| Social Networking and Culturally Situated Design Teaching Tools: Providing a Collaborative Environment for K-12 | | BIBAK | Full-Text | 3-8 | |
| Albanie Bolton; Cheryl D. Seals | |||
| For over 25 years, HCI researchers and developers have been challenged with
improving usability of products. More recently, the Computer-Supported
Cooperative Work (CSCW) community has focused on developing collaborative
systems but even though social interaction was recognized the emphasis was on
work. The widespread use of the Internet by millions of diverse users for
socializing is a new phenomenon that raises new issues for researchers and
developers. Just designing for usability is not enough; we need to understand
how technology can support social interaction and design for sociability.
Moreover, increasing accessibility to Computer Science and Technology is
essential for a discipline that relies on creativity and diverse perspectives.
With the educational research community having begun to explore the causes
behind the under representation of females and students of color in computing
courses, outreach efforts have commenced to overcome these enrollment
discrepancies. Keywords: Computer Collaborative Work; user interface; computing; culture; educational
gaming; ethomathematics; mathematics; usability; Culturally Situated Design
Tools (CSDTs) | |||
| A Hybrid Model for an E-learning System Which Develops Metacognitive Skills at Students | | BIBAK | Full-Text | 9-15 | |
| Maria Canter | |||
| One of the goals of academic education is to train students in view of
acquiring metacognitive skills, thus becoming self-regulated learners prepared
for lifelong learning. The research in this area has proved that metacognition
can be taught and learned and that self-regulation behavior can be guided and
constrained by the features of the learning environment. In order to become an
educational environment, attractive and at the same time efficient for the
students and which would enable students to develop their metacognitive skills,
the e-learning system needs continuous improvements. This paper presents a
hybrid model of an e-learning system, MEM -- Metacognitive E-learning system
Model, which aims to develop metacognitive skills in students, based on three
learning principles of the InTime model, principles which are adapted from
Peter Ewell's point of view regarding the complexity of the learning process,
and on the metacognitive regulations. Keywords: self-regulated learning; metacognitive skills; e-learning system; feedback | |||
| Enhancing Information Systems Users' Knowledge and Skills Transference through Self-regulation Techniques | | BIBAK | Full-Text | 16-24 | |
| Brenda Eschenbrenner | |||
| Being able to utilize information systems (IS) to address novel issues
continues to be challenging for many IS users. IS training has typically
focused on acquiring requisite knowledge and skills to complete routine sets of
tasks, and not necessarily transference of this IS knowledge and skills to
novel contexts. Being unable to perform this transference can then limit an IS
users ability to utilize an IS to address unique problems. Drawing upon
Identical Elements and Principles Theories, as well as Social Cognitive Theory,
this research study proposes an experiment to assess the effectiveness of
utilizing self-regulation techniques (i.e., self-explanations and
self-evaluations) to improve IS knowledge and skills transference to unique
contexts as well as improve IS performance outcomes. The potential contribution
will include suggestions of training modifications to enhance IS usage and
providing guidance for future research in the domain of IS users' knowledge and
skills transference. Keywords: IS knowledge transference; IS skills transference; self-regulation
techniques; Identical Elements Theory; Principles Theory; Social Cognitive
Theory | |||
| Articulating an Experimental Model for the Study of Game-Based Learning | | BIBAK | Full-Text | 25-32 | |
| Christina Frederick-Recascino; Dahai Liu; Shawn Doherty; Jason Kring; Devin Liskey | |||
| Research related to game-based and technology-enhanced learning lacks a
focused experimental method. The present paper articulates a well-defined
experimental method for studying game-based learning from pre-learning
interventions to post-testing assessment of retention and transfer. Keywords: Game-Based Learning; Game-Based Testing; Experimental Model | |||
| Psychophysiological Assessment Tools for Evaluation of Learning Technologies | | BIBAK | Full-Text | 33-42 | |
| Richard H. Hall; Nicholas S. Lockwood; Hong Sheng | |||
| Research on the psychophysiological assessment of the impact of information
technologies on humans is reviewed, with a particular focus on learning
technologies and research carried out in the Laboratory for Information
Technology Evaluation (LITE) at Missouri S&T. Measures of arousal and
valence are discussed first, including galvanic skin response (GSR), pupil
dilation, and heart rate. This is followed by a discussion of the measurement
of eye movement using eye tracking technologies. Lastly, a summary of the LITE
lab research is provided. It is concluded that the measures are promising,
based on these initial LITE lab results, though further work is needed to more
accurately determine the appropriate constructs and contexts for optimizing the
use of these tools. Keywords: Learning Technologies; Psychophysiological Measurement | |||
| An Experimental Environment for Analyzing Collaborative Learning Interaction | | BIBAK | Full-Text | 43-52 | |
| Yuki Hayashi; Yuji Ogawa; Yukiko I. Nakano | |||
| In collaborative learning, participants progress their learning through
multimodal information in a face-to-face environment. In addition to
conversation, non-verbal information such as looking at other participants and
note taking plays an important role in facilitating effective interaction. By
exploiting such non-verbal information in the analysis of collaborative
learning activities, this research proposes a collaborative learning
environment in which the non-verbal information of participants is collected to
analyze learning interaction. For this purpose, we introduce multimodal
measurement devices and implement an integration tool for developing a
multimodal interaction corpus of collaborative learning. Keywords: Collaborative learning environment; multimodal interaction; gaze target;
writing action | |||
| Transparent Digital Contents Sharing for Science Teachers | | BIBAK | Full-Text | 53-62 | |
| Thongchai Kaewkiriya; Ryosuke Saga; Hiroshi Tsuji | |||
| To support science teachers for preparing their classes, this paper presents
concepts and principles on digital contents sharing. The proposed framework is
divided into three parts: The first part proposes the maturity levels for
science teacher activities based on SECI model and CMMI. The second part
designs the system components on DLMS (Distributed e-learning management
system) which allows science teachers to share digital contents efficiently.
