Full-Text | 157-166 | |
| Shizuki Yoshino; Tetsuo Tanaka; Kazunori Matsumoto | |||
| Cloud services like web-based e-mail or hosted office suites are becoming
widespread. With these services, PC users are likely to use several services
and to visit several sites at once. As a result, several windows appear on the
desktop, and their overlapping complicates access to hidden windows. In this
study, the authors propose a window manager running on the browser. The
proposed window manager employs a tiling style in order to improve the
usability of multiple cloud services at the same time. It also employs a window
placement method, implemented by drawing frame edges, and a window replacement
method using drag and drop. It is user-friendly, even for unskilled PC-users.
An experiment showed that the proposed window manager was effective in reducing
the number of operations for window placement or replacement. Keywords: window manager; cloud service; drawing frame edges; tiling style; window
placement; usability | |||
| Finders, Keepers, Losers, Seekers: A Study of Academics' Research-Related Personal Information Collections | | BIBAK | Full-Text | 169-176 | |
| Mashael Al-Omar; Andrew Cox | |||
| In conducting their research, scholars are not only information seekers,
they are information keepers and managers as well. This paper describes a study
of seventeen scholars from Education and Health disciplines (College of Nursing
and Health Science College) in the Public Authority for Applied Education and
Training (PAAET), Kuwait and their research-related personal information
collections. A model explaining the size, diversity, hybridity and
fragmentation of these collections to immediate and underlying causes is
presented. Keywords: Personal Information Management; Human Computer Interaction; Information
Behavior; Information Practice; Information Retrieval | |||
| EventLens: An Automatic Magazine Generating System for Social Media | | BIBAK | Full-Text | 177-186 | |
| Hao Chen; Han Tang; Zhiyu Wang; Peng Cui; Yingquing Xu; Shiqiang Yang | |||
| Social media has become the most convenient platform for news reading
nowadays. In this paper, we introduce an automated digital magazine generating
system -- EventLens, which provides a platform to help the users get
information more effectively through intelligent information selection and
integration on social media. In our application, we not only design the
functionalities, interface, and overall user experience to satisfy users' need
in terms of information content and reading habits, but also propose the
necessary solutions: an automated magazine layout method and a swift image
retargeting method to solve the problems in the process of digital magazine
auto-generation. Keywords: magazine generating; layout; image retargeting; usability | |||
| A User Driven Design Approach to Creating UGC Services -- Challenging the Newspaper Industry | | BIBAK | Full-Text | 187-196 | |
| Esbjörn Ebbesson; Carina Ihlström Eriksson | |||
| This paper presents a user driven approach to creating user generated
content services together with newspaper representatives and researchers in a
Living Lab setting. Two cases are discussed, one with creating city district
blogs and one with creating a site for un-employed youth. In each case both
situated and distributed design activities were conducted, and the paper
discusses the challenges with this approach. As the newspaper industry
traditionally designs their services in-house from their own ideas and
thereafter tests them with their readers, a user driven approach by readers was
very challenging. However, the newspaper representatives also found it
rewarding to embrace their ideas. The participating readers were very active in
the situated activities but only a few continued the same activity online. The
paper concludes by proposing a model for how to view the changing role of a
researcher or facilitator in these types of setting. Keywords: user generated content; newspaper industry; user driven; co-design | |||
| A Novel Human-Computer Interface for Browsing Web Data by Leaping Up Web Pages | | BIBAK | Full-Text | 197-202 | |
| Che-Lun Hung; Cherng Chin; Chen-Chun Lai; Ho Cheung Cheung | |||
| With the rapid growth of network technologies, various web services have
been developed for providing information. Therefore, search engines become
popular to obtain the useful data. It is critical to efficiently acquire the
data from huge data pool in the Internet; especially the number of web pages is
increasing dramatically. In this paper, we propose an efficient approach to
browse web data by leaping up web pages. In addition, the proposed approach
using web preloading and cache technologies to enhance the performance of
accessing web page. The simulation results show the proposed approach can be
useful for browsing and searching data in the Internet. Keywords: Web Browser; Web Page; Leaping Up; Browser Interface | |||
| Can a Clipboard Improve User Interaction and User Experience in Web-Based Image Search? | | BIBA | Full-Text | 203-212 | |
| Leon Kastler; Ansgar Scherp | |||
| We investigate if a clipboard as an extension to standard image search improves user interaction and experience. In a task-based summative evaluation with 32 participants, we compare plain Google Image Search against two extensions using a clipboard. One clipboard variant is filled with images based on DCG ranking. In the other variant, the clipboard is filled based on gaze information provided by an eyetracker. We assumed that the eyetracking-based clipboard will significantly outperform the other conditions due to its human-centered filtering of the images. To our surprise, the results show that eyetracking-based clipboard was in almost all tasks worse with respect to user satisfaction. In addition, no significant differences regarding effectiveness and efficiency between the three conditions could be observed. | |||
| The Effects of Website Familiarity on Website Quality and Intention to Use | | BIBAK | Full-Text | 213-220 | |
| Scott McCoy; Eleanor T. Loiacono; Gregory D. Moody; Cristóbal Fernández Robin | |||
| Previous research has revealed that mere exposure to a website can
positively influence a user's experience with that website. This research
extends this line of investigation by looking into the influence of familiarity
on ads that appear on a website as well as the website itself. The results
revealed familiarity to have a significant impact on ad evaluation directly and
website quality indirectly (through ad entertainment and informativeness). Keywords: Website quality; WebQual; entertainment; online advertisement; Internet;
experiment | |||
| Designing Effective User Interfaces for Crowdsourcing: An Exploratory Study | | BIBAK | Full-Text | 221-229 | |
| Robbie Nakatsu; Elissa Grossman | |||
| We investigate characteristics of the technology platform for different
types of crowdsourcing initiatives, as characterized by their task type --
specifically we classify crowdsourcing applications by task structure, task
interdependence, and task commitment. The method employed is to examine best
practices of well-known crowdsourcing applications, investigating their user
interface features, and characteristics that make them successful examples of
crowdsourcing. Among the best practices uncovered were the following: easy
searching for information; adaptive user interfaces that learned from the
crowd; easy-to-use mobile interfaces; the ability to vote ideas up or down;
credentialing; and creating sticky user interfaces that engaged the user.
