| Creating Smart and Accessible Ubiquitous Knowledge Environments | | BIBAK | Full-Text | 3-12 | |
| Ray Adams; Andrina Granic | |||
| Digital libraries offer substantial volumes of declarative knowledge to the
information society. This paper explores the extent to which current and future
digital libraries, also known as ubiquitous knowledge environments, can be made
sufficiently usable, accessible and smart to support an inclusive information
society and the aspiration of universal access. Using a range of converging
methods to evaluate a random sample of such digital library websites, it is
concluded that, whilst they act as substantial and functional repositories for
knowledge, there is potential to improve, particularly in accessibility and
smartness. The current methods are validated through the substantial
statistical significance levels and by the meaningful patterns found in the
resulting data. A new measure of system smartness is introduced and found to
provide a useful metric for present purposes, though it is clear that further
work will be needed. Keywords: digital library; smart; accessible; usable; ubiquitous knowledge environment | |||
| Coupling Interaction Resources and Technical Support | | BIBAK | Full-Text | 13-22 | |
| Nicolas Barralon; Joëlle Coutaz; Christophe Lachenal | |||
| Coupling is the action of binding two entities so that they can operate
together to provide new functions. In this article, we propose a formal
definition for coupling and present a graph theoretic notation so that the
side-effects of the creation of a coupling can be analyzed in a formal and
systematic way. We then describe I-AM (Interaction Abstract Machine), a
middleware that supports the dynamic coupling of interaction resources such as
screens, keyboards and mice, to form a unified interactive space. Using our
notation, we illustrate how couplings are supported in I-AM. Keywords: Multi-surface interaction; multi-instrument interaction; devices assembly;
ambient intelligence; ubiquitous computing; UI development tool | |||
| Learning Situation Models for Providing Context-Aware Services | | BIBA | Full-Text | 23-32 | |
| Oliver Brdiczka; James L. Crowley; Patrick Reignier | |||
| In order to provide information and communication services without disrupting human activity, information services must implicitly conform to the current context of human activity. However, the variability of human environments and human preferences make it impossible to preprogram the appropriate behaviors for a context aware service. One approach to overcoming this obstacle is to have services adapt behavior to individual preferences though feedback from users. This article describes a method for learning situation models to drive context-aware services. With this approach an initial simplified situation model is adapted to accommodate user preferences by a supervised learning algorithm using feedback from users. To bootstrap this process, the initial situation model is acquired by applying an automatic segmentation process to sample observation of human activities. This model is subsequently adapted to different operating environments and human preferences through interaction with users, using a supervised learning algorithm. | |||
| Ambient Intelligence and Multimodality | | BIBA | Full-Text | 33-42 | |
| Laura Burzagli; Pier Luigi Emiliani; Francesco Gabbanini | |||
| Ambient Intelligence (AmI) scenarios place strong emphasis on the fact that interaction takes place through natural interfaces, in such a way that people can perceive the presence of smart objects only when needed. As a possible solution to achieving relaxed and enjoyable interaction with the intelligent environments depicted by AmI, the ambient could be equipped with suitably designed multimodal interfaces bringing up the opportunity to communicate using multiple natural interaction modes. This paper discusses challenges to be faced when trying to design multimodal interfaces that allow for natural interaction with systems, with special attention to speech-based interfaces. It describes an application that was built to serve as a test bed and to conduct evaluation sessions in order to ascertain the impact of multimodal natural interfaces on users and to assess their usability and accessibility. | |||
| Is the Intelligent Environment Smart Enough? | | BIBA | Full-Text | 43-52 | |
| Laura Burzagli; Pier Luigi Emiliani; Francesco Gabbanini | |||
| Ambient Intelligence (AmI) is considered a likely future embodiment of the information society, according to development scenarios proposed worldwide. With reference to the scenarios developed in Europe by the Information Society Technology Advisory Group (ISTAG), this position paper maintains that, up to now, the attention has been more on the smart objects that are supposed to populate the environment and their interfaces than on the "intelligence" of the entire system. The latter is of paramount importance if users are to be served according to the specifications of the AmI environments. Correspondingly, the current notion of Design for All needs to be revised in order to take into account the additional complexity of the emerging information society. Examples of the main points to be considered are offered in order to elicit discussion. | |||
| An Agent-Based Framework for Context-Aware Services | | BIBA | Full-Text | 53-62 | |
| Axel Bürkle; Wilmuth Müller; Uwe Pfirrmann; Nikolaos Dimakis; John Soldatos; Lazaros Polymenakos | |||
| A major challenge of Ambient Intelligence lies in building middleware that can ease service implementation through allowing the application developer to emphasize only the service logic. In this paper we describe the architecture of an Ambient Intelligence system established in the scope of the European research project CHIL (Computers in the Human Interaction Loop). CHIL aims at developing and realizing computer services that are delivered to humans in an implicit and unobtrusive way. The framework presented here supports the implementation of human-centric context-aware applications. This includes the presentation of the sensors used in CHIL spaces, the mechanisms employed for controlling sensors and actuating devices, as well as the perceptual components and the middleware approach for combining them in the scope of applications. Special focus lies on the design and implementation of an agent based framework that supports "pluggable" service logic in the sense that the service developer can concentrate on coding the service logic independently of the underlying middleware. Following the description of the framework, we elaborate on how it has been used to support two prototype context-aware human centric and non-obtrusive services. | |||
| An MDE-SOA Approach to Support Plastic User Interfaces in Ambient Spaces | | BIBAK | Full-Text | 63-72 | |
| Joëlle Coutaz; Lionel Balme; X. Alvaro; Gaëlle Calvary; Alexandre Demeure; Jean-Sebastien Sottet | |||
| User interface (UI) plasticity denotes UI adaptation to the context of use
(user, platform, physical and social environment) while preserving usability.
Our approach to this problem is to bring together MDE (Model Driven
Engineering) and SOA (Service Oriented Approach) within a unified framework
that covers both the development stage and the runtime phase of plastic UI's.
In particular, an interactive system is modelled as a graph of models that can
be dynamically manipulated by, and/or encapsulated as services. Keywords: User Interface plasticity; UI adaptation; Model-driven Engineering (MDE);
Service Oriented Architecture (SOA); context of use; meta-UI | |||
| Whole-System Programming of Adaptive Ambient Intelligence | | BIBA | Full-Text | 73-81 | |
| Simon Dobson; Paddy Nixon | |||
| Ambient intelligence involves synthesising data from a range of sources in order to exhibit meaningful adaptive behaviour without explicit user direction, driven by inputs from largely independent devices and data sources. This immediately raises questions of how such behaviours are to be specified and programmed, in the face of uncertainty both in the data being sensed and the tasks being supported. We explore the issues that impact the stability and flexibility of systems, and use these issues to derive constraints and targets for the next generation of programming frameworks. | |||
| Informative Art Display Metaphors | | BIBAK | Full-Text | 82-92 | |
| Alois Ferscha | |||
| Informative Art display systems have been proposed to provide users with
information considered relevant at arbitrary points of work or living
engagement, originating from many different -- mostly geographically dislocated
-- sources and presented at the periphery of human (visual) perception. Having
the displays operate at the periphery of a user's attention allows other user
tasks to sustain primary. Much like the information presented by wall-clocks,
posters, paintings or windows, peripheral displays move to the center of
attention only when appropriate and desirable. Abstract art has been proposed
to serve as the visualization paradigm, encoding information into graphical or
pictorial artwork by subtly modifying its shape, color and appearance details
or its overall impression. This paper approaches a systematic elaboration of
visual metaphors able to deliver information via peripheral displays in an
aesthetic, artful way. In our approach, the choice of metaphors is driven by
the aesthetic appeal of the visual appearance of the display as a whole, out of
which certain dynamic emblems or symbols are used to conotate information in a
visual style. From experiments we find, that such metaphors are considered by
users as a means of personal emotional expression, and that controllable
aesthetic attractiveness turns out to be the dominant factor of display
appreciation. The choice of aesthetic themes, as well as the control of emblem
and symbol dynamics are supported and implemented in our peripheral display
framework, a general purpose software framework for informative art display
systems. Keywords: pervasive display systems; informative art; peripheral displays; ambient
intelligence; intelligent user interfaces | |||
| Usable Multi-Display Environments: Concept and Evaluation | | BIBA | Full-Text | 93-102 | |
| Thomas Heider; Thomas Kirste | |||
| The number of conference or meeting rooms with multiple displays available is on the rise. While this increased availability of displays opens up many new opportunities, the management of information across them is not trivial, especially when multiple users with diverging interests have to be considered. This particularly applies for dynamic ensembles of displays. We propose to cast the Display Mapping problem as an optimization task, where we define an explicit criterion for the global quality of a display mapping and then use computer support to calculate the optimum. We argue that in dynamic multi-user, multi-display environments, an automatic -- or at least computer supported -- document-display assignment improves the user experience in multi-display environments. | |||
| Ambient Intelligence in Assisted Living: Enable Elderly People to Handle Future Interfaces | | BIBAK | Full-Text | 103-112 | |
| Thomas Kleinberger; Martin Becker; Eric Ras; Andreas Holzinger; Paul Müller | |||
| Ambient Assisted Living is currently one of the important research and
development areas, where accessibility, usability and learning plays a major
role and where future interfaces are an important concern for applied
engineering. The general goal of ambient assisted living solutions is to apply
ambient intelligence technology to enable people with specific demands, e.g.
handicapped or elderly, to live in their preferred environment longer. Due to
the high potential of emergencies, a sound emergency assistance is required,
for instance assisting elderly people with comprehensive ambient assisted
living solutions sets high demands on the overall system quality and
consequently on software and system engineering -- user acceptance and support
by various user-interfaces is an absolute necessity. In this article, we
present an Assisted Living Laboratory that is used to train elderly people to
handle modern interfaces for Assisted Living and evaluate the usability and
suitability of these interfaces in specific situations, e.g., emergency cases. Keywords: Ambient Intelligence; Assisted Living; User-Interfaces; Learning; Elderly
People | |||
| Multi-modal Authentication for Ubiquitous Computing Environments | | BIBA | Full-Text | 113-121 | |
| Taekyoung Kwon; Sang-ho Park; Sooyeon Shin | |||
| In ubiquitous computing environments, the computer technology will recede into the background of our lives for its ultimate goal, invisibility. For ensuring security and privacy in those environments, both human beings and surrounding devices should be authenticated under the interaction methods that are used for ubiquitous services. However, the invisibility of devices, the adaptiveness of interactions, and the varying performance of devices will make it difficult to achieve it. In this paper, we reconsider authentication for ubiquitous computing environments and propose a conceptual framework for resolving the difficulties. | |||
| Secure Authentication and Accounting Mechanism on WLAN with Interaction of Mobile Message Service | | BIBA | Full-Text | 122-131 | |
| Hyung-Woo Lee | |||
| In a wireless network that uses 802.1X Port Access Control, the wireless station plays the role of the Remote User and the wireless AP plays the role of the Network Access Server (NAS). However, Security problem for user authentication has been increased on existing IEEE 802.11 wireless network. However, brute force dictionary attack can be launched against the shared secret on existing IEEE802.1x (EAP-MD5, EAP-TLS, EAP-TTLS) protocols or security systems. Therefore, we overview main problem on existing EAP-MD5 authentication mechanism on Wireless LAN and propose a SMS (Short Message Service) based secure authentication and accounting mechanism for providing security enhanced wireless network transactions against those attacks. | |||
| Dynamic Conflict Detection and Resolution in a Human-Centered Ubiquitous Environment | | BIBAK | Full-Text | 132-140 | |
| Haining Lee; Jaeil Park; Peom Park; Myungchul Jung; Dongmin Shin | |||
| In this paper, a Conflict Control Manager (CCM) for a ubiquitous services
system is presented to prevent the mode confusion of humans. CCM consists of a
lock-based conflict detection module and a D-PRI (dynamic priority)-based
conflict resolution. By means of CCM, the mode confusion can drastically be
reduced, and, as a result, CCM can assist in designing and implementing a
human-centered ubiquitous environment. Through a case study, it is observed
that CCM can successfully detect and resolve the runtime conflicts caused by
multiple devices interconnected in a ubiquitous environment. It can also be
used to detect the potential conflict risk during the service registering phase
so that computerized devices are deployed to improve the human interactions
with them. Keywords: Conflicts detection; resolution; human-centered ubiquitous environment;
human interaction | |||
| From Ambient Devices to Smart Care for Blind People: A Metaphor of Independent Living with Responsive Service Scenarios | | BIBA | Full-Text | 141-150 | |
| Ying Liu; Roger Wilson-Hinds | |||
| We present a metaphor showing that blind people (users) often are living in a perplexing contexture -- a chain of barriers affecting their ability to live independently. In such a context to support users' tasks in real time, current technologies may not be intuitive enough to be used for this kind of real world application. The increasingly specialised devices and rapidly advanced assistive technologies require a composite architecture of scalable non-textual reading services. We illustrate this requirement by three user scenarios at a scale of a device, an object-awareness and a real-time situated meaningful response. | |||
| Crisis Rooms Are Ambient Intelligence Digital Territories | | BIBAK | Full-Text | 151-157 | |
| Irene Mavrommati; Achilles Kameas | |||
| The study of Digital Territories provides a way to conceptualize the
interactions happening in Pervasive Computing Environments. This paper will
address Crisis Rooms as Digital Territories. Based on the concepts stemming
from Digital Territories we will attempt to give a high level overview of
issues that can be applicable in the context of the future Crisis rooms and of
the interactions that happen within them. Keywords: Crisis Rooms; Digital Territories; Human Computer Interaction; Ambient
Intelligence Environments | |||
| Learning Topologies of Situated Public Displays by Observing Implicit User Interactions | | BIBA | Full-Text | 158-167 | |
| Hans Jörg Müller; Antonio Krüger | |||
| In this paper we present a procedure to learn a topological model of Situated Public Displays from data of people traveling between these displays. This model encompasses the distance between different displays in seconds for different ways and/or different travel modes. It also shows how many people travel between displays in each direction. Thus, the model can be used to predict where and when people will appear next after showing up in front of one display. This can be used for example to create continuous 'shows' spanning multiple displays while people pass them. To create the model, we use Bluetooth connection data of mobile phones people carry, and employ the EM algorithm to estimate mean travel times for different paths people take. | |||
| A Context-Aware Service Platform to Support Continuous Care Networks for Home-Based Assistance | | BIBAK | Full-Text | 168-177 | |
| Federica Paganelli; Dino Giuli | |||
| Efficient and effective treatment of chronic disease conditions requires the
implementation of emerging continuous care models. These models pose several
technology-oriented challenges for home-based continuous care, requiring
assistance services based on collaboration among different stakeholders: health
operators, patient relatives, as well as social community members. This work
describes a context-aware service platform designed for improving patient
quality of life by supporting care team activity, intervention and cooperation.