The third part illustrates the scenario how the proposed framework works. The
possibility for prototype system based on REST (Representational State
Transferred) full Web service is also discussed. This proposal expects to save
time for preparing digital contents for science teachers as they mature on
digital contents. Keywords: e-Learning; Digital content sharing; Knowledge-Network; Maturity Model;
Knowledge Management | |||
| Development of a Computer Programming Learning Support System Based on Reading Computer Program | | BIBAK | Full-Text | 63-69 | |
| Haruki Kanamori; Takahito Tomoto; Takako Akakura | |||
| In this paper, we describe the development of a support system that
facilitates the process of learning computer programming through the reading of
computer program. Reading code consists of two steps: reading comprehension and
meaning deduction. In this study, we developed a tool that supports the
deduction of a program's meaning. The tool is equipped with an error
visualization function that illustrates a learner's mistakes and makes them
aware of their errors. We conducted experiments using the learning support tool
and confirmed that the system is effective. Keywords: programming learning; flowchart; error-based simulation | |||
| The Display Medium, Academic Major and Sex Effect of High School Students on Visuospatial Abilities Test Performance | | BIBAK | Full-Text | 70-78 | |
| Yen-Yu Kang; Yu-Hsiang Liao | |||
| The objective of this study is to evaluate the spatial ability differences
and fatigue between three different students on different interface. An
experiment was design to compare the differences between using the convention
book (C-book) and using tablet computer, and compare the differences between
three department students. Fifty-four vocational high school students, age
sixteen to eighteen, participated in the study. Response measure included task
performance, eye fatigue (measured by critical flicker fusion, CFF), and wrist
fatigue (measured by subjective borg 10-CR scale). The result indicate that
using the C-book had higher performance and less wrist fatigue than using
tablet computer. In addition, on score sequence of task performance, interior
design student is first, architecture student is second, and general student is
last. Keywords: Tablet Computer; display | |||
| Video Feedback System for Teaching Improvement Using Students' Sequential and Overall Teaching Evaluations | | BIBAK | Full-Text | 79-88 | |
| Yusuke Kometani; Takahito Tomoto; Takehiro Furuta; Takako Akakura | |||
| We propose a system that allows university teachers to check the
effectiveness of their lecture videos and to grasp points for improvement in
the lectures. The system offers two functions: time-series graphing, which
visualizes real-time changes in students' evaluation during a lecture, and
teaching behavior estimation, which shows teachers information on their own
teaching behaviors estimated from the overall evaluation by students of a
lecture. The system was developed and evaluation experiments of each function
were conducted. The subjective evaluation of each function by teachers showed
the following: (1) the time series graph function was useful to narrow down
which portion of the lecture videos contained points for improvement and (2)
the teaching behavior estimation function was useful to determine the tendency
of teaching behavior in a lecture. Keywords: Sequential evaluation; Overall evaluation; Teaching improvement; Lecture
video; Teaching behavior; Student evaluation | |||
| I See, Please Tell Me More -- Exploring Virtual Agents as Interactive Storytellers | | BIBAK | Full-Text | 89-98 | |
| David Lindholm; Eva Petersson Brooks; Tom Nauerby | |||
| This study explored the effect of a virtual agent, used as a storyteller in
an interactive story, with the purpose of distributing information to leaders
at the municipal government of Esbjerg, Denmark. The aim was to investigate the
influence an agent might have on the user experience, when comparing it to a
story with no agent. A simple story was implemented where the user could choose
which parts to read. A test was held where ten participants went through the
story with and without an agent as a storyteller, and took part in a focus
group discussion. Data on story choices and time was saved and analysed along
with the focus group data. From the overall findings it can be concluded that a
storyteller agent has a positive impact on the experience. Furthermore, that
interactive storytelling requires care in placement of important information,
so as to avoid it being missed. Keywords: Storytelling; Agent; Information distribution; User experience; Leadership | |||
| Gamification of Education Using Computer Games | | BIBAK | Full-Text | 99-107 | |
| Fiona Fui-Hoon Nah; Venkata Rajasekhar Telaprolu; Shashank Rallapalli; Pavani Rallapalli Venkata | |||
| We review the literature on gamification and identify principles of
gamification and system design elements for gamifying computer educational
games. Gamification of education is expected to increase learners' engagement,
which in turn increases learning achievement. We propose a gamification
framework that synthesizes findings from the literature. The gamification
framework is comprised of principles of gamification, system design elements
for gamification, and dimensions of user engagement. Keywords: Gamification; Education; Learning; System Design; Engagement | |||
| New Potential of E-learning by Re-utilizing Open Content Online | | BIBAK | Full-Text | 108-117 | |
| Ai Nakajima; Kiyoshi Tomimatsu | |||
| We propose an English learning system "TED NOTE," which automatically
generates language training game by re-utilizing open content online. As a
first prototype, we use Creative Commons licensed content; presentation video
and subtitles; from TED.com as educational materials. In this paper, first, we
focused on an educational potential of open content online and researched
related projects, which apply the concept of the free culture movement for
educational uses. In the second half, we describe the design process of TED NOE
as a case study. We illustrate the way to re-use and reassemble open contents
into the new use technically for providing significant learning experiences in
TED NOTE. Keywords: Creative Commons; Open Source; Free Culture; Open culture; e-leaning;
learning commons; Gamification; Mash up; Semantic web | |||
| Transferring Tacit Skills of WADAIKO | | BIBAK | Full-Text | 118-125 | |
| Makoto Oka; Asahi Mizukoshi; Hirohiko Mori | |||
| The techniques are acquired through repetition of such copying and passed on
in this intuitive way. As even the experts acquired them by intuition, the
techniques are difficult to put into explicit knowledge, forms of word or
value. To solve the problem, recently there are numerous attempts to turn the
techniques into explicit knowledge for preservation and transmission thereof.
However, current situation is that not all of the knowledge is conveyed by
unsuccessfully forcing tacit knowledge (skills) into the disguise of its
explicit counterpart. It is necessary to preserve the tacit knowledge learned
by experience and intuition and convey it in a way understandable. Techniques
refer to postures and motions of experts. Motions of the experts striking a
Wadaiko are extracted as data, which is used in developing an instruction
system of passing on the techniques of the experts to novices. Finally, it is
verified whether the novices have acquired the techniques through the system. Keywords: Expert-Novice; Tacit skills; Tacit knowledge | |||
| A Study of the Crossroad Game for Improving the Teamwork of Students | | BIBAK | Full-Text | 126-136 | |
| Hidetsugu Suto; Ruediger Oehlmann | |||
| The Crossroad game is a social game that is used for learning to deal
effectively with difficult situations such as conflicts in teamwork. This paper
investigates the characteristics of questions to be used when the Crossroad
game is applied to teamwork scenarios. The questions were collected by using
questionnaires and dividing them into three groups, high-agreement,
low-agreement, and middle-agreement groups using the chi-square method. Results
are obtained from students in Japan and the UK, and it is shown that the
attitude toward a dilemma within teamwork depended on the background of the
students. Keywords: Teamwork; media biotope; agreement with others | |||
| Towards Understanding of Relationship among Pareto Optimal Solutions in Multi-dimensional Space via Interactive System | | BIBAK | Full-Text | 137-146 | |
| Keiki Takadama; Yuya Sawadaishi; Tomohiro Harada; Yoshihiro Ichikawa; Keiji Sato; Tomohiro Yamaguchi | |||
| This paper proposes the interactive system that can help humans to
understand the trade-off relationship of Pareto optimal solutions (e.g., good
products from a certain aspect) in multi-dimensional space. For this purpose,
the following two methods are proposed from the viewpoint of the number of
evaluation criteria which should be considered by a user at one time: (i) the
two fixed evaluation criteria are employed to evaluate the solutions; and (ii)
some evaluation criteria selected by a user (i.e., the number of the evaluation
criteria is varied by a user) are employed to evaluate them. To investigate the
effectiveness of our proposed system employing either of two methods, we
conduct human subject experiments on the motor selection problem and have
revealed the following implications: (i) the proposed system based on the two
fixed evaluation criteria contributes to helping users to find better motors in
terms of all the evaluation criteria, while (ii) the proposed system based on
the selected evaluation criteria is more effective to help users to understand
Pareto optimal solutions when more evaluation criteria need to be considered. Keywords: Pareto optimal solution; multi-dimensional space; interactive assistant
system | |||
| Development and Evaluation of a Mobile Search System for Science Experiments to Connect School Knowledge to Common Knowledge | | BIBAK | Full-Text | 147-156 | |
| Takahito Tomoto; Tomoya Horiguchi; Tsukasa Hirashima | |||
| In this paper, we propose a method that connects school knowledge to common
knowledge through a mobile search system that enables users to think about and
perform science experiments relevant to their everyday life. We developed the
system and tested it in an evaluation experiment with 15 participants who used
the system in everyday life over the course of a week. The evaluation results
revealed that the users began to consider appropriate experiments, describe
appropriate locations, and understand scientific concepts and methods.