Finally, we consider issues for further study and investigation. Keywords: Crowdsourcing; user interface design; open source design; online
problem-solving platforms; distributed knowledge gathering; wisdom of the
crowds | |||
| Trailblazing Information: An Exploratory Search User Interface | | BIBA | Full-Text | 230-239 | |
| Marcus Nitsche; Andreas Nürnberger | |||
| When conceptualizing user interfaces (UIs) to support exploratory search, designers need to take into account various aspects. In contrast to ordinary information retrieval UIs, exploratory search user interfaces (XSIs) need to support users in a more complex and often long-term use scenario. Therefore aspects of Personal Information Management need to be taken into consideration. An XSI needs to provide a visually appealing overview over retrieved search results, it should offer simple ways to interact with the result set and offer easy ways of interaction to enhance the user's search experience by direct or indirect query refinement options. In this paper we propose a possible solution to address these requirements, implemented a fully functional prototype and present the results of a conducted usability study. | |||
| QUEST: Querying Complex Information by Direct Manipulation | | BIBA | Full-Text | 240-249 | |
| Marcus Nitsche; Andreas Nürnberger | |||
| When users search for information in domains they are not familiar with, they usually struggle to formulate an adequate (textual) query. Often users end up with repeating re-formulations and query refinements without necessarily achieving their actual goals. In this paper we propose a user interface that is capable to offer users flexible and ergonomic interaction elements to formulate even complex queries in a simple and direct way. We call this concept QUEST (Query User Interface for Exploratory Search Tasks). The proposed radial user interface supports phrasing and interactive visual refinement of vague queries to search and explore large document sets. The main idea of this concept is to provide an integrated view of queries and related results, where both -- queries and results -- can be interactively manipulated and influence each other. Changes will be immediately visualized. The concept was implemented on a tablet computer and the usability was stepwise evaluated during a formative and a summative evaluation process. The results reveal high usability ratings, even if the concept was completely unknown to our test users. | |||
| Analytics on Online Discussion and Commenting Services | | BIBAK | Full-Text | 250-258 | |
| Sungho Shin; Sangkeun Park; Jinseop Shin; Sa-Kwang Song; Sung-Pil Choi; Hanmin Jung | |||
| From the view of design claims for online communities, it is very crucial to
take interactions among members in a community into account when starting and
maintaining it. This means managers of online communities need to technically
support their members through online discussion and commenting services. Online
discussion and commenting service, so called, blog comment hosting service,
helps communities to provide their members with feedbacks of others, since such
feedbacks play much important role in starting and maintaining an online
community. Through online discussion and commenting services, we can post a
comment on the website using our own social network service account if the
website uses a social comment platform. Whenever, whatever, and wherever users
post a comment, every comment is integrated and managed by the social comment
platform. One of most powerful social comment platforms is Disqus. It is the
social comments platform or social discussion platform used in the world
popular websites such as CNN, Billboard. Thus, we analyze it in various views
and give a several suggestions to make the websites more active. Main findings
reported in this paper include significant implications on the design of social
comment platforms. Keywords: Design Claims; Online Community; Disqus; Online Discussion and Commenting
Service | |||
| Incentive Structure of Participation in Community Activity | | BIBAK | Full-Text | 259-268 | |
| Yurika Shiozu; Katsuhiko Yonezaki; Katsunori Shimohara | |||
| In this paper, we disassemble community mutual aid into two components:
providing local public goods and everyday associations with neighbors. If the
OFT (Out-For-Tat) strategy is taken, and the benefit of everyday associations
with neighbors exceeds the cost, cooperation was demonstrated not only in
associations in everyday life but through providing local public goods. To
fulfill this condition, it is necessary to lower the participation fees in
associations with neighbors, and for all the members to choose the local public
goods that receive the benefit. When using ICT (Information Communication
Technology) especially, cost cutting for associations with neighbors is
expected. Keywords: Incentive structure; Community activity; OFT strategy | |||
| Are the Intrusive Effects of SPAM Probes Present When Operators Differ by Skill Level and Training? | | BIBAK | Full-Text | 269-275 | |
| Hector I. Silva; Jason Ziccardi; Tristan Grigoleit; Vernol Battiste; Thomas Z. Strybel; Kim-Phuong L. Vu | |||
| The Next Generation Air Transportation System (NextGen) plans to implement a
series of automated tools into the National Airspace System to aid air traffic
controllers (ATCos) in managing a two to three times increase in air traffic
density. However, introducing automated technologies into a system like air
traffic management (ATM) changes the responsibilities of the ATCo from an
active controller to a passive monitor, which can result in lower levels of
situation awareness (SA). To measure SA objectively in such a dynamic task as
ATM, the Situation Present Awareness Method (SPAM) is often used. SPAM provides
the operator with SA probes while the operator is performing the task. Some
studies have shown that the use of SPAM to measure SA is intrusive because it
provides the operator with a secondary task. The present study examines whether
these intrusive effects of SPAM are present when the operator has achieved a
high skill level at the time of test, and whether training operators to rely
more or less on NextGen automated tools influence their performance when SPAM
queries are presented as a secondary task. Keywords: situation awareness; online probe methodology; situation present assessment
method | |||
| Persuasive Narrative via Digital Storytelling | | BIBAK | Full-Text | 276-283 | |
| Kaoru Sumi; Mizue Nagata | |||
| This paper describes an experiment on conveying the messages of stories to
users. We investigated what kind of story and what kind of character, in terms
of the level of abstraction, should be applied to convey a story's message. The
animated stories used in the experiment were created using WordsAnime, a
software tool for creating animation content easily from an input scenario. The
experiment was then conducted by showing subjects animated stories with varying
levels of abstraction for the story and the central character. Keywords: Persuasion; digital storytelling | |||
| Prediction of the Concern of People Using CGM | | BIBA | Full-Text | 284-292 | |
| Yusuke Ueda; Yumi Asahi | |||
| It is that the spread of CGM (consumer generated media) is been noticed in recent years. There are 42,890,000 Japanese SNS users at the end of 2011, and it is say that 56,430,000 people will be user of it at the end of 2014. The month-long user of a buzz marketing site has reached to 83,560,000 people, and it being increasing. Recent market scale is 200,500 million yen in Japan. This will be expanded 396,300 million yen in 2013. It originates in the background of growth at (A), (B), and (C). (A) It can use for free. (B) Not only a general user but a company can do promotion and communication. | |||
| Unified Modeling Language: The Teen Years and Growing Pains | | BIBAK | Full-Text | 295-304 | |
| John Erickson; Keng Siau | |||
| Unified Modeling Language (UML) is adopted by the Object Management Group as
a standardized general-purpose modeling language for object-oriented software
engineering. Despite its status as a standard, UML is still in a development
stage and many studies have highlighted its weaknesses and challenges --
including those related to human factor issues. Further, UML has grown
considerably more complex since its inception. This paper traces the history of
Unified Modeling Language (UML) from its formation to its current state and
discusses the current state of the UML language. The paper first introduces UML
and its various diagrams, and discusses its characteristics and features. The
paper then looks at UML's strengths, challenges, and possible future
development. The human factor issues with using UML are discussed and
elaborated. Potential research questions related to UML are also highlighted. Keywords: Unified Modeling Language; Human Factors; Systems Analysis and Design;
Object Orientation | |||
| Evaluation of System Engineers' Intellectual Productivity | | BIBAK | Full-Text | 305-315 | |
| Ryo Hirano; Yohei Nakamura; Miwa Nakanishi | |||
| In this study, we construct a method for evaluating thinking and judgment as
intellectual productivity of system engineers, with a particular focus on a
supporting system that the engineers engaged in software development. This
method can be applied in two ways. The first application is an approach to
evaluate the skill of system engineers. This method can not only evaluate the
engineer's aptitude by scoring intellectual productivities but can also analyse
tendencies related to the skill of system engineers by using proportions of
each control processes and time-series graphs. The second application is an
approach to improve the tools and manuals of the development environment. By
comparing time-series graphs of the thinking process with operating logs, we
can identify the specific point where system engineers have fallen into
scrambled control processes so that we can specifically identify the problem in
the corresponding instructions and manuals, which should result in improvements
in development environment tools. Keywords: Intellectual productivity; system engineers; application development tools | |||
| Freiform: A SmartPen Based Approach for Creating Interactive Paper Prototypes for Collecting Data | | BIBAK | Full-Text | 316-321 | |
| Marcel Klomann; Jan-Torsten Milde | |||
| The creation of multi-modal data collection is a complex task for all
empirically working scientific disciplines. Currently the data is collected
using complex audio-video technology and is then manually processed, quite
often in a computer supported way. In this project we developed a system
allowing to easily create interactive paper prototypes for collecting data. The
systems is based on smart pen technology, which allows the user to simply
sketch out the form on paper by defining the field type and the field size.
