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RRIOC Tables of Contents: 01020304050607

Romanian Journal of Human-Computer Interaction 6

Editors:Dorian Gorgan; Costin Pribeanu
Dates:2013
Volume:6
Publisher:MATRIX ROM
Standard No:ISSN 1843-4460
Papers:21
Links:Journal Home Page | Table of Contents
  1. RRIOC 2013 Volume 6 Issue 1
  2. RRIOC 2013 Volume 6 Issue 2
  3. RRIOC 2013 Volume 6 Issue 3
  4. RRIOC 2013 Volume 6 Issue 4

RRIOC 2013 Volume 6 Issue 1

Satellite images visualization techniques based on geospatial services BIBAKPDF 1-22
  Vasile Danut Mihon; Vlad Colceriu; Victor Bâcu; Dorian Gorgan
The analysis of large volumes of data, the extraction of relevant information, and the interactive exposure and visualization of the results represent the basic processes in modeling the natural phenomena, based on satellite image processing. Due to the large dimension and their high frequency of acquisition, the satellite images are stored within specialized data repositories and accessed by means of standards. The paper presents the experiments through the GreenLand platform to achieve high usability user interaction techniques for accessing, searching, extracting, and visualizing the satellite images. The implemented solutions use the geospatial services provided by the OGC standard. The benefits resulted by integrating this standard with the GreenLand platform and the services given by the Grid infrastructure represent another main subject of this paper.
Keywords: OGC standards, interaction techniques, dynamic visualization, satellite images, geospatial services
The coupling of active components for innovative learning environments BIBAKPDF 23-34
  Ion Smeureanu; Narcisa Isaila
The innovative learning environments are a preoccupation for both educators and developers, this concern being encouraged by information technologies which are in a continuous development. On the other hand, European legislation encourages the creation of learning environments based on the innovative teaching methods, taking into account the principle of "lifelong learning". Closely related to the purpose of education, in terms of informatics, it is desirable that by coupling the learning components at lesson level to be diminished the effort to integrate educational resources into an innovative environment, highly personalized and adapted to the learning needs of students. The paper aims to investigate the extent to which the components technology allows to achieve this, taking into account the benefits for students and teachers, through releasing the capacities of creativity and innovativity.
Keywords: complex learning components, component coupling, "point & shoot", "drag & drop", mathematics, innovation
3DUPB -- The Mixed Reality Campus: A glimpse at how mixed reality systems can shape the future BIBAKPDF 35-56
  Alin Moldoveanu; Anca Morar; Victor Asavei
Mixing concepts and techniques coming from 3D MMO games, virtual reality, mixed reality and ubiquitous computing, the 3DUPB project challenges the traditional ways of our daily activities and interaction. In a few words, as a computer system, it can be described as "3D MMO Virtual and Real-Time Replica of the POLITEHNICA University of Bucharest campus". However, tightly integrated with the educational, social and organizational life of the university, 3DUPB will be more than just a computer system and will open new possibilities for human activity and interaction, a glimpse at how mixed reality systems can shape the future. This paper describes the main reasons while 3D UPB was started, its up to date concept, relation with other systems, the basic software architecture, the main technical issues and solutions, as well as the perspectives.
