BoomChaCha: A Rhythm-based, Physical Role-Playing Game that Facilitates
Cooperation among Players
Student Game Competition
/
Zhu, Fengyuan
/
Sun, Wangshu
/
Zhang, Carrie
/
Ricks, Rebecca
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.184-187
© Copyright 2016 ACM
Summary: We designed a new genre of gaming that is rhythm-based, cooperative,
physical and involves role-playing. In the game, three players as a team combat
monsters by waving physical weapons on certain beats of the background music.
The game requires a collective effort, as each player plays a certain role that
is responsible for attacking, healing or defending respectively. To defeat the
monster, the three players need to wave the physical weapons according to the
rhythm of a six-beat waltz, which encourages cooperation and promotes
pro-social behaviors.
In the Eye of the Beholder: The Impact of Frame Rate on Human Eye Blink
Late-Breaking Works: Interaction in Specific Domains
/
Tag, Benjamin
/
Shimizu, Junichi
/
Zhang, Chi
/
Kunze, Kai
/
Ohta, Naohisa
/
Sugiura, Kazunori
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2321-2327
© Copyright 2016 ACM
Summary: We introduce a study investigating the impact of high frame rate videos on
viewer's eye blink frequency. A series of videos with varying combinations of
motion complexities and frame rates were shown to participants, while their eye
blinks were counted with J!NS MEME (smart eye wear). Lower frame rates and
lower motion complexity caused higher blink frequencies, which are markers for
stress and emotional arousal.
CompuWoven: A Computer-Aided Fabrication Approach to Hand-Woven Craft
Late-Breaking Works: Interaction in Specific Domains
/
Tao, Ye
/
Lu, Nannan
/
Zhang, Caowei
/
Wang, Guanyun
/
Yao, Cheng
/
Ying, Fangtian
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2328-2333
© Copyright 2016 ACM
Summary: Weaving is a traditional technology for making everyday products by hand
that involves interlacing planar pieces to endow tough and pliable properties,
(e.g., bamboo and stiff paper) to create 3D shapes. The technique has been
extensively applied throughout history by various means, and is favored due to
its low cost, accessibility, and environmental friendliness. Traditional
weaving technology, however, requires accumulated craft expertise and actual
production through numerous iterations, which is generally very time-consuming
-- this limits its design aesthetic and ubiquitous use. Inspired by these
problems, we present a novel hand-woven fabrication approach called CompuWoven
to customize and weave 3D objects from planar pieces. The key idea is to
establish an approach for producing 3D objects that is similar to weaving
tradition, but without the need for manual experience. In addition, CompuWoven
eliminates the former need for supporting structures, reduces actual physical
material waste and allows for more complicated and irregular designs.
Driver Classification Based on Driving Behaviors
User Modelling
/
Zhang, Cheng
/
Patel, Mitesh
/
Buthpitiya, Senaka
/
Lyons, Kent
/
Harrison, Beverly
/
Abowd, Gregory D.
Proceedings of the 2016 International Conference on Intelligent User
Interfaces
2016-03-07
v.1
p.80-84
© Copyright 2016 ACM
Summary: In this paper we develop a model capable of classifying drivers from their
driving behaviors sensed by only low level sensors. The sensing platform
consists of data available from the diagnostic outlet (OBD) of the car and
smartphone sensors. We develop a window based support vector machine model to
classify drivers. We test our model with two datasets collected under both
controlled and naturalistic conditions. Furthermore, we evaluate the model
using each sensor source (car and phone) independently and combining both the
sensors. The average classification accuracies attained with data collected
from three different cars shared between couples in a naturalistic environment
were 75.83%, 85.83% and 86.67% using only phone sensors, only cars sensors and
combined car and phone sensors respectively.
