Publicly Displayed Interactive Installations: Where Do They Work Best? | | BIBAK | Full-Text | 1-8 | |
Rune B. Rosseland; G. Snorre Berge; Alma Leora Culén | |||
In this paper, we discuss user experience (UX) with an interactive
installation that we have developed in order to study its relation to physical
space where the installation is used. The installation utilizes Kinect motion
sensor to provide movement based, single or multi user, interactions with
graphical and sound interfaces. The installation was tested in various
settings, including private interactions in the lab, and public space
interactions in a library and a museum. Our findings show that for an open,
explorative kind of interactions such as ours, spaces where one is expected to
explore, e.g., a Maker Faire or a museum, provide for the longest and most
pleasurable interactions with the installation. Keywords: interactive installations; play; public space; user experience; Kinect |
Using the Implicit Association Test for Interface-Based Evaluations | | BIBAK | Full-Text | 9-16 | |
Tiago Devezas; Bruno Giesteira | |||
Non-instrumental dimensions, the aspects of a product that go beyond its
ability to help achieve goals efficiently, are increasingly important in User
Experience (UX) research. These dimensions, which include qualities like
aesthetics and symbolism, are mainly assessed by self-reports, research has
shown. However, respondents can provide wrong answers, willingly, due to
concerns like social desirability and self-presentation, or unwillingly, due to
the inability to access their inner states. We explored if one implicit
measuring method, the Implicit Association Test (IAT), can be used to
complement or replace self-report measures. Participants completed six IATs and
explicit measures to determine their attitudes toward products represented by
pictures of their interfaces. Two non-instrumental dimensions were assessed:
valence and self-identification. Overall, implicit and explicit measures
displayed a medium correlation. When comparing the correlations between the
IATs for the two assessed dimensions and the corresponding explicit measures,
similar strong effects were found. This suggests that the IAT bears further
exploration as a complement or alternative to self-report methods. Keywords: Implicit Association Test; interface evaluation; aesthetics; User Experience |
Towards the Tangible Hyperlink | | BIBAK | Full-Text | 17-20 | |
Alfredo Pérez Fernández | |||
Thanks to the persistent decrease in cost and size of electronics, this
century is experiencing an important scale up in number of devices surrounding
us, with a subsequent increment on the complexity of the user interaction with
such devices. The proposed interaction concept -- the tangible hyperlink --
demonstrates that it is possible to apply the capacitive coupling communication
technology to simplify the interaction with embedded devices without preventing
users from maintaining control on their privacy. Keywords: CHI; Personal Area Network; Tangible User Interface; Privacy |
Interaction With Mobile Devices by Elderly People: The Brazilian Scenario | | BIBAK | Full-Text | 21-26 | |
Ricardo Leme; Luciana Zaina; Vitor Casadei | |||
The use of mobile devices in Brazil has grown in different groups of people,
making it an essential element in people's daily communication. Although there
is a high concentration of users in the age group 20-40 years, it is the
visible increase in the number of people over 60 that interacts with mobile
devices, especially smartphones. These different groups of different ages have
different needs with regard to interaction with mobile devices. The objective
of this paper is to present the results of an exploratory study on the
interaction of the older users with mobile devices in Brazil. For this, we used
an exploratory study with potential users in Brazil. The exploratory study
outcomes allowed us to draw the personas for the Brazilian scenario. The main
interaction personas were identified and defined from this survey, aiming at an
efficient representation of the group studied. The survey showed us that
although the majority of users had mobile devices and used them for daily
activities, some of them still face difficulties on handling them. Keywords: mobile devices; elderly user; personas |
A Set Of Heuristics for User Experience Evaluation in E-commerce Websites | | BIBAK | Full-Text | 27-34 | |
Laia Bonastre; Toni Granollers | |||
Electronic Commerce (e-commerce) websites need to provide customers with a
positive User Experience (UX) to be successful and competitive. In this paper,
it is presented a set of 64 heuristics as a tool to evaluate the grade of UX
achievement of these kinds of sites. The set is based on three studies which
provide functional requirements and guidelines in regard to the quality of
e-commerce web sites. The main contribution of this work is the standardization
of these recommendations by formulating them in interrogative sentences to
facilitate the evaluation of e-commerce sites. Each heuristic is accompanied by
examples and suggestions that facilitate their evaluation by a provided scoring
system. Keywords: Heuristic evaluation; E-commerce; User Experience |
Sonification of Large Datasets in a 3D Immersive Environment: A Neuroscience Case Study | | BIBAK | Full-Text | 35-40 | |
Panagiota Papachristodoulou; Alberto Betella; Paul F. Verschure | |||
Auditory display techniques can play a key role in the understanding of
hidden patterns in large datasets. In this study, we investigated the role of
sonification applied to an immersive 3D visualization of a complex network
dataset. As a test case, we used a 3D interactive visualization of the so
called, connectome of the human brain, in the immersive space called
"eXperience Induction Machine (XIM)". We conducted an empirical validation
where subjects were asked to perform a navigation task through the network and
were subsequently tested for their understanding of the dataset. Our results
showed that sonification provides a further layer of understanding of the
dynamics of the network by enhancing the subjects' structural understanding of
the data space. Keywords: sonification; XIM; networks; neuroscience; complex data; auditory display |
Design Guidelines and Design Recommendations of Multi-Touch Interfaces for Elders | | BIBAK | Full-Text | 41-47 | |
Bruno Loureiro; Rui Rodrigues | |||
The usage of multi-touch interfaces on a tabletop device, has been very
explored for elder users in several domains. This interaction technique is an
alternative to reducing the obstacles that older adults face in the use of
computer systems, e.g., handling of peripherals. Many design guidelines are
proposed in the literature for a wide range of products and systems for elders,
e.g. websites, TV user interfaces. However, there is a lack of set of design
guidelines and design recommendations of multi-touch interfaces that matches
elder's needs. This paper presents a set of design guidelines and design
recommendations distilled and extracted from most relevant works on design of
multi-touch interfaces for elders available in the literature. The results are
a set of design guidelines, useful for designers, application developers,
usability specialists and researchers. Keywords: Human-Computer Interaction; Natural User Interfaces; Multi-Touch Interfaces;
Design Guidelines; Elderly |
PolyPie: A Novel Interaction Techniques For Large Touch Surfaces With Extended Wall Displays | | BIBAK | Full-Text | 48-53 | |
Ihab Maged; Michael Louis; Mohamed Thabet; Ayman Atia | |||
The paper presents new interaction techniques for large touch tables and
large-wall projected screens. The extended projected screen is integrated as an
extension to the touch table where the user can grab the menu items on the
projected screen from the touch table or by interacting directly with the
projected screen using hand gestures. The system proposes multi-touch controls
and hand gestures that aim to minimize the user effort and body movements while
interacting with the large touch table and the extended projected large-wall
display. We present "PolyPie" as a group of three touch interaction techniques
for large display touch surfaces and two hand gestures techniques for
interacting with the large-wall projected display. The proposed touch
techniques are the Dynamic Pie Magnifier, Poly-Fingers Grab, Five Fingers
Shadow Grab. We conducted a primitive study for the proposed interaction
techniques. The results showed that the proposed techniques helped the users to
interact much easier with large display table and wall screen. The users were
able to access far files in acceptable time and more smoothly. Keywords: Large display interaction, extended display, interaction techniques |
Trombosonic: Designing and Exploring a New Interface for Musical Expression in Music and Non-Music Domains | | BIBAK | Full-Text | 54-59 | |
Oliver Hödl; Geraldine Fitzpatrick | |||
The "Trombosonic" is a new digital music instrument based on the
foundational principles of the slide trombone. An ultrasonic sensor combined
with a red laser allows the performer to play the instrument using similar
movements to playing a trombone to change the pitch, by moving one hand back
and forth even though there is no physical slider available. Furthermore,
additional sensors enhance musical expression by gestural movement of the whole
interface and by using the breath. Due to its compact size and the lack of a
slider, the Trombosonic can be played in many different ways. This inspired us
to do an informal evaluation to explore the potential applicability of our
prototype in different fields and settings other than music. We identified a
certain suitability for old and young people and a new possibility for people
with restricted mobility to play such a musical instrument. Further development