Participants' questionnaire responses showed that they became interested in
science experiments and formed a strong connection between school knowledge and
common knowledge. Keywords: Common Knowledge; School Knowledge; Learning Science; Science Experiments | |||
| Application to Help Learn the Process of Transforming Mathematical Expressions with a Focus on Study Logs | | BIBAK | Full-Text | 157-164 | |
| Takayuki Watabe; Yoshinori Miyazaki; Yoshiki Hayashi | |||
| This study proposes a system that helps learners transform mathematical
expressions by letting the learners select the part of the original
mathematical expression to be transformed. On selection, a list of mathematical
expressions is displayed, showing possible transformations. Users select one
mathematical expression from the list of displayed candidates. The transformed
expressions can be further transformed recursively, step-by-step. In this way,
the system supports trial-and-error steps of the transformation process and
lets learners transform actively. This study also aims to understand learners'
trial-and-error steps by using transformation history. Keywords: Mathematics education; Mathematical transformation; Study log | |||
| Learning by Problem-Posing with Online Connected Media Tablets | | BIBAK | Full-Text | 165-174 | |
| Sho Yamamoto; Takehiro Kanbe; Yuta Yoshida; Kazushige Maeda; Tsukasa Hirashima | |||
| We have developed an interactive environment for learning by posing
arithmetic word problems that can be solved by either an addition or
subtraction. Through experimental use of the environment on desktop computers,
we have confirmed that problem posing with the environment is useful for
arithmetic learning. In this paper, as the next step, we implemented the
environment on media tablets connected by wireless LAN. Because of this
implementation, we have realized development of environment for using usual
classroom, visualization of the student's learning performance and suggestion
of teaching a method of problem posing. Through this practice, we have
confirmed that the first grade students were able to pose problems in the
environment, and the teaching and learning by using environment were accepted
by the teacher and students as the effective teaching. Keywords: Problem-posing; Sentence-integration; Media tablet; Interactive learning
environment; Online | |||
| Instantaneous Assessment of Learners' Comprehension for Lecture by Using Kit-Build Concept Map System | | BIBAK | Full-Text | 175-181 | |
| Kan Yoshida; Takuya Osada; Kota Sugihara; Yoshiaki Nino; Masakuni Shida; Tsukasa Hirashima | |||
| This paper described a practical use of kit-build concept map (KBCM) in
science learning class in an elementary school in order to evaluate learners'
understanding ongoing the teaching. The responsible teacher of the class
reported that the information provided from KBCM is useful to decide
complementary teaching ongoing class and improve lesson plan of the next class.
We have confirmed that the map scores in KBCM have significant correlation with
the scores of standard test of science learning. This case study suggests that
KBCM is promising tool to estimate learners' understanding in classroom. Keywords: kit-build; concept map; instantaneous assessment | |||
| Exploring User Feedback of a E-Learning System: A Text Mining Approach | | BIBAK | Full-Text | 182-191 | |
| Wen-Bin Yu; Ronaldo Luna | |||
| Given a collection of survey comments evaluating an E-learning system, the
text mining technique is applied to discovering and extracting knowledge from
the comments. The purpose is to categorize the comments into several groups in
an attempt to identify key criticisms or praises from students using the
E-learning system. This study is able to assist the evaluators of the
E-learning system to obtain the summarized key terms of major "concerns"
without going through potentially huge amount of survey data. Keywords: E-learning; Text Mining; Survey | |||
| Bodily Expression Media by Dual Domain Design of Shadow | | BIBAK | Full-Text | 195-202 | |
| Naruhiro Hayashi; Yoshiyuki Miwa; Shiroh Itai; Hiroko Nish | |||
| In an improvised bodily expression, it is important to create the image
inside the self. We developed a body expression generator called "shadow media"
that generates an image by causing a gap between the body and its shadow. In
this study, we focused on the dual residual shadow, a type of the shadow media,
which generates a dual gap. Using this aspect of the shadow media, we develop
new body expression media by introducing fluctuation and cellar automation to
the boundary of the dual residual shadow. Experimental results indicate that
these shadow media outputs can effectively support the generation of bodily
expressions. Keywords: bodily expression; image; awareness; co-creation; shadow media | |||
| Virtual Experience System for a Digital Museum | | BIBAK | Full-Text | 203-209 | |
| Yasushi Ikei; Koji Abe; Yukinori Masuda; Yujiro Okuya; Tomohiro Amemiya; Koichi Hirota | |||
| This paper describes a virtual experience system that provides to the
participant a new experience of a space and travel for a digital museum. The
system creates multisensory stimuli to evoke a sensation of a walk in a tourist
site. The virtual walk is introduced as a pseudo voluntary reliving of the
experience of the precedent walker at the site. Keywords: Multisensory Display; Walking Experience; Reliving; Ultra Reality | |||
| Design of Space for Expression Media with the Use of Fog | | BIBAK | Full-Text | 210-218 | |
| Shiroh Itai; Yuji Endo; Yoshiyuki Miwa | |||
| In this research, we designed and developed a "playground" using fog as a
media of expression. The "playground" is a space where children express
themselves and connect with others using bodily expressions while playing. To
realize this concept, we developed the fog display system to satisfy the
following requirements. (1) Everyone has access to the media space created by
the fog. (2) Fog displays are scattered all over the space. (3) Images
projected on fog displays are visible from various directions inside and
outside the space. (4) The expelling, rectification, and diffusion of the fog
are controlled. And, we tested the effectiveness of the system through its
on-site use. As a result, it was found that this system, which can project an
image on the fog that has a naturalness (disappearance, spatiality, and
extraordinariness), versatility, and plasticity, has the potential to function
as the playground. Keywords: Bodily expression; Fog; Playground; Open media space | |||
| User Interface of Interactive Media Art in a Stereoscopic Environment | | BIBAK | Full-Text | 219-227 | |
| YoungEun Kim; MiGyung Lee; SangHun Nam; JinWan Park | |||
| Interactive Media art communicates with audiences using many interfaces. The
audience experiences each interface differently. Two different kinds of art
experiences can be generated using the same themes. Using a touch screen
monitor and Microsoft Kinect motion sensors, in the same gallery environment,
we surveyed visitor experiences with both forms of art in a stereoscopic
environment. We discovered that motion interfaces are better than touch
interfaces for interactive media art, with the changes in depth providing more
powerful stereoscopic audience experiences. Keywords: Interactive Media Art; Natural Interface; Stereoscopic Artwork; Touch
Interface; Motion Interface | |||
| A Method of Viewing 3D Horror Contents for Amplifying Horror Experience | | BIBAK | Full-Text | 228-237 | |
| Nao Omori; Masato Tsutsui; Ryoko Ueoka | |||
| Current 3D digital film gives us a realistic sensation. Also adding physical
effect with 3D film called 4D film becomes common entertainment system which
generates more realistic sensation. So there are many commercial entertainment
systems in order to give realistic experience adapted to such as horror
contents. However there is still some problem that is unable us to immerse the
horror contents. In order to find an effective way to amplify horror experience
to viewers, we propose an original film-viewing theater environment. In
concrete, we made a locker-type theater environment implementing polarizing
filters on peephole of a locker door. This makes a viewer force to stand when
to peep a 3d horror movie in a closed space without wearing 3D glasses. And by
peeping a screen from a small hole, it is unable to see an edge of a large
screen. By evaluating heart rate of viewers and conducting questionnaire-based
survey, we confirmed our proposed method amplifies a horror experience
especially by producing a closed viewing space. Keywords: 4D film; virtual reality; virtual horror experience | |||
| Digital Railway Museum: An Approach to Introduction of Digital Exhibition Systems at the Railway Museum | | BIBAK | Full-Text | 238-247 | |
| Takuji Narumi; Torahiko Kasai; Takumi Honda; Kunio Aoki; Tomohiro Tanikawa; Michitaka Hirose | |||
| Museum is considered as an important application field for digital media
technologies. In conventional museum exhibition, museum curators have tried to
convey wisdom of mankind to the visitors by displaying real exhibits.