Once the sketch is available on paper, data collection can start. The system
runs directly on the smart pen. Collected data will be stored in an XML-based,
which can be further processed by external programs. Keywords: interactive paper prototypes; electronic pen; data collection | |||
| Towards an Ontological Interpretation on the i* Modeling Language Extended with Security Concepts: A Bunge-Wand-Weber Model Perspective | | BIBAK | Full-Text | 322-328 | |
| Gen-Yih Liao; Po-Jui Liang; Li-Ting Huang | |||
| Goal-oriented requirements engineering can facilitate the elicitation and
representation of various types of requirements, including organizational and
security requirements. This paper applies the Bunge-Wand-Weber ontological
model to analyze and evaluate the security concepts in the extended i* modeling
language that has been considered as one of representative methods concerning
goal-oriented modeling languages. The findings revealed that among the
seventeen terms analyzed, thirteen concepts can be directly mapped to
ontological terms. The findings can help in future works develop modeling rules
to assist security requirements engineering. Keywords: i* modeling language; security requirement; Bunge-Wand-Weber ontological
model; ontological analysis | |||
| Reconsidering the Notion of User Experience for Human-Centered Design | | BIBAK | Full-Text | 329-337 | |
| Hiroyuki Miki | |||
| Recently, the word "User Experience (UX)" has been often used in
usability-related areas such as web design and system design. Although it was
defined in ISO 9241-210 and its importance has been growing, details of the
notion and results of introduction of it have not been well clarified yet.
After reviewing related research results, this paper firstly summarizes a
historical transition from usability to UX by seeing transitions from ISO/IEC
9126-1 to ISO/IEC 25010 in the software quality international standard, and
from ISO 13407 to ISO 9241-210 in the ergonomics international standard. Then
details of the notion are discussed and a framework for UX is proposed. Keywords: User Experience; Usability; ISO 9241; ISO 13407; ISO/IEC 25010; Guideline;
American Customer Satisfaction Index; Customer Expectation Management; Theory
of Consumption Value; Persona | |||
| The Proposition of a Framework to Support the Design of Ecological Systems for the Web | | BIBA | Full-Text | 338-346 | |
| Marcelo Morandini; Pedro Luiz Pizzigati Correa; Tharsis Novaes; Thiago Adriano Coleti | |||
| Usability evaluation is one of the main steps in a product development life cycle and is responsible for providing a better level for its quality. Applying usability evaluation techniques is an important activity to achieve better definitions that can be used in the software development. Specifically, when is considered the development of interactive systems designed to support Ecological Simulation Environments, this process must be taken with prudence and rigor. So, their Human-Computer Interaction must be taken with efficacy, efficiency and user satisfaction. When the Ecological Simulation Environment is considered, this problem has a special feature that turns it into a special one: the information localization is one of the main important characteristic of its definition. These systems allow the manipulation, maintenance and visualization of geographic data as coordinated sets and the interest for their applications is increasing a lot in the last few years. Nowadays, we can consider the Web Ecological Simulation Environment as a reality, as in these web sites the geographic information and the simulation features for specific ecological environments are being disposed in different pages and their manipulation is being supported by the internet. On the other hand, some of these web sites are usually designed and implemented for specific users, such as the biological community and it makes them too specific for being used and analyzed by "regular and traditional" users that can be able to interact with them, since these sites may be available on the web. The Web mapping services and the ecological simulation systems are being accessed more regularly and most of them can be available through accessing web sites. These applications are based on the possibilities that the technology offers, such as spatial localization for specific interest places or addresses, calculation of simulation taxes and some distances between two addresses or places, among others. In this context, the internet is the better way users can interact with them. This does contribute a lot in the increase of the quantity and diversity of users, their features and restrictions. So, ecological simulation systems utilization is not always an activity that may be considered as trivial or easy. When performing the usability evaluations, we do not just aim to collect the evaluators answers for the questionnaires applied, but we also plan to ask to the evaluators to rank the level of importance for each one of the Ergonomic Criterion, since each question had, at least, one Ergonomic Criterion associated. So, based on these results, we may have conditions to create a framework for designing web sites for Ecological Simulation applications as we can be able to figure out which information is more relevant and, so, propose strategies for making them more usable. | |||
| Environment-Centered Approach to ICT Service Design | | BIBAK | Full-Text | 347-356 | |
| Takehiko Ohno; Momoko Nakatani; Yurika Katagiri | |||
| One of the key factors we should consider in designing the new ICT services
that provide high user experience is environment. In this paper, we show two
example in which the use of ICT service strongly depends on the environment in
which the service is provided. We then propose an environment-centered approach
for designing ICT services. Traditional user-centered approaches like the
persona-scenario method focus on the user domain, but environmental factors are
considered in little while designing services. We found, however, that service
use is diversed drastically in the different environments. We have started to
examine the proposed approach for ICT service design. A preliminary finding is
that we can focus on environmental factors, especially, the environmental
difference at different times, which is not considered explicitly in the
traditional user-centered approach. Keywords: User experience design; user-centered design; ICT service design;
environment-centered design; ethnography | |||
| Overview of Global User Interfaces for Localization | | BIBAK | Full-Text | 357-364 | |
| Clara Peters; Mazhar Sajjad; Myungkwon Hwang; Jinhyung Kim; Sa-Kwang Song; Do-Heon Jeong; Seungwoo Lee; Hanmin Jung | |||
| In today world user interfaces must meet the demands of an international
environment. User Interface (UI) based on the user preferences and targeting a
specific group of people can improve the usability, it fulfilled market demand
and reduced the service cost. It is very difficult and costly process to
localize a user interface before internationalize it. This paper highlights
both the verbal and the visual part of the interface that can play a very
important role while creating a user interface that aims at being adapted to
local user groups. This paper gives an overview of cultural differences such as
different color associations, divergent meaning of metaphors as well as
different standards concerning typography. The goal of the work is to emphasize
the usability of localized user interfaces and guarantee the comfortable and
intuitive use for local users. Keywords: localization; globalization; internationalization | |||
| Quantifying the Impact of Standards When Hosting Robotic Simulations in the Cloud | | BIBA | Full-Text | 365-374 | |
| Sekou L. Remy | |||
| Cloud computing has the ability to transform simulation by providing access
to computation remotely. The transformations are not without cost however. The
physics-based simulations required in robotics are sensitive to timing, and
given the complexity of the operating environments, there are many reasons for
a roboticist to be concerned.