Keywords: MMO, mixed reality, virtual educational environments, virtual social environment
A Polyphonic Model for Creativity in Small Virtual Collaborative Groups BIBAKPDF 57-78
  Stefan Trausan-Matu
Polyphonic music and counterpoint are a model for creativity because they appeared naturally in musical composition processes for developing a theme in the context of a community of voices and they were validated by listeners. The paper studies how polyphony, counterpoint, ventriloquism may be a model of creativity and, particularly, of knowledge building in virtual collaborative systems on the web. As I mentioned in previous papers, collaborative interfacing tools may stimulate inter-animation, with beneficial effects on creativity fostering. Repetitions and echoes of words make them get a special importance, sometimes becoming artefacts. The paper presents several examples that evidentiate the polyphonic concepts in chat conversations in which appear micro-creativity processes.
Keywords: creativity, polyphony, dialogism, brainstorming, sinectics, ventriloquism
Software solution for proximities representation in GIS using adjacency matrix BIBAKPDF 79-96
  Marian Dârdala; Titus Felix Furtuna; Adriana Reveiu
This paper presents how to design and implement a software module to achieve an alternative description of a map thematic compositions and applications of this representation. It starts from a layer containing spatial data of polygon type that can be described through adjacency matrix that holds neighborhood information for each of the existing vectors in the spatial feature. There are also presented applications of this representation: coloring maps with a minimum number of colors and the Moran index of spatial correlation calculation. The maps coloring is done thus for any two neighboring polygons they do not have the same color. The Moran spatial correlation coefficient is the standard used to determine the degree of dependence between the values of a variable in neighboring locations. It is used to identify a pattern in the spatial distribution of the values of an economic variables and the existence of common factors that influences the obtaining of these values.
Keywords: adjacency matrix, GIS, Backtracking, Greedy, symbology, Moran index of spatial correlation
Multimedia Content Consumption in the Context of Digital TV BIBAKPDF 97-109
  Emil Stanescu
In this period ends switchover from analogue to digital TV. At the same time is accelerating the pace of diversifying multimedia resources, facilities offered by the receiving devices and communication technologies transmitting multimedia content. In this context, the factors that influence consumer satisfaction with multimedia content transmitted through digital TV services and, possibly, through the Internet, is an important indicator for the user loyalty to a service provider. In the article we make an analysis of the link between three important concepts in the provision of digital multimedia: QoS, QoE and customer satisfaction. Digital television brings picture quality elements that positively influences QoE. But, if TV service provider not effectively controls the encoding parameters of the video stream and does not allocate sufficient transmission bandwidth, it can lead to degradation of received images, leading to lower QoE and lower loyalty for TV service provider. Another factor influencing QoE is interactivity, and, in this paper, we present a method of selecting important events in the video stream so that they can subsequently be requested on demand by subscribers.
Keywords: digital TV services, multimedia content, quality of services