Meanwhile, such conventional method for exhibition cannot tell vivid background
information about the exhibit such as the social situation where it was made
and the mechanism how it worked. Digital media can be used for enhancing
delivery efficiency by providing the ability to express background information
about exhibits. Based on this idea, we introduced digital exhibition systems,
which help us to understand background information of exhibits, into THE
RAILWAY MUSEUM (Japan) and held the "Digital Railway Museum" exhibition. In
this paper, we describe about the exhibition and report on and knowledge and
implication obtained from the exhibition. Keywords: Digital Museum; Digital Exhibition System; Digital Display Case; Digital
Diorama; Sharing Experience System | |||
| Mixed Reality Digital Museum Project | | BIBAK | Full-Text | 248-257 | |
| Tomohiro Tanikawa; Takuji Narumi; Michitaka Hirose | |||
| In our research, we propose Mixed Reality Digital Museum to convey
background information about museum exhibits by using mixed reality
technologies. Based on this concept, we construct and demonstrate three types
of exhibition system: Digital Display Case, Digital Diorama and Outdoor
Gallery. Also to supporting museum activity, we construct and demonstrate
several approaches which are acquisition and application of visitor's activity,
supporting curator's activity, recalling after visiting, and etc. In this
paper, the authors first introduce the outline of "Mixed Reality Digital
Museum" project under the sponsorship of MEXT (Ministry of Education, Culture,
Sports, Science and Technology). Then, the basic concept and project formation
of the project are quickly introduced. After that, among the many project
subtopics, the authors introduce two types of museum system using Mixed Reality
technology: "Digital Display Case" and "Digital Diorama." Result of the
implementation of the first stage prototypes are introduced and future plan is
discussed. Keywords: Digital Museum; Mixed Reality; Digital Display Case; Digital Diorama | |||
| ArchMatrix: Knowledge Management and Visual Analytics for Archaeologists | | BIBAK | Full-Text | 258-266 | |
| Stefano Valtolina; Barbara Rita Barricelli; Giovanna Bagnasco Gianni; Susanna Bortolotto | |||
| The visual representation of large archaeological data sets, especially
those related to the subsoil and its stratigraphic units, is a very effective
solution for supporting archaeologists' practice. In this paper we present
ArchMatrix, a visual analytics tool for Harris Matrices' management that relies
on an excavation database and allows the archaeologists to easily perform their
analysis tasks by simply adopting a direct manipulation interaction style. Keywords: Visual Analytics; Archaeology; Harris Matrix | |||
| The Designing Expressions of the Special Visual Effect Film in the Digital Technology | | BIBA | Full-Text | 267-274 | |
| Tsun-Hsiung Yao; Chu-Yu Sun | |||
| From 1950 when computer technology began to undertake the creation of computer art, the creation of these "digital works" became a new tool and medium for artistic expression. This also had a major impact on visual artistic expression. This paper takes science fiction movies as the textual source of its research and analyzes the commercial messaging and artistic expression of thematic images within the cinematic arts. | |||
| Lifecycle Support of Automotive Manufacturing Systems through a Next-Generation Operator Interface Implementation | | BIBAK | Full-Text | 277-286 | |
| Vishal Barot; Robert Harrison | |||
| Authors present a novel implementation approach to an operator interface
system capable of supporting key phases of the automotive manufacturing machine
lifecycle. Review of the lifecycle process realises next-generation
requirements which have been addressed through a distributed system components
architecture comprising of a Broadcaster, Marshaller and Web-HMI system. This
architecture assumes machine control engineering using the Component Based (CB)
design approach. Web-HMI system component, the major component serving operator
interface systems, is designed using the Blackboard-based methodology, and
supported with the Client-Server communication pattern as illustrated in its
process runtime description. The proposed approach is assessed through an
industrial case study on a web-services based control Ford-Festo test rig. A
number of scenarios and demonstrations are applied to investigate the
applicability of this approach beyond a theoretical research environment into
practice. Importance of this research work is highlighted through
identification of potential benefits offered. Keywords: Operator Interface; HMI; System Architecture; Automotive Systems; Machine
Lifecycle; Powertrain Manufacturing | |||
| CoPI: A Web-Based Collaborative Planning Interface Platform | | BIBAK | Full-Text | 287-296 | |
| Mohammad K. Hadhrawi; Mariam Nouh; Anas Alfaris; Abel Sanchez | |||
| In this paper we present the Collaborative Planning Interface (CoPI), a
web-based multiuser collaboration interface platform for planning of complex
systems. The interface provides analytical and visualization components to
support decision makers. The Interface is designed using a user-centered design
approach, while considering existing tools and environments in the field of
decision support systems. The architecture and structure of the Interface are
described as well as the flow of the user experience within the system.
Finally, a case study explains the use of CoPI in collaborative policy planning
for large-scale infrastructures. Keywords: complex systems; web-technologies; collaboration; multi-user; decision
support systems; visualization; HCI | |||
| Estimation of Interruptibility during Office Work Based on PC Activity and Conversation | | BIBAK | Full-Text | 297-306 | |
| Satoshi Hashimoto; Takahiro Tanaka; Kazuaki Aoki; Kinya Fujita | |||
| The chances of being interrupted by online communication systems, such as
email, instant messenger, and micro-blog, are rapidly increasing. For the
adequate control of interruption timing, the real-time estimation of the
interruptibility of the user is required. In this study, we propose an
interruptibility estimation method using PC activity and conversational voice
detection based on the wavelet transform. The offline estimation was applied to
a dataset of 50 hours obtained from 10 users. The results indicated the
feasibility of improving the interruptibility estimation accuracy by the
automatic detection of the existence and end of conversations. Keywords: interruptibility; availability; voice detection; office work; interruption | |||
| ARM-COMS: ARm-Supported eMbodied COmmunication Monitor System | | BIBAK | Full-Text | 307-316 | |
| Teruaki Ito; Tomio Watanabe | |||
| Remote communication systems are getting popular these days, which makes it
possible to enjoy audio/video communication over the network in high quality.
However, remote communication using these systems is still not identical to
face-to-face meeting due to several reasons which are still open issues. This
study focuses on two of the issues. One is lack of tele-presence and the other
one is lack of connection in communication. In order to tackle these issues,
this study proposes an idea of connecting remote individuals through augmented
tele-presence systems called ARM-COMS: ARm-supported eMbodied COmmunication
Monitor System. ARM-COMS is composed of a desktop robotic arm and a tablet PC
which is attached to it. The tablet PC presents audio/video images of a remote
person just as typical video conference. However, ARM-COMS controls the
physical movement of the tablet PC during the video conference to be consistent
with physical motion of the remote participant as if the remote person were
there and behaved in a face-to-face conversation. ARM-COMS also considers the
meaningful physical position in space to show the connection with other person
or topics. The tablet PC approaches to the speaking person as if embodied
communication occurs. This paper shows the idea of ARM-COMS and presents some
of the on-going work of the study to show the feasibility of the idea. Keywords: Embodied communication; augmented tele-presence robotic arm manipulation;
human interface | |||
| Interlocked Surfaces: A Dynamic Multi-device Collaboration System | | BIBA | Full-Text | 317-325 | |
| Hiroyuki Kamo; Jiro Tanaka | |||
| In this research, we propose "Interlocked Surfaces", which supports cooperation work between different devices. The system offers to connect different devices wirelessly and allow multiple users to view and edit documents simultaneously. We have developed a technique to share and view documents between different devices even they have difference screen sizes and resolutions. In a user study, we conducted experiments to evaluate the usefulness of the system. The result shows that users can perform the document inspection task more comfortably using the proposed system. | |||
| Effects of a Communication with Make-Believe Play in a Real-Space Sharing Edutainment System | | BIBAK | Full-Text | 326-335 | |
| Hiroki Kanegae; Masaru Yamane; Michiya Yamamoto; Tomio Watanabe | |||
| Recently, e-learning has become widely used. We have already developed an
edutainment system named GOSAL (GOkko-asobi Supporting system for Active
Learning) in which we introduce distinctive CG characters and communication
support functions to enhance user communication for group work. We also
confirmed that an element of make-believe play promotes the utterance of users.