Leveraging on an ontology-based context management middleware, the proposed
architecture exploits information coming from biomedical and environmental
sensing devices and from patient social context in order to automate
context-aware patient case management, especially for alarm detection and
management purposes. Keywords: care networks; home care; context model; ontology | |||
| Architectural Backpropagation Support for Managing Ambiguous Context in Smart Environments | | BIBA | Full-Text | 178-187 | |
| Davy Preuveneers; Yolande Berbers | |||
| The evolution to ubiquitous information and communication networks is evident. Technology is emerging that connects everyday objects and embeds intelligence in our environment. In the Internet of Things, smart objects collect context information from various sources to turn a static environment into a smart and proactive one. Managing the ambiguous nature of context information will be crucial to select relevant information for the tasks at hand. In this paper we present a vector space model that uses context quality parameters to manage context ambiguity and to identity irrelevant context providers. We also discuss backpropagation applied in the network architecture to filter unused context information in the network as close to the source as possible. Experiments show that our contribution not only reduces the amount of useless information a smart object deals with, but also the distribution of unused context information throughout the network architecture. | |||
| Managing Disclosure of Personal Health Information in Smart Home Healthcare | | BIBAK | Full-Text | 188-197 | |
| Umar Rashid; Hedda Rahel Schmidtke; Woontack Woo | |||
| Recent advances in ubiquitous computing have evoked the prospect of
real-time monitoring of people's health in context-aware homes. Home is the
most private place for people and health information is of highly intimate
nature. Therefore, users-at-home must have means to benefit from home
healthcare and preserve privacy as well. However, most smart home healthcare
systems currently lack support for privacy management for home inhabitants. In
this paper, we analyze the privacy needs of smart home inhabitants utilizing a
healthcare system and present a conceptual framework to manage disclosure of
their personal health information. The proposed framework supports sharing the
most meaningful detail of personal health information at different time
granularities with different recipients in different contexts. To relieve the
burden of configuration, default disclosure settings are provided, and to
ensure end-user's control over disclosure, the option to override default
settings is included. Keywords: Information disclosure; privacy; context awareness; home healthcare | |||
| Intelligent Privacy Support for Large Public Displays | | BIBAK | Full-Text | 198-207 | |
| Carsten Röcker; Steve Hinske; Carsten Magerkurth | |||
| This paper presents a novel concept for personalized privacy support on
large public displays. In a first step, a formative evaluation was conducted in
order to analyze the requirements of potential users regarding the protection
of private information on large public displays. The insights gained in this
evaluation were used to design a system, which automatically adapts the
information visible on public displays according to the current social
situation and the individual privacy preferences of the user working on the
display. The developed system was evaluated regarding its appropriateness for
daily usage and its usefulness to protect privacy. Keywords: Large Public Displays; Intelligent Privacy Support; Smart Environments;
Privacy-Enhancing Technologies; Context-Adapted Information Representation;
Evaluation | |||
| Universal Access Issues in an Ambient Intelligence Research Facility | | BIBAK | Full-Text | 208-217 | |
| Constantine Stephanidis; Margherita Antona; Dimitris Grammenos | |||
| An Ambient Intelligence Research Facility is being set up at ICS-FORTH, with
the goal of providing an experimentation platform for Ambient Intelligence
(AmI) technologies and for studying their potential impact on users as
individuals and as society. This paper discusses the opportunities that such a
facility will offer towards the investigation of AmI from a Universal Access
perspective, focusing in particular on issues related to Design for All. Keywords: Ambient Intelligence; Research Infrastructure; Universal Access; Design for
All | |||
| Designing Ubiquitous Shopping Support Systems Based on Human-Centered Approach | | BIBAK | Full-Text | 218-227 | |
| Hiroshi Tamura; Tamami Sugasaka; Satoko Horikawa; Kazuhiro Ueda | |||
| We introduce our human-centered approach for the purpose of developing a
ubiquitous computing system aiming at providing better experiences for shoppers
at a supermarket. We focus on shopping processes by using ethnographic research
techniques, understand the process with details, and construct TPM which
classifies a shopper's behaviors and states of mind change into three phases.
We also describe our concept design of service types for a prototype system and
deal with allocation and configuration of the service types corresponding to
TPM. Keywords: ubiquitous computing; human-centered design; ethnographic research; shopping
experience; shopping process | |||
| CSCL at Home: Affordances and Challenges of Ubiquitous Computing | | BIBAK | Full-Text | 228-237 | |
| Lucia Terrenghi; Armin Prosch | |||
| Starting from an analysis of how ubiquitous computing technologies have
afforded the design of novel learning experiences in different domains, we
consider how such technologies can support domestic learning, thus conceiving
the family as a community of practice. We exemplify such a vision with the
Living Cookbook appliance: This relies on the video capture and retrieval of
family members' cooking sessions, so as to enable the creation and sharing of
personalized, multimedia cooking instructions. By augmenting the cooking
activity with novel social and entertaining aspects, our goal is to motivate
cooking and the learning thereof. We report on the implementation and
evaluation of the appliance and in conclusion we discuss our results in light
of their possible implications for the design of domestic technology. Keywords: CSCL; ubiquitous computing; home; kitchen; cooking | |||
| Non-homogenous Network, Control Hub and Smart Controller (NCS) Approach to Incremental Smart Homes | | BIBAK | Full-Text | 238-244 | |
| Gregg C. Vanderheiden; Gottfried Zimmermann | |||
| The rapid increase in memory and processing power of even simple devices is
opening up new opportunities for intelligent devices and environments. However,
major barriers exist to practical limitations. Many "smart environments" are
currently more complex to either set up or operate than their predecessors.
Environments which are simpler to use are often very complex to set up. They
also often require wholesale re engineering of the environment. Proposed is a
model for using a mixture of non homogeneous network technologies, a control
hub and a smart controller to provide a way for users to slowly transition both
themselves and their houses from current technologies to smart technologies and
environments. Keywords: Remote user interfaces; task-based user interfaces; digital home; usability;
accessibility; Universal Control Hub; Universal Remote Console | |||
| Accessibility of Internet Portals in Ambient Intelligent Scenarios: Re-thinking Their Design and Implementation | | BIBA | Full-Text | 245-253 | |
| Evangelos Vlachogiannis; Carlos A. Velasco; Henrike Gappa; Gabriele Nordbrock; Jenny S. Darzentas | |||
| Internet portals are gateways to the World Wide Web, which offer an amalgamation of services, like search engines, online shopping information, email, news, weather reports, stock quotes, community forums, maps, travel information, etc. Furthermore, with the arrival of the Mobile Web, they are also frequently used in Ambient Intelligence scenarios. This paper will discuss basic design considerations inspired by systems theory fundamental principles, where the portal as a whole and its components (known as portlets) are analyzed. This analysis also includes a set of user requirements for people with special needs gathered in previous user studies from the authors. | |||
| Engineering Social Awareness in Work Environments | | BIBA | Full-Text | 254-263 | |
| Dhaval Vyas; Marek R. van de Watering; Anton Eliëns; Gerrit C. van der Veer | |||
| A growing interest is seen for designing intelligent environments that support personally meaningful, sociable and rich everyday experiences. In this paper we describe an intelligent, large screen display called Panorama that is aimed at supporting and enhancing social awareness within an academic work environment. Panorama is not intended to provide instrumental or other productivity related information. Rather, the goal of Panorama is to enhance social awareness by providing interpersonal and rich information related to co-workers and their everyday interactions in the department. A two-phase assessment of Panorama showed to promote curiosity and interest in exploring different activities in the environment. | |||
| Case Study of Human Computer Interaction Based on RFID and Context-Awareness in Ubiquitous Computing Environments | | BIBAK | Full-Text | 264-271 | |
| Ting Zhang; Yuanxin Ouyang; Yang He; Zhang Xiong; Zhenyong Chen | |||
| Context-awareness becomes the key technology in the human computer
interaction of ubiquitous computing. The paper discusses the characteristic,
significance as well as function of the context, and the properties of the
human computer interaction in the ubiquitous environments where the physical
space fuses with the information space. These characteristics bring new
requirements, that is, mobility, tractability, predictably and personality. To
satisfy the demands, we present a method to realize context-awareness and the
wireless interaction by using the pervasive RFID tags to track the context and
using Bluetooth as the contact-less communication measure. We also construct a
prototype system composed of RFID tags, BTEnableReaders and Bluetooth-enable
mobile terminals. One case of application scenario is given and the
experimental results show that the performance and robustness of the device are
suitable for ubiquitous applications and the interaction is experienced more
positively by users than the conventional method. The devices we design also
can be extended to other application areas such as wearable computing, health
care, disable help, and road navigation. Keywords: Human Computer Interaction; RFID; Context; Ubiquitous Computing | |||
| Accessibility and Usability Evaluation of MAIS Designer: A New Design Tool for Mobile Services | | BIBA | Full-Text | 275-284 | |
| Laura Burzagli; Marco Billi; Enrico Palchetti; Tiziana Catarci; Giuseppe Santucci; Enrico Bertini | |||
| This paper reports the results of a study to evaluate accessibility and usability of services developed by the MAIS Designer, a new design tool that provides services suited to different mobile devices. The discussion is aimed at highlighting the methodology adopted, which is tailored to characteristics of mobile computing and the relative results obtained. | |||
| Enhancing the Safety Feeling of Mobility Impaired Travellers Through Infomobility Services | | BIBAK | Full-Text | 285-292 | |
| Maria Fernanda Cabrera-Umpierrez; Juan Luis Villalar; María Teresa Arredondo; Eugenio Gaeta; Juan-Pablo Lázaro | |||
| This paper describes the health emergency module (HEM) of ASK-IT, a European
project, co-funded by the EC 6th Framework Program, within the e-Inclusion
area. It identifies the functionalities and specifications of the HEM, as well
as its scenarios of application, its requirements derived from the technical
and legal analysis and how it interacts with other ASK-IT modules and the whole
platform. Special emphasis is given to the User Interface designed, according
to the specific user groups' functional characteristics. Keywords: Safety; Emergency Management; Mobility Impaired People | |||
| Handling Uni- and Multimodal Threat Cueing with Simultaneous Radio Calls in a Combat Vehicle Setting | | BIBAK | Full-Text | 293-302 | |
| Otto Carlander; Lars Eriksson; Per-Anders Oskarsson | |||
| We investigated uni- and multimodal cueing of horizontally distributed
threat directions in an experiment requiring each of twelve participants to
turn a simulated combat vehicle towards the cued threat as quickly and accurate
as possible, while identifying simultaneously presented radio call information.