In this work we explore the impact of the cloud, web, and networking standards on the control of a simulated robot. Our results show that, on average, there is a noticeable impact on performance, but this impact is not statistically significant in five of the six considered scenarios. These results provide support for efforts that seek to use the cloud to support meaningful simulations. Our results are not globally applicable to robotics simulation. When using cloud-hosted simulations, roboticists yield fine tuned control of the environment, and as such there are some simulations are simply not viable candidates for this treatment. | |||
| Survey and Expert Evaluation for e-Banking | | BIBAK | Full-Text | 375-382 | |
| Basil Soufi | |||
| A variety of factors impact customer take-up of and satisfaction with
e-commerce platforms. Aspects of functionality, usability, security and
customer service are considered key determinants of perceived service quality.
The study examines e-banking platforms in the United Arab Emirates using survey
and expert evaluation. The evaluation has identified the platforms that were
considered better overall and highlighted areas for improvement. The paper
reflects on the usefulness of the methods employed in the evaluation and
outlines issues for future work. Keywords: Evaluating e-commerce; e-banking case study; survey and expert evaluations | |||
| Framework for Quantitatively Evaluating the Quality Requirements of Software System | | BIBAK | Full-Text | 383-392 | |
| Yuki Terawaki | |||
| Quality requirements (QR) are a description which indicates how well the
software's behavior is to be executed. It is widely recognized that quality
requirements are vital for the success of software systems. Therefore, to
define the quality requirements and to check the quality attributes carefully
is necessary for bringing good-quality software and ensuring quality of the
service. This paper proposes a framework that measures the quality attributes
in the requirements document such as SRS. The effectiveness of this framework
was briefly described, we discuss approach was to enrich the representative
quality corpora. Keywords: Requirements Engineering; Quality Requirements; Non-Functional Requirements;
text-mining | |||
| Effective Practice of HCD by Usability Modeling and Standardization | | BIBAK | Full-Text | 393-399 | |
| Hideo Zempo | |||
| Human-centered design (HCD) is one possible approach to enhancing usability,
and it is important to take the HCD method to the development process. However,
there is a realistic problem with insufficient resource such as manpower and
time for the HCD method. Then, in order to practice HCD and to use know-how
concerning the usability available more easily, the template defined of nine
basic screens based on current findings was made. As a result, system engineers
and developers came to be able to develop systems with a certain level of
usability by using the templates, and that leads to the efficiency of the
systems development and the improvement of the design quality. Keywords: Human-centered design; usability; screen template; system development | |||
| Quality of Service Ontology Languages for Web Services Discovery: An Overview and Limitations | | BIBAK | Full-Text | 400-407 | |
| Furkh Zeshan; Radziah Mohamad; Mohammad Nazir Ahmad | |||
| Web services discovery, ranking and selection based on QoS parameters is
remained a hot topic for research since the start of the semantic web. Quality
of service (QoS) plays an important role to resolve the issue of best service
among the functional similar services. Semantic web relies on the ontologies
for providing metadata schema and the vocabulary of concepts used in semantic
annotation; resulting improved accuracy of web search. This is why; the success
of semantic web depends on the proliferation of ontologies. Depending on the
nature of the application, different companies may use different ontology
languages and QoS models for web services selection which lead to the issue of
heterogeneity. In this paper we have presented ontology evaluation criteria
that if satisfied, can solve the problem of heterogeneity and interoperability.
Moreover, ontology developers may also use these criteria to evaluate their
developed ontology for the refinements. We have evaluated different ontologies
in-order to know their strengths and limitations along with the new research
directions. Keywords: Web Services; Semantic Web; Semantic Web Services; QoS; Ontology | |||
| Placebooks: Participation, Community, Design, and Ubiquitous Data Aggregation 'In the Wild' | | BIBAK | Full-Text | 411-420 | |
| Alan Chamberlain; Andy Crabtree; Mark Davies; Kevin Glover; Stuart Reeves; Peter Tolmie; Matt Jones | |||
| This paper outlines and describes the development of a multi-media data
aggregation system called Placebooks. Placebooks was developed as a ubiquitous
toolkit aimed at allowing people in rural areas to create and share digital
books that contained a variety of media, such as: maps; text; videos; audio and
images. Placebooks consists of two parts: 1) a web-based editor and viewer, and
2) an Android app that allows the user to download and view books. In
particular, the app allows the user to cache content, thereby negating the need
for 3G networks in rural areas where there is little-to-no 3G coverage. Both
the web-based tools and the app were produced in the English and Welsh
languages. The system was developed through working with local communities
using participatory approaches: working 'in the wild'. Placebooks is currently
being used by a Welsh Assembly Government project called the People's
Collection of Wales/ Casgliad y Werin. Keywords: collaborative work; Community computing; Electronic publishing;
Participatory design; Quality of life and lifestyle | |||
| A Study of Different Consumer Groups' Preferences of Time Display on Watches | | BIBAK | Full-Text | 421-430 | |
| Wen-Chih Chang; Wei-Ting Chen | |||
| Nowadays, through creative time displays, designers increase the value and
novelty of watches for consumers in order to increase their purchase intention.