might include a built-in microphone to use the human voice and an expansion of
the synthesizer's features. Keywords: Sound and Music Computing, Interface for Musical Expression, Exploratory
Evaluation |
Colourful Privacy: Designing Visible Privacy Settings with Teenage Hospital Patients | | BIBAK | Full-Text | 60-65 | |
Maja van der Velden; Margaret Machniak | |||
The paper reports from a qualitative study based on the analysis of
semi-structured interviews and Participatory Design activities with
hospitalised teenagers with chronic health challenges. We studied how teenage
patients manage their online privacy, with a focus on the design and use of
privacy settings. We found that the majority of participants preferred to
visualise privacy settings through the use colours and to personalise access
control. They also considered these necessary on more secure patient-centred
social media. As proof of concept, we implemented some of the findings in a
patient social network setting. We conclude that visualising and personalising
privacy settings enable young patients to have more control over the sharing of
personal information and may result in a more effective use of privacy
settings. In addition, privacy-aware default settings may prevent teens from
unintended sharing of personal information. Keywords: Facebook; participatory design; patient social media; privacy settings;
teenage patients; visualisation of privacy |
On the Mesurement of Mental Models for Interface Design | | BIBAK | Full-Text | 66-71 | |
Ryota Mori; Toshiki Yamaoka | |||
The purpose of this paper is to provide a measurement of user's thought
process after discussing the experiment with "degree of formed mental model",
which involves a logical thinking. We studied 42 people based on questionnaire
to measurement mental models. This method helped understanding the potential
effectiveness of mental model measurement. Keywords: mental model; interface; cognition |
Travel Experience Cards: Capturing User Experiences in Public Transportation | | BIBAK | Full-Text | 72-78 | |
Alma Leora Culén; Maja van der Velden; Jo Herstad | |||
The paper presents a Travel Experiences Card (TEC) set, produced as a tool
to understand user experiences in public transportation. The card set allows
exploration of diverse user experiences, from preparing travel to arriving at
the destination. The set is designed using images taken during participant
observation and photographic documentation of public transportation
experiences. Two ways or working with the card set are proposed, one based on
forced association technique and the other on focus event tool. These allowed
for the breadth and the depth of exploration, respectively. We tested the cards
in one pilot workshop to fine-tune it as a tool, and then applied it in two
workshops in order to evaluate its usefulness. We used three important
experiences for users of public transportation: safety, joy, and arriving on
time. We found that the method was useful for eliciting rich responses from our
participants, and for understanding the ecology of experiences. We also
consider the process of designing the card set, and its evaluation, to be of
relevance. Keywords: service design; interaction design; experience design; customer journeys;
experience design cards |
Coupling Artificial Neural Networks and Genetic Algorithms in Redesigning Existing Cities for Flood Resistance | | BIBAK | Full-Text | 79-82 | |
Gene Oliver Cruz; Florencio, Jr. Ballesteros; Ariel Blanco | |||
Cities are becoming more vulnerable to natural hazards due to increasing
concentration of urban population and resources as well as to changing weather
patterns caused by climate change. Adding to the aggravation of urban
vulnerability is the socio-economic conditions of its population. More often,
the poor are those who are severely affected and have no economic means to
recover. Eventually, the local government takes the responsibility of providing
services to restore and rehabilitate affected communities. This impacts the
cities' economic base by reducing their ability to grow and raise revenue. In
order to minimize economic losses caused by a disaster, it is important to
assess the communities' vulnerabilities and plan ahead before a disaster
strikes. This paper explores the use of neural networks and genetic algorithms
as support tools for an integrated urban development and disaster risk
reduction planning and decision making. Keywords: artificial neural networks; genetic algorithms; land use; disaster
preparedness |
Simplified Customer Segmentation Applied to an Outbound Contact Center Dialer | | BIBAK | Full-Text | 83-88 | |
Telmo Ricardo Lopes Alberto; Pedro Mendes da Silva | |||
Contact centers are a critical link between companies and their customers.
In this context, outbound dialing represents a major business area for many
companies, as they often need to reach a very large number of customers by
phone or other media. In this scenario, it becomes a necessity to prioritize
which customers should be contacted first, probably according to their expected
business value. In this paper, we will keep our focus on customer segmentation
for an outbound contact center dialer. This implies targeting different sets of
customers (customer segments), with distinct priorities and staff for each
segment, while taking into account all the business objectives. Our proposal is
based on extending our existing outbound contact center management system to
provide support for simplified customer segmentation in the context of outbound
dialing. This system provides an interactive interface for handling typical
contact center business requirements. Our main focus is enhancing the system's
user experience, so that it allows the user to manage customer segments and
dialing effectively, by using schedules, key performance indicators,
multidimensional statistics, business segment prioritization, customer contact
prioritization, and staffing management. Ultimately, we have shown how it was
possible to enhance an outbound dialer with customer segmentation concepts,
focusing on schedules, KPIs, multi-dimensional statistics, business segment and
customer contact prioritization by business value, and staffing. Users of the
new module find that their staff productivity and responsiveness to events
regarding contact list quality has improved dramatically. Keywords: contact center; customer segmentation; dialer; near real-time business
intelligence; business applications |
Find a Book! Unpacking Customer Journeys at Academic Library | | BIBAK | Full-Text | 89-95 | |
Alma Leora Culén; Andrea A. Gasparini | |||
Academic libraries are especially poised to serve knowledgeable and
technologically advanced user population: students and researchers. The
technological advances are dictating significant changes for academic
libraries. This paper is concerned with building awareness within the library
around the need to re-think its role in academic life, its use of technology
and willingness to co-innovate with users. The paper reports from four
workshops that aimed to explore existing and future services offered by the
academic library. Library employees, students and researchers were participants
in all workshops. The participants were first informed about service design and
its tools, and then engaged in creating customer journeys, using service design
cards. The set of cards used was an of-the-shelf product, modified for the
purpose, introducing images specific to the library and allowing for rating of
services in terms of their importance. The paper reports on our findings from
these workshops. One interesting finding is that librarians still focus mostly
on physical space and personal services, such as organization of courses in the
library, while students and researchers almost exclusively think of digital
services, related to literature they need for their work. Keywords: service design; service design cards; touch points; innovation; customer
journeys; academic libraries |
3D Web-Based Shape Modelling: Building up an Adaptive Architecture | | BIBAK | Full-Text | 96-102 | |
Ali Abdallah; Oleg Fryazinov; Valery Adzhiev; Alexander Pasko | |||
3D web-based shape modelling and rendering is becoming an increasingly
important research area. Many applications have emerged, both established ones,
such as collaborative design and new ones, such as heterogeneous objects
modelling along with their subsequent fabrication using 3D printing. In this
paper, we explore a crucial issue of the technology, which is building a proper
adaptive architecture for an interactive client-server based system with a
particular emphasis on rendering aspects. We identify the most probable
scenarios of executing modelling and rendering in terms of server-client
communications and associated decision making, and then describe a number of
case-studies, which allowed us to experiment with different rendering
techniques in the context of various task distribution and communications mode
of the adaptive interactive client-server based system. Finally, we present and
analyse the results and suggest a number of practical recommendations. The main
results of the paper are concerned with consideration of rendering. Keywords: Adaptive architecture, 3D shape modelling, WebGL, Collaborative shape
modelling, Function Representation |
Methodology for Designing User Test Environments to Evaluate Web Accessibility Barriers with Disabled Users | | BIBAK | Full-Text | 103-108 | |
Afra Pascual; Toni Granollers; Mireia Ribera; Jordi Coiduras | |||
This work presents a new methodology for designing user tests that evaluate
the impact of different Web accessibility barriers affecting people with
disabilities. The methodology is based on several steps that help in the
creation of Web content to be tested by users with specific disabilities.