Four display conditions of cued threat directions were investigated; 2D visual,
3D audio, tactile, and combined cueing of 2D visual, 3D audio, and tactile.
During the unimodal visual and tactile indications of threat directions an
alerting mono sound also was presented. This alerting sound function was
naturally present for the unimodal 3D audio and multimodal conditions, with the
3D audio simultaneously alerting for and cueing direction to the threat. The
results show no differences between conditions in identification of radio call
information. In contrast, the 3D audio generated greater errors in localization
of threat direction compared to both 2D visual and multimodal cueing. Reaction
times to threats were also slower with both the 3D audio and 2D visual compared
to the tactile and the multimodal, respectively. In conclusion, the results
might reflect some of the benefits in employing multimodal displays for certain
operator environments and tasks. Keywords: Display technologies; Multimodal; Combat Vehicle; Simulation | |||
| Necropolis as a Material Remembrance Space | | BIBAK | Full-Text | 303-312 | |
| Jerzy Charytonowicz; T. Lewandowski | |||
| The contemporary town planning and architecture abundantly create various
public, private, production, recreation, and remembrance spaces, in order to
comply with the material and spiritual needs of individuals and large
communities alike. Remembrance places -- necropolises -- are important
structural elements of cities that strongly affect the human psyche. Modern
forms of spatial arrangement of necropolises search for solutions which will
not only provide a rational (ergonomic, economic, ecological) material shape of
the burial place, but also satisfy man's mental needs connected with the
burial, funeral, veneration of the dead, visits to the cemetery, irrespective
of man's age and physical fitness level.
Built over the centuries and still existing necropolises are a material and spiritual cultural heritage left to us by the past generations. Mostly built of symbolic stones -- "remembrance stones", they make specific "libraries" with "stone books" for the present and future generations. Keywords: general; design for all; necropolis; burial form; new burial forms;
necropolis design | |||
| Reconsumption and Recycling in the Ergonomic Design of Architecture | | BIBAK | Full-Text | 313-322 | |
| Jerzy Charytonowicz | |||
| One of the characteristics of human activity is the ability to transform the
environment and create new structures. Such actions include various forms of
building activities. The adjustments of the whole of material surroundings to
the needs and possibilities of man is dealt with by ergonomics. The practical
and specific application of the general principles of ergonomics, on the other
hand, is dealt with by architecture, i.e. architects designing the material
framework for human life. The quality of this "framework" determines the
quality of human life. A widely understood design more and more often goes away
from creation of the defined, finished work -- object, to initiate and sustain
the development process and different activities connected with the space
creation. This way is related to sustainable design that is generally defined
as design that meets the needs of the present without compromising the ability
of future generations to meet their own needs.
Much of waste comprises valuable raw materials for further utilization and the best way to do it is to reuse the waste at the same level of this original usage. The measures to reduce material consumption in the construction industry are to be sought in the implementation of novel renewable materials of natural origin as well as the non-renewable materials, yet possible to regenerate and reuse, that is in reconsumption and recycling applied, among others, in ergonomic design of architecture. Keywords: building activities; architectural ergonomics; sustainable design;
reconsumption; recycling | |||
| Listen! There Are Other Road Users Close to You -- Improve the Traffic Awareness of Truck Drivers | | BIBAK | Full-Text | 323-329 | |
| Fang Chen; Georg Qvint; Johan Jarlengrip | |||
| As the amount of good transportation on road is increasing the accidents
involving heavy trucks and other road users are also increasing. To make the
truck driver aware of other road users close to the truck is very important to
avoid accidents. Present study tested different auditory icons that were
representing different road users and presented in 3 dimensions in the truck
cockpit to see if such design could improve the driver traffic awareness in
trucks. A prototype system including four different type-of sound themes has
been developed to present the road users such as pedestrian, cyclists,
motorcycles and other vehicles. The setting was tested on subjects and
integrated in a truck-simulation at Volvo Technology Corporation. An experiment
was conducted to test whether these 3D sounds can improve the driver's traffic
situation awareness. The results suggest that natural or realistic sounds
(auditory icon) are most suitable to this application due to their
intuitiveness, distinguish ability and relatively low degree of disturbance. Keywords: 3D audio; auditory icon; traffic; driver safety; truck cabin | |||
| HMI Principles for Lateral Safe Applications | | BIBAK | Full-Text | 330-338 | |
| Lars Danielsson; Henrik Lind; Evangelos Bekiaris; Maria Gemou; Angelos Amditis; Maurizio Miglietta; Per Stålberg | |||
| LATERAL SAFE is a subproject of the PREVENT Integrated Project, co-funded by
the European Commission under the 6th Framework Programme. LATERAL SAFE
introduces a cluster of safety applications of the future vehicles, in order to
prevent lateral/rear related accidents and assist the driver in adverse or low
visibility conditions and blind spot areas. LATERAL SAFE applications include a
lateral and rear monitoring system (LRM), a lane change assistant (LCA) and a
lateral collision warning (LCW). An effective Human Machine Interface (HMI) is
being developed, addressing each application, on the basis of the results
emerged from mock-up tests realised in three sites (one in Greece and two in
Sweden), aiming to determine which is the best HMI solution to be provided in
each case. In the current paper, the final HMI principles, adopted and
demonstrated for each application, are presented. Keywords: HMI; lateral safety; rear monitoring; evaluation | |||
| INSAFES HCI Principles for Integrated ADAS Applications | | BIBAK | Full-Text | 339-348 | |
| Lars Danielsson; Henrik Lind; Stig Jonasson | |||
| In order to integrate several time critical warning systems, e.g. Collision
Warning and Lane Departure Warning, in the same vehicle one has to deal with
the problem of warning management to not overload the driver in critical
situations and to make sure that driver's focus is directed to the right place.
This paper presents INSAFES integration schemes to ensure these issues, and
gives general as well as specific use cases based on warning systems integrated
in one of INSAFES demonstrator vehicles. From these use cases are then
requirements on warning management derived regarding prioritization schemes.
The requirements concludes in a proposed extension of the warning management
concepts derived in the AIDE project. Keywords: Warning Management; Integrated Safety; ADAS; HMI; Automotive | |||
| Sonification System of Maps for Blind | | BIBAK | Full-Text | 349-352 | |
| Gintautas Daunys; Vidas Lauruska | |||
| Presentation of graphical information is very important for blind. This
information will help blind better understand surrounding world. The developed
system is devoted for investigation of graphical information by blind user
using a digitiser. SVG language with additional elements is used for describing
of maps. Non-speech sounds are used to transfer information about colour.
Alerting sound signal is issued near two regions boundary. Keywords: blind; sonification; digitiser; maps | |||
| An Accessible and Collaborative Tourist Guide Based on Augmented Reality and Mobile Devices | | BIBAK | Full-Text | 353-362 | |
| Fidel Díez Díaz; Martín González Rodríguez; Agueda Vidau | |||
| The goal of this project is to provide support for a system of geolocation
powered by augmented reality, offering also advanced services such as, context
awareness mobile applications and natural interaction related to the concept of
ambient intelligent which favour the creation of intelligent environments whose
services fit dynamically the demand, not always made explicit, of the user. A
design and a development of a location system is obtained that provides extra
services based on the positional information of the different system's users.
In this way, the user receives specific information of the place where he or
she is located. This service is based on the Global Positioning System, from
now on GPS. The aim with this platform is to locate, guide and give information
to blind people, although it is open to any kind of people. It will allow the
users to see information related to a place, to write comments about it and
leave objects for the rest of the users to read and see. The information will
be shown as a written text and as an oral one and in every moment the location
of the user will be traced thanks to the virtual positioning of him or her on a
map. Keywords: context-awareness; location-awareness; natural-interaction; mobile devices;
ambient intelligent; GPS | |||
| The Use of Kaizen Continuous Improvement Approach for Betterment of Ergonomic Standards of Workstations | | BIBAK | Full-Text | 363-372 | |
| Ewa Gorska; Anna Kosieradzka | |||
| The paper describes: elements of a continuous improvement system in an
enterprise, teamwork as an approach towards solving problems at workstations
(especially problems concerning ergonomic issues) and methods and techniques
used in ergonomic standards improvement at the stages of problem identification
as well as search and implementation of the solutions. Requirements and
conditions for efficient implementation are substantiated for improvements such
as: training system, motivational system, system of applying and evaluation of
applications, financial support of the implementation process and 5S program as
a starting point for ergonomic improvements. Theoretical considerations will be
illustrated with examples of improvements implemented in Polish enterprises. Keywords: ergonomic standards; continuous improvement; kaizen; 5S; workstation
organization; process improvement | |||
| Development and Application of a Universal, Multimodal Hypovigilance-Management-System | | BIBAK | Full-Text | 373-382 | |
| Lorenz Hagenmeyer; Pernel van den Hurk; Stella Nikolaou; Evangelos Bekiaris | |||
| States of hypovigilance cause severe accidents. Technical compensation can
be provided by hypovigilance management systems (HVMS). In this paper, existing
HVMS are discussed and the need for the development of a novel universal,
multimodal HVMS is deducted. The development of such a system is presented and
its application is illustrated with two application scenarios. Keywords: HMI; Safety; Sleepiness; Vigilance | |||
| Towards Cultural Adaptability to Broaden Universal Access in Future Interfaces of Driver Information Systems | | BIBAK | Full-Text | 383-392 | |
| Rüdiger Heimgärtner; Lutz-Wolfgang Tiede; Jürgen Leimbach; Steffen Zehner; Nhu Nguyen-Thien; Helmut Windl | |||
| This paper elucidates and discusses some aspects of cultural adaptability
which aid usability and universal access. We describe the concept, influence
and Use Cases of cultural adaptability in driver information and assistance
systems exemplified by a portable navigation system. Thereby, the reasons,
advantages and problems of using adaptability regarding the driving safety and
the driver preferences will be addressed. Differences in the amount of
information for map display and in interaction behavior which depend on the
cultural background of the users (e.g. attitude, preference, skill etc.). We
explain how cultural adaptability can improve usability and how it has a share
in universal access. Finally, a short outlook into the future of adaptive
driver information and assistance systems closes our reflections. Keywords: cultural adaptability; cultural user interface design; adaptive HMI (Human
Machine Interaction/Interface); driver navigation systems; driver information
systems; driver assistance systems | |||
| A Multi-modal Architecture for Intelligent Decision Making in Cars | | BIBAK | Full-Text | 393-400 | |
| Qamir Hussain; Ing-Marie Jonsson | |||
| This paper describes a software architecture named "Gatos" engineered for
intelligent decision making. The architecture is built on a distributed
multi-agent system cougaar. Gatos provides a solution for sensor fusion. We
propose using multiple sensors to monitor driver status, driving performance,
and the driving environment in order to address bad driving behavior. Our
approach for a Driving Monitor is based on both monitoring and regulating
driver behavior. The system is designed to intervene and to interact with the
driver in real time (if possible) to regulate their behavior and promote safe
driving. A prototype is implemented using a driving simulator, but
infrastructure buildup and new in-vehicle technologies make this a feasible
solution for vehicles on the road. Keywords: software agents distributed computing; multi-agent; parallel computing;
driving simulator; driving behavior; driver status; driver monitoring | |||
| Usability in Location-Based Services: Context and Mobile Map Navigation | | BIBAK | Full-Text | 401-410 | |
| Kristiina Jokinen | |||
| The paper discusses usability and communicative capability of mobile
multimodal systems. It reports on the evaluation of one particular interactive
multimodal route navigation system and discusses the challenges encountered in
this task. The main questions concerned the user's preference of one input mode
over the other (speech vs. tactile/graphics input), usefulness of the system in
completing the task (route navigation), and user satisfaction (willingness to
use the system in the future). The user's expectations and real experience of
the system were analysed by comparing the users' assessments before and after
the system use. Conclusions concerning system design are drawn and discussed
from the perspective of the system's communicative capability, based on the
view of the computer as an interactive agent. Keywords: usability; human-computer interaction; mobile context | |||
| Performance Analysis of Acoustic Emotion Recognition for In-Car Conversational Interfaces | | BIBAK | Full-Text | 411-420 | |
| Christian Martyn Jones; Ing-Marie Jonsson | |||
| The automotive industry are integrating more technologies into the standard
new car kit. New cars often provide speech enabled communications such as
voice-dial, as well as control over the car cockpit including entertainment
systems, climate and satellite navigation. In addition there is the potential
for a richer interaction between driver and car by automatically recognising
the emotional state of the driver and responding intelligently and
appropriately. Driver emotion and driving performance are often intrinsically
linked and knowledge of the driver emotion can enable to the car to support the
driving experience and encourage better driving. Automatically recognising
driver emotion is a challenge and this paper presents a performance analysis of
our in-car acoustic emotion recognition system. Keywords: In-car systems; emotion recognition; emotional responses; driving simulator;
affective computing; speech recognition | |||
| In-Vehicle Information System Used in Complex and Low Traffic Situations: Impact on Driving Performance and Attitude | | BIBAK | Full-Text | 421-430 | |
| Ing-Marie Jonsson; Fang Chen | |||
| This paper describes a study where drivers' responses to an in-vehicle
information system were tested in high and low density traffic. There were 17
participants in a study that was run using a driving simulator. Data was
gathered for a comparison of how drivers react to an in-vehicle information
system in low density traffic, complex traffic, and without system.