Moreover, the diversity of consumer demands to watches has created many niche
markets. This study raises the questions of whether designers' different time
display techniques for specific consumer groups be identified by the target
groups, and what are the differences between the different groups' preferences
for time displays on watches. A questionnaire survey was conducted. The
findings are: a. Different groups of consumers have different preferences of
time displays on watches. b. There is high correlation between consumers'
preference and purchase intention regarding time displays on watches. c. There
is significant correlation between cognition of time display attributes
(readability, playfulness, and innovation) and preference. Among the three
attributes, readability influences preference the most. Thus, regarding time
displays on watches for different consumer groups, there should be different
designs. Keywords: Watch time display; Consumers preference; Consumer group | |||
| Evaluation of Superimposed Self-character Based on the Detection of Talkers' Face Angles in Video Communication | | BIBAK | Full-Text | 431-438 | |
| Yutaka Ishii; Tomio Watanabe | |||
| We build upon an embodied video chat system, called E-VChat, in which an
avatar is superimposed on the other talker's video images to improve the mutual
interaction in remote communications. A previous version of this system used a
headset-type motion capture device. In this paper, we propose an advanced
E-VChat system that uses image processing to sense the talker's head motion
without wearing sensors. Moreover, we confirm the effectiveness of the
superimposed avatar for face-to-face communication in an experiment. Keywords: Multimodal interaction; Human Interface | |||
| Modeling of Music Recommendation Methods to Promote the User's Singing Motivation -- For Next-Generation Japanese Karaoke Systems | | BIBAK | Full-Text | 439-448 | |
| Satoshi Isogai; Miwa Nakanishi | |||
| This study attempted to build a model that recommends music choices to
encourage karaoke-system users to sing by using data about the music
preferences and inner characteristics of each user. First, we conducted an
auditory experiment in two phases. Additionally, we analysed the acoustics and
lyrics of music pieces. Using these data, we built a map of the music based on
user impressions, and used this map to reveal the relationship between the
user's most favourite music piece and the music piece that a user was highly
motivated to sing. Thus, we were able to establish a basic model of the system
that recommends the music piece a user would be highly motivated to sing. Keywords: music recommendation; singing motivation; karaoke system | |||
| Analysis of Purchasing Behavior Focusing on the Passage of Time at a Group Buying Site of Coupon | | BIBAK | Full-Text | 449-455 | |
| Takuto Kobayashi; Toshikazu Yamaguchi; Yumi Asahi | |||
| In late years, the spread of Internet advances. The diffusion rate of the
Internet in 2011 became 79.1%, and the Internet made generalization. With the
spread of Internet, marketing technique called the flash marketing came up. As
delegate of flash marketing, Group buying sites of coupon are receiving
attention in Japan. But people relating to its business think that the sales
are having peaked. In this study, we assume that behaviors of users using Group
buying sites of coupon change by the time elapsed. By analyzing the change of
their behavior, we understand the change of behavior to lead to the continued
buying. As a final objective, we hope that we can give help that the sales are
having peaked. Keywords: Group buying site; Coupon; the Internet; Sequence analysis; RFM analysis;
Cluster analysis | |||
| Research on Website Usage Behavior through Information Search Perspective: A Comparison of Experiential and Goal-Directed Behaviors | | BIBAK | Full-Text | 456-464 | |
| Juihsiang Lee; Manlai You | |||
| Along with the rapid growth of the Internet, online information search has
become a prevalent Internet activity. However, little research has addressed
the factors and website features that influence website information search
behavior. Prior studies investigate factors that affect consumer preferences in
online shopping websites. And, seldom distinguish between pre-purchase and
post-purchase experiences and tend to focus on post-purchase assessment only.
Therefore, this study aimed at the Internet users' searching behavior, and
further probed into users' willingness of continuous websites use. But when
purchasing tourism products, Information search is even more important than
information search before buying manufactured goods. Tourism products and
services are seldom routine purchases (Swarbrooke & Horner, 1999). Choices
of tourism products usually involve considerable emotional significance and
perceived and actual risk for the individual (Xie, Bao, & Morais, 2006).
Based on the prior literatures (Lee, 2005; Lin & Chen, 2009) a model was
proposed and empirically tested to gain a better understanding on Internet
users' search behavior. The results showed that Internet user's willingness to
revisit was mainly influenced by his/her involvement and satisfaction toward
the website, and these two factors were affected by website information
quality, website interactivity, and hedonic value. Also, the research model was
moderated by goal-directed and experiential behavior. Keywords: On-line Shopping Website; Information Search Behavior; Interactivity | |||
| Semantically Structured VDL-Based Iconic Tags System | | BIBAK | Full-Text | 465-474 | |
| Xiaoyue Ma; Jean-Pierre Cahier | |||
| Iconic tags system based on Visual Distinctive Language has been developed
and assessed improving tagging effectiveness by considering tagging quality and
tagging speed. This amelioration benefits from semiotic interpretation of tag
meaning and graphical code of tag structure. To make in-depth research about
this special iconic tags system, we study tags arrangement in this paper and
hypothesized that semantically arranged iconic tags would imply better tagging
results. A supplementary experiment was taken place by comparison between
randomly and semantically arrangement method, which has validated our
hypothesis. Keywords: tags system; icon; visual distinctive language; tags cloud; semantic
relations; knowledge organization system | |||
| A Model of Living Organisms to Integrate Multiple Relationship Network Descriptions | | BIBA | Full-Text | 475-483 | |
| Tetsuya Maeshiro | |||
| We present a description of a living organism that integrates multiple relationship networks, where each network represents a different facet of the target phenomena. The lifestyle illness and diabetes related phenomena are described using the proposed model. The relationship network model denotes a representation model where the focused phenomena or element is represented as a node, and nodes are connected if the represented phenomena or elements are somehow related. Each relationship network is a hypernetwork model, whose representation power is stronger than conventional models. Different viewpoints can be selected from a single model, thus the user can grasp the represented phenomena according to his needs. | |||
| Similar or Not Similar: This Is a Parameter Question | | BIBAK | Full-Text | 484-493 | |
| Andrey Araujo Masiero; Flavio Tonidandel; Plinio Thomaz Aquino Junior | |||
| There is much information of users to be analyzed to develop a personalized
project. To perform an analysis, it is necessary to create clusters in order to
identify features to be explored by the project designer. In general, a
classical clustering algorithm called K-Means is used to group users features.
