| Visuo-Haptic Simulator for Static and Kinetic Friction | | BIBAK | 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 | | BIBAK | 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 | | BIBAK | 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 | | BIBAK | 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 | | BIBAK | 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 | |||
| An Intra and Inter-Topic Evaluation and Cleansing Method | | BIBAK | 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 | | BIBAK | 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 | | BIBAK | 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 | | BIBAK | 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 | | BIBAK | 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 | |||