| Introduction to the special issue | | BIB | PDF | 4-6 | |
| Liliana Ardissono; Anna Goy; Fabio Paterno | |||
| Adaptive Navigation Support: From Adaptive Hypermedia to the Adaptive Web and Beyond | | BIBAK | PDF | 7-23 | |
| Peter Brusilovsky | |||
| Adaptive navigation support is a specific group of technologies that support
user navigation in "virtual spaces" adapting to the goals, preferences and
knowledge of the individual user. These technologies, originally developed in
the field of adaptive hypermedia, are becoming increasingly important in
several adaptive Web applications from Web-based adaptive hypermedia to
adaptive virtual reality. This paper provides a brief introduction to adaptive
navigation support, reviews major adaptive navigation support technologies, and
presents a sequence of projects performed by our group to study adaptive
navigation support in different contexts. Keywords: Navigation support, user model, virtual environments, adaptive system,
personalization. | |||
| Navigating 3D Virtual Environments by Following Embodied Agents: a Proposal and its Informal Evaluation on a Virtual Museum Application | | BIBAK | PDF | 24-42 | |
| Luca Chittaro; Lucio Ieronutti; Roberto Ranon | |||
| Many 3D virtual environments (e.g., 3D Web sites) do not offer sufficient
assistance to (especially novice) users in navigating the virtual environment,
find objects/places of interests, and learn how to interact with them. This
paper proposes the adoption of guided tours of virtual environments as an
effective user aid and describes a novel tool that provides automatic code
generation for adding such guided tours to 3D virtual environments developed
using the VRML language. In the second part of the paper, we informally
evaluate the proposed approach on a real-world application concerning a 3D
computer science museum (a complement to a real-world exhibition focusing on
the history of computer technology). Keywords: Virtual Environments, Navigation Aids, Virtual Museums, Embodied Agents. | |||
| SAMIR: A Smart 3D Assistant on the Web | | BIBAK | PDF | 43-60 | |
| Fabio Abbattista; Graziano Catucci; Gianni Semeraro; Fabio Zambetta | |||
| A current trend in modern HCI is represented by Embodied Conversational
Agents (ECAs), even designed to run on the Web. They are virtual 3D human-like
front ends coupled with software agents that are able to engage in a
conversation with a user and execute complex tasks, such as, for example,
searching for some specific information or ordering some items from the
catalogue of an online shop. This paper presents SAMIR system, a framework to
build intelligent agents for the Web. SAMIR consists of a 3D face which is
animated to exploit expressions which are perceived by the user; a custom
version of the ALICE chatterbot to chat with the user; and finally an XCS
classifier system to deal with the problem of keeping conversation and face
expressions coherent with each other. Experimental results, taken from an
online bookstorebased scenario, are presented at the end. Keywords: Conversational interfaces, intelligent agents, facial animation. | |||
| Developing Affective Lexical Resources | | BIBAK | PDF | 61-83 | |
| Alessandro Valitutti; Carlo Strapparava; Oliviero Stock | |||
| Affective computing is advancing as a field that allows a new form of human
computer interaction, in addition to the use of natural language. There is a
wide perception that the future of human-computer interaction is in themes such
as entertainment, emotions, aesthetic pleasure, motivation, attention,
engagement, etc. Studying the relation between natural language and affective
information and dealing with its computational treatment is becoming crucial.
In this paper we present a linguistic resource for a lexical representation of
affective knowledge. This resource (named WORDNET-AFFECT) was developed
starting from WORDNET, through the selection and labeling of the synsets
representing affective concepts. Keywords: Affective Computing, NLP, Lexical Resources, WORDNET. | |||
| Finding Geometrical Associations Between Meaningful Objects in the Web: A Geostatistical Approach | | BIBAK | PDF | 84-98 | |
| Francesco Di Nocera; Corinne Capponi; Fabio Ferlazzo | |||
| The study reported in this paper was aimed at investigating the existence of
schemata specifically involved in the cognitive organization of a web page.