Several user tests have been carried out to check the validity of the steps
defined in the methodology. The paper includes the methodology used, a case
study and the key findings of the analysis. The results of the case study have
been positive as the objective of providing a methodology has facilitated the
creation of an evaluation environment: selection of the elements to be
evaluated and the tasks to be performed by users who carried out the test. As a
conclusion, we can state that the introduced methodology helps to include
elements in user tests and optimizes the time and available resources needed
for the preparation of an accessibility test. Keywords: Design, User test, Barriers, Web accessibility, Users with disabilities |
Comparing Recognition Methods to Identify Different Types of Grasps for Hand Rehabilitation | | BIBAK | Full-Text | 109-114 | |
Beatriz Leon; Angelo Basteris; Farshid Amirabdollahian | |||
Grasping activities are extremely frequent in the set of activities of daily
living. This causes severe impairments for stroke survivors, whose wrist and
hand may suffer from a variety of symptoms such as spasticity, hypertone and
muscular weakness. Intensive repeated movement performance is at the base of
robot-therapy. Thus, patients may benefit, in terms of functional recovery,
from the integration of grasp gestures in robot mediated exergaming. In this
feasibility study, we developed and tested three methods for recognizing four
different grasp postures performed while wearing an exoskeleton for hand and
wrist rehabilitation after stroke. The three methods were based on the
statistics of the produced postures, on neural networks and on support vector
machines. The experiment was conducted with healthy subjects, with no previous
injuries on the hand, during grasping of actual objects and then repeated using
imaginary objects. We compared the three methods in terms of accuracy,
robustness with respect to the size of the training sample, inter-subjects'
variability, differences between different postures and evaluating the presence
of real objects. Our results show that the support vector machine method is
preferable in terms of both accuracy and robustness, even with a small training
sample, with training times on the order of milliseconds. Keywords: grasp posture recognition; stroke rehabilitation; Support Vector Machines;
Neural Networks |
Needs and Usability Assessment of a New User Interface for Lower Extremity Medical Exoskeleton Robots | | BIBAK | Full-Text | 115-120 | |
Yoon Jung Jeong; Euiyoung Kim; Homayoon Kazerooni | |||
This paper presents an evaluation and recommendations for the improvement of
the user interface (UI) of medical exoskeleton robots for people with mobility
disorders. Existing UIs of currently available medical exoskeletons lack the
flexibility to serve a diverse user group who require more customization. A UI
prototype consisting of a glove with buttons attached on fingertips, and a
display module for user feedback and/or instruction was developed and
evaluated. For the evaluation of this UI prototype, multiple usability tests,
guerrilla tests, interviews, and surveys were conducted with several crutch and
manual wheelchair users. Finally, a set of final Glove UI design
recommendations is illustrated based on the test subjects and interviewees'
feedback; finger glove, two buttons, singleton walking method, and adjustable
display position. A more thorough evaluation on this improved UI with more
potential users of medical exoskeletons with various physical abilities remains
as future work. Keywords: Design for people with disabilities; User interface design; Exoskeleton;
Glove Interface |
Interactive Engagement Capabilities as an Indicator of E-Learning Systems' Usability | | BIBAK | Full-Text | 121-126 | |
Aljawharah Al-Muaythir; Khalid Alnafjan; Lamia Al-Kwai | |||
Although many studies in the literature have investigated the usability of
e-learning systems from different points of view, as far as the literature has
been reviewed, not much research has been conducted to emphasize how
interactive engagement functionalities supported by e-learning systems, affect
their achieved usability Interactive engagement is easier to achieve in
traditional learning environments than of e-learning environments. Therefore, a
set of functionalities should be supported in e-learning systems to allow an
acceptable level of interactive engagement. Furthermore, in this study some
analysis and evaluation was conducted for a number of open source e-learning
systems regarding their support for functionalities that aids in creating an
interactively engaging learning environment. The evaluation included ATutor,
Claroline, Dokeos, Integrated Learning, Information and Work Cooperation System
(ILIAS), Modular Object-Oriented Dynamic Learning Environment (Moodle), Online
Learning and Training (OLAT), and Sakai. The evaluation result showed that
Moodle and Dokeos achieved the best coverage of all possible interactive
engagement-supporting capabilities available, thus proving its superiority over
other e-learning systems included in this study in providing an interactively
engaging learning environment. Keywords: Interactive Engagement; Usability; E-learning; Open source |
Interactive Systems Adaptation Approaches: A survey | | BIBAK | Full-Text | 127-131 | |
Imen Jaouadi; Raoudha Ben Djemaa; Hanene Ben Abdallah | |||
Nowadays, the design and the development of user interfaces impose new
requirements as a result of the diversity of platform with specifics
characteristic. In this context, several approaches are proposed to develop
adaptable user interfaces to context of use. This paper presents a review and
classification according to different criteria of the most important research
efforts in this field. In the light of this analysis, we propose to develop in
the future researches a approach-based on model which adapts the functionality
and user interface of an interactive system at run time. Keywords: user interface; adaptation; context of use; HCI |
A Tangible Directional-View Display for Interaction | | BIBAK | Full-Text | 132-134 | |
Youngmin Kim; Byoungha Park; Kwang-Soon Choi; Kwang-Mo Jung | |||
A tangible directional-view display system that can provide different
perspective views without any special glasses is introduced. The proposed
system can display perspective floating five images in the space in front of
the system with the help of concave mirrors. In addition, the proposed system
adopted an ultrasonic focusing technology in order to providing immersive
experiences and delivering the sense of touch. We will explain our proposed
method and theoretical analysis that supports the proposed method will be
provided. Keywords: Interaction, Directional-View, Ultrasound |
HANDY: A Configurable Gesture Recognition System | | BIBAK | Full-Text | 135-140 | |
Mahsa Teimourikia; Hassan Saidinejad; Sara Comai | |||
With the growing usage of computer systems in daily life, a natural and
intuitive Human Computer Interaction (HCI) method to support the embedding of
computer systems in our environment seems necessary. Gestures are of utmost
importance for the design of natural user interfaces. Hand gesture recognition
to extract meaningful expressions from the human hand movements and postures is
being used for different applications. However, the recognition of hand
gestures that contain different hand poses can be challenging. In this paper,
we propose a system (called HANDY) for hand gesture recognition that is
flexible to be trained to recognize a variety of user-defined gestures defined
as sequences of static hand postures. The system has been designed to be used
in uncontrolled environments, to handle dynamic and cluttered backgrounds, and
without the need of using any wearable sensor or any specific clothing.
Evaluation results show a good average accuracy in gesture recognition. Keywords: interactive systems; gesture-based interface; natural HCI; personalizable
system |
Concepts of Multi-artifact Systems in Artifact Ecologies | | BIBAK | Full-Text | 141-146 | |
Henrik Sørensen; Jesper Kjeldskov | |||
The artifact ecologies emerging from the increasing number of interactive
digital artifacts, capable of communicating with each other, have created a
situation where software applications no longer need to be limited by the
physical boundaries of a single artifact. In order to take advantage of the
full potential of this situation, we first need to establish a common
understanding of the interaction that crosses physical artifact boundaries.