RRIOC 2013 Volume 6 Issue 2

Study on a design methodology for an intelligent interface of a recommender system BIBAKPDF 111-126
  Marian Cristian Mihaescu
This paper presents a study on a design methodology for the interface of a recommender system. A usability evaluation is designed for an intelligent interface of a recommender system that runs along Tesys e-Learning platform. Building intelligent e-Learning systems enables students to access the educational resources is such a way that the learning effort is optimal when a high degree of knowledge is required. The design of the interface follows an iterative process in which low fidelity prototypes are built and evaluated. The usability evaluation is performed in two ways. A questionnaire is proposed for evaluation of low fidelity models. For high quality results a data analysis procedure of task completion times is used.
Keywords: interface design, usability evaluation, recommender system
Psychopathological symptoms of the cell phone addiction BIBAKPDF 127-140
  Camelia Popa; Adela Ciobanu
Excessive use of mobile telephony and Internet has become a public health problem in many developed countries. In solving this problem have been strongly involved psychologists and psychiatrists. Worldwide, the research on all new IT&C dependencies are numerous and often have surprising conclusions, highlighting the psychopathological aspects of the so-called "unhealthy consumption" of SMS and Internet (social networks, online games, etc.). In Romania, however, despite the strong intrusion of mobile telephony and the Internet, such issues have been too little reviewed by the researchers. To provide a starting point for future Romanian studies in the field, this article aims to explore meta analytical the recent scientific information dedicated to the consumption problem of mobile communication.
Keywords: mobile phone, addictive behavior, text-messaging dependency, psychopathology
The ergonomic quality of an educational application based on augmented reality -- a measurement model with causal indicators BIBAKPDF 141-154
  Costin Pribeanu
In recent years the educational applications based on augmented reality (AR) gained interest due to the opportunities provided by the integration of real objects from the traditional didactics on a hardware-software platform. The implementation of the AR concept, which is based on the superposition of computer generated images over the observed image of a real object on the screen, may lead to specific usability problems that are reflected on the ease of learning how to operate, ease of use, and comfort in use. In this paper a model with causal indicators is presented that is influencing the ergonomic quality of an AR-based educational application. The results show that the ease of reading the information on the screen and the ease of selecting a chemical element are the most important causal indicators for the ergonomic quality of the application.
Keywords: usability, ergonomic quality, formative measurement model, causal indicators, augmented reality, e-learning
Automatic Language Recognition with application in Differentiated Speech Synthesis BIBAKPDF 155-168
  Paul Fogarassy-Neszly; Vasile Gherhes
This paper briefly presents several aspects concerning automatic language recognition and continues with particularities for algorithms used in language differentiated speech synthesis. Several algorithm optimization methods are presented, as well as performance criteria in language recognition; particularities concerning screen readers in multicultural context are also discussed.
Keywords: language recognition, speech synthesis, accessibly, assistive technology
Recognizing named entities, quotes and events in news and social media items in Romanian BIBAKPDF 169-192
  Adrian-Nicolae Zamfirescu; Traian Eugen Rebedea
At the border of natural language processing and information retrieval, named entity recognition has represented one of the most important research problems of the two domains, that has not been solved perfectly yet even for English texts. Furthermore, named entity recognition has opened up the path of solving other problems that use these linguistic constructs, such as the identification of quotes and declarations made by persons, in general, but also by companies or other types of organizations, or the extraction of events from texts. The problem of named entity identification and classification has appeared from the necessity of being able to report the appearances of names of persons, organizations and other types of named entities relevant for various domains within written documents. In this article we shall present a solution for solving these three aforementioned problems for texts written in Romanian from various sources, like news items, blog articles or comments from social networks. The paper starts with a short overview of the theoretical underpinnings used for solving these problems, then we will present the methods actually used for the designed solution for Romanian. It combines machine learning algorithms with heuristics based on text patterns and regular expressions. At the end, we shall highlight the accuracy of the various methods used for solving the tasks, together with a comparison between the results obtained by each method.
Keywords: natural language processing, information extraction, machine classification, named entities, quotes, events