Image based Static Facial Expression Recognition with Multiple Deep Network
Learning
Grand Challenge 2: Emotion Recognition in the Wild Challenge 2015
/
Yu, Zhiding
/
Zhang, Cha
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.435-442
© Copyright 2015 ACM
Summary: We report our image based static facial expression recognition method for
the Emotion Recognition in the Wild Challenge (EmotiW) 2015. We focus on the
sub-challenge of the SFEW 2.0 dataset, where one seeks to automatically
classify a set of static images into 7 basic emotions. The proposed method
contains a face detection module based on the ensemble of three
state-of-the-art face detectors, followed by a classification module with the
ensemble of multiple deep convolutional neural networks (CNN). Each CNN model
is initialized randomly and pre-trained on a larger dataset provided by the
Facial Expression Recognition (FER) Challenge 2013. The pre-trained models are
then fine-tuned on the training set of SFEW 2.0. To combine multiple CNN
models, we present two schemes for learning the ensemble weights of the network
responses: by minimizing the log likelihood loss, and by minimizing the hinge
loss. Our proposed method generates state-of-the-art result on the FER dataset.
It also achieves 55.96% and 61.29% respectively on the validation and test set
of SFEW 2.0, surpassing the challenge baseline of 35.96% and 39.13% with
significant gains.
A Unsupervised Person Re-identification Method Using Model Based
Representation and Ranking
Videos/Demos 1:
/
Liang, Chao
/
Huang, Binyue
/
Hu, Ruimin
/
Zhang, Chunjie
/
Jing, Xiaoyuan
/
Xiao, Jing
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.771-774
© Copyright 2015 ACM
Summary: As a core technique supporting the multi-camera tracking task, person
re-identification attracts increasing research interests in both academic and
industrial communities. Its aim is to match individuals across a group of
spatially non-overlapping surveillance cameras, which are usually interfered by
various imaging conditions and object motions. Current methods mainly focus on
robust feature representation and accurate distance measure, where intensive
computations and expensive training samples prohibit their practical
applications. To address the above problems, this paper proposes a new
unsupervised person re-identification method featured by its competitive
accuracy and high efficiency. Both merits stem from model based person image
representation and ranking, with which, merely 4-dimension pixel-level features
can achieve over 20% matching rate at Rank 1 on the challenging VIPeR dataset.
Multi-cue Augmented Face Clustering
Poster Session 2
/
Zhou, Chengju
/
Zhang, Changqing
/
Fu, Huazhu
/
Wang, Rui
/
Cao, Xiaochun
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.1095-1098
© Copyright 2015 ACM
Summary: Face clustering is an important but challenging task since facial images
always have huge variation due to change in facial expressions, head poses and
partial occlusions, etc. Moreover, face clustering is actually an unsupervised
problem which makes it more difficult to reach an accurate result. Fortunately,
there are some cues that can be used to improve clustering performance. In this
paper, two types of cues are employed. The first one is pairwise constraints:
must-link and cannot-link constraints, which can be extracted from the temporal
and spatial knowledge of data. The other is that each face is associated with a
series of attributes (i.e, gender) which can contribute discrimination among
faces. To take advantage of the above cues, we propose a new algorithm,
Multi-cue Augmented Face Clustering (McAFC), which effectively incorporates the
cues via graph-guided sparse subspace clustering technique. Specially, facial
images from the same individual are encouraged to be connected while faces from
different persons are restrained to be connected. Experiments on three face
datasets from real-world videos show the improvements of our algorithm over the
state-of-the-art methods.
Personalized Trip Recommendation with POI Availability and Uncertain
Traveling Time
Session 5A: Trips and Trajectories
/
Zhang, Chenyi
/
Liang, Hongwei
/
Wang, Ke
/
Sun, Jianling
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.911-920
© Copyright 2015 ACM
Summary: As location-based social network (LBSN) services become increasingly
popular, trip recommendation that recommends a sequence of points of interest
(POIs) to visit for a user emerges as one of many important applications of
LBSNs. Personalized trip recommendation tailors to users' specific tastes by
learning from past check-in behaviors of users and their peers. Finding the
optimal trip that maximizes user's experiences for a given time budget
constraint is an NP hard problem and previous solutions do not consider two
practical and important constraints. One constraint is POI availability where a
POI may be only available during a certain time window. Another constraint is
uncertain traveling time where the traveling time between two POIs is
uncertain. This work presents efficient solutions to personalized trip
recommendation by incorporating these constraints to prune the search space. We
evaluated the efficiency and effectiveness of our solutions on real life LBSN
data sets.