In this study, we evaluated the effectiveness of the system through an
experiment in comparison with real group work, and confirmed the effectiveness
for creative and laugh-filled learning. Keywords: Embodied communication; embodied interaction and edutainment | |||
| A Support Framework for Automated Video and Multimedia Workflows for Production and Archive | | BIBAK | Full-Text | 336-341 | |
| Robert Manthey; Robert Herms; Marc Ritter; Michael Storz; Maximilian Eibl | |||
| The management of the massive amount of data in video- and multimedia
workflows is a hard and expensive work that requires much personnel and
technical resources. Our flexible and scalable open source middleware framework
offers solution approaches for the automated handling of the ingest and the
workflow by an automated acquisition of all available information. By using an
XML format to describe the processes, we provide an easy, fast and well-priced
solution without the need for specific human skills. Keywords: Ingest; Framework; XML; Archiving; Middleware | |||
| Responsibilities and Challenges of Social Media Managers | | BIBAK | Full-Text | 342-351 | |
| Christian Meske; Stefan Stieglitz | |||
| Within the last years enterprises massively began to adapt social media for
internal usage. They do so in order to increase their knowledge management as
well as to make collaboration and communication more efficient. However, until
now, very little is known about employees who are responsible for adaption
processes and the management of the internal social media. In our study we
conducted 15 interviews with "social media managers" of 15 large German
enterprises. We found that the role of a social media manager is faced with
enormous challenges (e.g. providing information about the added value of social
media) while on the other hand they lack the power to make decisions (e.g.
regarding staff and budget). Keywords: social media; manager; Mintzberg; manager roles | |||
| Digital War Room for Design | | BIBAK | Full-Text | 352-361 | |
| Mika P. Nieminen; Mari Tyllinen; Mikael Runonen | |||
| In this paper, we describe the requirements elicitation for a digital war
room -- a group work facility to support people interacting with digital (and
analog) materials. The target user group is product design teams and
construction engineers/architects. Main requirements for an interactive group
work space include fluent sharing of documents within the facility and ability
to comment on them, support for both analog and digital sketching and writing
by hand, minimum of three displays allowing parallel tasks and comparison of
different alternatives and the importance of the physical properties of the
facility. Keywords: Requirements elicitation; user-centred design; group work; design project
room; working with digital materials; collaboration spaces | |||
| Detection of Division of Labor in Multiparty Collaboration | | BIBAK | Full-Text | 362-371 | |
| Noriko Suzuki; Tosirou Kamiya; Ichiro Umata; Sadanori Ito; Shoichiro Iwasawa; Mamiko Sakata; Katsunori Shimohara | |||
| In the research field of human-computer interaction, there are many
approaches to predicting interactive roles, e.g., conversational dominance or
active participation. Although interactive roles have been predicted for entire
tasks, little attention has been given to evaluating how such roles are
reorganized during a task. This paper explains how to construct a model for
predicting emergent division of labor and the reorganization of labor in
multiparty collaboration using verbal and nonverbal cues. To build the model,
we adopted stepwise multiple-regression analysis, which is a type of
statistical model analysis, using both behavioral data and third-party
evaluations. We confirmed useful verbal and non-verbal parameters for
predicting interactive roles and their reorganization through this model. Keywords: Emergent division of labor; reorganization; statistical model analysis;
verbal and nonverbal behavior; third-party evaluation | |||
| Role of Assigned Persona for Computer Supported Cooperative Work in Remote Control Environment | | BIBAK | Full-Text | 372-380 | |
| Yuzo Takahashi | |||
| In the case of cooperative work through networks, non-verbal communication
is obstructed. The purpose of this study is to examine the role of assigned
persona for the computer supported cooperative work in remote control
environment. This experiment scenario was the workplace and set the user
scenario for the real subjects. The superior persona and the subordinate
persona which affects the "psychological reward" and the "partner's evaluation"
were assigned to the subjects. The experimental task that was the simulated
chemical plant required to operate two subjects during 90 minutes. Results of
primary and secondary task performances, the difference among the assigned
persona was observed to execute the computer supported cooperative task. It is
necessary to manage a basic design of the interaction between the person and
the task concerned about the partner's honor information and the behavior
information adequately. Keywords: persona; nonverbal communication; cooperative behavior; organizational
ergonomics; computer supported cooperative work | |||
| Supporting Group and Personal Memory in an Interactive Space for Collaborative Work | | BIBAK | Full-Text | 381-390 | |
| Mari Tyllinen; Marko Nieminen | |||
| This paper reports the findings from our research on constructing the memory
functions of DiWa (Digital War room), an interactive collaboration environment
to support work especially with digital information. The aim is to identify the
current organizational and personal practices of storing and retrieving meeting
information. We report findings from a field study conducted in selected units
of four organizations and results from the initial stage of a survey on the
users of our collaboration environment. Our findings include that
organizational practices and systems for storing meeting information are varied
and they are not used systematically; personal practices still largely involve
pen and paper notes; and the need to return to meeting information exists. Keywords: Collaborative work; Interactive collaboration environment; User study;
Meeting capture | |||
| Pros and Cons of Various ICT Tools in Global Collaboration -- A Cross-Case Study | | BIBAK | Full-Text | 391-400 | |
| Matti Vartiainen; Olli Jahkola | |||
| Collaboration in global distributed teams is only possible by using various
information and communication technology (ICT) tools, because team members only
seldom meet face to face. This study focuses on studying the types and usage of
ICT tools in twelve global teams of Finnish companies. We formulated the
following research questions: What ICT tools are used in global virtual teams
to support group processes and collaboration, and what are their experienced
pros and cons? Keywords: collaboration environments; tools; group processes; hindrances; facilitators | |||
| Interpersonal Service Support Based on Employee's Activity Model | | BIBAK | Full-Text | 401-409 | |
| Kentaro Watanabe; Takuichi Nishimura | |||
| To improve the productivity of services and satisfy both customers and
employees, the activity support by means of IT systems is effective. However,
it is rather difficult to support employees' activities in interpersonal
services such as nursing care with IT systems. One of the main reasons is that
they are required to respond to requests from customers or coworkers flexibly
and their activity cannot be described in a formal and sequential manner. To
develop a effective system to support such activities, analysis on triggers to
perform tasks, criteria to prioritize them, and concrete means to perform them
are necessary. However, there are few methods to determine which aspects of
employee's activities should be supported in a simple manner.
In this report, the authors propose an employee's activity model and its usage for the support of interpersonal services. In addition, the authors introduce an example case of activity analysis and support planning of a nursing care service by means of the proposed model. Keywords: Intelligent systems; Humanization of work; Service Engineering; Employee's
activity model | |||
| Situation Aware Interaction with Multi-modal Business Applications in Smart Environments | | BIBAK | Full-Text | 413-422 | |
| Mario Aehnelt; Sebastian Bader; Gernot Ruscher; Frank Krüger; Bodo Urban; Thomas Kirste | |||
| A consistent user experience in combination with proactive assistance may
improve the user performance while interacting with heterogeneous data sources
as e.g., occurring in business decision making. We describe our approach which
is based on inferring the user intentions from sensory inputs, providing a
situation aware information assistance, and controlling the environment
proactively by anticipating future goals. Our system has been realized within a
smart meeting room and has in parts been evaluated. In this paper, we describe
the core ideas underlying our approach and report on first findings from the
evaluation. Keywords: intelligent environment; proactive assistance; self-explanation; information
assistance; interaction design; usability | |||
| Human Factors in Supply Chain Management | | BIBAK | Full-Text | 423-432 | |
| Philipp Brauner; Simone Runge; Marcel Groten; Günther Schuh; Martina Ziefle | |||
| Human behavior in supply chains is insufficiently explored. Wrong decisions
by decision makers leads to insufficient behavior and lower performance not
only for the decision maker, but also for other stakeholders along the supply
chain. In order to study the complex decision situation, we developed a supply
chain game in which we studied experimentally the decisions of different
stakeholder within the chain. 121 participants took part in a web-based supply
chain game. We investigated the effects of gender, personality and technical
competency on the performance within the supply chain. Also, learnability and
the effect of presence of point-of-sale data are investigated. Performance
depended on the position within the chain and fluctuating stock levels were
observed in form of the bullwhip effect. Furthermore, we found that risk taking
had an impact on the performance and that the performance improved after the
first round of the game. Keywords: Supply Chain Management; User Diversity; Gamer types; Human Behavior; Beer
Game; Serious Gaming | |||
| Strategic Study of Knowledge Management Which Led into Furniture Design Industry -- Taking Example by Taiwan Furniture Industry | | BIBAK | Full-Text | 433-442 | |
| Chi-Hsiung Chen; Kang-Hua Lan | |||
| With changing times, the furniture industry in Taiwan has gradually
transformed into a design service industry that integrates set design and
manufacturing, and its design development has become increasingly intensive and
closely linked, enabling many design information to emerge and accumulate as a
result of the process. Henceforth, it is up to businesses to utilize knowledge
management measures for effective integration. However, the backbone of the
industry is product development process management application, and a majority
of Taiwan's current furniture design industry is unable to advance alongside
the industry's transformation trend. In terms of operations, many mechanism