Eventually, this will help us understand and design multi-artifact systems that
are more than the sum of its individual parts. In this paper, we analyze two
multi-artifact systems from our prior work within the domain of music
consumption and identify four concepts of multi-artifact interaction:
Plasticity, migration, complementarity, and multi-user. We discuss the concepts
in order to relate them to an artifact ecology thinking and identify
implications for future work. Keywords: artifact ecology, multi-artifact, music system |
Following a Robot using a Haptic Interface without Visual Feedback | | BIBAK | Full-Text | 147-153 | |
Ayan Ghosh; Lyuba Alboul; Jacques Penders; Peter Jones; Heath Reed | |||
Search and rescue operations are often undertaken in smoke filled and noisy
environments in which rescue teams must rely on haptic feedback for navigation
and safe exit. In this paper, we discuss designing and evaluating a haptic
interface to enable a human being to follow a robot through an environment with
no-visibility. We first briefly analyse the task at hand and discuss the
considerations that have led to our current interface design. The second part
of the paper describes our testing procedure and the results of our first
informal tests. Based on these results we discuss future improvements of our
design. Keywords: human robot interaction; haptic interface; support for
no-visibility/visually impaired |
Posture-Angle Perception and Reproduction Characteristics with Wrist Flexion/Extension Motions | | BIBAK | Full-Text | 154-159 | |
Yoshihiko Nomura; Tatsuya Ito | |||
Comparing active and passive modes with wrist flexion/extension motions, the
authors examined the posture angle perception and reproduction characteristics
through psychophysical experiments using a mechanically haptic wrist interface:
mean values and standard deviations of the perceptual/reproduced angle errors
were obtained, and were examined by ANalysis Of VAriance (ANOVA). The
characteristics can be applied to wearable haptic interfaces employing
kinesthetic sensations in a form of an instruction scheme referred to as a
"restrained instruction": the restrained instruction is based on the idea that
the just-noticeable small amount of externally applied forces being would be
enough for learners to trigger voluntary motions with their body elements. Keywords: instruction; wrist; flexion; extension; perception: reproduction |
Position and Force-direction Detection for Multi-finger Electrostatic Haptic System Using a Vision-based Touch Panel | | BIBAK | Full-Text | 160-165 | |
Taku Nakamura; Akio Yamamoto | |||
This article proposes a method of detecting position and force-direction for
multi-finger electrostatic haptic system using a vision-based touch panel. The
system consists of a vision-based touch panel, a transparent ITO (Indium Tin
Oxide) electrode on the panel, and multiple stimulators with markers. Analyzing
positions of the markers with the vision-based touch panel, the proposed method
can detect position and force-direction of each stimulator. Detection of
applied force direction is imperative to reduce undesired stickiness of virtual
walls in passive haptic rendering systems. The developed system could
successfully reduced the stickiness, but its performance was limited due to the
limited tracking performance of the touch panel. Keywords: Surface haptics; Visuo-haptic; Passive haptic system |
TouchPair: Dynamic Analog-Digital Object Pairing for Tangible Interaction using 3D Point Cloud Data | | BIBAK | Full-Text | 166-171 | |
Unseok Lee; Jiro Tanaka | |||
Sensor-based pairing technology between digital objects for interactions are
used widely (e.g., smart phone to Bluetooth headset). In addition, research
about interactions between daily normal analog objects (e.g., a doll, Lego
block) and digital objects has progressed and is also popular. However, such
research can only involve interactions with pre-setup objects. The paired
objects cannot be changed dynamically. In this paper, we propose a new
analog-digital object pairing method by intuitive touch interactions using
three-dimensional point cloud data. Several touch pairing methods are described
in detail and paired objects are changed dynamically using the proposed method.
In addition, a simple tangible interaction between two objects is described
after pairing. Finally, we demonstrate the high recognition rate of the
proposed method using experiments and describe our system's contribution. Keywords: dynamic pairing; point cloud; tangible interaction; 3d gesture; human
computer interaction |
Rapid Prototyping Spiral for Creative Problem Solving in Developing Countries | | BIBAK | Full-Text | 172-177 | |
Shohei Aoki; Koichi Hori | |||
In this paper, we focus on how we can assist the local designers in the
developing countries to design and manufacture the problem solving products.
Although there are a lot of examples of appropriate technology, most of them
were designed by the experts who have professional knowledge. To solve this
issue, we propose a design method rapid prototyping spiral, considering the
conventional studies on creativity support. The rapid prototyping spiral is a
quick iterating process of creating prototypes and getting feedbacks from the
users. The advantage of this method is that it enables the designers to
discover the hidden issues or the unconscious assumptions underlying the users
or the community. Our method also takes advantage of the limitation of
materials, which has been regarded as a negative aspect so far. We illustrate
how our method is applicable to design in the developing countries, taking a
project in Ghana as an example. Keywords: Design method; Prototyping; Design space |
Characteristics, Attributes, Metrics and Usability Recommendations: A Systematic Mapping | | BIBAK | Full-Text | 178-185 | |
Franciela Nissola; Fabiane Barreto Vavassori Benitti | |||
The research scenario concerned about software usability addresses a wide
range of characteristics, attributes and evaluation models. As result, we can
observe the evaluators difficult in order to select the characteristics that
best apply to the product that is being evaluated. By this way, this paper
presents a systematic mapping in order to identify the main characteristics of
usability evaluation related to web, desktop and mobile devices environments.
As results, we selected 31 papers in order to perform data extraction and way
possible to produce a list of 28 evaluation characteristics. Keywords: Usability Evaluation; Systematic Mapping |
Do I Really Have to Accept Smart Fridges? An Empirical Study | | BIBAK | Full-Text | 186-191 | |
Bushra Alolayan | |||
Smart fridges have not taken off as rapidly as their creators would have
wished. This raises questions about user attitudes towards the smart fridge. A
small-scale empirical study, comprising 17 individual semi-structured
interviews, results in identification key factors influencing user acceptance
of the smart fridge. This leads to a new smart fridge acceptance model (SFAM).
The SFAM modifies the well-known Technology Acceptance Model (TAM) by adding
social influence, technology anxiety and cost to the factors included in the
original Technology Acceptance Model. The findings indicate that participants
are willing to use such an innovation if it already exists. Keywords: technology acceptance model; smart fridge; ubiquitous computing; acceptance
factors |
Nonintrusive Multimodal Attention Detection | | BIBAK | Full-Text | 192-199 | |
Hugo Jiawei Sun; Michael Xuelin Huang; Grace Ngai; Stephen Chi Fai Chan | |||
With the increasing deployment of computers in a wide variety of
applications, the ability to detect the user's attention, or engagement, is
becoming more important as a key piece of contextual information in building
effective interactive systems. For instance, one can imagine that a system that
is aware of whether the user is attending to it would be able to adapt itself
better to the user activities to enhance productivity. The ability to detect
attention would also be useful for system analysis in designing and building
better systems. However, much previous work in attention detection is either
obtrusive or imposes demanding constraints on the context and the participants.