Defragging Subgraph Features for Graph Classification
Short Papers: Databases
/
Wang, Haishuai
/
Zhang, Peng
/
Tsang, Ivor
/
Chen, Ling
/
Zhang, Chengqi
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.1687-1690
© Copyright 2015 ACM
Summary: Graph classification is an important tool for analysing structured and
semi-structured data, where subgraphs are commonly used as the feature
representation. However, the number and size of subgraph features crucially
depend on the threshold parameters of frequent subgraph mining algorithms. Any
improper setting of the parameters will generate many trivial short-pattern
subgraph fragments which dominate the feature space, distort graph classifiers
and bury interesting long-pattern subgraphs. In this paper, we propose a new
Subgraph Join Feature Selection (SJFS) algorithm. The SJFS algorithm, by
forcing graph classifiers to join short-pattern subgraph fragments, can defrag
trivial subgraph features and deliver long-pattern interesting subgraphs.
Experimental results on both synthetic and real-world social network graph data
demonstrate the performance of the proposed method.
Build Emotion Lexicon from Microblogs by Combining Effects of Seed Words and
Emoticons in a Heterogeneous Graph
Session 9
/
Song, Kaisong
/
Feng, Shi
/
Gao, Wei
/
Wang, Daling
/
Chen, Ling
/
Zhang, Chengqi
Proceedings of the 2015 ACM Conference on Hypertext and Social Media
2015-09-01
p.283-292
© Copyright 2015 ACM
Summary: As an indispensable resource for emotion analysis, emotion lexicons have
attracted increasing attention in recent years. Most existing methods focus on
capturing the single emotional effect of words rather than the emotion
distributions which are helpful to model multiple complex emotions in a
subjective text. Meanwhile, automatic lexicon building methods are overly
dependent on seed words but neglect the effect of emoticons which are natural
graphical labels of fine-grained emotion. In this paper, we propose a novel
emotion lexicon building framework that leverages both seed words and emoticons
simultaneously to capture emotion distributions of candidate words more
accurately. Our method overcomes the weakness of existing methods by combining
the effects of both seed words and emoticons in a unified three-layer
heterogeneous graph, in which a multi-label random walk (MLRW) algorithm is
performed to strengthen the emotion distribution estimation. Experimental
results on real-world data reveal that our constructed emotion lexicon achieves
promising results for emotion classification compared to the state-of-the-art
lexicons.
Usage Diversity, Task Interdependence and Group Innovation
Industry, Academia, Innovation and Market
/
Luo, Yumei
/
Zhang, Cheng
/
Xu, Yunjie
HCIB 2015: 2nd International Conference on HCI in Business
2015-08-02
p.717-726
Keywords: Individual innovative use; Group innovative use; Innovativeness diversity;
Task interdependence
© Copyright 2015 Springer International Publishing Switzerland
Summary: Investments on information stems (IS) are costly. After the initial adoption
of Information Systems, the value of IS to an organization depends on
employees' innovative use of various features of IS in the infusion stage.
Innovative use of IS, a key activity of technology infusion, depends not only
on individual effort, but also on group effort of teams. Grounded on the
research of individual-collective process, this paper seeks to build a
situational contingency model of how individual innovative use of IS affects
group innovative use.
Exploiting Collective Hidden Structures in Webpage Titles for Open Domain
Entity Extraction
Technical Papers 2
/
Song, Wei
/
Zhao, Shiqi
/
Zhang, Chao
/
Wu, Hua
/
Wang, Haifeng
/
Liu, Lizhen
/
Wang, Hanshi
Proceedings of the 2015 International Conference on the World Wide Web
2015-05-18
v.1
p.1014-1024
© Copyright 2015 ACM
Summary: We present a novel method for open domain named entity extraction by
exploiting the collective hidden structures in webpage titles. Our method
uncovers the hidden textual structures shared by sets of webpage titles based
on generalized URL patterns and a multiple sequence alignment technique. The
highlights of our method include: 1) The boundaries of entities can be
identified automatically in a collective way without any manually designed
pattern, seed or class name. 2) The connections between entities are also
discovered naturally based on the hidden structures, which makes it easy to
incorporate distant or weak supervision. The experiments show that our method
can harvest large scale of open domain entities with high precision. A large
ratio of the extracted entities are long-tailed and complex and cover diverse
topics. Given the extracted entities and their connections, we further show the
effectiveness of our method in a weakly supervised setting. Our method can
produce better domain specific entities in both precision and recall compared
with the state-of-the-art approaches.