Participants were also asked for their subjective evaluation of trust of the
system and how they perceived it influenced their driving performance. Results
show gender differences for both driving performance and attitude. Keywords: Driving simulator; traffic density; in-vehicle system; cognitive load;
trust; driving performance | |||
| Changing Interfaces Using Natural Arm Posture -- A New Interaction Paradigm for Pedestrian Navigation Systems on Mobile Devices | | BIBAK | Full-Text | 431-440 | |
| Ceren Kayalar; Selim Balcisoy | |||
| This paper presents a new interaction technique, which is based on arm
posture recognition, for mobile computing devices to switch between different
visualization modes seamlessly. We implemented a pedestrian navigation system
on Pocket PC, which is connected to a GPS receiver and an inertial orientation
tracker. In the global coordinate system, user's position is tracked with GPS
data, and in the local coordinate system user's arm posture is mapped into two
application dependent states with inertial orientation tracker data. Hence,
natural interaction and different levels of information is provided by
processing orientation tracker data. As unnecessary computation and rendering
increase power consumption in small devices, we introduced another state to our
system, which saves battery according to the user's idle arm posture. Keywords: Context-aware retrieval; mobile computing; interaction techniques; posture
recognition | |||
| Ergonomics of Contemporary Urban Necropolises | | BIBAK | Full-Text | 441-450 | |
| T. Lewandowski; Jerzy Charytonowicz | |||
| The contemporary ergonomics can accurately describe psychophysical
capabilities of the human body, thus greatly contributing to the process of
improving the living quality and parameters. Many everyday activities, relating
to the man's work, leisure, communication, or social relations, are subject to
ergonomic rules and principles, and the same is true of urban and architectural
space of urbanized centres as a material space of such activities. It is here
that man actively satisfies his needs to engineer his space and facilities
necessary for him as an individual -- e.g. dwelling houses, and as community --
e.g. necropolises. Modern forms of spatial arrangement of necropolises search
for solutions which will not only provide a rational -- ergonomic material
shape of the burial place, but also satisfy mental needs of the man connected
with the burial, funeral, cult of the dead, visits to the cemetery,
irrespective of the man's age and ability. Among important problems to be
solved we should pay special attention to the question of accessibility of the
cemetery space to the elderly and the disabled. Therefore all elements
constituting the structure of necropolis must allow for ergonomic designing
factors. Keywords: ergonomics of space of contemporary memory places; design for all; the
disabled; design of necropolises; new burial form | |||
| The Use of Virtual Reality to Train Older Adults in Processing of Spatial Information | | BIBAK | Full-Text | 451-459 | |
| Dyi-Yih Michael Lin; Po-Yuan Darren Yang | |||
| The present study examined the effect of virtual reality/VR on training
older adults in spatial-based performance. Navigating emergency escape routes
in a local hospital was exemplified as the task domain. 15 older adults and 15
college students participated in an experiment where VR, VR plus a bird-view
map, and two-dimensional/2D map presentations were manipulated as
within-subject treatment levels of training media. The results indicated that
the older subject was less advantaged in identifying the correct turns leading
to the emergency exits. While the older subject was also found to have more
difficulty in recalling route landmarks, the 2D and VR-plus-map presentations
produced significantly stronger spatial memory than the pure VR media for both
age groups. When mental rotation was evaluated, the older subject was able to
achieve comparable performance if emergency routes were trained by the VR, and
the VR-plus-map presentations. Detailed implications were discussed for the
design of training media with age considerations. Keywords: virtual reality; training; cognitive aging; spatial performance | |||
| Using Personas and Scenarios as an Interface Design Tool for Advanced Driver Assistance Systems | | BIBAK | Full-Text | 460-469 | |
| Anders Lindgren; Fang Chen; Per Amdahl; Per Chaikiat | |||
| When looking at the traditional way of conducting human factors research
within the active safety area, focus often tends to be on drivers' cognitive
capacities like; situation awareness, workload and behavioural adaptation. This
research is of course invaluable but other important issues that tend to be
forgotten are: What are the drivers' needs and how should an interface be
designed to satisfy those needs? This paper describes the process of defining
requirements for a dynamic graphical interface for ADAS using a rather new
method, Personas, as a starting point in the design process. Based on the
Personas different scenarios and narratives were created and used in a workshop
to specify user needs and requirements in the interface design for Advanced
Driver Assistance Systems. Keywords: Advanced Driver Assistance Systems (ADAS); User Centered Design; Personas;
Scenarios; Interaction Design; Traffic Safety | |||
| Pedestrian Navigation System Implications on Visualization | | BIBA | Full-Text | 470-478 | |
| Thorsten D. Mahler; Markus Reuff; Michael Weber | |||
| With the technical advances in mobile computing electronic maps and guiding systems become widely available for everywhere usage. The computing power allows for guides and even decision support systems. But mobile devices are used on the move and therefore become a secondary task. To reduce cognitive load and to reduce attention intensity visualizations and interaction patterns are needed that are fast and comprehensible. We present a pedestrian navigation system that uses a zoomable interface together with the Halo visualization approach for off screen locations. A user trial with 24 participants indicate that this approach reduces the device interaction immensely leaving more attention to the primary task. | |||
| A DIYD (Do It Yourself Design) e-Commerce System for Vehicle Design Based on Ontologies and 3D Visualization | | BIBA | Full-Text | 479-487 | |
| Lambros Makris; Nikolaos Karatzoulis; Dimitrios Tzovaras | |||
| The state of the art in vehicle configuration is still very much characterized by a face-to-face sales situation. In addition, web browsers are becoming market places. But direct sales over the internet, without contact with a sales person constitute still a small segment of the market, of only a few percent for European manufacturers. The internet is more used as a medium to gather information. A standardised DIYD vehicle configuration is thus a must for European manufacturers today. This paper presents an Intelligent DIY e-commerce system for vehicle design, based on Ontologies and 3D Visualization, that aims at enabling a suitable representation of products with the most realistic possible visualisation outcome. The platform, designed for the automotive sector, includes all the practicable electronic commerce variants and its on-line product configuration process is controlled by an ontology, that was created using the OWL Web Ontology Language. | |||
| WATCH-OVER HMI for Vulnerable Road Users' Protection | | BIBAK | Full-Text | 488-496 | |
| Katrin Meinken; Roberto Montanari; Mark Fowkes; Anny Mousadakou | |||
| WATCH-OVER is a European project, aiming at the enhancement of road safety
and the impairment of traffic accidents involving vulnerable road users (VRUs),
such as pedestrians, bicyclists and motorcyclists, in urban and extra-urban
areas. The project carries out research and development activities, in order to
design an integrated cooperative system for accident prevention. In this paper,
the concept of the Human Machine Interface of the WATCH-OVER system is
discussed and its user-centred approach, based on a user requirement survey, is
described. Regarding the HMI, the basic functionalities and elements, as well
as the preliminary guidelines that endorse the WATCH-OVER system approach, are
presented. Keywords: Vulnerable road users; HMI; road safety; Powered Two-Wheeler's | |||
| Improvement Approach of the Automation System in Aviation for Flight Safety | | BIBAK | Full-Text | 497-506 | |
| Takafumi Nakatani; Kenichiro Honda; Yukihiko Nakata | |||
| Next generation cockpit concept aiming to reduce the risk of
pilot-error-induced accident was studied. This new cockpit concept, called
Human-Centered Cockpit incorporates several ideas which aim to improve the
pilot's situation awareness for the terrain and the aircraft situation without
increasing the pilot's cognitive workload. This concept is built on task
analysis and accident analysis, and through several times of the airline pilot
reviews using partial task simulation of new functions, design issues were
identified and the design was brushed up. Fully functional cockpit simulator
was finally developed to evaluate the effectiveness of this cockpit concept in
the realistic commercial aircraft operational environment from preflight to
spot-in, including the ATC. Six pilots participated in the final evaluation and
the result showed that this cockpit concept enhances the pilot's situation
awareness in the actual operation environment, and improves the pilot's
cognitive workload in flight. Keywords: Human Factors; Flight Deck; CFIT; Situation Awareness | |||
| Addressing Concepts for Mobile Location-Based Information Services | | BIBAK | Full-Text | 507-516 | |
| Wolfgang Narzt; Gustav Pomberger; Alois Ferscha; Dieter Kolb; Reiner Müller; Horst Hörtner; Ronald Haring | |||
| Emerging mobile location-based information services enable people to place
digital content into the physical world. Based on three technical components
(1) mobile devices, (2) wireless networking and (3) location-sensing the
implementation of location-based services can be considered state of the art.
In contrast, we observe a lack of conceptual work in terms of user interface
issues, like designing indirect (one-to-any) addressing models, handling
information overflow and avoiding spam. Every user is able to arbitrarily place
information anywhere without structure or restrictions, and is confronted with
an information mess in return. The focus of this paper concentrates on a novel
addressing concept for mobile location-based information services, which
systematically structures both direct and indirect addressing methods and
supports the users in finding or filtering the information they are interested
in. Keywords: Mobile Location-Based Services; Spam; Addressing Concepts | |||
| Ergonomic Design of Children's Play Spaces in the Urban Environment | | BIBAK | Full-Text | 517-526 | |
| Przemyslaw Nowakowski; Jerzy Charytonowicz | |||
| Any space available to children can be used as a playground. Such places are
getting more and more diminished and isolated from the nearby surroundings.
Creating spatial enclaves, apart from undeniable measurable advantages (e.g.
safety), causes various negative social and organizational consequences (age
discrimination, monotony, uniformization, loosened and deteriorated
interpersonal relationships). However, the arranged playgrounds may become a
means of an effective psychophysical and social development and rehabilitation
of the handicapped children. The paper discusses the following issues:
evolution of housing needs of children of all ages, with special concern for
spatial requirements connected with children's increased mobility; role of a
dwelling, the importance of a child's room and the importance of conditions of
acquiring independence and autonomy; the importance of the play environment in
the open urban space and the role it plays in the family life and in the life
of individual children, and problems of its evolution in the circumstances of
the progressing urbanization. Keywords: designing for children; playgrounds; home and urban environment | |||
| Towards an Accessible Europe | | BIBAK | Full-Text | 527-535 | |
| Maria Panou; Evangelos Bekiaris; María García Robledo | |||
| Mobility is a right that we all have. However, being able to travel by
yourself, without the need of another person's assistance, is not always the
case with mobility-impaired (MI) users. The reason for this is the
non-accessible environment, which prevents an MI person from moving around,
using and changing transportation means, having access to the proper
information (on timetables, routes, etc.). Nevertheless, there exist certain
accessible points and transportation means available in most European
countries, but the people mostly in need of them do not have the proper
information about it. ASK-IT IP aims to eliminate these barriers, by offering
information about accessible content (transportation means, points of interest,
etc.), following a 'design for all' concept and taking advantage of both
location-based and infomobility services. Keywords: accessibility; infomobility; disability; pilot sites; mobility-impaired | |||
| Nomad Devices Adaptation for Offering Computer Accessible Infomobility Services | | BIBAK | Full-Text | 536-545 | |
| Laura Pastor; María García Robleda; Luis Reigosa; Maria Fernanda Cabrera-Umpierrez; Alexandros Mourouzis; Brigitte Ringbauer | |||
| This paper describes the adaptation approach for users with disability of
nomad devices within the ASK-IT European project funded by the EC 6th Framework
Program within the e-Inclusion area. The devices, software and hardware modules
involved are described. The User Interface (UI) configuration, defined
according to the functional characteristics of specific user groups, is
analysed along with the technical specifications of the devices and the
provided services. Finally, the current mock-ups of the system for different
nomad devices are illustrated. Keywords: nomad devices; disability; infomobility; user interface | |||
| GOOD ROUTE HMI for Actors Involved in Dangerous Goods Transportation | | BIBAK | Full-Text | 546-555 | |
| Marco Santi; Katrin Meinken; Harald Widlroither; Evangelos Bekiaris | |||
| GOOD ROUTE is a European project developing a cooperative system for
routing, monitoring, re-routing, enforcement and driver support of dangerous
goods vehicles, based upon dynamic, real time data, in order to minimise the
Societal Risks related to their movements, whereas still generating the most
cost efficient solution for all actors involved in their logistic chain. In
this paper the theoretical background for the Human-Machine Interface of the
GOOD ROUTE system is discussed, different actors are characterised and their
user needs are described. Basic functionalities and elements as well as the
preliminary guidelines that endorse the GOOD ROUTE system approach are
presented. Keywords: Dangerous Goods; communication and interaction; information and warning
strategies; user centred design; user needs; requirements analyses | |||
| An Empirical Study of Developing an Adaptive Location-Based Services Interface on Smartphone | | BIBAK | Full-Text | 556-564 | |
| Kuo-Wei Su; Ching-Chang Lee; Li-Kai Chen | |||
| A mobile market shows that the global LBS (Location-Based Service) market is
noticeable and continues to grow rapidly. With the coming of mobile
applications, the requirement of the small screen interface (SSI) is even more
reinforced because of the need for more functions and contents on the devices.