In addition, most approaches rely on uni-modal signals, which are often limited
in availability and stability. This paper attempts to address these two major
limitations through a noninvasive multimodal solution, which allows
participants to work naturally without interference. The solution makes use of
common off-the-shelf items that could reasonably be expected of any computing
environment and does not rely on expensive and tailor-made equipment. Using a
three-class attention state setting, it achieves average accuracy rates of
59.63% to 77.81%; the best result being 77.81% for a general searching task,
which shows 11.9% improvement over the baseline. We also analyze and discuss
the contribution by individual features to different models. Keywords: Affective computing; keystroke dynamics; facial expression; multimodal
recognition; attention detection |
Gamification of a Project Management System | | BIBAK | Full-Text | 200-207 | |
Darius Ašeriškis; Robertas Damaševicius | |||
n serious contexts for enhancing the value of a service or a product for its
users. We describe psychological foundations and social motives for
gamification, its principles and concepts, game rules (mechanics) and elements
of game as well as techniques and patterns of gamification. As a case study, we
analyze gamification of a Trogon Project Management System. For evaluation of
gamified interface, we propose to use WCAG 2.0 rules, adapted for evaluating
color contrast of game layer interfaces, and System Usability Scale (SUS) to
evaluate usability of gamification. Keywords: gamification; game design; game mechanics, interface; usability |
Non Intrusive Measures for Determining the Minimum Field of View for User Search Task in 3D Virtual Environments | | BIBAK | Full-Text | 208-213 | |
Zahen Malla Osman; Jérôme Dupire; Alexandre Topol; Pierre Cubaud | |||
In this paper, we report on an experiment to determine the minimum field of
view that permits the user to perform an effective search task in a 3D virtual
environment, by analyzing how the user controls the virtual camera. Our study
exploits a model based on the use of several novel non-intrusive temporal and
quantitative measures of visual attention, such as: fixation, gaze, and
movement. Seven out of ten measures gave significant results with the same
findings. Keywords: Field of view, virtual environment, video games, visual attention |
Creating a Social Serious Game. An Interdisciplinary Experience Among Computer Scientists and Artists from UNLP Faculties | | BIBAK | Full-Text | 214-221 | |
Javier Francisco Díaz; Laura Andrea Fava; Luciano Nomdedeu; Carlos Pinto; Yanina Hualde; Leo Bolzicco; Vicente Bastos Mendes Da Silva | |||
This article describes the interdisciplinary work carried out by teachers
and students of the Faculties of Fine Arts and Informatics in La Plata city, to
develop a serious game for social networks related with Argentine native
peoples. The game presented is a serious video game, innovative for social
sciences, which promotes more effective learning processes than traditional
methods, adding to social networks the ability to transmit knowledge, besides
favoring socialization, cooperation and entertainment. The artists, computer
scientists, anthropologists and primary school teachers who are part of the
team believe that this game help understand and become aware of the historical
and current issues of native peoples, seeking to strengthen the concept of
Argentina as a multiethnic and multicultural country. The most important aspect
of this serious game, called Raices, is to provide an innovative interactive
interface to encourage the interests of school children in learning cultural
history of Argentinean aboriginal communities. Also, the paper would be a
guidance for other teams who would like to do similar work. Keywords: Serious Game; Social Game; Heritage Culture; Games for kids; Games with kids |
What Games Do | | BIBAK | Full-Text | 222-228 | |
Jari Due Jessen; Carsten Jessen | |||
When interacting with computer games, users are forced to follow the rules
of the game in return of the excitement, joy, fun, or other pursued
experiences. In this paper, we investigate how games achieve these experiences
in the perspective of Actor Network Theory (ANT). Based on a qualitative study
we conclude that both board games and computer games are actors that produce
experiences by exercising power over the user's abilities, for example their
cognitive functions. Games are designed to take advantage of the
characteristics of the human players. Keywords: computer games; board games; Actor Network Theory; interaction; game
research; game design |
Towards Essential Visual Variables in User Interface Design | | BIBAK | Full-Text | 229-234 | |
Johanna Silvennoinen | |||
This paper focuses on visual variables in user interface design from the
user perspective. Visual design of user interfaces is essential to users
interacting with different software. The study is conducted with 3E-templates
for users to express their impressions by writing and drawing regarding visual
website design. The data is analyzed with qualitative content analysis through
interpretation framework. The results of this study provide new insights into
user-centered visual user interface design. The results indicate which are the
most essential visual variables in user interface design and therefore should
be emphasized in user-centered design that promotes positive UX and, thus,
benefit user-centered visual UI design. The results of this study are
beneficial for researchers in the field of visual aesthetics in human-computer
interaction and to user interface designers. Keywords: visual user interface design; visual variables; user-centered design;
human-computer interaction |
Traffic Light Assistant -- What the UsersWant | | BIBAK | Full-Text | 235-241 | |
Michael Krause; Alexander Rissel; Klaus Bengler | |||
In a driving simulator experiment, a prototypical traffic light phase
assistant is assessed. The main research issue: How would a user customize the
system? As a sideline, data is gathered with a special Detection Response Task
(DRT), the Tactile Detection Task (TDT), in conjunction with an auditory
cognitive task as reference. Recorded gaze data, driving behavior, subjective
ratings with a System Usability Scale (SUS) and an AttrakDiff2-questionnaire
are also reported. The subjects were able to customize ten parameters of the
traffic light assistant system. The so personalized system configuration showed
no great enhancement in the subjective ratings; thus, the later application
implementation will include only little configuration features for the user.
However, the test persons exhibited a willingness to be informed about speeding
by a speed alerting function within the traffic light assistant system. The
performance (reaction time) of the TDT is interpreted as a measure for the
cognitive load while using the interface. The auditory cognitive task prolonged
the reaction times for a tactile detection task more than the traffic light
information system. The glance times are in line with current guidelines and
the driving behavior shows a potential benefit for safety. Thus, the reported
experiment evaluates an interface for use while driving with objective metrics
regarding distraction and subjective results related to usability and
joy-of-use. Keywords: in-vehicle information system; IVIS; nomadic device; tactile detection task;
TDT; glance duration |
Evaluation of Window Interface in Remote Cooperative Work Involving Pointing Gestures | | BIBAK | Full-Text | 242-251 | |
Ryo Ishii; Kazuhiro Otsuka; Shiro Ozawa; Harumi Kawamura; Akira Kojima; Yukiko Nakano | |||
Gazes and pointing gestures are important in performing collaborative work
involving instructions with shared objects. However, in general video
conferencing systems, the geometrical consistency of size and positional
relationships of remote spaces are not displayed correctly on the display
screen. This inhibits the transmissions of gazes and pointing gestures
vis-a-vis shared objects. It is thus important to demonstrate how gazes and
gestures can be smoothly transmitted by video and develop an advanced system
that can do it. We previously proposed a "MoPaCo" window interface system that
can reproduce a communication partner's space within a display as if the
display were a glass window to achieve geometrical consistency between remote
spaces. Experiment results demonstrated it enables users to feel the distance
between themselves and their conversational partners on video is about the same
as in a face-to-face situation and the partner is actually present. We also
consider MoPaCo can generate video images that smoothly transmit gazes and
pointing gestures; this paper describes experimental tests of the system's
effectiveness in doing so. Results suggest MoPaCo allows users to accurately
identify target objects as they could under face-to-face conditions through an
actual glass window. Results of experiments on conversation quality show MoPaCo
facilitates smooth conversation and communication among users and strengthens
their memories of the conversations, suggesting the users actively engage in
conversation and the system makes a strong impression on them. Keywords: Remote cooperative work; full gaze awareness; pointing gesture; window
interface |
Smartphone-Based 3D Navigation Technique for Use in a Museum Exhibit | | BIBAK | Full-Text | 252-257 | |
Louis-Pierre Bergé; Gary Perelman; Mathieu Raynal; Cédric Sanza; Marcos Serrano; Minica Houry-Panchetti; Rémi Cabanac; Emmanuel Dubois | |||
3D Virtual Environment (3DVE) comes up as a good solution for transmitting
knowledge in a museum exhibit. However, interaction techniques involved in such
settings are mostly based on traditional devices such as keyboard and mouse.
Recently, the popular use of smartphone as a personal handled computer lets us
envision the use of mobile device as an interaction support with these 3DVE. In
this paper, we focus on the navigation task inside a 3DVE and we propose to use
the smartphone as a tangible object. Physical actions on the smartphone trigger
translations and rotations in the 3DVE. In order to prove the interest in the
use of the smartphone, we compare our solution with available solutions:
keyboard-mouse and 3D mouse. User experiments confirmed our hypothesis and
particularly emphasizes that visitors find our solution more attractive and
stimulating. Keywords: interaction with smarpthone, 3D navigation, museum exhibit, experiment |
A 3D Interface to Explore and Manipulate Multi-scale Virtual Scenes using the Leap Motion Controller | | BIBAK | Full-Text | 258-263 | |
Bruno Fanini | |||
Gesture-based interaction models can be efficient and simpler to understand
if designed to correspond to common user interactions with the physical world.