However, K-Means reveals some problems during the cluster process. In fact,
K-Means does not guarantee to find Quality-Preserved Sets (QPS) and its
randomness let the entire process unpredictable and unstable. In order to avoid
these problems, a novel algorithm called Q-SIM (Quality Similarity Clustering)
is presented in this paper. The Q-SIM algorithm has the objective to keep a
similarity degree among all elements inside the cluster and guarantee QPS for
all sets. During the tests, Q-SIM demonstrates that it is better than k-means
and it is more appropriate to solve the problem for user modeling presented in
this paper. Keywords: Q-SIM; Clustering; User Modeling; Personas | |||
| Generalized Algorithm for Obtaining a Family of Evaluating Attributes' Sets Representing Customer's Preference | | BIBAK | Full-Text | 494-504 | |
| Takuya Mogawa; Fumiaki Saitoh; Syohei Ishizu | |||
| Product developments become complex and diversified. Many products appear
which have a variety of features for adapting a customer's preference. A single
evaluating attributes' set don't perform to evaluate these products. Because
products which straddle multiple market segments are evaluated by customer's
preferences which switch with the usage. Therefore it is necessary to evaluate
products by a family of evaluating attributes' sets (hereinafter referred to as
"FEAS") which corresponds to the customer's preferences. Mogawa [1] proposed an
algorithm which guarantees to obtain FEAS under the conditions that Customer's
Preference Grid (hereinafter referred to as "CPG")is reflexive. It is not until
the algorithm limited relations of customer's preference that this allows to
obtain FEAS. Our main aim is to provide a generalized algorithm for obtaining
FEAS. Where, we present the conditions under FEAS existing and we extract the
required relations of evaluating attribute for obtaining FEAS. We propose an
algorithm for obtaining FEAS by defining propositions and an extraction
procedure. Keywords: customer's preference; attribute's set; a family of evaluating attribute's
sets; Data-mining; Rough Set | |||
| TAGZILLA: Tag-Based File Storage and Retrieval | | BIBAK | Full-Text | 505-514 | |
| Vikram Nair; Vijayanand Banahatti; Niranjan Pedanekar | |||
| Users have to rely on memory for storing or retrieving data in Hierarchical
Folder Organization (HFO) such as the Microsoft Windows Explorer for managing
their information. We propose 20 Interface Design Objectives (IDOs) for
Personal Information Management (PIM) interfaces. We find IDOs of HFO that need
the most improvement using a qualitative survey of 66 users on importance and
satisfaction scales. We present an alternate tag-based interface called
TAGZILLA based on the concept of the 'Stream of Consciousness'. TAGZILLA
provides users with an interface to create tags for storing files and retrieve
files based on tags. It also suggests tags during storage and retrieval. We
report an increase in satisfaction for all IDOs using a return survey with 20
participants who used TAGZILLA. We also present a preliminary quantitative
experimental comparison of TAGZILLA with the Windows Explorer interface for the
IDOs needing most improvement. Keywords: Microsoft Windows Explorer; Personal Information Management; Tagging; Human
Computer Interfaces; Hierarchical Folder Organization | |||
| Proposal of Avatar Generating Method by Composition of the Portraits Made by Friends | | BIBAK | Full-Text | 515-523 | |
| Masashi Okubo; Satoshi Nobuta | |||
| Recently, the Remote communication through the Internet has been performed
actively. And as a remote communication tool, the uses of graphic avatars are
especially popular in Japan. However, in many cases, the avatar used on the
communication is not mirrored to a user who creates the avatar himself using
the application software provided for the remote communication support system.
Therefore, the remote friends cannot imagine the appearance of the user from
his/her avatar at all. In this research, we will propose a method of creating
an avatar. The method shows that the avatar is constructed by merging some
portraits, which are created by user's friends. We have developed the prototype
systems for creating a portrait and an avatar composed of some portraits. This
paper describes methods and systems of creating a portrait and an avatar. We
performed some experiments to evaluate the usability of the proposed system and
the quality of an avatar created on the proposed system. As an experimental
result, it is revealed that the avatar, which is created on the proposed
system, tends to be preferred by the user and friends. Keywords: Avatar; Portrait; Avatar communication | |||
| Usability Compliance Audit for Technology Intelligence Services | | BIBAK | Full-Text | 524-533 | |
| Nadine Pietras; Mazhar Sajjad; Myungkwon Hwang; Jinhyung Kim; Sa-Kwang Song; Do-Heon Jeong; Seungwoo Lee; Hanmin Jung | |||
| Usability has become a central aspect of the success of applications in the
mobile environment. However most usability engineering theories are rather cost
intensive and involve the work of usability experts. This paper presents an
approach for a "discount usability" check in the means of a usability
compliance audit. Being composed of various international usability guidelines,
policies and legislation as well as specific development tools for the iOS and
Android platform, we have created an audit of 189 general usability
recommendations as well as 39 statements focusing on usability issues within
the tablet environment. The audit model has been tested at the example of the
technology intelligence service application InSciTe (Intelligence in Science
and Technology), designed by KISTI (Korea Institute of Science and Technology
Information). The results of the audit, conducted by researchers within the
development team, show first insights into areas of usability compliance as
well as areas in need for improvement. Although the model has a limited scope
and needs further development, it can be seen as a starting point to employ
usability testing means within the development lifecycle of tablet application
projects. Keywords: Discount usability; auditing; usability compliance audit | |||
| Factor Models for Promoting Flow by Game Players' Skill Level | | BIBAK | Full-Text | 534-544 | |
| Mamiko Sakata; Tsubasa Yamashita; Masashi Okubo | |||
| In this study, to investigate the influence of game types and opponent's
ability on the player's state of mind and performance, we developed a simple
numerical calculation game system. Using this system, we performed some
experiments under controlled situations. All subjects solved the calculations
at a similar rate, except when factoring for the players' recognition of the
cooperator or competitor' skill level. However, the subjects' performance and
emotions are different depending on the situation, which suggests that the
video game system has an effect on the player's emotional state. Keywords: Flow; Video Game; Competitive Type; Cooperative Type; Factor Model | |||
| Social Experiment on Advisory Recommender System for Energy-Saving | | BIBAK | Full-Text | 545-554 | |
| Hiroki Shigeyoshi; Ken'iti Tamano; Ryosuke Saga; Hiroshi Tsuji; Shuki Inoue; Tsuyoshi Ueno | |||
| This paper describes a social experiment on an advisory recommender system
for home energy-saving, called KNOTES. Based on the user's value sense and the
effectiveness of the advice, KNOTES aims to recommend highly effective advices
over the user's own preferences. In addition, KNOTES uses an advice reference
history to avoid the repetition of redundant advice. For the social experiment,
forty-seven subjects used KNOTES for about two months. Introducing four metrics
for comparing KNOTES with a random recommender, this paper verifies that KNOTES
could recommend the advices which are desirable from the view of energy-saving
and could avoid the repetition of redundant advices. The remaining issue has
been prediction of the users' preferences according to their value sense. Keywords: recommender system; home-energy-saving; man-machine interaction; knowledge
management | |||
| Modeling a Human's Learning Processes to Support Continuous Learning on Human Computer Interaction | | BIBAK | Full-Text | 555-564 | |
| Kouki Takemori; Tomohiro Yamaguchi; Kazuki Sasaji; Keiki Takadama | |||
| This paper presents the way to design the continuous learning support system
for a human to achieve continuous learning. The objective of this research is
to make a prototype system based on a learning process model to guide a human
to achieve continuous learning. The main problem is how to keep supplying new
goals to a learner for achieving continuous learning. To encourage the sense of
continuous awareness toward goal discovery, we propose an idea to provide a
human learner with invisible goals. This paper formalizes the continuous
learning by a simple maze model with invisible goals and designs the maze
sweeping task which involves multiple solutions and goals. Keywords: continuous learning; invisible goals; maze sweeping task | |||
| On the Reading Performance of Text Layout, Switch Position, Topic of Text, and Luminance Contrast for Chinese E-books Interface Design | | BIBAK | Full-Text | 567-575 | |
| Wen-Te Chang; Ling-Hung Shih; Zunhwa Chiang; Kuo-Chen Huang | |||
| This study investigated the effects of four independent variables -- text
layout, switch position, topic of text, and luminance contrast of Chinese
E-books -- on reading time and reading accuracy. Forty-eight college students,
26 females and 22 males aged 18-23 years, were recruited for the experiment.