RRIOC 2013 Volume 6 Issue 3

Context aware adaptation of user interfaces BIBAKPDF 193-194
  Jean Vanderdonckt
Context-aware Adaptation (CAA) of user interfaces involves the identification of the relevant context information that surrounds the user during her interaction in order to properly adapt elements of an interactive system aiming at enhancing the end user interaction. The main goals of CAA are improving the usability levels of the system by using the relevant information of the user context to properly transform a system. In this special issue the authors are presenting various model-based approaches to user interface design and evaluation aiming to support the context aware adaptation.
Keywords: context aware adaptation, user interfaces, model-based development
A need, no app: just do it! But do people support dynamic composition of interactive systems for fulfilling emergent needs? BIBAKPDF 195-210
  Yoann Gabillon; Gaëlle Calvary; Nadine Mandran; Humbert Fiorino
In Human Computer Interaction engineering, both the context of use (<user, platform, environment>) and the user task (<goal, procedure>) are supposed to be set at design time. However, in ubiquitous computing, the context of use is dynamic, making user needs possibly emerge on the fly. As a consequence, there is a need to go beyond pre-computed User Interfaces (UIs) and to be capable of dynamically composing UIs for fulfilling such emergent needs. This paper relates a user study conducted for understanding to which extent dynamic composition of UIs can match user needs. The study consists of 26 qualitative interviews and 3 focus groups. It provides interesting insights for future research.
Keywords: Ambient computing, User Interface, dynamic composition, social study, qualitative interview, focus group
A Unified Model for Context-aware Adaptation of User Interfaces BIBAKPDF 211-248
  Vivian Genaro Motti; Jean Vanderdonckt
The variety of contexts of use in which the interaction takes place nowadays is a challenge for both stakeholders for the development and end users for the interaction. Stakeholders either ignore the exponential amount of information coming from the context of use, adopting the inaccessible approach of one-size-fits-all, or they must dedicate a significant effort to carefully consider context differences while designing several different versions of the same user interface. For end users, web pages that are not adapted become often inaccessible in non-conventional contexts of use, with mobile devices, as smart phones and tablet PCs. In order to leverage such efforts, we propose in this paper a meta-model that by means of a unified view supports all phases of the implementation of context-aware adaptation for user interfaces. With such a formal abstraction of an interactive system, stakeholders can generate different instantiations with more concrete UI's that can properly handle and adapt accordingly to the different constraints and characteristics of different contexts of use. We present CAMM, a meta-model for context-aware adaptation covering different application domains and also a complete adaptation lifecycle. Moreover we also present various instantiations of such a model for different scenarios of a car rental example.
Keywords: modeling, context-awareness, adaptation, user interfaces
The Generic Interaction Protocol: Increasing portability of distributed physical user interfaces BIBAKPDF 249-268
  Gervasio Varela; Alejandro Paz-Lopez; Jose A. Becerra; Richard J. Duro
Natural user interfaces want to liberate the user from having to learn new concepts to interact with computers. They do that by taking advantage of our senses and our own knowledge about world in order to build the user interface. Physical user interfaces are a prominent example, where physical objects are enhanced to represent actions or information that the system must exchange with the user. One of the main drawbacks of physical user interfaces is often related with the difficulty to decouple system logic from the specific technology used to build the user interface, especially when multiple environments or scenarios should be supported. This paper presents an abstraction technology for user interaction devices that allows the building of physical user interfaces that are physically and logically decoupled from the system logic.
Keywords: UsiXML, distributed user interfaces, physical user interfaces, ambient intelligence, ubiquitous computing
Sustaining Designers' and Users' Quality of Life in the Paradigm of Plastic UIs BIBAKPDF 269-289
  Eric Ceret; Alfonso García Frey; Sophie Dupuy-Chessa; Gaëlle Calvary
Modern User Interfaces need to dynamically adapt to their context of use, i.e. mainly to the changes that occur in the environment or in the platform. Model-Driven Engineering offers powerful solutions to handle the design and the implementation of such User Interfaces. However, this approach requires the creation of an important amount of models and transformations, each of them in turn requiring specific knowledge and competencies. This leads to the need of adapted process models and tools sustaining the designers' work. Moreover, automatic adaptation to new devices implies that users could have questions about the interaction with the same UI in such new devices. As this adaption is automatically performed at runtime, designers cannot foresee all the possible combinations of contexts of use at design time in order to conveniently support the users. For this reason, dynamic help systems are necessary to generate dynamic explanations to the end-user at runtime. This paper presents (1) a new vision of process model flexibility that makes it possible to adapt the process model to the designer's knowledge and know-how, (2) the "flexibilization" of the UsiXML methodology, (3) the principles supporting self-explanatory UIs and (4) the integration of all these notions in UsiComp, an integrated and open framework for designing and executing plastic User Interfaces. UsiComp relies on a service-based architecture. It offers two modules, for design and execution. The implementation has been made using OSGi services offering dynamic possibilities for using and extending the tool. This paper describes the architecture and shows the extension capacities of the framework through two running examples.
Keywords: UI Plasticity, Self-Explanatory Interfaces, Process Model Flexibility, Model-Driven Engineering; User Interfaces; Design Tools