This paper presents a 3D interface and its implementation to quickly perform
navigation and manipulation tasks in multi-scale and multi-resolution 3D scenes
using a low-cost consumer sensor: the Leap Motion controller. The developed
system has the goal of exploring the potential of accurate hands and fingers
tracking alongside mid-air 3D gestures, to investigate specific design
advantages and issues they present in such complex environments. Keywords: Gesture-based interaction; 3D manipulation; real-time; multi-scale |
Touchscreen User Motion Anticipation for Usability Improvement | | BIBAK | Full-Text | 264-270 | |
Tetsuyou Watanabe; Sawako Furuya | |||
This paper proposes a method for improving touchscreen usability by
anticipating user motions. Reaction speed and simple structure are important
for good touchscreen usability. With this in mind, we present a system that can
estimate a desired position for user motion by anticipating a motion several
time steps ahead, using only sensors attached to the touchscreen. User motion
that changes suddenly may not have the Markov property. We present here a novel
methodology based on an Auxiliary Particle Filter (APF) with parameter
estimation to deal with this issue. User motion is anticipated by regarding the
motion in terms of parameters. We demonstrate the validity of our approach
through experiments. Keywords: Auxiliary particle filter; anticipation; user intention; touchscreen; table
device; user interface |
Panoramic Interaction with Interval Data Based on the Slider Metaphor | | BIBAK | Full-Text | 271-276 | |
Phillip Kilgore; Marjan Trutschl; Urska Cvek | |||
Users utilize information visualization tools to explore their multivariate
data in two- and three-dimensional environments in order to uncover patterns,
form hypotheses or pursue questions of interest; they filter, search, zoom, and
interact with the data. We first present a short survey of interactive
selection mechanisms for information visualization and related work. We follow
with our panoramic range slider and show the examples of its application and
utility and present results of a case study. Finally, we elucidate on the
advantages that the panoramic range slider can provide while identifying areas
of further refinement. Keywords: range selection; range slider; linear control; interval data interaction;
query inversion; visualization interaction; graphical user interfaces |
Electronic Health Records and the Challenge to Master the Patients' Pathways. Proposals Around a Comparative Analysis (France / Spain) | | BIBAK | Full-Text | 277-284 | |
José Maria Biedma; Christian Bourret | |||
Issues about patients' pathways and interoperability of Information Systems
are at the heart of the challenges faced by Healthcare Systems to control costs
and also to improve quality of care. We propose a comparative analysis of the
issue of computerized patients' records in France and Spain highlighting
requirements, similarities and differences and new possibilities of actions.
Most of the challenges faced by the Healthcare Systems converge on this issue.
After an analysis of the broader context of Healthcare Systems in these two
countries, which have different designs, but have also similar problems, we'll
examine the issue of the Healthcare record ownership, then the access to its
data and its handling of doctors' personal notes. We'll also discuss ethics'
issues and especially that of medical confidentiality. We'll then consider the
central topic of interoperability linked to different approaches: national in
France and at the level of the Autonomous Communities in Spain. The changes are
only at their beginning. The use of these new socio-digital tools necessarily
meets the European dimension, the issue of using open data and that of digital
territories in Healthcare. Keywords: Electronic Health Records; Healthcare; patients' pathways; access;
interoperability |
Resocialization and Metaphor of Social Networks | | BIBAK | Full-Text | 285-287 | |
Tréton Cécile; Bourret Christian | |||
The subject of this publication focuses on the isolation problem. This can
be considered a health and social problem since it has adverse health
consequences to seniors. The objective of this research is to identify the
relational patterns of the elderly in order to help recreate a network of
relationships suited to their unique needs. The research method questions
relationship dynamics, which include interactions with for example, alliances
and desalliances, common points and affinities, meeting places including the
use of social networks on the web. We study the new relational technologies
around the notion of situation, described by Alex Mucchielli. The proposed work
will rely on observation methods and interviews with isolated elderly. We want
create a model of intervention which uses narrative methods for understand how
the person built its social network. Keywords: ICT; social networks; isolated elderly; situation; frames; life stories;
empathy; relational technologies |
Transparent Electrostatic Actuator with Mesh-structured Electrodes for Driving Tangible Icon in Tabletop Interface | | BIBAK | Full-Text | 288-293 | |
Ryuta Iguchi; Takuya Hosobata; Akio Yamamoto | |||
This paper proposes a transparent electrostatic actuator for actuating
tangible objects in a tabletop interface. The actuator is a planar actuator
with two degrees-of-freedom, capable of actuating a small dielectric sheet
placed on top. The feature of the actuator is in having mesh-structured
electrodes, patterned on a transparent film using a conductive polymer. By
applying pulse voltages to the electrodes, electrostatic force act on the
charges induced on the sheet to produce step-wise motion. The transparency of
the actuator enables this actuation while maintaining the visibility of
graphics on a visual display underneath. To demonstrate the suitability of the
actuator for a tabletop interface, we constructed a simple human-computer
interaction system, in which a physical icon travels on the actuator placed on
a flat panel display. In the demonstration, the user could interact with the
computer by handling active and passive tangible icons. The actuator used in
the system could actuate a small icon in a broad area of 300 mm by 300 mm, with
application of 500 V pulse voltages. Keywords: tangible media; tabletop interface; human-computer interaction; surface
actuator; electrostatic actuator |
Interaction with Real Objects and Visual Images on a Flat Panel Display using Three-DOF Transparent Electrostatic Induction Actuators | | BIBAK | Full-Text | 294-299 | |
Norio Yamashita; Kota Amano; Akio Yamamoto | |||
This paper describes a new type of computer-user interactions through an
actuated real object and visual images on a liquid crystal display (LCD). The
interactions are realized by three degrees-of-freedom (three-DOF) transparent
electrostatic induction actuators placed on the display. The dynamic
interaction was realized using asynchronous driving characteristics of the
induction actuator. The actuator does not interfere with visual images on the
screen because of the optical transparency of the actuator. The actuator is
equipped with eight sets of one-DOF actuators, which enables three-DOF driving,
XY translation and rotation, of sheet objects. Fundamental performances of the
actuator regarding the 3-DOF motions are investigated. Also, a prototype
interactive application is demonstrated. Keywords: electrostatic actuator; transparent; three-DOF; visual interaction; |
Design Practice in Human Computer Interaction Design Education | | BIBAK | Full-Text | 300-306 | |
Alma Leora Culén; Henry N. Mainsah; Sisse Finken | |||
As the need for Human Computer Interaction (HCI) designers increases so does
the need for courses that best prepare students for their future work life.