problems, such as knowledge management, still await resolution. Therefore, this
research hoped to determine developmental strategies for industrial application
of knowledge management and success factors for the industry's development, and
to offer a reference to furniture developers with operation management and
transformation strategies. Through the supplementing in-depth interviews with
multiple case studies, the researcher first explored Taiwan's furniture
developers' current use of and thoughts on knowledge management in the process
of product development. Thereafter, data collected from the interviews and
studies were analyzed, and based on knowledge management concepts proposed by
scholars, the results were summarized according to four major influencing
dimensions, namely business organization, product development process,
information technology and cultural system. Using cross-analysis and data
generalization, the following conclusions were made regarding knowledge
management strategies in the development of related industries in furniture
design: (1) Establish a knowledge management model using the development
process of the industry as the core, and tailor the model according to the
needs of the industry; (2) A complete plan is needed to enable those in charge
to have awareness and measures to implement knowledge management; (3) It is
more difficult to establish storage mechanisms for some of the tacit knowledge
and diversified market survey data in development; and (4) In the furniture
industry, the process of creative product thinking and human power will become
programmed, making policies and mechanisms for employee training and experience
teaching even more important. Keywords: knowledge management; furniture design industry | |||
| A Study of Customization for Online Business | | BIBA | Full-Text | 443-449 | |
| Vincent Cho; Candy Lau | |||
| The ever-expanding Internet and fast-growing pace of online shopping push companies to implement online customization. Rather than customizing on the information delivery, transaction handling, and product features, companies also start to offer different specific privileges to different types of customers. In this regard, we would like to examine how these different forms of customization affect customer satisfaction. | |||
| Are HCI Issues a Big Factor in Supply Chain Mobile Apps? | | BIBA | Full-Text | 450-456 | |
| Barry Flachsbart; Cassandra C. Elrod; Michael G. Hilgers | |||
| A previous survey about the use of iPhone and/or iPad apps in supply chain operations learned that the use of such apps varies greatly among different individuals and different organizations, with many respondents using apps, but not for supply chain operations [1]. In product design, an aspect of growing importance is its usability. This raises the question that is the focus of the paper. Namely, are human-computer interaction (HCI) issues a factor being addressed in the mobile apps for supply chain management? It appears that addressing HCI issues for most any kind of commercial mobile app seems to have had little focus, even though some usability problems are well-known. Nielsen summarized this as "the user experience of mobile websites and apps has improved since our last research, but we still have far to go" [2]. | |||
| Value Added by the Axiomatic Usability Method for Evaluating Consumer Electronics | | BIBAK | Full-Text | 457-466 | |
| Yinni Guo; Yu Zhu; Gavriel Salvendy; Robert W. Proctor | |||
| In this paper we demonstrate how to use the axiomatic evaluation method to
evaluate usability of consumer electronic products. The axiomatic evaluation
method examines three domains of a product: customer, functional, and control
domains. This method collects not only usability problems reported by the
users, but also usability problems found through the mapping matrix between the
three domains. To determine how well this new usability evaluation method
works, an experiment was conducted to compare the axiomatic evaluation method
with a think-aloud method. 60 participants were randomly assigned to use one
method or the other to evaluate three popular consumer electronic devices.
Number of usability problems discovered and completion time were collected and
analyzed. Results showed that the axiomatic evaluation method performed better
than the think-aloud method at finding usability problems for the mobile phone
and about user expectation and control. Keywords: axiomatic evaluation; consumer electronics | |||
| Challenges for Incorporating "Quality in Use" in Embedded System Development | | BIBAK | Full-Text | 467-474 | |
| Naotake Hirasawa | |||
| Challenges for incorporating "quality in use" in embedded system development
were discussed. In the Japanese embedded system industries the foundation of
the quality in use management is not necessarily established because of their
various backgrounds and histories. In the paper three key points to introduce
the quality in use into the design process in the industries were proposed.
These were implementation of user requirement process, understanding of
"service" as final outcome and synchronization to functional safety. Keywords: Quality in use; Usability; System quality; ISO 25000 series; Functional
safety | |||
| Development of a System for Communicating Human Factors Readiness | | BIBAK | Full-Text | 475-484 | |
| Matthew Johnston; Katie Del Giudice; Kelly S. Hale; Brent Winslow | |||
| While human factors has been recognized as a key component in research and
development efforts, there is a lack of systematic guidance as to how to insert
human factors evaluation outcomes into system development processes. The
current effort proposes a systematic scale comparable to existing Technology
Readiness Level scales to objectively quantify and track human factors
readiness throughout the system development lifecycle. The resultant Human
Factors Readiness Levels (HFRLs), iteratively developed with input from
government and industry human factors practitioners across a variety of
domains, prioritize each identified human factors issue based on its risk level
and by the status of any resolution. The overall scoring method utilizes a
scale of 1 to 10, with a higher score indicating a higher level of human
factors readiness. The HFRL scale has been integrated into a software tool, the
System for Human Factors Readiness Evaluation (SHARE), that supports tracking
and calculation of system level HFRLs that can be quickly and easily shared to
support acquisition decision making and product development in an effort to
realize return on investment through early identification, prioritization and
rectification of issues avoiding expensive, late design changes. Keywords: Human Factors Readiness; Risk Assessment; Acquisition Decision Support;
Human System Integration | |||
| A Method for Service Failure Effects Analysis Based on Customer Satisfaction | | BIBAK | Full-Text | 485-494 | |
| Yusuke Kurita; Koji Kimita; Kentaro Watanabe; Yoshiki Shimomura | |||
| Recently, the importance of service is widely accepted. Service Engineering
that aims to design a service from the engineering viewpoint has been proposed.
In order to achieve a successful service, service providers should maintain
service quality and always satisfy their customers. To be specific, the
provision of highly reliable service is essential. To realize highly reliable
services it is important to minimize the occurrence of service failures. This
paper proposes a method for analyzing service failure effects in the service
design phase. Specifically, we define service failure and propose a procedure
to analyze service failure effects with models that are proposed in Service
Engineering. The proposed method is verified through its application to a
nursing-care service. Keywords: Service reliability; Service failure; Service Engineering | |||
| Searching Blog Sites with Product Reviews | | BIBAK | Full-Text | 495-500 | |
| Hironori Kuwata; Makoto Oka; Hirohiko Mori | |||
| Recently, buzz marketing sites gives the information that is useful for
consumers and companies. They want to customer feedbacks of feeling and
experience. However, the searched results contain huge numbers of commercial
sites when user search review with traditional search engine. We search blog
site that include review sentence. We need to decision whether document of blog
site include review sentence. Thus we think that two process to decide blog
site whether review blog site. The first process creates to data set for
certain product that viewpoint feature word. In this paper, feature word is tow
term in the evaluated perspective word and evaluated value word. Data set is
information for making decision sentence whether review sentence. Second
process is a search for review sentence. This process decided blog site whether
review blog site. This process use extracted opinion tuples from one sentence
of blog site document and created data set to decide sentence whether sentence
is review sentence. This process decided review blog whether document of blog
site include one and more review sentence. We proposed review blog site
searching system that system have two process. Keywords: natural language; opinion extraction | |||
| Usability Evaluation of Comprehension Performance and Subjective Assessment on Mobile Text Advertising | | BIBAK | Full-Text | 501-510 | |
| Ya-Li Lin; Chih-Hsiang Lai | |||
| The effects of text presentation applied to mobile advertisings were
examined in the context of the explosion of small-screen devices. Presentation
mode of text advertising visual structure, position of layout, moving speed,
format of segmented presentation, and luminance contrast of text/background
window are used as design factors. Ad comprehension, user interface
satisfaction, and overall workload would be collected using an orthogonal array
experiment. The results indicate the interaction effects of presentation mode
and position as well as presentation mode and speed on Ad comprehension are
statistically significant. In addition, the interaction effects of presentation
mode and format as well as presentation mode and position are statistically
significant on user interface satisfaction. It also indicates the interaction
effects of presentation mode and format as well as presentation mode and
luminous contrast are statistically significant on overall workload. In
summary, the interaction effects between text advertising visual structures
have to be taken into account for the user-centered usability of mobile text
advertising presentation. Keywords: Mobile Text Advertising; NASA-TLX; Leading Display; User Interface
Satisfaction (UIS); Rapid Serial Visual Presentation (RSVP) | |||
| Consideration of the Effect of Gesture Exaggeration in Web3D Communication Using 3DAgent | | BIBAK | Full-Text | 511-520 | |
| Toshiya Naka; Toru Ishida | |||
| In this paper, we focused on the characteristic gestures which producing the
sense of realism and intimacy in web communication using 3DAgent, and proposed
the gesture exaggeration mechanical model which representing the "reservoir
(Tame)" or "deciding actions (Kime)" effectively in Anime and Kabuki. By
analyzing some tens of gestures including the natural motion and exaggerating
one which had same start and end positions, we obtained the following results.