RRIOC 2013 Volume 6 Issue 4

An empirical study of the determinants factors and gender differences in the acceptance of e-learning technology BIBAKPDF 291-306
  Alexandru Balog
The UTAUT model (Venkatesh et. al., 2003) was tested in different domains and contexts of use. In the interpretation and comparison of results from different studies is important to assess whether the model and the constructs are perceived in the same way by individuals in different groups. In this article is tested a reduced version of the UTAUT in the context of e-learning using data collected from 220 students (128 women, 92 men). In order to test model invariance and explore gender differences in the acceptance of technology is applied multi-group confirmatory factor analysis (MGCFA). The results show that the model and the constructs are invariant in the two groups of students in the context of e-learning in Romania.
Keywords: e-learning technology acceptance, UTAUT, gender differences, invariance measurement analysis, MGCFA
Touch the Exchange: Efficient distribution of information in education using interactive kiosks BIBAKPDF 307-322
  Alexandra Negoescu; Cristian Mihaescu; Ilya Shmorgun; Mihai Mocanu
Depending on the size and functionality, kiosks have become an outstanding way for improving customer service and gaining users' loyalty. In the educational domain most of the available kiosks contain just general knowledge about the university in question or information about campus and local buildings. In addition, the majority of kiosks available in universities don't have support for touch or multi-touch, most probably due to the high prices involved. We proposed to design and build our own version of an interactive touch-kiosk using up-to-date technologies that best fit the current needs of Tallinn University. Our aim was to design and implement an interface that should be completely dedicated and self-contained, thus minimizing user awareness of operating system components or software and hardware infrastructure. Moreover, we proposed the usage of technologies such as Windows 8 operating system and infrared-based touch-screens. Touch the Exchange is a digital environment running on a touch-screen kiosk that provides essential support for persons interested in international exchange possibilities. The aim of the project is to encourage local students and university staff members to take advantage of the opportunities available to them. This paper presents a description of the hardware and software technologies used within the project, as well as the reason why these specific implementation decisions have been chosen. Also, special attention is also given to the design process of the interface, its evaluation and testing and to the manner in which human-computer communication is facilitated. The whole process: the initial design concept, evaluation of the needed components, modelling, certification and construction of the prototype as well as its production are outlined in this article. The result, an attractive, modern and user-friendly system that ensures direct access to information can serve as a model ftor the educational institutions interested in developing similar devices with minimum costs.
Keywords: Interaction design; user experience; touch; multi-touch; wrapper; kiosk, usability, graphic interface
Software Model with Potential for Development of Strategy Games BIBAKPDF 323-338
  Constantin Nandra; Dorian Gorgan
The purpose of this article is to present and propose a software model which could lie at the base of the development of strategy games and, in general, of all kinds of interactive applications which involve the simulation of interactions between a set of entities and some given environment. The model in question consists of a set of software components that define the architecture and several other sets of interchangeable components which can be used directly in the development of potential interactive graphical applications. This model could offer an alternative way of software interaction to that based on the invocation of functionality, which is typical to using software libraries. This alternative way would offer to the user the ability to build applications as aggregates made from existing components. In this article, we will emphasize the strong points of this kind of design approach (flexibility, extensibility, modularity), and provide proof of the benefits derived from using it in the process of interactive graphical application development such as the computer games.
Keywords: software library, modular design, reusable components, alternative interaction
Textual Complexity Assessment of Primary School French Manuals BIBAKPDF 339-356
  Lucia Larise Stavarache; Mihai Dascalu; Stefan Trausan-Matu; Philippe Dessus
One of the most challenging tasks in natural language processing is related to the evaluation of textual complexity and of cohesion. Thus, automatic analyzers represent a special interest for their ability of predicting textual complexity having as basis: syntactic, sematic, morphological and lexical factors. Nevertheless, the elements used for evaluating textual complexity are tightly connected to scope and context. For this reason a purely technical analysis based only on individual metrics, without taking into account the constraints of psychology, human model, age and motivation is insufficient in order to make a proper prediction. Additionally, there are third party aspects which are correlated with the analysis of complexity like: stages of acquisition, fluency or accuracy. To resume, textual complexity metrics represent important indicators which help to better understand online texts, publications, books, papers or other forms of written textual representations.
Keywords: textual complexity analysis, complexity metrics, groups and concept classes
Criminal Detection -- An Application for Criminal Identification BIBAKPDF 357-376
  Ana-Teodora Petrea; Adrian Iftene
This paper aims to help people who want to quickly identify a potential criminal, based on information that we have available at a given moment. The system uses as input information from unstructured text that can come from sources such as newspapers, minutes of the scene, witness statements, etc. and it uses computational linguistics techniques to extract relevant information to identify the criminal. The textual processing presented in this paper, enables (1) extracting entity names (so you can get a group of suspects or the location where the crime happened), (2) identify relationships between words, to extract knowledge (thus, it can obtain physical characteristics of criminals, crime type or weapon type used) and identify the roles (thus, it can identify victims, villains or witnesses). The application also allows the creation of a robot portrait of the criminal, can associate pictures or the robot portrait to a person considered by the application and can display on a map the location of the event. We believe that the application could be used in a real environment in the various institutions, where the processing of these types of texts is currently performed manually, primarily by employees.
Keywords: Computational Linguistic, Internet Surveillance, Forensic Linguistics