Multidisciplinary teamwork is what very frequently meets the graduates in their
new work situations. Preparing students for such multidisciplinary work through
education is not easy to achieve. In this paper, we investigate ways to engage
computer science students, majoring in design, use, and interaction (with
technology), in design practices through an advanced graduate course in
interaction design. Here, we take a closer look at how prior embodied and
explicit knowledge of HCI that all of the students have, combined with
understanding of design practice through the course, shape them as
human-computer interaction designers. We evaluate the results of the effort in
terms of increase in creativity, novelty of ideas, body language when engaged
in design activities, and in terms of perceptions of how well this course
prepared the students for the work practice outside of the university. Keywords: HCI education; interaction design; studio; design education;
multidisciplinary teamwork |
Role of Student Interaction Interface in Web-Based Distance Learning | | BIBAK | Full-Text | 307-312 | |
Marina Mladenova; Diana Kirkova | |||
This article presents a subject to debate the question of the role of
learner-interface interaction in distance education. This role is considered in
the aspect of possibilities of distance learning in the three main areas of
human perception: cognitive, psychophysical and emotional. The results are of
the first phase of a study conducted by the authors on the impact of
learner-interface interaction in web-based training on the result achieved,
including training courses in ICT students at the University of Forestry -
Sofia. Keywords: web-based distance education; learner-interface interaction; interactive
communication |
Experimental Study into the Time Taken to Understand Words when Reading Japanese Sign Language | | BIBAK | Full-Text | 313-318 | |
Mina Terauchi; Keiko Watanabe; Yuji Nagashima | |||
We are conducting research in areas such as linguistic and cognitive
analysis of sign language, and animation, with the aim of assisting the hearing
impaired with communication. It was already assumed that hearing-impaired
people recognize the meaning of sign language words while the sign language
movement is being performed. Based on the results of dialog-based analysis of
sign language however, we predicted that hearing-impaired people would
understand the meaning of sign language words during the "transition" stages.
For the purposes of this paper, we compiled a series of experiment sentences
and conducted an experiment to determine the timing with which hearing-impaired
people recognized target words in each sentence. The results of the experiment
indicated that hearing-impaired people recognized a high percentage of words
during the "in-transition" stage. Based on these results, we can assume that
hearing-impaired people understand sign language sentences by effectively
utilizing hand shapes, movements and information such as expressions and
intonation. The challenge for the future is how to harness this information to
improve the comprehension abilities of students undergoing sign language
education. Keywords: Sign Language; predict recognition; transition; |
Aurora -- Exploring Social Online Learning Tools Through Design | | BIBAK | Full-Text | 319-324 | |
Peter Purgathofer; Naemi Luckner | |||
Teaching is an integral part of our work at university and we strive to
achieve a high quality in teaching our students. Yet, we face classes with up
to 800 students per semester and do not have the resources to ensure a close
rapport with each and every one of them. For the last 6 years we have been
working on an online solution for this problem, with the aim of letting
students take responsibility of a large part of their own learning process. The
e-learning system Aurora envelops a number of components ranging from
organizational and informational tools to discussion systems and student
portfolios. Students are invited to participate actively in this online
learning environment and are presented with a variety of options they can
choose from in order to accumulate enough credits to pass their courses. Over
the years of developing Aurora, issues and inadequacies of the system became
apparent and lead us to change our system design iteratively, learning from its
shortcomings. Keywords: Asynchronous Interaction, E-Learning, E-Portfolio, Electronic Note Taking,
Backchannel, Teaching, Design, Newsfeed |
Continous Learning Feedback | | BIBAK | Full-Text | 325-330 | |
Christian Grund Sørensen | |||
In most situations where teaching is involved, the need for learner feedback
is of utmost importance. Rhetorical theory of communication (concepts of aptum
and kairos) underscores the significance of understanding foreknowledge
(Gadamer). Since foreknowledge is by nature assessed prior to the learning
experience and observed learning outcomes are assessed after the experience, a
temporal gap in assessment is obvious. The aim of this paper is to suggest a
method for observing learner attitudes, interests and level of learning in
realtime during the learning experience. This is exemplified through the use of
the Conceptual Pond application to facilitate an insight for the educator into
the process of learning and immersion of the learner. Two use cases are
discussed in detail as well as the consequences for teaching. Keywords: education; assessment; Conceptual Pond; kairos; aptum, continous |
Interpreting Psychophysiological States Using Unobtrusive Wearable Sensors in Virtual Reality | | BIBAK | Full-Text | 331-336 | |
Alberto Betella; Daniel Pacheco; Riccardo Zucca; Xerxes D. Arsiwalla; Pedro Omedas; Antonio Lanatà; Daniele Mazzei; Alessandro Tognetti; Alberto Greco; Nicola Carbonaro; Johannes Wagner; Florian Lingenfelser; Elisabeth André; Danilo De Rossi; Paul F. M. J. Verschure | |||
One of the main challenges in the study of human behavior is to
quantitatively assess the participants' affective states by measuring their
psychophysiological signals in ecologically valid conditions. The quality of
the acquired data, in fact, is often poor due to artifacts generated by natural
interactions such as full body movements and gestures. We created a technology
to address this problem. We enhanced the eXperience Induction Machine (XIM), an
immersive space we built to conduct experiments on human behavior, with
unobtrusive wearable sensors that measure electrocardiogram, breathing rate and
electrodermal response. We conducted an empirical validation where participants
wearing these sensors were free to move in the XIM space while exposed to a
series of visual stimuli taken from the International Affective Picture System
(IAPS). Our main result consists in the quantitative estimation of the arousal
range of the affective stimuli through the analysis of participants'
psychophysiological states. Taken together, our findings show that the XIM
constitutes a novel tool to study human behavior in life-like conditions. Keywords: Affect analysis, affective states, ecological validity, EDR, HRV, wearable
sensors, XIM |
Trace-based Task Tree Generation | | BIBAK | Full-Text | 337-342 | |
Patrick Harms; Steffen Herbold; Jens Grabowski | |||
Task trees are a well-known way for the manual modeling of user
interactions. They provide an ideal basis for software analysis including
usability evaluations if they are generated based on usage traces. In this
paper, we present a method for the automated generation of task trees based on
traces of user interactions. For this, we utilize usage monitors to record all
events caused by users. These events are written into log files from which we
generate task trees. We validate our method in three case studies. Keywords: task; tree; generation; usage-based; traces |
Modeling User's State During Dialog Turn Using HMM For Multi-modal Spoken Dialog System | | BIBAK | Full-Text | 343-346 | |
Yuya Chiba; Masashi Ito; Akinori Ito | |||
Conventional spoken dialog systems cannot estimate the user's state while
waiting for an input from the user because the estimation process is triggered
by observing the user's utterance. This is a problem when, for some reason, the
user cannot make an input utterance in response to the system's prompt. To help
these users before they give up, the system should handle the requests
expressed by them unconsciously. Based on this assumption, we have examined a
method to estimate the state of a user before making an utterance by using the
non-verbal behavior of the user. The present paper proposes an automatic
discrimination method by using time sequential non-verbal information of the
user. In this method, the user's internal state is estimated using multi-modal
information such as speech, facial expression and gaze, modeled using a Hidden
Markov Model (HMM). Keywords: multi-modal information processing; user's state; spoken dialog system |
Modeling the Determinants of Medical Information Systems | | BIBAK | Full-Text | 347-350 | |
Majed Alshamari; Mohamed Seliaman | |||
Saudi Arabia's healthcare sector is rapidly moving towards fully automating
medical records in all hospitals throughout the country to create the ability
to have the medical information move from hospital to hospital as announced in
ambitious e-health program. In spite of the wide adoption of IT systems in
healthcare sector, very little limited research has been conducted to
investigate health and medical information systems perceived usability within
the Saudi context. This paper attempts to fill the gap in the literature of
medical information systems usability by modeling the usability determinants of
Medical Information Systems within the context of Saudi Arabia. Keywords: Usability testing; usability measures; medical system |