The present study demonstrated that a down-to-up text direction with a switch
located to the right was the best layout for Chinese E-books in terms of
reading time and accuracy. Moreover, the present study also addressed the
effects of interactions between text direction and luminance contrast on level
of visual fatigue and between text direction and topic of text, between switch
position and topic of text, and between text direction and switch position on
reading time. The results of this study should contribute to research related
to the impact of touch-pad or interface designs on reading, luminance contrast,
interface layout, satisfaction, and reading comprehension. Keywords: Text layout; Switch position; Topic; Luminance contrast; E-book | |||
| Search Results Pages and Competition for Attention Theory: An Exploratory Eye-Tracking Study | | BIBAK | Full-Text | 576-583 | |
| Soussan Djamasbi; Adrienne Hall-Phillips; Ruijiao (Rachel) Yang | |||
| The World Wide Web plays a central role in many aspects of our modern life.
In particular, using search engines to access information about products and
services has become an integral part of our day-to-day activities. In this
study we look at users' viewing behavior on search engine results pages (SERPs)
through the lens of competition for attention theory. While this theory has
been used for examining consumer behavior on e-commerce websites, little work
has been done to test this theory for viewing behavior on SERPs. We use eye
tracking data to analyze viewing behavior. The results show that viewing
behavior can have an impact on a user experience and effective search,
providing theoretical direction for studying the viewing behavior of SERPs. Keywords: Eye Tracking; Search Engine Result Pages (SERPs); Viewing Behavior;
Fixation; Competition for Attention | |||
| Assessing Mental Workload of In-Vehicle Information Systems by Using Physiological Metrics | | BIBAK | Full-Text | 584-593 | |
| Susumu Enokida; Kentaro Kotani; Satoshi Suzuki; Takafumi Asao; Takahiro Ishikawa; Kenji Ishida | |||
| Use of physiological indices including ECGs and EMGs was investigated for
estimation of drivers' mental workload induced by using in-vehicle information
system (IVIS). The subject performed multiple simultaneous task paradigm
consisted of driving using driving simulator, use of car navigation system and
stimulus detection task paradigm. The results indicated that muscular loads
obtained by EMGs tended to show higher activity in coherent with the level of
mental workload and high correlation coefficient between muscular loads. The
performance associated with stimulus detection task revealed the potential use
of EMG signals as an index for evaluating mental workload. Keywords: human engineering; bioinstrumentation/driving; physiological measurement;
Electromyography | |||
| Evaluation of Somatosensory Evoked Responses When Multiple Tactile Information Was Given to the Palm: A MEG Study | | BIBAK | Full-Text | 594-603 | |
| Akihito Jinnai; Asuka Otsuka; Seiji Nakagawa; Kentaro Kotani; Takafumi Asao; Satoshi Suzuki | |||
| In this study, as a part of comprehensive approach to develop an interface
for tactile information delivery, we aimed at capturing the relationship
between neuronal and perceptual sensitivity characteristics of in human hand as
indexed by neuromagnetic and psychometric responses.
Airpuff stimuli were presented to multiple locations on the ventral side of subjects' palm, which somatosensory evoked responses were observed. As a result, it was observed that the latency and amplitude of the evoked responses in the primary somatosensory area (SI) was not related to the location on the palm. Although mechanoreceptors in the palm area distributed densely at both the center of the palm and the proximal part of the proximal phalanges, no effects on location were found by the amplitude of the evoked responses at SI area. These results suggested that amplitude of the evoked responses at SI did not depend on the distribution of the mechanoreceptors. Keywords: Magnetoencephalography; Tactile; Airpuff stimuli; Somatosensory evoked
responses; Primary somatosensory area | |||
| The Right Level of Complexity in a Banner Ad: Roles of Construal Level and Fluency | | BIBAK | Full-Text | 604-613 | |
| Chih-Tung Kao; Man-Ying Wang | |||
| The current study examined the emotional consequences involved in processing
different levels of information complexity in a banner ad as well as the role
of construal level [15] in the process. The entropy measure of information
theory was used as a metric of complexity. This measure showed high correlation
with subjective ratings of complexity. Complexity manipulation adopting this
measure found reliable effects on subjective complexity across two experiments.
On the other hand, construal level, manipulated or measured, interacted with
complexity in determining banner preference. Participants preferred medium
complexity banners over low or high complexity ones when the construal level
was low. Complexity did not affect banner preference when the construal level
was high (Experiments 1 and 2). The inverted U-shaped function of complexity on
preference was interpreted in terms of the composite effect of perceptual and
conceptual fluency that varied in opposite directions as complexity increased
(Experiment 3). Research and practical implications of these findings were also
discussed. Keywords: Information complexity; construal level; fluency; preference; banner ads | |||
| Physiological Responses and Kansei Evaluation on Awareness | | BIBAK | Full-Text | 614-619 | |
| Keiko Kasamatsu; Hiroaki Kiso; Misako Yamagishi; Hideo Jingu; Shin'ichi Fukuzumi | |||
| For tasks in which the steps to achieve a goal are not specified, a user
adopts the trial and error method to achieve the goal. If the system is able to
induce "awareness" to user, the goal can be achieved in an effective manner. We
aim to elucidate the mechanism of "awareness" in order to develop a system that
incorporates induction of "awareness".
