UI Delegation: The 3rd Dimension for Cross-Platform User Interfaces | | BIBAK | Full-Text | 1-8 | |
Dagmawi Lemma Gobena; Abel Gomes; Dejene Ejigu | |||
Two of the prominent dimensions behind the development of cross-platform UIs
are the UI distribution and UI migration. In UI distribution, since UI elements
of a given application has to be distributed across more than one device, some
UI elements can be even duplicated. In UI migration, the description and
construction of UI elements are centralized using a client-server model of
computing over a computer network. Thus, we end up having limitations with
respect to scalability and maintainability of the computing environment. Also,
UI distribution and migration mostly support explicit HCI for interactive
systems. However, in ubiquitous computing, implicit HCI is the most desired
interaction approach. In this paper, we present the theoretical concept of UI
delegation as the third dimension that ideally supports implicit HCI and
trans-modality by assuring autonomy of the platforms using a peer-to-peer
model. Keywords: cross-platform UI; multi-platform UI; user interface design; ubiquitous
computing |
Human Input about Linguistic Summaries in Time Series Forecasting | | BIBAK | Full-Text | 9-13 | |
Katarzyna Kaczmarek; Olgierd Hryniewicz; Rudolf Kruse | |||
Finding an appropriate predictive model for time series and formulating its
assumptions may become very challenging task. We propose to represent time
series in a human-consistent way using linguistic summaries. Such summaries
describe general trends in time series and are easily interpretable for
decision makers. The aim of this contribution is to show that the linguistic
summaries may be successfully applied to support the analysis and forecasting
of time series. Information about trends is first retrieved from experts, and
then, processed with soft computing tools. The performance of the approach is
verified on the real-world datasets from the M3-Competition. Users are asked to
evaluate linguistic summaries that are intuitive and easy for interpretation.
This paper shows that human-consistent summaries deliver new knowledge for
forecasting. Keywords: information retrieval; human-computer interaction; time series and sequence
models; Bayesian methods; supervised learning |
Modelling Volo, an Augmentative and Alternative Communication application | | BIBAK | Full-Text | 14-19 | |
Antonina Dattolo; Flaminia Luccio | |||
In this paper, we present a formal representation of an Augmentative and
Alternative Communication (AAC) application, called Volo, for users with Autism
Spectrum Disorders (ASD). We discuss existing AAC applications and present a
formal visualisation model of Volo based on zz-structures, hyper-orthogonal,
non-hierarchical structures for storing, linking and manipulating data. To the
best of our knowledge, this is the first work that tries to give a formal model
to AAC techniques. We finally present the prototype of this new Volo
application. Keywords: Zz-structures; mobile app; Augmentative and Alternative Communication;
Autism Spectrum Disorders |
Experiments and Applications of Support System for Caregivers with Optical Fiber Sensor and Cleaning Robot | | BIBAK | Full-Text | 20-23 | |
Junko Ichikawa; Norihiko Shinomiya; Tetsuya Kon | |||
This research aims to propose a supporting system with sensor network
technology and cleaning robots to alleviate workload of caregivers in welfare
facilities. Our focus is to reduce the labor load of nurses that has increased
with elderly population growth. On the basis of the system requirements
clarified from a site survey in a nursing facility, this paper proposes an
integration method of sensors that keeps monitoring situations in a facility
and cleaning robots that can approach an incident location detected by the
sensing system to confirm safety of facility residents. Keywords: monitoring system; sensor network; cleaning robot; nursing |
Evaluation of a Vibrotactile Device For Outdoor and Public Transport Pedestrian Navigation Using Virtual Reality | | BIBAK | Full-Text | 24-32 | |
Olivier Hugues; Lucie Brunet; Christine Megard; Philippe Fuchs | |||
t can be difficult to find your way in public transport, especially when the
journey combines indoor and outdoor transportation. We designed an innovative
vibrotactile device dedicated to guide a pedestrian in public transport. This
multi-modal interface can be used to guide a pedestrian in unknown public
transport. The device can be used by visually impaired person. The device has
been tested during two main phases. The first step was to test the device using
virtual reality while the second step test was to test the device in a real
environment. This paper presents the first part of the evaluation of the
device. We have developed a virtual reality scenario to assess the objective
and subjective utility of the device. The results showed that the device could
properly guide users. We also evaluated the usefulness of a warning vibration