This research explore an empirical study of user access to PoI's (Point of
Interest) information of the map view display (MVD) and list view display (LVD)
meeting the user's needs base on the principle of adaptive and intuitive
visualization on Smartphone. Further, the prototype of LBS on smartphone was
emulated by VB.Net program, which interfaces are evaluated through objective
measurement and subjective investigation. Our study's results appear cognition
of symbols that affects operating performance, so the suggestion is towards
using LVD more effectively than MVD on LBS applications. The findings of the
study will be helpful to enrich functionality and customization of the LBS
appearance on smartphone. Keywords: Location-Based Service; Point of Interest; Map View Display; List View
Display; Adaptive Visualization; Small Screen Interface | |||
| Augmented Ambient: An Interactive Mobility Scenario | | BIBAK | Full-Text | 565-574 | |
| Veronica Teichrieb; Severino Gomes Neto; Thiago S. M. C. de Farias; João Marcelo X. N. Teixeira; João Paulo S. M. Lima; Gabriel Almeida; Judith Kelner | |||
| This paper presents the Augmented Ambient project that aims to construct a
highly interactive mobility scenario based on augmented reality applications
running on heterogeneous multimedia devices. Mobility is made available through
ambient networks, which are dynamic computer networks. A case study has been
performed about a virtual museum, where users join a service network that
includes art pieces visualization, broadcast interview, chat, and remote live
auctions. These services are implemented in Desktop, Pocket PC and Symbian OS
platforms. Each one has its own limitations related to processing power and
content exhibition, which are considered during media exchange. The application
development process for each supported platform is detailed in the text that
presents also some libraries built to simplify and speed up the development,
namely OgreAR, OGRE port for Pocket PC and CIDA, beyond the ambient networks
related software infrastructure. Keywords: augmented reality; ambient networks; mobility; interaction techniques | |||
| A New Approach for Pedestrian Navigation for Mobility Impaired Users Based on Multimodal Annotation of Geographical Data | | BIBAK | Full-Text | 575-584 | |
| Thorsten Völkel; Gerhard Weber | |||
| Although much effort is spent in developing navigation systems for
pedestrians, many users with special needs are mostly excluded due to a lack of
appropriate geographical data such as landmarks, waypoints, or obstacles. Such
data is necessary for computing suitable routes which might differ from being
the shortest or fastest one. In this paper, the concept of multimodal
annotation of geographical data for personalized navigation is described.
Direct input by the user is combined with data derived from the observation of
the user's LOM-Modality (Location, Orientation, and Movement) to annotate
geographical data. Based on this data and data derived from other users of the
same user group, suitable routes even in unknown territory can be calculated. Keywords: multimodal annotation; pedestrian navigation; mobility impairment | |||
| A Proposal for Distance Information Displaying Method of a Walking Assistive Device for the Blind | | BIBAK | Full-Text | 585-594 | |
| Chikamune Wada; Miki Asonuma | |||
| In this paper, we propose a device that indicates the direction of an
obstacle that is encroaching into the path of a visually impaired person who is
walking. Our proposed system, which would resemble a pair of eyeglasses, first
detects an obstacle and then indicates its direction and distance to the wearer
through puff of air to the forehead. This paper describes the preliminary
testing for presenting distance information. Keywords: Blind; Walk; Assistive device; Tactile; Distance | |||
| Specification of Information Needs for the Development of a Mobile Communication Platform to Support Mobility of People with Functional Limitations | | BIBAK | Full-Text | 595-604 | |
| Marion Wiethoff; Sascha M. Sommer; Sari Valjakka; Karel Van Isacker; Dionisis Kehagias; Evangelos Bekiaris | |||
| Opportunities for people with functional limitations are increasing. ICT
provides a number of possibilities to receive care, to travel, to work, to
educate oneself, to inform oneself and to meet other people. In this paper, the
methodology for defining user requirements for supporting people with
functional limitations through ICT (the ASK-It Concept) is presented. The
methodology covers various domains. A case example as an illustration of the
process is used: a communication platform to support social relations and
communities. The methodology is built upon the definition of user groups, the
elaboration and implementation of relevant action and activity theory
principles, and is successively developed with the content modelling procedure,
in order to provide a formal description of user information needs in a
computer understandable and interoperable format. Keywords: Virtual communities; Content requirements; Action theory; Activity Theory;
Functional limitations | |||
| Intuitive Map Navigation on Mobile Devices | | BIBAK | Full-Text | 605-614 | |
| Stefan Winkler; Karthik Rangaswamy; ZhiYing Zhou | |||
| In this paper, we propose intuitive motion-based interfaces for map
navigation on mobile devices with built-in cameras. The interfaces are based on
the visual detection of the devices self-motion. This gives people the
experience of navigating maps with a virtual looking glass. We conducted a user
study to evaluate the accuracy, sensitivity and responsiveness of our proposed
system. Results show that users appreciate our motion-based user interface and
find it more intuitive than traditional key-based controls, even though there
is a learning curve. Keywords: Virtual map navigation; user interface; motion detection; pose estimation | |||
| An Interactive Entertainment System Usable by Elderly People with Dementia | | BIBAK | Full-Text | 617-623 | |
| Norman Alm; Arlene Astell; Gary Gowans; Richard Dye; Maggie Ellis; Phillip Vaughan; Alan F. Newell | |||
| As the population profile in most part of the world is more and more
weighted towards older people, the incidence of dementia will continue to
increase. Dementia is marked by a general cognitive decline, and in particular
the impairment of working (short-term) memory. Finding ways to engage people
with dementia in stimulating but safe activities which they can do without the
help of a carer would be beneficial both to them and to their caregivers. We
are developing an interactive entertainment system designed to be used alone by
a person with dementia without caregiver assistance. We have piloted a number
of interactive virtual environments and activities both with people with
dementia and professionals in the field of dementia care. We report the results
of this pilot work and consider the further questions to be addressed in
developing an engaging, multimedia activity for people with dementia to use
independently. Keywords: Dementia; assistive technology; cognitive prostheses; multimedia;
touchscreens | |||
| VRfx -- A User Friendly Tool for the Creation of Photorealistic Virtual Environments | | BIBAK | Full-Text | 624-632 | |
| Matthias Bues; Günter Wenzel; Manfred Dangelmaier; Roland Blach | |||
| By using VR, industrial designs and architectural studies can be evaluated
in early stages of development. In order to judge visual appearances and
surface materials, a high visual quality is crucial. Today's programmable
graphics hardware allows rendering of photorealistic effects in real-time.
Basically, this functionality can be exploited in VR, but the amount of work
for model creation must be by orders of magnitudes lower than what's acceptable
for computer games. Thus, a tool is needed which allows efficient preparation
of design models from the digital process chain for high-fidelity VR models and
which is easy to use for people who are familiar with modeling or CAD software.
In this article, we describe the software tool VRfx. which addresses this task. Keywords: Virtual Environments; Industrial Design; Real-Time Shading; Photorealism | |||
| Effects of Virtual Reality Display Types on the Brain Computer Interface System | | BIBAK | Full-Text | 633-639 | |
| Hyun Sang Cho; Kyoung Shin Park; Yongkag Kim; Chang S. Kim; Minsoo Hahn | |||
| This paper presents the study of evaluating VR display types on Brain
Computer Interface (BCI) performance. In this study, a configurable virtual
reality BCI system was used for users to control the virtual environment to
execute the ubiquitous computing home facilities. The study evaluated various
VR display types: 2D arrow cue, 3D virtual reality, 3D fully immersive CAVE
system, and 3D CAVE cue. The task involved users to imagine left or right arm
movements for rotating the direction in the virtual environment and move
forward by using a direction locking device. The result shows that there was no
significant improvement on BCI classification rate even by enhancing the
immersion of VR displays. Instead, the level of simulator sickness was
increased. This result indicates a new improved display type is needed for the
ubiquitous computing environment control BCI system. Keywords: Brain Computer Interface; Virtual Reality; Ubiquitous Computing Environment;
Immersion; Display Types | |||
| A First Person Visuo-Haptic Environment | | BIBAK | Full-Text | 640-643 | |
| Sabine Coquillart | |||
| In real life, most of the tasks we perform throughout the day are first
person tasks. Shouldn't these same tasks be realized from a first person point
of view in virtual reality? This paper presents a first person Projection-based
Visuo-Haptic Environment, and virtual prototyping and data exploration
applications taking advantage of the first person visuo-haptic features of this
configuration. Keywords: virtual reality; 6dof force feedback; projection-based virtual environments;
co-location; virtual prototyping; scientific visualization | |||
| AKROPHOBIA Treatment Using Virtual Environments: Evaluation Using Real-Time Physiology | | BIBAK | Full-Text | 644-651 | |
| Marcel Delahaye; Ralph Mager; Oliver Stefani; Evangelos Bekiaris; Michael Studhalter; Martin Traber; Ulrich Hemmeter; Alexander H. Bullinger | |||
| In the present paper a VR (Virtual Reality) exposure treatment program for
Acrophobia (fear of heights) is introduced and evaluated against an in vivo
exposure with the same success rate. During the VR exposure psychophysiological
parameters (heart rate, respiratory rate) are collected. VR offers the good
opportunity to study psychophysiological effects under almost standardized
conditions. The findings reflect partly the somatic correlates during an
anxiety attack. Beside the opportunity of standardized circumstances other
advantages of VR techniques are discussed (cost effectiveness, enhancement of
the narration process, higher user acceptance). Keywords: VR therapy; Acrophobia; presence physiological correlates; narration
process; desensitization | |||
| Multimodal Augmented Reality in Medicine | | BIBAK | Full-Text | 652-658 | |
| Matthias Harders; Gérald Bianchi; Benjamin Knoerlein | |||
| The driving force of our current research is the development of medical
training systems using augmented reality techniques. To provide multimodal
feedback for the simulation, haptic interfaces are integrated into the
framework. In this setting, high accuracy and stability are a prerequisite.
Misalignment of overlaid virtual objects would greatly compromise manipulative
fidelity and the sense of presence, and thus reduce the overall training
effect. Therefore, our work targets the precise integration of haptic devices
into the augmented environment and the stabilization of the tracking process.
This includes a distributed system structure which is able to handle multiple
users in a collaborative augmented world. In this paper we provide an overview
of related work in medical augmented reality and give an introduction to our
developed system. Keywords: Augmented Reality; Haptics; Medicine; Training | |||
| New HCI Based on a Collaborative 3D Virtual Desktop for Surgical Planning and Decision Making | | BIBAK | Full-Text | 659-665 | |
| Pascal Le Mer; Dominique Pavy | |||
| Today, diagnosis of cancer and therapeutic choice imply strongly structured
meeting between specialized practitioners. These complex and not standardized
meetings are generally located at a same place and need a heavy
preparation-time. In this context, we assume that efficient collaborative tools
could help to reduce decision time and improve reliability of the chosen
treatments. The European project Odysseus investigates how to design a
Collaborative Decision Support Systems (CDSS) for surgical planning. We present
here an activity analysis and the first outcomes of a participatory design
method involving end users. Especially a new concept of Graphic User Interface
(GUI) is proposed. It tries to make use of Virtual Reality technologies to
overcome issues met with common collaborative tools. Keywords: 3D Graphic User Interface; Collaborative Decision Support System; Surgical
planning; Virtual Reality Technologies | |||
| Measurement and Prediction of Cybersickness on Older Users Caused by a Virtual Environment | | BIBAK | Full-Text | 666-675 | |
| Cheng-Li Liu; Shiaw-Tsyr Uang | |||
| Recently the development of network technology is quickly, there are more
and more VEs can be browsed on the Web, such as video games, digital museums
and electronic shops. Therefore, the older web-users can easily immerse in a VE
at home and become the fastest growing group of internet users. In general,
these visitors browse the web-VEs on the field of TFT-LCD display. This study
found that the SSQ scores of cybersickness increased significantly with
increasing navigation rotating speed and exposure duration on older
participants whilst the device of TFT-LCD displays are used to present the VE.