Answer Quality Characteristics and Prediction on an Academic Q&A Site: A
Case Study on ResearchGate
WebQuality 2015
/
Li, Lei
/
He, Daqing
/
Jeng, Wei
/
Goodwin, Spencer
/
Zhang, Chengzhi
Companion Proceedings of the 2015 International Conference on the World Wide
Web
2015-05-18
v.2
p.1453-1458
© Copyright 2015 ACM
Summary: Despite various studies on examining and predicting answer quality on
generic social Q&A sites such as Yahoo! Answers, little is known about why
answers on academic Q&A sites are voted on by scholars who follow the
discussion threads to be high quality answers. Using 1021 answers obtained from
the Q&A part of an academic social network site ResearchGate (RG), we
firstly explored whether various web-captured features and human-coded features
can be the critical factors that influence the peer-judged answer quality. Then
using the identified critical features, we constructed three classification
models to predict the peer-judged rating. Our results identify four main
findings. Firstly, responders' authority, shorter response time and greater
answer length are the critical features that positively associate with the
peer-judged answer quality. Secondly, answers containing social elements are
very likely to harm the peer-judged answer quality. Thirdly, an optimized SVM
algorithm has an overwhelming advantage over other models in terms of accuracy.
Finally, the prediction based on web-captured features had better performance
when comparing to prediction on human-coded features. We hope that these
interesting insights on ResearchGate's answer quality can help the further
design of academic Q&A sites.
Beyond Eco-Feedback: Adding Online Manual and Automated Controls to Promote
Workplace Sustainability
Eco-Green: Encouraging Energy Conservation
/
Yun, Ray
/
Aziz, Azizan
/
Scupelli, Peter
/
Lasternas, Bertrand
/
Zhang, Chenlu
/
Loftness, Vivian
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1989-1992
© Copyright 2015 ACM
Summary: Whereas eco-feedback has been widely studied in HCI and environmental
psychology, online manual control and automated control have been rarely
studied with a focus on their long-term quantitative impact and usability. To
address this, an intervention was tested with eighty office workers for
twenty-seven weeks. Through the long-term field test, it was found that the
addition of online controls in the feedback intervention led to more energy
savings than feedback only and worked better for light and phone usage than
computer and monitor usage. The addition of automated control led to the
greatest savings but was less effective for efficient users than inefficient
ones.
BeyondTouch: Extending the Input Language with Built-in Sensors on Commodity
Smartphones
Multimodal / Touch / Gesture
/
Zhang, Cheng
/
Guo, Anhong
/
Zhang, Dingtian
/
Southern, Caleb
/
Arriaga, Rosa
/
Abowd, Gregory
Proceedings of the 2015 International Conference on Intelligent User
Interfaces
2015-03-29
v.1
p.67-77
© Copyright 2015 ACM
Summary: While most smartphones today have a rich set of sensors that could be used
to infer input (.e.g., accelerometer, gyroscope, microphone), the primary mode
of interaction is still limited to the front-facing touchscreen and several
physical buttons on the case. To investigate the potential opportunities for
interactions supported by built-in sensors, we present the implementation and
evaluation of BeyondTouch, a family of interactions to extend and enrich the
input experience of a smartphone. Using only existing sensing capabilities on a
commodity smartphone, we offer the user a wide variety of additional tapping
and sliding inputs on the case of and the surface adjacent to the smartphone.
We outline the implementation of these interaction techniques and demonstrate
empirical evidence of their effectiveness and usability. We also discuss the
practicality of BeyondTouch for a variety of application scenarios.
Inferring Meal Eating Activities in Real World Settings from Ambient Sounds:
A Feasibility Study
Affect / Health
/
Thomaz, Edison
/
Zhang, Cheng
/
Essa, Irfan
/
Abowd, Gregory D.
Proceedings of the 2015 International Conference on Intelligent User
Interfaces
2015-03-29
v.1
p.427-431
© Copyright 2015 ACM
Summary: Dietary self-monitoring has been shown to be an effective method for
weight-loss, but it remains an onerous task despite recent advances in food
journaling systems. Semi-automated food journaling can reduce the effort of
logging, but often requires that eating activities be detected automatically.