preceding a message. It was found that the vibration seems to introduce
confusion to the pattern recognition by the user. Keywords: Vibrotactile device evaluation; multi-modal interface; tourism mobile
device; public transport; virtual reality |
One Hand or Two Hands? 2D Selection Tasks With the Leap Motion Device | | BIBAK | Full-Text | 33-38 | |
Manuel Seixas; Jorge Cardoso; Maria Dias | |||
In this paper, we present the results from an experiment designed to compare
two selection gestures (hand grab and screen tap) for the Leap Motion
controller in 2D pointing tasks. We used the ISO 9241-9 multi-directional
tapping test for comparing the devices, and we analyze the results using
standard throughput and error rate measures as well as additional accuracy
measures. We also present the results from the ISO 9241-9 assessment of comfort
questionnaire. To complement this analysis, the computer mouse was also
evaluated in order to serve as a comparison. Results indicate that the hand
grab gesture performs better than the screen tap. Keywords: Interaction Device; Leap Motion; HCI; Pointing devices; Performance
evaluation; Selection tasks |
Developing Evaluation Matrix of Digital Library Interface by Analyzing Bloopers of Korean National Digital Library Sites | | BIBAK | Full-Text | 39-42 | |
Miah Kam; Jee Yeon Lee | |||
The importance of digital libraries is increasing with the advancement and
proliferation of networked online services. This work in progress focuses on
developing an evaluation model for analyzing the real-world cases. Firstly, the
web bloopers of the Korean digital libraries were identified, then heuristic
evaluations were applied to categorize the bloopers into five types, which
occur in three main components of the digital libraries. The resulting
evaluation matrix consists of one axis for the web blooper types and the other
for the digital library components. Each matrix cell has different weighting
derived from the heuristic evaluation of the digital libraries in service.
Digital library developers, managers, and subject matter experts should be able
to consult the evaluation matrix to improve the usability and accessibility of
their libraries. Our digital library evaluation matrix, based on the heuristic
evaluation model, should raise the efficiency of digital library user interface
evaluation. Keywords: Digital Library User Interface; Library Service Components; Web Bloopers;
Heuristic Evaluation; Evaluation Matrix |
Implementing the Tactile Detection Task in a Real Road Experiment to Assess a Traffic Light Assistant | | BIBAK | Full-Text | 43-48 | |
Michael Krause; Verena Knott; Klaus Bengler | |||
The tactile detection task (TDT), a vibrating detection response task (DRT),
was used to assess the mental demand of an in-vehicle information system
(IVIS), which recommends a driving speed to the driver on a smartphone. In the
experiment, the TDT was recorded as a single task, with the driving task as a
baseline as well as with additional IVIS task, and with a cognitive task as
reference and control. Results show that IVIS use did not significantly prolong
the TDT reaction times, which can be interpreted as no increase in mental
workload caused by the IVIS. The control task increased the reaction times
significantly. The data of the real road experiment are analyzed in terms of
correlations showing that the TDT was a reliable cognitive workload measurement
tool in the experiment. Sideline: Driven speed revealed no correlation with TDT
reaction times when the vehicle was in motion. Keywords: DRT, TDT, TDRT, IVIS, detection response task; smartphone; cognitive
workload |
Perspective and Use of Empathy in Design Thinking | | BIBAK | Full-Text | 49-54 | |
Andrea Gasparini | |||
The paper takes a closer look into one of the main attributes of Design
Thinking: Empathy. The motivation for doing so has its roots in the post Design
Thinking period, which we are entering now, following a rich decade of use of
this approach to innovation. Approaching a Designerly Thinking perspective of
what designer do in practice, five different epistemological paths will give an
understanding of the effects empathy has in the design process. Empathy is
addressed by exploring two main aspects, the emotional and the cognitive. The
theoretical perspective of Design Thinking, seen as a reflexive practice, or as
creator of meaning, or even as a problem solving activity, is used to
understand how empathy can be used in a design contexts. This aspect is then
further analyzed using the results of a large workshop where Design Thinking
was used. Keywords: Empathy; Design Thinking; Designerly Thinking; Service Design |
Modified Betweenness to Analyze Relay Nodes to Identify Relay Nodes in Data Networks | | BIBAK | Full-Text | 55-56 | |
Masaaki Miyashita; Norihiko Shinomiya | |||
Several types of data networks require relay nodes to transmit data because
the nodes would impact on services with the networks. Betweenness centrality is
one of the measures that reveal important nodes for a network topology.
