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RRIOC Tables of Contents: 01020304050607

Romanian Journal of Human-Computer Interaction 3

Editors:Dorian Gorgan; Costin Pribeanu
Publisher:MATRIX ROM
Standard No:ISSN 1843-4460
Links:Journal Home Page | Issue 1 Abstracts and Author Information | Issue 2 Abstracts and Author Information | Table of Contents
  1. RRIOC 2010 Volume 3 Issue 1
  2. RRIOC 2010 Volume 3 Issue 2

RRIOC 2010 Volume 3 Issue 1

Visuo-Haptic Simulator for Static and Kinetic Friction BIBAKPDF 1-16
  Felix G. Hamza-Lup; Elizabeth Murrell; James LaPlant; William Baird; Dorin-Mircea Popovici
3D simulations augment the presentation of abstract concepts by enhancing our understanding. However, most simulations only make use of two of our five senses: sight and hearing. If we employ additional sensory communication channels in these simulations, we may gain a deeper understanding of illustrated concepts by increasing the communication bandwidth and providing alternative perspectives. We present the implementation of the sense of touch in 3D simulations for teaching important concepts from introductory physics. Specifically, we have developed a visuo-haptic simulator that illustrates friction. We hypothesize that interactive 3D haptic simulations are useful for engaging students in subject study and allowing them to put into context the material presented.
Keywords: Haptics, Friction, 3D Simulation
Integrating 3D Scene in Interactive Graphics Applications BIBAKPDF 17-32
  Titus Felix Furtuna
Building and using tridimensional geometric models in computer applications imply great efforts in production software application. A model contains both complex geometry and properties such as color, lighting, texture, material. Unlike a 2D image, a tridimensional model brings with it a perfect precision. Today, 3D modeling software allow to build, view and modify models as if they were real objects. If one wants to view such models but in a different application context, other than modeling, the only solution remains the import and presentation of these models in the context of the main application. Thus, a primary objective of this article is to integrate the 3D scene built with specialized programs in graphical applications written in C++, C # and Java in a interactive, dynamic context using OpenGL and Java 3D. The choice of these programming languages has been determined by their market domination in the demand and supply of competences. The second objective is to provide interactivity with a 3D scene objects in a C++, C# or Java application context. The article also presents a solution for the deployment and integration of 3D Studio Max scenes in C# applications using OpenGL.
Keywords: Interactive Graphics Applications, OpenGL, C #, tridimensional models
The Relation between the Human Factor and Software with respect to Electronic Game Design BIBAKPDF 33-52
  Sabin-Corneliu Buraga; Alexandru Angelescu; Petrica Manoila
This article is presenting the multiple relationships that could be established between users and electronic games. The paper presents several considerations regarding the main characteristics and the roles of human factor in the context of entertainment applications. We mainly refer to the design of most important game types. Our research includes an original case study -- the development of a combative game deployed on the XNA platform -- developed on the basis of discussed aspects and certain interaction design patterns.
Keywords: Human factor, User experience, Electronic games, Design, Interaction Design Patterns, XNA
A Corpus of Multi-participant Conversations and an Editor for its Annotation BIBAKPDF 53-64
  Stefan Trausan-Matu; Mihai Dascalu; Traian Eugen Rebedea; Alexandru Gartner
The paper presents the details and the history of building a corpus of instant messenger (chat) conversations with multiple participants used for Computer-Supported Collaborative Learning. Two XML annotation schemas are presented. The first is the basic one in the corpus. It is automatically generated starting from various formats in which chats are exported. The second schema extends the first one. It is generated by an editor for manually annotating the chats. Details of the editor are included. The corpus may be used in different purposes: machine learning, analysis and statistics computation.
Keywords: Computer Supported Collaborative Learning, CSCL, chat, annotation, XML schema, polyphony, dialogism, inter-animation
The interaction between the visually impaired user and the assistive technology BIBAKPDF 65-79
  Marian Padure
The interaction between the visually impaired user and the assistive technology offered the possibility to structure a new professional and educational approach, very much in conformity with the present social system's requirements. Nonetheless, we must take into consideration also the personality traits involved in this interaction and the changes that occur consequently to this interaction. In this article, we wanted to present a synthesis of the research already undertaken at a national level in the past few years and also to present the main conclusions from a technical, occupational and educational perspective, along with future research paths in the field of the interaction between the visually impaired user and the assistive technologies, which impose themselves on medium and long term in our country.
Keywords: assistive technologies / support, visual impairment, accessibility