In this work we describe results from a feasibility study conducted in-the-wild
where eating activities were inferred from ambient sounds captured with a
wrist-mounted device; twenty participants wore the device during one day for an
average of 5 hours while performing normal everyday activities. Our system was
able to identify meal eating with an F-score of 79.8% in a person-dependent
evaluation, and with 86.6% accuracy in a person-independent evaluation. Our
approach is intended to be practical, leveraging off-the-shelf devices with
audio sensing capabilities in contrast to systems for automated dietary
assessment based on specialized sensors.
Perception-Guided Multimodal Feature Fusion for Photo Aesthetics Assessment
Multimedia HCI and QoE
/
Zhang, Luming
/
Gao, Yue
/
Zhang, Chao
/
Zhang, Hanwang
/
Tian, Qi
/
Zimmermann, Roger
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.237-246
© Copyright 2014 ACM
Summary: Photo aesthetic quality evaluation is a challenging task in multimedia and
computer vision fields. Conventional approaches suffer from the following three
drawbacks: 1) the deemphasized role of semantic content that is many times more
important than low-level visual features in photo aesthetics; 2) the difficulty
to optimally fuse low-level and high-level visual cues in photo aesthetics
evaluation; and 3) the absence of a sequential viewing path in the existing
models, as humans perceive visually salient regions sequentially when viewing a
photo.
To solve these problems, we propose a new aesthetic descriptor that mimics
humans sequentially perceiving visually/semantically salient regions in a
photo. In particular, a weakly supervised learning paradigm is developed to
project the local aesthetic descriptors (graphlets in this work) into a
low-dimensional semantic space. Thereafter, each graphlet can be described by
multiple types of visual features, both at low-level and in high-level. Since
humans usually perceive only a few salient regions in a photo, a
sparsity-constrained graphlet ranking algorithm is proposed that seamlessly
integrates both the low-level and the high-level visual cues. Top-ranked
graphlets are those visually/semantically prominent graphlets in a photo. They
are sequentially linked into a path that simulates the process of humans
actively viewing. Finally, we learn a probabilistic aesthetic measure based on
such actively viewing paths (AVPs) from the training photos that are marked as
aesthetically pleasing by multiple users. Experimental results show that: 1)
the AVPs are 87.65% consistent with real human gaze shifting paths, as verified
by the eye-tracking data; and 2) our photo aesthetic measure outperforms many
of its competitors.
Immersive 3D Communication
Tutorials
/
Wu, Wanmin
/
Zhang, Cha
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.1229-1230
© Copyright 2014 ACM
Summary: The last few decades have witnessed tremendous advances in
telecommunication, with the invention of technologies such as radio, telephone,
voice-over-IP, and video conferencing. While all these communication tools are
useful and valuable, the ultimate goal of telecommunication is to enable fully
immersive remote interaction in a way that simulates or even surpasses the
face-to-face experience. Immersive 3D communication technologies are developed
aiming at that goal. The objective of this tutorial is to present an overview
of the recent advances in immersive 3D communication. Topics include the basics
of human 3D perception, new systems and algorithms in real-time 3D scene
capture and reconstruction, 3D data compression and dissemination, 3D displays,
etc. We intend to provide insights into the latest immersive 3D communication
technologies, and highlight some open research challenges for the future.
MaC: A Probabilistic Framework for Query Answering with Machine-Crowd
Collaboration
DB Session 1: Query Processing
/
Zhang, Chen Jason
/
Chen, Lei
/
Tong, Yongxin
Proceedings of the 2014 ACM Conference on Information and Knowledge
Management
2014-11-03
p.11-20
© Copyright 2014 ACM
Summary: The popularity of crowdsourcing has recently brought about brand new
opportunities for engaging human intelligence in the process of data analysis.