However, the measure does not specialized in relay nodes of survivable
networks. This paper proposes a evaluation method to designate the relay nodes
in the network modifying betweenness centrality for relay nodes and
survivability. In our simulation, we used two routing algorithms for the
survivability of the network and compared the modified measure applying each
algorithm with original betweenness centrality. The simulation results show
that our approach estimates features different from the original does. The
different implies that our method is effective to identify relay nodes. Keywords: Betweenness centrality, Graph theory, Data networks |
User Interface Development of a COPD Remote Monitoring Application | | BIBAK | Full-Text | 57-62 | |
Berglind Smaradottir; Martin Gerdes; Rune Fensli; Santiago Martinez | |||
The Norwegian Health sector is undergoing changes at all levels due to
recent health reforms. Services traditionally offered by specialized health
care are being transferred to primary health care managed by municipalities. In
this context, telemedicine technology is introduced to facilitate new services
that support communication across local borders, optimizing resources and
increasing cost effectiveness. This study focuses on the user-centred design,
iterative development and evaluation of the user interface of a mobile
application to be used in a new telemedicine service for remote monitoring of
chronic obstructive pulmonary disease symptoms. The research is a result of the
cooperation between a municipality and a hospital as part of the European
Commission project United4Health. Through a user-centred design approach, the
tablet device application was developed based on information gathered in a
workshop and group interviews where the end-users, patients and health
professionals, described their preferred way of interacting with the
telemedicine technology. User evaluations reported positive results on the ease
of use and user satisfaction with the interaction with the application.
Iterative application's user interface refinements were made through several
end-users' evaluations, resulting in a fully developed system suitable for
remote monitoring. Keywords: user-centred design; remote monitoring; usability evaluation; patient
empowerment; telemedicine |
Field Evaluation of a New Railway Dispatching Software | | BIBAK | Full-Text | 63-68 | |
Isabel Schütz; Anselmo Stelzer | |||
In this paper, we present a program which assists in choosing the right
evaluation methods. The Test Selection Program contains a four step method for
choosing evaluation methods: describing important boundary conditions of the
study, defining important evaluation criteria, choosing evaluation methods and
deciding on the right order in time. As a practical example, connection
dispatching will be introduced and used to illustrate the functionality of this
program. Keywords: evaluation methods; connection dispatching; usability; railway engineering |
Inversus -- The Sensitive Machine | | BIBAK | Full-Text | 69-71 | |
Luís Leite; Verónica Orvalho | |||
Inversus is a digital interactive installation that explores the
relationship between user actions with common objects: lamps, speakers and
fans. It is an interactive machine that shifts the conceptual understanding a
user traditionally has about a specific object, making people wonder: why
should a lamp be used only to illuminate? In fact, lamps, speakers or fans are
commonly used as output interfaces, imagine now, what would happen if we turn
the output into an input interface? This machine explores an inversion on this
relationship by using lamps as light sensors, speakers as pressure sensors and
fans as blowing sensors. Keywords: HCI, audiovisual instrument, DIY, user experience, interactive installations |
Instruments for Collective Design in a Professional Context: Digital Format or New Processes? | | BIBAK | Full-Text | 72-79 | |
Samia Ben Rajeb; Pierre Leclercq | |||
This article reports on different collective practices and their instruments
observed in the context of professional design activities. Based on interviews
and in situ observations of customs in six architecture, engineering, and
design agencies, it shows the diversity of typologies of collective activity,
identifies the main factors of collaboration, and concludes on the needs for
the instrumentation of professional practice. Is it a matter of building higher
and higher performance digital formats for a shared modeling of the project or
to lean instead towards the creation of new processes of group management and
remote work by several people? From the results of this observation of
collective practices in design, this article allows one to highlight the real
needs of the agencies and to help their teamwork. These needs consist of: 1)
facilitating reflection, 2) managing changing dynamics, 3) allowing the
reflective exploration by several persons between space and time, and finally
4) guaranteeing a common progressive and exploratory strategy between actors
whose expertise and commitment differ within the same process. Keywords: collaborative design; professional practice; observations; tools and
processes |
Icons++: An Interface that Enables Quick File Operations Using Icons | | BIBAK | Full-Text | 80-85 | |
Xiangping Xie; Jiro Tanaka | |||
In graphical user interfaces, when users want to operate on a file, they
usually double-click the file icon to launch the associated application and
open the file. Several file operations are available in the context menu by
right-clicking, such as printing and deleting. However, if the user wants to
perform some simple operations, such as copying the file contents, opening the
file by an application and then selecting a menu, can be cumbersome.