RRIOC 2010 Volume 3 Issue 2

An Intra and Inter-Topic Evaluation and Cleansing Method BIBAKPDF 81-96
  Claudiu Musat; Andrei Rizoiu; Stefan Trausan-Matu
Topic modeling is a growing research field and novel ways of interpreting and evaluating results are necessary. We propose a method for evaluating and improving the performance of topic models generating algorithms relying on WordNet data. We first propose a measure for determining a topic model's fitness factoring in its broadness and redundancy. Then, for each individual topic, the amount of relevant information it provides, along with its most important words and related concepts are determined by defining a cohesion function based on the topic's projection on WordNet concepts. The model as a whole is improved by eliminating each topic's outliers with respect to the ontology projection. We define a inter topic ontology based distance and we further use it to investigate the impact of removing redundant topics from a model with regard to the overlap between topics' ontological projections. Clustering similar topics into conceptually cohesive groups is tried as an alternative to pruning less relevant topics. Results show that evaluating and improving statistical models with WordNet is a promising research track that leads to more coherent topic models.
Keywords: Topic Modeling, WordNet, Ontology, LDA, Subtree, Evaluation, Improvement
Analysis of three instruments for measuring usability, satisfaction, and user experience in Romanian context BIBAKPDF 97-124
  Daniela Maria Andrei; Adriana-Mihaela Guran
This paper focuses on the relation between the main concepts used in Human-Computer Interaction domain in order to study users' perception of interactive products quality like usability, satisfaction, and user experience. In order to achieve this goal, we have proposed a research that verifies the psychometric qualities of the instruments used to measure the above mentioned concepts. Three such instruments have been translated and adapted for Romanian users' AttrakDiff 2.0., Questionnaire for User Interaction Satisfaction si Software Usability Measurement Inventory. These instruments have been filled in by 213 users of the web site www.psychology.ro. The obtained results show that there are some deficiencies of the scales construct validity.
Keywords: usability, satisfaction, user experience, construct validity
Researches regarding the acceptance of e-learning technologies BIBAKPDF 125-138
  Dragos Daniel Iordache
Nowadays, the e-learning applications are integrated in most of curricular areas and scholar cycles. In this context, the perceived utility of these applications at end-user level is an important issue. A series of theories and models (Technology Acceptance Model -- TAM, Innovation Diffusion Theory IDT, Student Integration Model -- SIM) have been developed regarding the acceptance of informatics technologies in general and the e-learning technologies in particular. This paper is focussing on the main aspects of the acceptance theories and models in the context of e-learning applications.
Keywords: technology acceptance, e-learning, TAM
Developing and Using Teaching Materials in eGLE Environment BIBAKPDF 139-156
  Dorian Gorgan; Teodor Stefanut; Mircea Marginean; Victor Bacu
The eLearning platforms have been intensively developed in the last decade by providing performant educational services at lower costs than the classical methods. Even so, the development has been significantly limited by the extensive requirement of the eLearning applications for high processing capacity and performant resources. The Grid architecture, which substitutes the single server based architecture, provides solutions for the domains such as management and processing of huge quantities of data (e.g. satellite images, 3D simulations, etc), distributed data processing, and distributed processing over a great number of computing workstations. This paper presents the eGLE platform that supports the using of resources for data storage and distributed processing in Grid systems, and the approach through which the lessons can be developed and executed in domains such as Earth Observation, massive spatial data processing, medicine, etc. It is highlighted as well a new possibility of developing educational materials by efficient mechanisms of repurposing and adapting of teaching objects already available.
Keywords: eGLE, eLearning platform, lesson, teaching material, user interaction, Grid computing
Software tools for the analysis of subliminal testing tasks in facial microexpressions recognition BIBAKPDF 157-170
  Mihai Anitei; Mihaela Chraif; Claudiu Papasteri; Andrei Neacsu
The facial microexpressions had been situated in the main stream of research for over 5 decades. Therefore, Eakman highlighted two main directions: the possibility to learn the facial microexpressions and to learn how to code and analyze the facial microexpression in different situations. This study highlights the importance of facial microexpressions simulation in human memory retrieval. Learning to code and analyze the facial microexpressions is relevant for selection interview, education, selling and marketing. This way people can express conscious and unconscious the facial microexpressions. The role of the psychologist is focused on the facial microexpressions interpretation making the differences between the true or simulated emotions.
Keywords: emotions, memory retreival facial microexpressions, emotions detection