Most existing works on crowdsourcing have developed sophisticated methods to
utilize the crowd as a new kind of processor, a.k.a. Human Processor Units
(HPU). In this paper, we propose a framework, called MaC, to combine the powers
of both CPUs and HPUs. In order to build MaC, we need to tackle the following
two challenges: (1) HIT Selection: Selecting the "right" HITs (Human
Intelligent Tasks) can help reducing the uncertainty significantly and the
results can converge quickly. Thus, we propose an entropy-based model to
evaluate the informativeness of HITs. Furthermore, we find that selecting HITs
has factorial complexity and the optimization function is non-linear, thus, we
propose an efficient approximation algorithm with a bounded error. (2)
Uncertainty Management: Crowdsourced answers can be inaccurate. To address this
issue, we provide effective solutions in three common scenarios of
crowdsourcing: (a) the answer and the confidence of each worker are available;
(b) the confidence of each worker and the voting score for each HIT are
available; (c) only the answer of each worker is available. To verify the
effectiveness of the MaC framework, we built a hybrid Machine-Crowd system and
tested it on three real-world applications -- data fusion, information
extraction and pattern recognition. The experimental results verified the
effectiveness and the applicability of our framework.
Exploring Features for Complicated Objects: Cross-View Feature Selection for
Multi-Instance Learning
KM Session 20: Entity and Feature Extraction
/
Wu, Jia
/
Hong, Zhibin
/
Pan, Shirui
/
Zhu, Xingquan
/
Cai, Zhihua
/
Zhang, Chengqi
Proceedings of the 2014 ACM Conference on Information and Knowledge
Management
2014-11-03
p.1699-1708
© Copyright 2014 ACM
Summary: In traditional multi-instance learning (MIL), instances are typically
represented by using a single feature view. As MIL becoming popular in domain
specific learning tasks, aggregating multiple feature views to represent
multi-instance bags has recently shown promising results, mainly because
multiple views provide extra information for MIL tasks. Nevertheless, multiple
views also increase the risk of involving redundant views and irrelevant
features for learning. In this paper, we formulate a new cross-view feature
selection problem that aims to identify the most representative features across
all feature views for MIL. To achieve the goal, we design a new optimization
problem by integrating both multi-view representation and multi-instance bag
constraints. The solution to the objective function will ensure that the
identified top-m features are the most informative ones across all feature
views. Experiments on two real-world applications demonstrate the performance
of the cross-view feature selection for content-based image retrieval and
social media content recommendation.
A Bootstrapping Based Refinement Framework for Mining Opinion Words and
Targets
KM Track Posters
/
Zhao, Qiyun
/
Wang, Hao
/
Lv, Pin
/
Zhang, Chen
Proceedings of the 2014 ACM Conference on Information and Knowledge
Management
2014-11-03
p.1995-1998
© Copyright 2014 ACM
Summary: This paper proposes a novel bootstrapping based framework jointed with
automatic refinement to extract opinion words and targets. We employ a
reasonable set of opinion seed words and pre-defined rules to start
bootstrapping. We leverage statistical word co-occurrence and dependency
patterns for propagation between opinion words and targets. A Sentiment Graph
Model (SGM) is constructed to evaluate these opinion relations. Furthermore, we
employ Automatic Rule Refinement (ARR) to refine the rules to extract false
results. By using false results pruning and ARR process, we can efficiently
alleviate the error propagation problem in traditional bootstrapping-based
methods. Preliminary evaluation shows the effectiveness of our method.
Empirical study on continuance intentions towards E-Learning 2.0 systems
/
Wu, Bing
/
Zhang, Chenyan
Behaviour and Information Technology
2014-10-03
v.33
n.10
p.1027-1038
© Copyright 2014 Taylor and Francis
Summary: Although E-Learning 2.0 has played a significant role in training and
development within the organisational environment, after an initial acceptance,
its use is frequently discontinued. Prior studies offered insights into
participation in E-Learning; however, there is limited research on continuance
intention towards E-Learning 2.0 systems in organisational contexts.
Furthermore, the most widely used research models, such as technology
acceptance model (TAM), neglect the interactive social processes in E-Learning
2.0. Therefore, this study proposes a unified model integrating the TAM, the
information system success model and social motivation theories to investigate
continuance intentions towards E-Learning 2.0 in an organisational context. A
sample of 284 participants from companies in China that have already
implemented E-Learning 2.0 systems took part in this study. Structural equation
modelling was conducted to test the research hypotheses. The results show that
the unified model provides a more comprehensive understanding of the cognitive
processes and behaviours related to this context: (1) perceived usefulness and
attitude were critical to the continuance intention towards an E-Learning 2.0
system; (2) perceived usefulness was a significant mediator of the effects from
perceived ease of use, information quality and social influence on continuance
intention; (3) perceived ease of use, information quality and social influence
were found to play important roles in predicting the continuance intention; (4)
system quality played an important role in affecting the perceived ease of use;
and (5) unexpectedly, social motivations had no significant effect on attitude.