Therefore, the cybersickness-predicting model was designed by fuzzy sets
including speed of navigation rotation, angle of navigation rotation and
exposure duration to evaluate the symptom of cybersickness for older users on
TFT-LCD display in VE. Keywords: Cybersickness; Virtual environment; Navigation; Elders; Fuzzy sets | |||
| VR, HF and Rule-Based Technologies Applied and Combined for Improving Industrial Safety | | BIBAK | Full-Text | 676-680 | |
| Konstantinos Loupos; Luca Vezzadini; Wytze Hoekstra; Waleed Salem; Paul Chung; Matthaios Bimpas | |||
| Industrial safety can be regarded as a major issue of industrial
environments nowadays. This is why industries are currently spending huge
amounts of resources to improve safety in all levels by reducing risks of
causing damages to equipment, human injuries or even fatalities. This paper
describes how Virtual Reality, Human Factors and Rule-based technologies are
used in the framework of the VIRTHUALIS Integrated Project towards industrial
training, safety management and accident investigation. The paper focuses
mainly on the VR system specification and basic modules, while at the same time
it presents the main system modules that synthesize the tool as a whole. Keywords: Virtual Reality; Virtual Environments; Human Factors; Rule based
technologies; industrial safety | |||
| Adaptive Virtual Reality Games for Rehabilitation of Motor Disorders | | BIBAK | Full-Text | 681-690 | |
| Minhua Ma; Michael McNeill; Darryl Charles; Suzanne McDonough; Jacqui Crosbie; Louise Oliver; Clare McGoldrick | |||
| This paper describes the development of a Virtual Reality (VR) based
therapeutic training system aimed at encourage stroke patients with upper limb
motor disorders to practice physical exercises. The system contains a series of
physically-based VR games. Physically-based simulation provides realistic
motion of virtual objects by modelling the behaviour of virtual objects and
their responses to external force and torque based on physics laws. We present
opportunities for applying physics simulation techniques in VR therapy and
discuss their potential therapeutic benefits to motor rehabilitation. A
framework for physically-based VR rehabilitation systems is described which
consists of functional tasks and game scenarios designed to encourage patients'
physical activity in highly motivating, physics-enriched virtual environments
where factors such as gravity can be scaled to adapt to individual patient's
abilities and in-game performance. Keywords: Serious games; Virtual Reality; adaptive games; motor disorder; therapeutic
exercise; bilateral training | |||
| Controlling an Anamorphic Projected Image for Off-Axis Viewing | | BIBA | Full-Text | 691-698 | |
| Jiyoung Park; Myoung-Hee Kim | |||
| We modify a projected image so as to compensate for changes in the viewer's location. We use the concept of a virtual camera in the viewing space to achieve a transformable display with improved visibility. The 3D space and virtual camera are initialized and then the image is translated, rotated, scaled and projected. The user can modify the position and size of the image freely within the allowable projection area. They can also change its orientation as seen from their viewpoint, which can be off the axis of projection. | |||
| An Anthropomorphic AR-Based Personal Information Manager and Guide | | BIBAK | Full-Text | 699-708 | |
| Andreas Schmeil; Wolfgang Broll | |||
| The use of personal electronic equipment has significantly increased during
recent years. Augmented Reality (AR) technology enables mobile devices to
provide a very rich user experience by combining mobile computing with
connectivity and location-awareness. In this paper we discuss the approach and
development of an Augmented Reality-based personal assistant, combining the
familiar interface of a human person with the functionality of a location-aware
digital information system. The paper discusses the main components of the
system, including the anthropomorphic user interface as well as the results of
an initial prototype evaluation. Keywords: Augmented Reality; Mobile Computing; Virtual Humans; Anthropomorphic User
Interfaces; Digital Assistants; Environment Model; Location Based Systems | |||
| Merging of Next Generation VR and Ambient Intelligence -- From Retrospective to Prospective User Interfaces | | BIBAK | Full-Text | 709-714 | |
| Oliver Stefani; Ralph Mager; Evangelos Bekiaris; Maria Gemou; Alexander H. Bullinger | |||
| In this paper we present current and future approaches to merge intelligent
interfaces with immersive Virtual Environments (VEs). The aim of this paper is
to substantiate the introductory presentation in the session "Facing Virtual
Environments with innovative interaction techniques" at HCI 2007. Although VEs
and multimodal interfaces tried to make Human-Computer-Interaction as natural
as possible, they have shown serious usability problems. We describe concepts
to aid users in supporting their personal cognitive and perceptual
capabilities, where the Virtual Environment will adapt dynamically and in
real-time to the users' physiological constitution, previous behaviour and
desires. With our concept, human performance can be significantly enhanced by
adapting interfaces and environments to the users' mental condition and their
information management capacity. Health and usability problems caused by
stress, workload and fatigue will be avoided. We intend to encourage
discussions on this topic among the experts, which are gathered this session. Keywords: Virtual Reality; Sensors; Ambient Intelligence; Adaptive interfaces | |||
| Steady-State VEPs in CAVE for Walking Around the Virtual World | | BIBA | Full-Text | 715-717 | |
| Hideaki Touyama; Michitaka Hirose | |||
| The human brain activities of steady-state visual evoked potentials, induced by a virtual panorama and two objects, were recorded for two subjects in immersive virtual environment. The linear discriminant analysis with single trial EEG data for 1.0 seconds resulted in 74.2% of averaged recognition rate in inferring three gaze directions. The possibility of online interaction with 3D images in CAVE will be addressed for walking application or remote control of a robotic camera. | |||
| An Eye-Gaze Input System Using Information on Eye Movement History | | BIBAK | Full-Text | 721-729 | |
| Kiyohiko Abe; Shoichi Ohi; Minoru Ohyama | |||
| We have developed an eye-gaze input system for people with severe physical
disabilities such as amyotrophic lateral sclerosis. The system utilizes a
personal computer and a home video camera to detect eye gaze under natural
light. It also compensates for measurement errors caused by head movements; in
other words, it can detect the eye gaze with a high degree of accuracy. We have
also developed a new gaze selection method based on the eye movement history of
a user. Using this method, users can rapidly input text using eye gazes. Keywords: Eye-gaze input; Communication aid; Natural light; Gaze selection; Welfare
device | |||
| Handheld Haptic Display with Braille I/O | | BIBAK | Full-Text | 730-739 | |
| Tomohiro Amemiya | |||
| This paper describes the implementation of a handheld haptic display using
verbal and nonverbal communication technologies for visually impaired
pedestrians. Wearable and mobile human-computer-interface technologies provide
the means to use the display in daily life. Six ring-mounted vibrators for the
finger-braille method, one of the commonly used communication methods among
deaf-blind people in Japan, and a textual input interface designed on the basis
of the braille input method, are adopted as the verbal I/O interface. As the
non-verbal I/O interface, a perceptual force attraction method, which can
convey "pull" or "push" sensations on handheld devices, is adopted for
intuitive way-finding. The handheld haptic display with these technologies
integrated has the potential to support wayfinding not only for blind people
but also for sighted people. Keywords: force display; sensory illusion; wearable computer; Finger-Braille; brailler | |||
| Nonverbally Smart User Interfaces: Postural and Facial Expression Data in Human Computer Interaction | | BIBA | Full-Text | 740-749 | |
| Gisela Susanne Bahr; Carey Balaban; Mariofanna G. Milanova; Howard Choe | |||
| We suggest that User Interfaces (UIs) can be designed to serve as cognitive tools based on a model of nonverbal human interaction. Smart User Interfaces (SUIs) have the potential to support the human user when and where appropriate and thus indirectly facilitate higher mental processes without the need for end-user programming or external actuation. Moreover, graphic nonverbally sensitive SUIs are expected to be less likely to interfere with ongoing activity and disrupt the user. We present two non-invasive methods to assess postural and facial expression components and propose a contextual analysis to guide SUI actuation and supportive action. The approach is illustrated in a possible redesign of the Microsoft helper agent "Clippit" ®. | |||
| Towards a Physical Based Interaction-Model for Information Visualization | | BIBAK | Full-Text | 750-758 | |
| Roland Blach; Günter Wenzel; Manfred Dangelmaier; Jörg Frohnmayer | |||
| The ongoing process of collection and storage of knowledge with computer
technology leads to highly complex information environments. The efficient
access to information and the structure itself gets more and more complicated.
The presented work investigates the usefulness of physical based interaction
and representation behavior in immersive environments for information
visualization. A framework will be presented for the mapping of physical
behavior on abstract data entities and interaction. This framework is applied
to an early prototype for market research. Keywords: Information Visualization; Virtual Reality; Virtual Environments; Physical
Based Modeling | |||
| A Note on Brain Actuated Spelling with the Berlin Brain-Computer Interface | | BIBA | Full-Text | 759-768 | |
| Benjamin Blankertz; Matthias Krauledat; Guido Dornhege; John Williamson; Roderick Murray-Smith; Klaus-Robert Müller | |||
| Brain-Computer Interfaces (BCIs) are systems capable of decoding neural activity in real time, thereby allowing a computer application to be directly controlled by the brain. Since the characteristics of such direct brain-to-computer interaction are limited in several aspects, one major challenge in BCI research is intelligent front-end design. Here we present the mental text entry application 'Hex-o-Spell' which incorporates principles of Human-Computer Interaction research into BCI feedback design. The system utilises the high visual display bandwidth to help compensate for the extremely limited control bandwidth which operates with only two mental states, where the timing of the state changes encodes most of the information. The display is visually appealing, and control is robust. The effectiveness and robustness of the interface was demonstrated at the CeBIT 2006 (world's largest IT fair) where two subjects operated the mental text entry system at a speed of up to 7.6 char/min. | |||
| EOG Pattern Recognition Trial for a Human Computer Interface | | BIBAK | Full-Text | 769-776 | |
| Sara Brunner; Sten Hanke; Siegfried Wassertheurer; Andreas Hochgatterer | |||
| The setup of a human computer interaction electrooculography (EOG)
measurement trail for developing pattern recognition algorithms is described.