Particularly, the hypothesis was that the location of some web objects (namely,
links to specific contents) might be expected by the users at specific spatial
locations. Using a method providing geometrical information concerning the
organization of web contents, we found that user's expectations could be linked
to the activity of low- and high-level schemata allowing performance
optimization. Potential benefits of the Cognitive GeoConcept procedure for
supporting information architects' decisions are discussed. Keywords: schemata, spatial representations, spatial point patterns, page layout,
usability | |||
| Software Environments for End-User Development and Tailoring | | BIBAK | PDF | 99-122 | |
| Maria Francesca Costabile; Daniela Fogli; Giuseppe Fresta; Piero Mussio; Antonio Piccinno | |||
| In the Information Society, end-users keep increasing very fast in number,
as well as in their demand with respect to the activities they would like to
perform with computer environments, without being obliged to become computer
specialists. There is a strong request of providing end-users with powerful and
flexible environments, tailorable to the culture, skills and needs of very
diverse end-user population. In this paper, we discuss a framework for End-User
Development (EUD) and present our methodology to design software environments
that support the activities of a particular class of end-users, called
domain-expert users, with the objective of easing the way these users work with
computers. Such environments are called Software Shaping Workshops in analogy
to artisan workshops, since they provide users with the tools, organized on a
bench, that are necessary to accomplish their specific activities by properly
shaping software artifacts. The methodology is discussed, outlining its
implementation through a web-based prototype. Keywords: End-User Development, Visual Interaction, Tailoring, Customization. | |||
| Methods and Tools for Designing and Developing Usable Multi-Platform Interactive Applications | | BIBAK | PDF | 123-139 | |
| Cristina Chesta; Fabio Paterno; Carmen Santoro | |||
| The increasing availability of new types of interaction devices raises the
need for new methods and tools to support the design and development of highly
usable context-sensitive nomadic applications accessible through multiple
platforms. This paper provides an overview and discusses a solution based on
the use of multiple levels of abstractions, which has been studied within the
framework of the European project CAMELEON. Moreover it addresses the problem
of evaluating the usability of these tools by discussing the specific issues,
the criteria and methodologies applied as well as some results obtained in an
experimental activity on the subject. Keywords: nomadic, multi-platform, context-aware, model-based. | |||
| User Interaction with an Automated Solver: The Case of a Mission Planner | | BIBAK | PDF | 140-162 | |
| Gabriella Cortellessa; Amedeo Cesta; Angelo Oddi; Nicola Policella | |||
| An effective interaction with the user is a key aspect for the success of
technological tools applied to both everyday and highly specialized tasks. This
paper shows features of MEXAR, an intelligent system that solves a mission
planning problem related to the MARS EXPRESS program of the European Space
Agency. The paper describes the MEXAR interaction module developed to support
human mission planners in a specific daily task, which consists in generating
commands for downloading the on-board memory of the spacecraft. The interactive
environment of MEXAR helps a user to analyze the current problem and takes
planning decisions as a result of an interactive process enhanced by various
elaborate facilities. Different interactive techniques have been integrated to
address two different aspects: (a) developing trust on behalf of the user in
the automated algorithms; (b) promoting a deep participation of the user during
problem solving. An integral part of the tool development process has been a
usability study on MEXAR'S Interaction Module, aimed at discovering possible
problems in user-system interaction. This paper discusses how the enhancement
of both transparency and usability of automated decision making tools is
fundamental for users' acceptance of artificial support systems and their
profitable deployment in real world applications. Keywords: human-computer interaction, interactive problem solving, planning and
scheduling problems, user involvement, space applications. | |||
| The Interactive Construction of Learning Foci in Simulation-Based Learning Environments: A Case Study of an Anaesthesia Course | | BIBAK | PDF | 168-188 | |
| Hans Rystedt; Oskar Lindwall | |||
| The dynamic and interactive character of computer simulations is often
thought to be advantageous in vocational education. In the present study,
video-recorded data from a course in anaesthesia care are analysed in order to
explore the conditions for students to understand and act in simulation-based
case scenarios. The results show that the students orient themselves to the
simulation in three different ways, thereby constituting three different
learning foci. Sometimes, when students use resources from their education, the
properties of pharmacological preparations are in focus. On other occasions
routines at work organise their approach, whilst at other times, they focus on
the specific characteristics of the simulation's user interface. In the
discussion of the constitution of this hybrid activity, two aspects are
presented as especially relevant: first, the students' previous experiences
from their education and of nurses' work and, secondly, how the teacher guides
the students' orientations toward different resources. Finally, we argue that
the simulation could function as a unique learning environment since it
provides opportunities for linking experiences from work with more theoretical
forms of reasoning in distinctive ways. Keywords: interactive learning environments; simulations; collaborative learning;
interaction analysis. | |||
| Managing Intersubjectivity in Distributed Collaboration | | BIBAK | PDF | 189-204 | |
| Hans Christian Arnseth; Sten Ludvigsen; Anders Morch; Barbara Wasson | |||
| A situated approach is employed to in order to study distributed
collaborative learning. We present a case study of how one group of students
collaborate through a groupware system called TeamWave Workplace. In addition,
we provide an illustration of a case involving a particularly interesting form
of use concerning this topic. The main aim of the article is to gain insights
into some of the problems students' encounter in distributed communication,
especially in regard to how participants establish a shared context for their
activities. A particularly important issue in this regard is related to how the
system is used in order to manage intersubjectivity. The system offer both
opportunities and obstructions as regards communication, depending on how the
participants use it for what purposes. Keywords: Computer Supported Collaborative Learning, Learning and Social Intreraction,
Distributed Communication, Intersubjectivity | |||
| Designing Computer Supported Collaborative Learning Activities for Specific Contexts | | BIBAK | PDF | 205-228 | |
| Johan Lundin | |||
| This paper explores the design of computer supported collaborative learning
activities. There is a need for methods to develop learning activities suitable
for various domains. The context in focus here is workplace learning,
specifically collaborative learning among mobile and distributed colleagues.