LifeDelivery: recruiting participants to deliver users' daily goods!
Posters
/
Zhao, Weidan
/
Du, Zhanwei
/
Yang, Yongjian
/
Zhang, Chijun
/
Liao, Wu
Adjunct Proceedings of the 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.199-202
© Copyright 2014 ACM
Summary: Crowdsourcing has emerged in recent years as an online, distributed
problem-solving and production model. Based on crowdsourcing, kinds of systems
are developed to deliver people's packages through crowd. These systems are
applied in large area and based on vehicle-mounted movement mode. In contrast
to prior work, we focus on system used in little communities with walking-based
movement mode, which is capable of delivering people's daily goods (such as
thermos, fruit, assignment, etc.) in campus. Due to the different demands and
behavior features of students in the prior system, many students give others
help just to make friends but not for money. Based on this difference, we
presented LifeDelivery, a crowdsourcing service able to use the Friends
Mechanism, which will regard strangers who offer help as friends, and the Cloud
Perception Technology which can process, classify and percept all the
requirement orders, to recruit participants to deliver the daily goods for
users. And this will bring great convenience to users and help students, make
friends and share life.
Interaction Design of a Semi-automatic Video Face Annotation System
Cross-Cultural Issues in Interaction
/
Liu, Cailiang
/
Xiong, Tao
/
Zhang, Chenguang
/
Wang, Zhibing
CCD 2014: 6th International Conference on Cross-Cultural Design
2014-06-22
p.201-210
Keywords: User Interfaces; Video Content Analysis; Video Advertisement; Face Track
Annotation
© Copyright 2014 Springer International Publishing
Summary: In this paper, we propose an intelligent system that allows people to
annotate face tracks of video content. To reduce the workload, we adopt two
strategies in the system: 1) visually similar face tracks could be grouped
together to reduce human reaction time; 2) face models could be learned to
automatically recognize celebrity identities, leaving annotator only simple
judgement tasks. With more precise face models, the recognized results require
much less time for confirmation. Altogether, these strategies significantly
reduce the workload of human annotation/confirmation. Experiments on a very
large video repository prove the efficiency and effectiveness of the proposed
system.
The Design and Evaluation of Intelligent Energy Dashboard for Sustainability
in the Workplace
Design for Environment and Sustainability
/
Yun, Ray
/
Aziz, Azizan
/
Lasternas, Bertrand
/
Zhang, Chenlu
/
Loftness, Vivian
/
Scupelli, Peter
/
Mo, Yunjeong
/
Zhao, Jie
/
Wilberforce, Nana
DUXU 2014: Third International Conference on Design, User Experience, and
Usability, Part III: User Experience Design for Everyday Life Applications and
Services
2014-06-22
v.3
p.605-615
Keywords: energy dashboard; sustainability; workplace; behavior change; ecofeedback;
remote and automated control; plug load management; organization
© Copyright 2014 Springer International Publishing
Summary: Office workers typically don't know how much energy they consume at work.
Since the workers don't pay the energy bills, they tend to waste energy. To
support energy conservation and motivate workers, the Intelligent Dashboard for
Occupants (ID-O) was developed using multiple intervention strategies --
eco-feedback (self-monitoring, advice, and comparison), remote controls, and
automated controls. The baseline data was collected for fourteen weeks from
eighty office workers and ID-Os with different features were deployed for seven
weeks. The results show that the group with all the features (eco-feedback,
remote controls, automated controls) made the biggest energy savings at 35.4%,
the group that had eco-feedback and the remote controls showed 20.2% energy
savings, the feedback only group achieved 9% energy savings, and the last group
(the control group) produced 3.6% energy savings. The automated control feature
produced the biggest energy savings, and was most effective in energy
management for lights and phones, but not for computers and monitors.