The degree of exaggeration of behavior can be expressed mechanically by the
integral value of the joint torque. The ratio of the torque value GER between
the portion containing the exaggerated behavior and other position has value
within the certain range from 0.4 to 0.6. This value can be used as an
indicator in determining the good balanced gesture exaggeration. Moreover, we
found that the result could also be seen in the case of exaggeration gestures
used effectively such as the speech and presentation of famous persons, so we
could determine the gesture exaggeration by GER. Keywords: CG Agent; Nonverbal communication; Gesture; Interaction | |||
| The Relationship between Kansei Scale for Uniqueness of Products and Purchase Motivation | | BIBAK | Full-Text | 521-530 | |
| Yusuke Ohta; Keiko Kasamatsu | |||
| The purpose of this study was to compose Kansei Scale on Uniqueness Products
(KSUP) which evaluates the uniqueness of products, and to clarify relations
between uniqueness of products and the consumer's purchase motivation. The
evaluated products were humidifiers. We examined Kansei elements consisted
uniqueness of humidifier, and relationships between Kansei elements of
uniqueness and purchase motivation. As the result of present study, it was
indicated suggested that the KSUP on humidifier consisted of "Feeling of
non-daily life" and "Reminiscent". In addition, "Feeling of non-daily life"
showed a tendency to have a high positive correlation with purchase motivation
than "Reminiscent". It is expected that the KSUP will become one of the most
effective indexes used in product development and that it will help designers
develop more attractive products that are in line with consumer needs. Keywords: Kansei; Uniqueness; Purchase motivation; Product design | |||
| Timing and Basis of Online Product Recommendation: The Preference Inconsistency Paradox | | BIBAK | Full-Text | 531-539 | |
| Amy Shi; Chuan-Hoo Tan; Choon Ling Sia | |||
| Online retailers employ recommendation agents (RAs) to provide product
recommendations with the objectives of not only to support consumers'
decision-making but also to influence their decisions of product choice.
However, some empirical studies have found that product recommendations are not
always well accepted by consumers. While one cause for the non-acceptance might
be the poor personalization of the product recommendations as suggested by
prior studies, another plausible cause would be the failure in providing a
product recommendation in the wrong way and/or at the wrong time. Building on
the theoretical lens of Preference Inconsistency Paradox, this study seeks to
investigate how a RA could offer recommendations based on product reviews
(i.e., the basis of a recommendation) and at the juncture when consumers are
most receptive to (i.e., the timing). A controlled laboratory experiment was
subsequently conducted. The results reveal that the basis and time of
recommendations could lead to varying impacts on a consumer's decision
satisfaction and decision difficulty. Implications for research and practice
are discussed. Keywords: product recommendation; preference inconsistency paradox; recommendation
timing; recommendation source | |||
| Research on the Measurement of Product Sales with Relation to Visual Planning for Commercial Websites | | BIBA | Full-Text | 540-545 | |
| Chu-Yu Sun | |||
| This research is utilizes 2*2 dual factor grouping research design (between -- subjects designs) and, based on the planning for versions of commercial websites, takes 24 front page commercial items and 24 non-front page commercial items as its sample, thus there are 48 samples in total. | |||
| Burglary Crime Analysis Using Logistic Regression | | BIBAK | Full-Text | 549-558 | |
| Daniel Antolos; Dahai Liu; Andrei Ludu; Dennis Vincenzi | |||
| This study used a logistic regression model to investigate the relationship
between several predicting factors and burglary occurrence probability with
regard to the epicenter. These factors include day of the week, time of the
day, repeated victimization, connectors and barriers. Data was collected from a
local police report on 2010 burglary incidents. Results showed the model has
various degrees of significance in terms of predicting the occurrence within
difference ranges from the epicenter. Follow-up refined multiple comparisons of
different sizes were observed to further discover the pattern of prediction
strength of these factors. Results are discussed and further research
directions were given at the end of the paper. Keywords: Logistic regression; crime analysis | |||
| Using Video Prototyping as a Means to Involve Crisis Communication Personnel in the Design Process: Innovating Crisis Management by Creating a Social Media Awareness Tool | | BIBA | Full-Text | 559-568 | |
| Joel Brynielsson; Fredrik Johansson; Sinna Lindquist | |||
| Social media is increasingly used for all kinds of everyday communication, with vast amounts of user-generated content being continuously generated and published. The data provides a new form of information source that can be exploited for obtaining additional knowledge regarding a subset of the population. Although it might be difficult to organize and assess individual text fragments, valuable insights contributing to the overall situational awareness can also be gained through acquiring social media texts and analyzing statistical properties in the data in near real-time. One such avenue of approach which is currently being developed is to analyze the text content linguistically and extract measures regarding the overall feelings and attitudes that people express in relation to an ongoing crisis. To make use of this kind of new information requires the algorithms and the resulting statistics to be designed and presented according to operational crisis management needs. In this paper, we describe the involvement of crisis management stakeholders in a series of user-centered activities in order to understand the needs, and design a useful tool. In particular, video prototyping has been used as method for quickly capturing a first explicit design idea based on real life experience, that could later be used for further generalization and tool design. | |||
| Service Evaluation Method for Managing Uncertainty | | BIBAK | Full-Text | 569-578 | |
| Koji Kimita; Yusuke Kurita; Kentaro Watanabe; Takeshi Tateyama; Yoshiki Shimomura | |||
| A service is mainly produced by human capabilities and their interaction,
and therefore, the process for the service production includes a lot of
uncertainties caused by human factors. In order for service organizations to
cope with these uncertainties, in this study, the concept of the modular
architecture is applied to the service organization. Especially, this study
proposes a method to determine teams consisting of human resources based on the
concept of the modular service organization. The effectiveness of this method
is demonstrated by the application to a hotel service. Keywords: Service Engineering; Uncertainty; Design Structure Marix | |||
| On Services and Insights of Technology Intelligence System | | BIBAK | Full-Text | 579-587 | |
| Seungwoo Lee; Minhee Cho; Sa-Kwang Song; Hanmin Jung | |||
| The importance of technology strategy in business is getting emphasized as
global technology competition is being rapidly intensified. To achieve
successful business, nothing is more important than timely establishment of
proper technology strategy. The process of establishing technology strategy is
technology planning, which should be supported by technology intelligence (TI).
To reduce the cost of manual technology intelligence activities, we suggest an
automated technology intelligence system which can support whole steps of
technology planning systematically. We examined what decision should be made
and what information is required in each step. And then, we suggested seven
services and their explicit insights which have a specific role at each step of
technology planning. Considering recent growth of mobile environment of users,
we implemented our system running on tablet PCs. Keywords: technology planning; strategy planning; technology intelligence; knowledge
acquisition; information analytics; insight | |||
| Sales Strategy Mining System with Visualization of Action History | | BIBAK | Full-Text | 588-597 | |
| Haruhi Satonaka; Wataru Sunayama | |||
| Recently, sales data of a store is called POS (Point of Sales) data. POS
data set of items that each customer purchased is highly expected to be
utilized for creating new sales strategies. Though POS data is generally
analyzed by data mining techniques, the results do not contain the fact why the
customers purchased the items. Therefore, customers moving history in a store
is important because such data is directly connected to the reason why they
have bought items. However, it was difficult to obtain moving history data. In
this paper, Sales Strategy Mining system that supports users to create new
sales strategies with customers moving history is proposed. Moving history data
is combined with POS data and visualized on the interface effectively.