The design method proposed builds on input from qualitative studies, organized
learning activities and the possibilities of new technology. Scenarios are used
to be able to evaluate and innovate learning activities. In this paper the use
of learning activities (generally accumulated from research in a non-work
context) is combined with qualitative studies to inform design of IT-supported
workplace learning. When applying the method to a case of introducing a
specific collaborative learning activity (multimedia scenarios) to a context of
mobile and distributed workers, it proves useful. Keywords: CSCL, Workplace learning, Design Methods. | |||
| Visualization of Complex Systems - The Two-Shower Model | | BIBAK | PDF | 229-241 | |
| Magnhild Viste; Hanne-Lovise Skartveit | |||
| This paper addresses ongoing research into visualization of system dynamics
models to help the understanding of complex systems. The paper discusses a
prototype under development named "The Two-Shower Model". This collaborative
interactive learning environment presents learners with a seemingly simple
task: to reach a pleasant temperature in two showers that share the same hot
water resource. This is however an example of a complex nonlinear system that
may be difficult to control. Both particpants must reach an understanding of
how the system works in order to be able to control it together. The paper
discusses how visualizations may assist the participants in that process. Keywords: Visualization, Complex Systems, Collaboration, Interactive Learning
Environments, Prototype Design. | |||
| Collaborative Strategic Planning On-line | | BIBAK | PDF | 242-254 | |
| Kimmo Liinamaa; Jussi Nuutinen; Erkki Sutinen; Hannu Vanharanta | |||
| It is widely agreed that the rate of change in many industries is faster
than ever before. Strategic decisions are, in addition to top management plans,
made on a day-to-day basis closer to the firms markets. In order for the
decisions made by individual employees to be strategically coherent it is
necessary that the employees develop a shared understanding of some of the
basic assumptions and concepts affecting their business environment. This paper
presents a computer-based collaboration tool, which is used in the context of
strategic planning to facilitate knowledge sharing, knowledge utilization, and
learning. Keywords: Strategic Planning, Strategy Process, Web-based Collaboration. | |||
| Playing Online Games: Flow Experience | | BIBAK | PDF | 259-281 | |
| Alexander E. Voiskounsky; Olga V. Mitina; Anastasiya A. Avetisova | |||
| Playing MUDs (Multi-User Dungeons, or Multi-User Dimensions), text-only
online gaming environments, may initiate flow experience. Online survey
research was administered within the population of Russian MUDs players, using
the specially designed questionnaire with 3 blocks of questions: demography and
experience in playing MUDs; flow experience; interactive patterns. Replies of
respondents (N = 347) fit a six factor model: F1 (Flow experience); F2
(Achievement); F3 (Activity/Passivity); F4 (Interaction); F5
(Thoughfulness/Spontaneity); F6 (Cognition). To analyse the data, structural
equation modeling was done. All the correlations between the factors are
significant (p < 0.05). The set of dimensions describing flow experience
while playing MUDs was selected. Since players experience flow while MUDding,
it was proposed that flow is one of the sources of MUDs' long-time
attractiveness for players. Keywords: play, online, flow, MUD, structural equation modeling. | |||
| Fundamentals of User Perception and Interaction: Environmental Psychology applied in a study of web pages | | BIBAK | PDF | 282-303 | |
| Henrik Wimelius | |||
| This paper explores the possibility of using theories and concepts from the
field of environmental psychology as a framework for understanding perception
of- and interaction with web pages. A qualitative pilot experiment has been
conducted in order to investigate potential similarities in how people interact
with, and perceive web pages and real world environments. This study indicates
that perception of web pages is very similar to perception of natural
environments. Many key factors that have proven to be important in perception
of natural environments, such as complexity, spatial configuration and mystery,
also appear to be relevant determinants in perception of web pages. Further, it
also seems likely that interaction with web pages, to some extent can be
described using a model based upon a conceptual framework depicting habitats
selection. Keywords: environmental psychology, WWW, CHI, perception, interaction | |||
| Analysing interaction problems with cyclic interaction theory: Low-level interaction walkthrough | | BIBAK | PDF | 304-330 | |
| Hokyoung Ryu; Andrew Monk | |||
| This paper aims to develop a brief interface evaluation method on cyclic
interaction theory, allowing low-level interaction analysis, i.e.,
action-effect problems, effect-goal problems, and goal-action problems. It
illustrates low-level interaction problems from everyday examples and, in turn,
based on cyclic interaction theory a designer review method, the low-level
interaction walkthrough, is introduced. The method is a modified version of
cognitive walkthrough and the analysis focuses on the issue of direct concern
to the practitioner who intends to identify low-level interaction problems in
their design specification. Keywords: Cyclic interaction theory, low-level interaction walkthrough, mode, goal
reorganisation, goal-action matching. | |||
| A Psychological Cultural approach to VR experiences | | BIBAK | PDF | 331-342 | |
| Carlos Ruggeroni | |||
| In this paper it is argued that virtual reality represents a locus where
general psychological processes can be investigated thanks to the fact that it
epitomizes a characteristic that is proper to every human endeavor, namely the
construction of reality. This presupposition is taken from Cultural Psychology
and it insistence on cultural artifacts as key elements in human development. A
brief presentation of major concepts used in the field, like different
categories of presence are presented in order to enhance the idea propose. Keywords: virtual reality, cultural artifact, presence, psychological processes. | |||