With an easy to wear EOG measurement device we realized performance tests with
a group of normal individuals as well as with one individual suffering from
multiple sclerosis (MS). The individuals had to perform different eye movement
patterns for coding information to control the environment. Different patterns
of recognition in the time domain have been tried and implemented to perform
online performance tests. The aim is to develop an EOG based communication
device passed on pattern recognition algorithms for user with limited
functionality. Keywords: Electrooculography; EOG; pattern recognition; human computer interface | |||
| Continuous Recognition of Human Facial Expressions Using Active Appearance Model | | BIBAK | Full-Text | 777-783 | |
| Kyoung-Sic Cho; Yong-Guk Kim | |||
| Recognizing human facial expressions continuously is useful since it has
many potential applications. We have implemented a continuous facial expression
recognition system using Active Appearance Model (AAM). AAM has been widely
used in face tracking, face recognition, and object recognition tasks. In this
study, we adopt an independent AAM using Inverse Compositional Image Alignment
method. The evaluation of this system carried out with the standard Cohn-Kanade
facial expression database. Result shows that it could useful for many
applications. Keywords: Active Appearance Model (AAM); Facial Expression Recognition; Object
Tracking; Inverse Compositional Alignment Method | |||
| Robust Extraction of Moving Objects Based on Hue and Hue Gradient | | BIBA | Full-Text | 784-791 | |
| Yoo-Joo Choi; Je-Sung Lee; We-Duke Cho | |||
| This paper presents a new method for robustly extracting moving objects in an environment with varying illuminations. The proposed method applies background subtraction scheme based on hue and hue gradient to minimize the effect of the illumination change. First, we train the background images in the HSI color space and build the Gaussian background model with respect to the hue and hue gradient. Next, image subtraction is performed between the trained background image and the current input image based on the Gaussian background model. Finally, the morphological operations are applied to remove the background noise. In this paper, we compare the previous subtraction schemes to our method applied to both the hand and body tracking in order to prove the robustness of the proposed method in sudden illumination changes. | |||
| An Adaptive Vision System Toward Implicit Human Computer Interaction | | BIBAK | Full-Text | 792-801 | |
| Peng Dai; Linmi Tao; Xiang Zhang; Ligeng Dong; Guangyou Xu | |||
| In implicit human computer interaction, computers are required to understand
users' actions and intentions so as to provide proactive services. Visual
processing has to detect and understand human actions and then transform them
as the implicit input. In this paper an adaptive vision system is presented to
solve visual processing tasks in dynamic meeting context. Visual modules and
dynamic context analysis tasks are organized in a bidirectional scheme. Firstly
human objects are detected and tracked to generate global features. Secondly
current meeting scenario is inferred based on these global features, and in
some specific scenarios face and hand blob level visual processing tasks are
fulfilled to extract visual information for the analysis of individual and
interactive events, which can further be adopted as implicit input to the
computer system. The experiments in our smart meeting room demonstrate the
effectiveness of the proposed framework. Keywords: Implicit human computer interaction; visual processing; dynamic context
Analysis | |||
| Detailed Monitoring of User's Gaze and Interaction to Improve Future E-Learning | | BIBAK | Full-Text | 802-811 | |
| Heiko Drewes; Richard Atterer; Albrecht Schmidt | |||
| In this paper, we investigate how to use future interaction technologies to
enhance learning technologies. We examine in detail how tracking the mouse
pointer and observing the user's gaze can help to monitor the use of web
applications and in particular E-learning applications. To improve learning and
teaching, it is of interest to understand in what order and to what extent
users read texts, how much time they spend on individual parts of the teaching
materials, and where they get stuck. Based on a standard web browser as an
application platform, extended with a gaze tracking facility, we conducted
studies to explore the feasibility of this novel approach. The concept includes
an extension of current technologies to allow JavaScript code running in the
browser to access the current gaze position of the user. Our work shows how
pieces of web technology and eye gaze tracking can be put together to create a
new platform for E-learning that provides additional benefits for learners and
teachers. Keywords: User monitoring; eye-gaze user interfaces; interaction tracking; reading
detection; E-learning | |||
| Facial Expression Recognition Based on Color Lines Model and Region Based Processing | | BIBAK | Full-Text | 812-817 | |
| GeonAe Eom; Hyun Seung Yang | |||
| Facial expression involves various movements. We present various facial
expressions as simple regions on facial area and get recognition rate. There
are two steps for obtaining the expression regions. First step is to extract
facial area from input image with color lines model and second step is to catch
regions of expression on extracted facial area with active contour without
edges method as a region based processing. We have tested this presentation
method for facial expressions from the open facial expression database JAFFE
(Japanese Female Facial Expressions). In this method, we can get a facial
expression region without any manual works. In the future, we will compensate
for lack of ambiguities among expressions with person specific method and this
method will be extended to image sequence. Keywords: facial expression; color lines model; active contour without edges | |||
| A Real-Time Gesture Tracking and Recognition System Based on Particle Filtering and Ada-Boosting Techniques | | BIBA | Full-Text | 818-827 | |
| Chin-Shyurng Fahn; Chih-Wei Huang; Hung-Kuang Chen | |||
| A real-time gesture tracking and recognition system based on particle filtering and Ada-Boosting techniques is presented in this paper. The particle filter, which is a flexible simulation-based method and suitable for non-linear tracking problems, is adopted to achieve hand tracking robustly. In order to avoid the influence of the other exposed skin parts of a human body and skin-colored objects in the background, our system further applies the motion information as a feature of the hand in addition to the skin color information. Compared with the conventional particle filters, our method leads to more efficient sampling and requires fewer particles. It results in lowering computational cost and saving much time for gesture recognition later. The gesture recognition uses the features derived from the wavelet transform, and employs an Ada-Boost algorithm which is excellent in facilitating the speed of convergence during the training. Hence, it is conducive to update new information and expand new gesture archives. The experimental results reveal our system is fast, accurate, and robust in hand tracking. Moreover, it has good performance in gesture recognition under complicated environments. | |||
| Enhancing Human-Computer Interaction with Embodied Conversational Agents | | BIBA | Full-Text | 828-837 | |
| Mary Ellen Foster | |||
| We survey recent research in which the impact of an embodied conversational agent on human-computer interaction has been assessed through a human evaluation. In some cases, the evaluation involved comparing different versions of the agent against itself in the context of a full interactive system; in others, it measured the effect on user perception of spoken output of specific aspects of the embodied agent's behaviour. In almost all of the studies, an embodied agent that displays appropriate non-verbal behaviour was found to enhance the interaction. | |||
| Comparison Between Event Related Potentials Obtained by Syllable Recall Tasks and by Associative Recall Tasks | | BIBAK | Full-Text | 838-847 | |
| Mariko Fujikake Funada; Miki Shibukawa; Tadashi Funada; Satoki P. Ninomija; Yoshihide Igarashi | |||
| The final goal of this research is to establish some useful verbal
communication systems between computers and persons, or between handicapped
persons and normal persons. For a substantial progress toward the research
goal, we investigate Event Related Potentials (ERP's for short) caused by
Electroencephalograms (EEG's for short). By observing ERP's, we estimate
recalled words, phrases, or sentences that may contain some homonyms or related
words. In particular, we pay attention to the difference between ERP's caused
by recalling a single syllable individually without other syllables and ERP's
caused by recalling a syllable together with a word containing the syllable.
From our observation of this difference, we believe that it may be useful to
discuss the possibility of estimating a recalled word by combining ERPs caused
by syllables. Keywords: EEG; ERP; syllable recall; association | |||
| Gaze as a Supplementary Modality for Interacting with Ambient Intelligence Environments | | BIBAK | Full-Text | 848-857 | |
| Daniel Gepner; Jérôme Simonin; Noëlle Carbonell | |||
| We present our current research on the implementation of gaze as an
efficient and usable pointing modality supplementary to speech, for interacting
with augmented objects in our daily environment or large displays, especially
immersive virtual reality environments, such as reality centres and caves. We
are also addressing issues relating to the use of gaze as the main interaction
input modality. We have designed and developed two operational user interfaces:
one for providing motor-disabled users with easy gaze-based access to map
applications and graphical software; the other for iteratively testing and
improving the usability of gaze-contingent displays. Keywords: gaze tracking; gaze pointing; gaze-contingent displays; gaze and speech
human-computer interaction; multimodal human-computer interaction; ambient
intelligence | |||
| Integrating Multimodal Cues Using Grammar Based Models | | BIBA | Full-Text | 858-867 | |
| Manuel Giuliani; Alois Knoll | |||
| Multimodal systems must process several input streams efficiently and represent the input in a way that allows the establishment of connections between modalities. This paper describes a multimodal system that uses Combinatory Categorial Grammars to parse several input streams and translate them into logical formulas. These logical formulas are expressed in Hybrid Logic, which is very suitable for multimodal integration because it can represent temporal relationships between modes in an abstract way. This level of abstraction makes it possible to define rules for multimodal processing in a straightforward way. | |||
| New Type of Auditory Progress Bar: Exploration, Design and Evaluation | | BIBAK | Full-Text | 868-877 | |
| Shuo Hsiu Hsu; Cécile Le Prado; Stéphane Natkin; Claude Liard | |||
| In this paper, we focus on the method to explore a different type of
auditory progress bar by analyzing the characteristics of the visual progress
bar and contexts of auditory application. A scenario of bearing in the
forward/reverse modes of digital compass is selected to implement the auditory
progress bar. The auditory cues play an interactive role in the bearing that
they are altered according to the user's operating behavior. Composed of sound
signal and silent pause, the auditory cues are generated from a formula based
on the warm/cold metaphor. A method incorporating the foreground/ background
sounds is also designed to provide different ranges of progress
information/progress update expressed through auditory cues. In this report
four versions of auditory cues are presented as the solution to the interactive
auditory progress bar and a pilot study is evaluated. Keywords: Auditory progress bar; sound design | |||
| Factors Influencing the Usability of Icons in the LCD Touch Screens | | BIBAK | Full-Text | 878-887 | |
| Hsinfu Huang; Wang-Chin Tsai; Hsin-His Lai | |||
| The purpose of this study was to investigate factors influencing the
usability of icons in the LCD touch screens. In this study, subjects had to
fill in the questionnaire and rated questions on 7-point Likert scales. 20
evaluation items were collected from relevant interface design guidelines. A
total of 30 subjects, 10 none-experience users, 10 click-experience users (PDA
user), 10 touch-experience users (LCD touch screens user), participated in the
investigation. As main statistical test, a principal component analysis (PCA)
was performed with SPSS/ PC. The results from the principal components analysis
showed that the usability of touch icon was affected by seven factors: touch
field, semantics quality, dynamics, hit quality, tactility, color quality and
shape quality. Among these, touch field was the most important. Finally, the
results of correlation analyses indicated that experience related to importance
ratings for usability. Especially, subjects show significant difference in the
size element (p<0.05). Further, user who has pen-click experience, such as
PDA user, still show better performance for touch screen even if they use
smaller icon. Keywords: LCD touch screens; touch icons; usability; factors analysis | |||
| Natural Demonstration of Manipulation Skills for Multimodal Interactive Robots | | BIBA | Full-Text | 888-897 | |
| Markus Hüser; Tim Baier-Löwenstein; Marina Svagusa; Jianwei Zhang | |||
| This paper presents a novel approach to natural demonstration of manipulation skills for multimodal interactive robots. The main focus is on the natural demonstration of manipulation skills, especially grasping skills. In order to teach grasping skills to a multimodal interactive robot, a human instructor makes use of natural spoken language and grasping actions demonstrated to the robot. The proposed approach emphasizes on four different aspects of learning by demonstration: First, the dialog system for processing natural speech is considered. Second, an object detection and classification scheme for the robot is shown. Third, the correspondence problem is addressed by an algorithm for visual tracking of the demonstrator's hands in real time and the transformation of the tracking results into an approach trajectory for a robotic arm. The fourth aspect addresses the fine-tuning of the robot's hand configuration for each grasp. It introduces a criterion to evaluate a grasp for stability and possible reuse of a grasped object. The approach produces stable grasps and is applied and evaluated on a multimodal service robot. | |||
| Smart SoftPhone Device for the Network Quality Parameters Discovery and Measurement | | BIBAK | Full-Text | 898-907 | |
| Jinsul Kim; Minsoo Hahn; Hyun-Woo Lee | |||
| Due to the shared nature of current network structures, guaranteeing the
quality of service (QoS) of Internet applications from an end-to-end is
sometimes difficult and then it has been requested to develop smart devices
which have multi-modal functionality for ubiquitous network and computing
environment. In this paper, we design smart SoftPhone device for guaranteeing
QoS which can discover and measure various network parameters during realtime
phone-call service through IP network. The smart SoftPhone for discovering and
measuring of QoS-factors in realtime consists of four main blocks that is in
order to control and measure various parameters independently based on
UDP/SIP/RTP protocol during the end-to-end voice service. Also, we provide
critical message report procedures and management schemes to guarantee QoS
based on using smart SoftPhone device. For the reporting quality parameters
optimally during establishing call sessions of VoIP service, we design critical
management module blocks for call session and for quality reporting. To sum up,
for the performance evaluation of the smart SoftPhone with scientific
exactitude of quality factors, we examine the proposed technique based on the
realtime phone-call service through heterogeneous network. The experimental
results confirm that the developed smart SoftPhone is very useful to
quality-measuring for the quality guaranteed realtime VoIP service and then it
could also be applied to improve speech quality as a packet compensation
device. Keywords: VoIP; SoftPhone; QoS; IP Network; Measurement; Management | |||
| BloNo: A New Mobile Text-Entry Interface for the Visually Impaired | | BIBAK | Full-Text | 908-917 | |