According to the experimental results, the system was effective to create new
various sales strategies. Keywords: Sales Strategy Mining; Moving History; Data Mining; and Data Visualization | |||
| An Automatic Classification of Product Review into Given Viewpoints | | BIBAK | Full-Text | 598-606 | |
| Yuki Tachizawa; Makoto Oka; Hirohiko Mori | |||
| Product reviews on the web sites help not only consumers to purchase
products but also developers to analyze consumers' needs. Because huge amount
of the reviews are presented on the various sites, however, it is a hard task
for them to read and to find only the reviews which match their viewpoint that
they focus on. Though, to overcome this issue, many researchers in the field of
the natural language processing tried to find review sites, classification of
reviews according to their viewpoints does not have been succeeded because the
corpus for classification must be needed and building it takes a lot of cost.
In this paper, we propose a method to build the corpus for each type of
products automatically and also propose a method for automatic classification
of method of the review. In our method of classification, we focused on the
property of review by extending the Tf-Idf. As the classification results
contained many errors of classifications in the similar viewpoints, we built
the improved method. In this method, we divided the classification process into
two-stage. As the result, we could classify reviews by over 80 point. Keywords: human engineering; classification; text mining | |||
| User Needs Search Using Text Mining | | BIBAK | Full-Text | 607-615 | |
| Yukiko Takahashi; Yumi Asahi | |||
| In recent years, people came to write the opinion of them by social
networking service, such as a twitter, mixi, a blog. However, it is the present
conditions that we cannot analyze it though we can watch a lot of opinions.
Answer to choice is important, but opinion in a free writing conveys a thought
concretely. From it, the authors considered using text mining in the spot. By
doing text mining, it can enumerate frequent appearance word and we can know
user's needs. The width of the analysis thereby spreads. For example, those who
say a specific word find out in what kind of tendency it is. The authors can
think about the product development that we matched with each user from there.
In addition, it can compare the opinion by various approaches. In this way,
Text mining is an effective way to take advantage of user's voice. Keywords: text mining; frequently-appearing word; free writing | |||
| Finding a Prototype Form of Sustainable Strategies for the Iterated Prisoners Dilemma | | BIBA | Full-Text | 616-624 | |
| Mieko Tanaka-Yamawaki; Ryota Itoi | |||
| We deal with a multi-agent model of the iterated prisoners' dilemma with
evolvable strategies, originally proposed by Lindgren that allows elongation of
genes represented by one-dimensional binary arrays, by means of three kinds of
mutations: the duplication, the fission, and the point mutation, and the strong
strategies are set to survive according to their performance at every
generation change. The actions that the players can choose are assumed to be
either cooperation (represented by C) or defection (represented by D). We
conveniently use 0,1 instead of D,C. Each player has a strategy that determines
the player's action based on the history of actions chosen by both players.
Corresponding to the history of actions, represented by a binary tree of depth
m, a strategy is represented by the leaves of that tree, an one-dimensional
array of length 2m. We have performed extensive simulations until many long
genes are generated by mutations, and by evaluating those genes we have
discovered that the genes of high scores are constructed by 3 common quartet
elements, [1001], [0001], and [0101]. Furthermore, we have found that the
strong genes commonly have the element [1001 0001 0001 0001] that have the
following four features:
1. never defects under the cooperative situation, represented by having '1' in
the fourth element of the quartet such as [***1], 2. retaliates immediately if defected, represented by having '0' in the first element and the third element in the quartet such as [0*0*], 3. volunteers a cooperative action after repeated defections, represented by '1' in the first element of the genes, 4. exploits the benefit whenever possible, represented by having '0' in the quartet such as [*0**]. This result is stronger and more specific compared to [1**1 0*** 0*** *001] reported in the work of Lindgren as the structure of strong genes. | |||
| The Study to Clarify the Type of "Otome-Game" User | | BIBAK | Full-Text | 625-631 | |
| Misaki Tanikawa; Yumi Asahi | |||
| The authors use the Marketing Science.And the one of the authors study to
clarify the type of "Otome-game" user. "Otome-game" users have many kinds of
liking or desire. So it is difficult for makers to create products that match
with the demands of users. By this research, users and makers will be able to
trade at the suitable type of demands. So the author will research the market
of the "Otome-game". The data that is collected by marketing research is
analyzed by SPSS. Keywords: Marketing Science; Otome-game; Japanese culture; User Analysis; SPSS | |||
| A Method for Developing Quality Function Deployment Ontology | | BIBAK | Full-Text | 632-638 | |
| Ken Tomioka; Fumiaki Saitoh; Syohei Ishizu | |||
| It is important to provide developed products in accord with customer needs
to the market. We usually use QFD (Quality Function Deployment) to assure the
quality fit for the customer needs. We can check the completeness of the
qualities which are necessary to realize the customer needs by QFD, and compute
importance of qualities in terms of QA. Supporting tools for QFD make quality
table and compute importance of qualities. Moreover, QFD tools with ontologies
are developed to treat hierarchy of qualities. However in real QFD, we cannot
deploy without technical knowledge of design and manufacturing engineers. The
relationships among the qualities sometimes change by product mechanisms of
technical condition and we must consider various conditions when we perform
horizontal deployment. Thus, we need a supporting tool that can represent
logical restrictions of incorporating product mechanism. Our main aim of this
paper is to propose a methodology of QFD based on logical restrictions and
propose a supporting tool for QFD. Keywords: Decision support systems; Ontology; Quality Function Deployment; Logical
restrictions; Formalization | |||
| Integrating the Anchoring Process with Preference Stability for Interactive Movie Recommendations | | BIBAK | Full-Text | 639-648 | |
| I-Chin Wu; Yun-Fang Niu | |||
| Many e-commerce sites employ collaborative filtering techniques to provide
recommendations to customers based on the preferences of similar users.
However, as the number of customers and products increases, the prediction
accuracy of collaborative filtering algorithms declines because of sparse
ratings. In addition, the traditional recommendation approaches just consider
the item's attributes and the preference similarities between users; however,
they are not concerned that users' preferences may be developed as their
familiarity with or experiences during choice or preference elicitation grows.
In this work, we propose an anchor-based hybrid filtering approach to capture
the user's preferences of movie genres interactively and then achieve precise
recommendations. To conduct this experiment, we recruited 30 users with
different types of preference stabilities for movie genres. The experimental
results show that the proposed anchor-based hybrid filtering approach can
effectively filter out the users' undesired movie genres, especially for the
user who has unstable movie genre preferences. The results suggest that the
factor of the stability of users' preferences can be considered for developing
effective recommendation strategies. Keywords: Anchoring process; Genre-based fuzzy inference; Hybrid filtering;
Interactive recommendation; Preference stability | |||
| Application of Ethno-Cognitive Interview and Analysis Method for the Smart Communication Design | | BIBAK | Full-Text | 649-657 | |
| Ayako Yajima; Haruo Hira; Toshiki Yamaoka | |||
| In recent years, the problem with which the world is faced has arisen by
many complex problems being intermingled by change of global environment and a
resident life. We are holding various subject, such as an increase in world
population, economic growth of a newly emerging country, global warming, a
natural disaster, low birthrate and longevity and so on. In March 11 2011, a
huge earthquake disaster has occurred and we had to stop having to change
consciousness how a better life and a life should be realized with safe relief.
This research was applied as the technique of finding out about a subject and needs. As a result, it turned out that it is applicable as the technique of the ability to grasp and visualize needs and the subject of an employee or residents which are end users. Keywords: smart community; Ethnography; Cognitive Psychology Interview Social and
Field Innovation; residents | |||