An Embodied Group Entrainment Characters System Based on the Model of Lecturer's Eyeball Movement in Voice Communication | | BIBAK | Full-Text | 351-358 | |
Yoshihiro Sejima; Tomio Watanabe; Mitsuru Jindai; Atsushi Osa; Yukari Zushi | |||
We have developed a speech-driven embodied group entrained communication
system called "SAKURA" for enabling group interaction and communication. In
this system, speech-driven computer-generated (CG) characters called
InterActors with functions of both speakers and listeners are entrained as a
teacher and some students in a virtual classroom by generating communicative
actions and movements. In this study, for enhancing group interaction and
communication, we analyze the eyeball movements of a lecturer communicating in
a virtual group by using an embodied communication system with a line-of-sight
measurement device. On the basis of the analysis results, we propose an eyeball
movement model that consists of a saccade model and a model of the lecturer's
gaze at the audience, called "group gaze model." The saccade model reveals
eyeball movement with a delay of 0.20 s with respect to the lecturer's head
movement. A group gaze model reveals the rate of the lecturer's gaze (Center:
60%, Left-side: 27%, Right-side: 13%). Then, we develop an advanced
communication system in which the proposed model is used with SAKURA. Using
this system, we perform experiments and carry out sensory evaluation for
determining the effects of the proposed model. The results reveal that the
proposed model is effective for group interaction and communication in the
speech-driven embodied group entrainment characters system. Keywords: Human Interface; Human Interaction; Embodied Communication; Group
Interaction; Eyeball Movement |
Persona Usage in Software Development: Advantages and Obstacles | | BIBAK | Full-Text | 359-364 | |
Jane Billestrup; Jan Stage; Lene Nielsen; Kira Storgaard Hansen | |||
The Personas technique has been promoted as a strong tool for providing
software developers with a better understanding of the prospective users of
their software. This paper reports from a questionnaire survey regarding
knowledge about Personas and their usage in software development companies. The
questionnaire survey was conducted in a limited geographical area to establish
the extent of Personas usage within all companies in the chosen region and
determine whether software development companies used Personas during the
development process. Several issues were identified as reasons for either not
using the technique or for poor application of it. The study showed that 55% of
the respondents had never heard about Personas. Among those who had heard about
the Personas technique, the following obstacles towards usage of the technique
were identified: Lack of knowledge of the technique, lack of resources (time
and funding), Sparse descriptions -- when applied and Personas not being
integrated in the development. Keywords: Personas, software development, questionnaire survey, grounded theory |
Effects of Wind Source Configuration of Wind Displays on Property of Wind Direction Perception: Width of Wind Velocity Distribution and Accuracy of Wind Source Alignment | | BIBAK | Full-Text | 365-370 | |
Takuya Nakano; Yuya Yoshioka; Yasuyuki Yanagida | |||
We examined the property of wind direction perception at the frontal region
of the head to find a guideline for optimal wind source arrangement. In
previous experiments, localized winds produced by a single compact fan were
used as stimuli. Such a localized wind is rather different from the natural
uniform wind in a real environment. Because the subjects might be able to judge
the wind direction based on the facial region hit by the wind, the performance
of discriminating the direction of a localized wind may be different from that
for a uniform wind. Thus, in this study, we examined the human ability to
discriminate the wind direction using a uniform wind that covered the entire
face and compared the result with that for a localized wind. We measured the
Just Noticeable Difference (JND) in wind direction perception and found that
there was a significant difference between the JND for a uniform wind and that
for a localized wind. Keywords: Wind sensation, Sensory property, JND |
Usability Evaluation of Digital Games for Stroke Rehabilitation in Taiwan | | BIBAK | Full-Text | 371-376 | |
Mei-Hsiang Chen; Lan-Ling Huang; Chang-Franw Lee | |||
This study aimed to compare the effectiveness and usability of using
conventional devices, Wii and XaviX, in rehabilitation, and to propose advices
to improve the digital game design. A clinical trial was implemented to
evaluate the effectiveness and the usability of using Wii and XaviX in
rehabilitation; they were assessed by stroke patients. Twenty-eight stroke
patients were divided in three groups: Conventional, Wii, and XaviX groups. The
results can be summarized into the following points: (1) The effectiveness
index in each group indicated improvements for upper extremity function in
stroke patients. However, the effectiveness indexes of each assessment between
three groups do not have significant differences. (2) All patients in this
clinical trial had fun when using the digital gaming devices for
rehabilitation. (3) The suggestions for improving the design in digital games
are as follows: to increase difficulty, and the response time, levels of the
games need adjustment; to record movement data and game scores each time, the
hand controller must be interchangeable for the users; the controller should be
adjustable to fit different hand dimensions of the patients; the game and
controller movements need to be designed to correspond to real-life activities;
and the controller's operation needs to be simplified. In order to make these
devices more suitable to use in rehabilitation, a comprehensive follow-up
design development based on these proposed guidelines would be necessary in
order to embody design improvements of the devices. Keywords: commercial video game; stroke; upper extremity rehabilitation |
BOrEScOPE -- Exoskeleton for Active Surgeon Support during Orthopedic Surgery | | BIBAK | Full-Text | 377-380 | |
Peter Pott; Markus Hessinger; Roland Werthschützky; Helmut Schlaak; Eugen Nordheimer; Essameddin Badreddin; Achim Wagner | |||
The use of robots in a medical environment is a challenging task not only
for system development but also for the actual application in this demanding
environment. Robots are used to enhance surgery quality in terms of precision,
application of new therapies, or to improve ergonomics -- only to name a few
reasons. The approach described in this paper is to provide a lightweight
exoskeleton worn by the orthopedic surgeon. It is intended to be used during
drilling tasks at the spine and to enhance precision as the surgeon is led by
optic, acoustic, and haptic perception. The parallel flux of forces and the
inherently mobile robot base allow the surgeon to directly maintain
responsibility for surgery. Not only the mechanical design of the system but
also the control is decomposed into several levels. To do so, a behavior-based
approach is used. The system's design criteria are briefly described and first
results are presented. The exoskeleton is composed of an anthropomorphic arm
actuated by twisted-string actuators. This leads to a lightweight construction.
To provide sufficiently fast and precise information about the spatial position
and its time derivations, optical and inertial tracking is used. A User
Guidance Opto-Acoustic Display is utilized to provide the surgeon with
information on position and orientation of the tool in six degrees of freedom
with respect to the desired trajectory. First experimental results derived that
the intended workspace meets the surgical requirements and the user guidance
system enables the surgeon to follow the desired trajectory by intuitive user
guidance. Keywords: exoskeleton; orthopedic surgery, human-machine interaction; twisted-string
actuation; behavior-based system decomposition |
A Real-Time Architecture for Embodied Conversational Agents: Beyond Turn-Taking | | BIBAK | Full-Text | 381-388 | |
Bahador Nooraei; Charles Rich; Candace Sidner | |||
We describe the design, implementation and use of a middleware system,
called DiscoRT, to support the development of virtual and robotic
conversational agents. The use cases for this system include handling
conversational and event-based interruptions, and supporting engagement
maintenance behaviors, such as turn-taking, backchanneling, directed gaze and
face tracking. The multi-threaded architecture of the system includes both
"hard" and "soft" real-time scheduling and integrates with an existing
collaborative discourse manager, called Disco. We have used the system to build
a substantial conversational agent that is about to undergo long-term field
studies. Keywords: engagement; interruption; turn-taking; backchannel; barge-in; schema; BML;
arbitration |
Communicative Capabilities of Agents for the Collaboration in a Human-Agent Team | | BIBAK | Full-Text | 389-394 | |
Mukesh Barange; Alexandre Kabil; Camille De Keukelaere; Pierre Chevaillier | |||
The coordination is an essential ingredient for the human-agent teamwork. It
requires team members to share knowledge to establish common grounding and
mutual awareness among them. In this paper, we propose a behavioral
architecture C2BDI that allows to enhance the knowledge sharing using natural
language communication between team members. We define collaborative
conversation protocols that provide proactive behavior to agents for the
coordination between team members. We have applied this architecture to a real
scenario in a collaborative virtual environment for training. Our solution
enables users to coordinate with other team members. Keywords: Human interaction with autonomous agents, Cooperation, Dialogue Management,
Decision-Making |