| Paulo Lagoá; Pedro Santana; Tiago João Vieira Guerreiro; Daniel Gonçalves; Joaquim A. Jorge | |||
| We present a new mobile text-entry method that relies on alphabet navigation
and dismisses memorizing, offering visually impaired individuals an easy
writing mechanism. Current mobile text-entry interfaces are not suitable for
blind users and special braille devices are too heavy, large and cumbersome to
be used in a mobile context. With the enormous growth of mobile communications
and applications it was urgent to offer visually impaired individuals the
ability to operate this kind of devices. Evaluation studies were carried and
validated the navigation method as a new mobile text-entry interface for the
target population. Keywords: Mobile; Visually Impaired; Text-Entry; Accessibility; SMS | |||
| Low-Cost Portable Text Recognition and Speech Synthesis with Generic Laptop Computer, Digital Camera and Software | | BIBAK | Full-Text | 918-927 | |
| Lauri Lahti; Jaakko Kurhila | |||
| Blind persons or people with reduced eyesight could benefit from a portable
system that can interpret textual information in the surrounding environment
and speak directly to the user. The need for such a system was surveyed with a
questionnaire, and a prototype system was built using generic, inexpensive
components readily available. The system architecture is component-based so
that every module can be replaced with another generic module. Even though the
system makes partly incorrect recognition of text in a versatile environment,
the evaluation of the system with five actual users suggested that the system
can provide genuine additional value in coping with everyday issues outdoors. Keywords: Text recognition; speech synthesis; independent initiative | |||
| Human Interface for the Robot Control in Networked and Multi-sensored Environment | | BIBA | Full-Text | 928-935 | |
| Hyun-Gu Lee; Yong-Guk Kim; Ho-Dong Lee; Joo-Hyung Kim; Gwi-Tae Park | |||
| In this paper, we propose a human-robot interface in networked and multi-sensored environments. The human robot interface is an essential part of intelligent robotic system. Through the human robot interface, human being can interact with the robot. Especially, in multi-sensored environment, the human robot interface can be developed with remarkably extended functionality. Generally, handheld device such as PDA is a suitable for human robot interface because of its mobility and network ability. In this paper, we select PDA as device of human robot interface. In the implemented framework, the robot user can monitor what happens in multi-sensored environment and control the mobile robot easily and intuitively. | |||
| Gesture-Based Interactions on Multiple Large Displays with a Tabletop Interface | | BIBAK | Full-Text | 936-942 | |
| Jangho Lee; Jun Lee; HyungSeok Kim; Jee-In Kim | |||
| We like large displays. Also, we love to equip with multiple displays for
exercising multiple tasks in parallel. It is not unusual to have multiple large
displays in our offices. Therefore, we can see many widgets on multiple large
displays and would like to select and manipulate them in more convenient and
faster ways. Because the widgets are physically spread in multiple large
displays, it is not easy for users to reach them easily. It follows that new
interaction techniques must be provided.[1] New interaction techniques for
accessing distant widgets on multiple large displays using a tabletop interface
called 'u-Table' [2] are proposed in this paper. Hand gestures are mainly used
on tabletop interfaces because of their intuitive, non-invasive and easy
operations. We incorporate advantages of existing techniques such as
intuitiveness of tabletop interfaces, fastness and simultaneity of existing
interaction techniques such as Drag-and-pick [10] and Vacuum [11]. The proposed
interaction techniques include fetching, sending, and manipulating distant
widgets on multiple large displays. We expect our techniques can be applied
various interfaces using hand gestures and heterogeneous displays. Keywords: Multiple Large Displays; Hand Gestures; Tabletop Interfaces | |||
| 3D Model Based Face Recognition by Face Representation Using PVM and Pose Approximation | | BIBA | Full-Text | 943-951 | |
| Yang-Bok Lee; Taehwa Hong; Hyeonjoon Moon; Yong-Guk Kim | |||
| Since a generative 3D face model consists of a large number of vertex points and polygons, a 3D model based face recognition system is generally inefficient in computation time. In this paper, we present a novel 3D face representation method to reduce the number of vertices and optimize its computation time and generate the 3D Korean face model based on the representation method. Also, a pose approximation method is described for initial fitting parameter. Finally, we evaluate the performance of proposed method with the face databases collected using a stereo-camera based 3D face capturing device and a web camera. | |||
| The Use of Interactive Visual Metaphors to Enhance Group Discussions Using Mobile Devices | | BIBAK | Full-Text | 952-960 | |
| John McGinn; Richard Picking; Liz Picking; Vic Grout | |||
| In this paper, we consider the problems of group discussions and
collaborative decision-making, where one or more of the participants are using
restrictive interfaces such as mobile phones or PDAs. We suggest possible
solutions to some of these problems and present MAVis (Mobile Argumentation
Visualizer), a web-based interface built upon upon a balance-beam visual
metaphor. We report on user experiences of interacting with the visual
metaphor, and on the challenges of transferring this to a multi-user
environment supporting mobile devices. Keywords: m-learning; collaborative working; decision-making; wicked problems; visual
metaphors | |||
| An Accessible and Usable Soft Keyboard | | BIBAK | Full-Text | 961-970 | |
| Alexandros Mourouzis; Evagelos Boutsakis; Stavroula Ntoa; Margherita Antona; Constantine Stephanidis | |||
| AUK is a 3x3 multi-tier onscreen keyboard. It supports various entry modes,
including 1 to 10-key and joystick modes, allowing text entry with a remarkable
range of devices. This paper presents the menu structure of AUK, the
alternative entry modes, and several layouts for novice, moderate and expert
users. The potential of AUK, as a text entry solution both for disabled and
able-bodied users, is discussed. Overall, the work presented here is considered
as a contribution to Universal Access and towards ambient text entry. Keywords: Text entry; soft keyboard; Universal Access; Ambient Intelligence | |||
| Ambient Documents: Intelligent Prediction for Ubiquitous Content Access | | BIBAK | Full-Text | 971-979 | |
| Gregory M. P. O'Hare; Michael J. O'Grady; Conor Muldoon; Caroline A. Byrne | |||
| Ubiquitous service delivery expects that content will be available where,
when and how the user needs it. Consumers are becoming ever demanding and the
consumers of ubiquitous services are no different in this regard. Their
expectations escalate in terms of relevance, ease of access, recency, accuracy
and latency of content supply. In addition they expect that the content be
supplied proactively in anticipation of their needs together with delivery when
they require it. This presupposes that content can be delivered relative to
both the consumers location and their technological context. Within this paper
we explore how traditional document access can be transformed and introduce
Ambient Documents a new metaphor for document content access. Keywords: Ubiquitous computing; Ambient Intelligence; ambient documents; intelligent
agents | |||
| Combining Pointing Gestures with Video Avatars for Remote Collaboration | | BIBAK | Full-Text | 980-986 | |
| Seon-Min Rhee; Myoung-Hee Kim | |||
| We present a simple and intuitive method of user interaction, based on
pointing gestures, which can be used with video avatars in a remote
collaboration. By connecting the head and fingertip of a user in 3D space we
can identify the direction in which they are pointing. Stereo infrared cameras
in front of the user, together with an overhead camera, are used to find the
user's head and fingertip in a CAVE™-like system. The position of the
head is taken to be the top of the user's silhouette, while the location of the
user's fingertip is found directly in 3D space by searching the images from the
stereo cameras for a match with its location in the overhead camera image in
real time. The user can interact with the first object which collides with the
pointing ray. In an experimental result, the result of the interaction is shown
together with the video avatar which is visible to a remote collaborator. Keywords: gesture interaction; immersive display; human-computer interaction | |||
| Integrating Language, Vision and Action for Human Robot Dialog Systems | | BIBA | Full-Text | 987-995 | |
| Markus Rickert; Mary Ellen Foster; Manuel Giuliani; Tomas By; Giorgio Panin; Alois Knoll | |||
| Developing a robot system that can interact directly with a human instructor in a natural way requires not only highly-skilled sensorimotor coordination and action planning on the part of the robot, but also the ability to understand and communicate with a human being in many modalities. A typical application of such a system is interactive assembly for construction tasks. A human communicator sharing a common view of the work area with the robot system instructs the latter by speaking to it in the same way that he would communicate with a human partner. | |||
| A New Gaze-Based Interface for Environmental Control | | BIBA | Full-Text | 996-1005 | |
| Fangmin Shi; Alastair G. Gale; Kevin J. Purdy | |||
| This paper describes a new control system interface which utilises the user's eye gaze to enable severely disabled individuals control electronic devices easily. The system is based upon a novel human computer interface, which facilitates simple control of electronic devices by predicting and responding to the user's possible intentions, based intuitively upon their point of gaze. The interface responds by automatically pre-selecting and offering only those controls appropriate to the specific device that the user looks at, in a simple and accessible manner. It therefore affords the user conscious choice of the appropriate range of control actions required, which may be executed by simple means and without the need to navigate manually through potentially complex control menus to reach them. Two systems using the head-mounted and the remote eye tracker respectively are introduced, compared and evaluated in this paper. | |||
| Geometry Issues of a Gaze Tracking System | | BIBAK | Full-Text | 1006-1015 | |
| Arantxa Villanueva; Juan J. Cerrolaza; Rafael Cabeza | |||
| One of the most confusing aspects that one meets as he introduces himself
into gaze tracking is the variety, in terms of hardware equipment, of available
systems providing solutions to the same matter, i.e. determining subject's
gaze. Calibration permits adjusting trackers based on different hardware and
image features to the subject. The negative aspect of calibration is that it
permits the system to work properly but at the expense of a lack of control
over the intrinsic behavior of the tracker. The objective of this work is to
overcome this obstacle to explore more deeply the elements of a tracker from a
purely geometrical point of view. Alternative models based on image features
are evaluated. As result of this study a model has been constructed based on
minimal calibration using one camera and multiple lighting with acceptable
accuracy level. Keywords: gaze-tracking; video-oculography; calibration; PoR; LoS | |||
| Adaptive Context Aware Attentive Interaction in Large Tiled Display | | BIBAK | Full-Text | 1016-1025 | |
| Chee-Onn Wong; Dongwuk Kyoung; Keechul Jung | |||
| We propose a conceptual model towards a context-based attentive interaction.
Our focus is to improve the interaction between the user and the application of
large tiled display by introducing user context and user attention. Interaction
in our proposed system adapts user's visual attention region with the user's
changing context based on head movement to achieve an immersive interaction
with the tile display. Our experiment uses computer vision to track the user's
presence and projects the most attentive regions in a tiled display in high
resolution. User will be able to see other regions in higher resolution
according to the head movement. At the same time, user attention is captured
and modeled to learn the attentive regions to be displayed for other users.
This paper will show the experimental result of the effectiveness of the
perceptual interaction in a large tiled display environment. Keywords: Tiled display; attentive user interface; context aware; perceptual
interaction | |||
| Improvements of Chord Input Devices for Mobile Computer Users | | BIBAK | Full-Text | 1026-1035 | |
| Fong-Gong Wu; Chun-Yu Chen; Chien-Hsu Chen | |||
| This study will be using a tablet computer as an example to study mobile
products and make a comparison with keyboard and mouse by providing an input
device consisting of a new form of touch pen in combination with chord input.
The goal is to find the best combination of input device, minimizing harm
caused by the input device and provide a reference for further input device
designs. Therefore the NEW chord keyboard and touch pen conforms to the needs
of a new mobile product and it becomes the best combination of this experiment
which can be considered for future product design references. Keywords: mobile device; input device; touch pen; chord input | |||
| A Study of Control Performance in Low Frequency Motion Workstation | | BIBAK | Full-Text | 1036-1044 | |
| Yi-Jan Yau; Chin-Jung Chao; Sheue-Ling Hwang; Jhih-Tsong Lin | |||
| Many studies have found the performance of using non-keyboard input devices
(NKID) was affected by motion environment, but few of them have considered the
interaction between motion direction and the approach angle on manipulating
NKID. In this study, an experiment was conducted to investigate the effect of
different approach angles (0o, 45o, 90o, 135o, 180o, 225o, 270o, 315o, 360o)
and motion directions (roll and pitch) on the performance (movement time and
error rate) of using trackball. The results showed that the main effect of
approach angle on movement time was significant, whereas there was neither
significant interaction nor the main effect of motion direction. The effects of
approach angle and motion direction on the error rate were not significant.
Some suggestions on the control console and interface design were proposed
based on the results of the experiment. Keywords: Motion; Trackball; Roll; Pitch | |||
| An Ambient Display for the Elderly | | BIBAK | Full-Text | 1045-1051 | |
| Yeo-Jin Yoon; Han-Sol Ryu; Ji-Man Lee; Soo-Jun Park; Seong-Joon Yoo; Soo-Mi Choi | |||
| The demand for systems to assist in the care of the elderly is continually
increasing. We propose an ambient display that allows casual and implicit
interaction with an elderly user. The display system recognizes the user and
measures the distance between the user and the display using information from
an RFID reader and an ultrasonic sensor. It uses this information to adjust the
level of detail of the displayed information. If the user is far from the
display, a black-and-white image is displayed that does not attract attention.
But when the user's approach is recognized, the display provides
three-dimensional spatial navigation through the image space. When the user is
very close to the display, they can interact directly using the touch screen.
In the event of an emergency, LEDs attached around the display call the user's
attention by flashing the light. Keywords: ambient display; implicit interaction; ubiquitous computing | |||
| Personal Companion: Personalized User Interface for U-Service Discovery, Selection and Interaction | | BIBAK | Full-Text | 1052-1061 | |
| Hyoseok Yoon; Hyejin Kim; Woontack Woo | |||
| In this paper, we propose a mobile user interface named personal companion
which enables selection and interaction of u-services based on context of user.
Personal companion selects u-services from a list of discovered services,
supports camera-based selection with embedded marker and personalizes UI of the
selected service in ubiquitous computing environment. In order to verify its
usefulness, we implemented personal companion on PDA and UMPC platform and
deployed into smart home testbed for selecting and interacting with u-services.
The proposed personal companion is expected to play a vital role in ubiquitous
computing environment by bridging users and u-services. Keywords: mobile user interface; camera-based interaction; personalization; embedded
marker | |||