In this study, we examined the changes in the physiological indices of autonomic nervous activity before and after the occurrence of "awareness". We selected three types of tasks, namely, a jigsaw puzzle, a slide puzzle, and target shooting for which "awareness" was represented by the following items: "can see the end in sight", "I think I may do it", and "grasp the techniques". Kansei evaluation was performed for each task. Keywords: Physiological response; Kansei; Affectiveness; Awareness | |||
| Analysis of Spatiotemporal Memory Using Air-Jets as Tactile Stimuli for Development of Noncontact Tactile Displays | | BIBA | Full-Text | 620-627 | |
| Kentaro Kotani; Nobuki Kido; Satoshi Suzuki; Takafumi Asao | |||
| The effects of delay and distance of a pair of tactile stimuli on the memory of the two locations were analyzed. Tactile stimuli were induced at the palm with seven levels of interstimulus distances and seven levels of interstimulus intervals. The results showed that the smallest two-point differential threshold was when the delay time was around 0.5-2.0 s. The fundamental characteristics associated with spatiotemporal tactile memory that were obtained in the present study can lead to the design of a noncontact tactile display. | |||
| Understanding the Impact Congruent Images and News Articles Have on Mood and Attitude | | BIBAK | Full-Text | 628-634 | |
| Eleanor T. Loiacono; Miaokun Lin | |||
| As more people turn online to get their news, the significance of online
advertisements becomes even more important to companies seeking to enhance
their bottom line. This paper is part of a larger project looking into how the
congruency of online news articles and advertisements affect user's moods and
attitudes towards both the ad and news article. Preliminary results indicate
that congruency does impact user's moods and attitudes. Keywords: Mood induction; online advertisement; Web; Internet | |||
| Eyes Don't Lie: Understanding Users' First Impressions on Websites Using Eye Tracking | | BIBAK | Full-Text | 635-641 | |
| Hong Sheng; Nick S. Lockwood; Sirjana Dahal | |||
| Websites are prevalent these days. Web users make instantaneous judgments
regarding a website based on their first impressions and usually decide either
to stay on the website or bypass it during their initial interaction with the
website. Hence, understanding users' first impression is important for both
practitioners and researchers. This research examines users' first impression
of websites using an eye tracker. Eye tracking can provide fixation points
where users focus their attention on a stimulus. The eye tracking results
indicate that users take at least 2.66 seconds to scan the website before they
fixate their eyes on an element of the website. Our analysis also shows that
first fixation duration lasted for 180 milliseconds. This indicates that after
allocating attention to a specific area on a website, the eyes stopped to focus
for 180 milliseconds during which the brain processed the visual information
received from the eyes to organize the information and form an impression of
the website. Keywords: First impression; Websites; Eye Tracking; Attention | |||
| Cognitive Analysis of Driver's Behavior with Seamless Display of Back-Monitor and Side-View Mirror | | BIBAK | Full-Text | 642-649 | |
| Naoyuki Susuki; Kenta Takiguchi; Makoto Oka; Hirohiko Mori | |||
| The accidents during reverse operation of vehicle are one of the traffic
accidents often occur. To solve this problem, back-monitor system becomes very
popular to provide blind spot information of car for drivers. The back-monitor
system assists driver to get visual information of the rear of the car. This
camera's view is usually displayed on the car navigation monitor in the dash
board panel and drivers must watch many independent viewers, such as mirrors,
monitors, and outside, while switching. This separating information and
position must cause the difficulties to imagine the images of the wide area of
the rear of the cars. In this paper, we proposed a display manner for display
method of the back-monitor system which allows objects to not increase more. We
conducted the experiment to investigate whether the distance that line of sight
has been moved affects the parking and to consider the display method
(Seamless, Overlap, and Discrete) of the rear vision before proposing our
system. The results showed that overlap picture had good results as the
distance between the monitors close. We proposed the rear view system that
combines back-monitor system and side-view mirror. The part that reflects body
of the car of side-view mirror displayed rear vision that overlaps vision of
side-view mirror. We conducted the experiment to evaluate whether this system
allows to drivers to park their car safety and precisely using our system. And
we compared this proposed system to the traditional back-monitor system. The
results showed that it is possible to exactly grasp the situation around the
driver by our system. In particular, it is effective for the recognition of the
right rear. Keywords: Service applications; back-monitor system; side mirror; ITS; parking | |||
| Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility | | BIBAK | Full-Text | 650-659 | |
| Steve Ngai Hung Tsang; Ken W. L. Chan; Alan H. S. Chan | |||
| Effects of stimulus orientation, grouping, and alignment on spatial
compatibility were investigated in this study. With eight possible stimulus
locations mapped to two response keys, the parallel orientation was found to be
responded to faster than the orthogonal orientation. As to the grouping effect,
responses for the split stimulus array were superior to that for the continuous
one, which seems to be the result of better reference frames and clearer
distinction between visual signals. Comparing the single relative position
(Left-Right-Left-Right/Up-Down-Up-Down) alignment to the double one
(Left-Left-Right-Right/Up-Up-Down-Down), no significant difference in RT was
noted, but the single relative position alignment was less prone to error
responses than the double one. The effect of stimulus grouping and alignment
interacted significantly that the single relative position alignment with split
grouping was responded to much faster than that with continuous grouping. Also,
the significant interaction effect of orientation and S-R compatibility showed
that the up-left and down-right stimulus-response mappings were better than the
mappings the other way round. Keywords: Spatial Compatibility; Human-Computer Interfaces; Horizontal and Orthogonal
displays | |||
| The Influence of Password Restrictions and Mnemonics on the Memory for Passwords of Older Adults | | BIBA | Full-Text | 660-668 | |
| Kim-Phuong L. Vu; Martina M. Hills | |||
| Accessing Internet accounts can provide convenient services to users, regardless of age. However, these online services typically require that users enter a username and password. Forgetting one's password, then, often results in the inconvenience of having to reset your password. Although there has been research on the memorability of passwords, this research often focuses on younger adults. Little research has taken older adults into consideration when designing password requirements. Older adults show cognitive decline in memory, which can make the task of remembering passwords especially difficult. However, older adults experience less difficulty in memory for familiar pictures, making the use of pictures an ideal candidate for cuing passwords. Participants in this study were asked to generate passwords for five different fictitious online accounts using a text-based or image-based mnemonic technique. Older adults were less likely to forget passwords that were generated using image-based mnemonic technique compared to the text-based one, implying that pictures can be used as cues for password recall for older adults. | |||
| Word Classification for Sentiment Polarity Estimation Using Neural Network | | BIBAK | Full-Text | 669-677 | |
| Hidekazu Yanagimoto; Mika Shimada; Akane Yoshimura | |||
| Though there are many digitalized documents in the Internet, the almost all
documents are unlabeled data. Hence, using such numerous unlabeled data, a
classifier has to be construct. In pattern recognition research field many
researchers pay attention to a deep architecture neural network to achieve the
previous aim. The deep architecture neural network is one of semi-supervised
learning approaches and achieve high performance in an object recognition task.
The network is trained with many unlabeled data and transform input raw
features into new features that represent higher concept, for example a human
face. In this study I pay attention to feature generation ability of a deep
architecture neural network and apply it to natural language processing.
Concretely word clustering is developed for sentiment analysis. Experimental
results shows clustering performance is good regardless of an unsupervised
learning approach. Keywords: Natural Language Processing; Deep Architecture Neural Network; Feature
Extraction | |||