Furthermore, operations in the context menu are limited. Thus, in this paper we
present Icons++, a user interface which allows users to perform the file
operations they want in a quick way by using icons. Through the use of Icons++,
users can take a quick look at the file contents, and at the same time they can
perform often-used file operations with only one click, without opening the
file by a relevant application. In this paper we present our design of Icons++
and the user studies we performed in order to evaluate it. Studies' results
show that using Icons++ is 53% faster than using an application to execute the
same task, and our interface is preferred by participants. Keywords: icon interface; preview; file operation; file manager |
Designing an Adaptive User Interface According to Software Product Line Engineering | | BIBAK | Full-Text | 86-91 | |
Yoann Gabillon; Nicolas Biri; Benoit Otjacques | |||
An adaptive User Interface (UI) is a UI that is able to adapt itself to a
change of the context of use (user, platform, environment). Designing an
adaptive UI remains a difficult and time consuming task that needs the use of
common and variability parts between the different UI adaptations. Software
Product Line (SPL) engineering is a software engineering approach that aims to
develop a collection of similar software systems by using software assets and a
variability model: the Feature Model. Dynamic Software Product Line is an
adaptation of the SPL approach in order to design an adaptive software system.
This paper proposes a method to design an adaptive UI according to a DSPL
process. This method is implemented through the UI adaptor prototype. This
first implementation underlies the several benefits of the proposed method. Keywords: Adaptive User Interface; Software Product Line; Dynamic Software Product
Line; Feature Model; Context of use |
Intelligent Shop Window | | BIBAK | Full-Text | 92-95 | |
Reo Suzuki; Yutaka Takase; Yukiko I. Nakano | |||
The purpose of shop windows is to attract people's attention and increase
the consumers' desire to buy the merchandise. This paper proposes an
"intelligent shop window" that can display merchandise information and
advertisements on a large see-through display overlaid on real items or people
in the shop. The system decides the target item to be advertised based on the
position of the customers/shop clerks and the color of the clothes that a clerk
is wearing. Then, it displays the information about the item on a window-like
see-through screen through which passers-by can see the information overlaid on
the situation inside the shop. As compared to the mannequins in a shop window,
our system can present information dynamically. Therefore, it is expected to
attract greater interest from passers-by and increase the number of customers
visiting the shop. Keywords: augmented reality; shop window, overlaid display, Kinect sensor |
Human-Machine Cooperation in General Game Playing | | BIBAK | Full-Text | 96-100 | |
Maciej Swiechowski; Kathryn Merrick; Jacek Mandziuk; Hussein Abbass | |||
This paper presents a framework for cooperation between a human and a
general game playing agent. Cooperation is defined as two entities causing each
other to modify their behaviour to achieve some mutual advantage. Such
human-computer cooperation has the potential to offer insights that can help us
improve the performance of artificial agents, as well as improving the
performance of humans during certain kinds of strategic interactions. This
paper focuses specifically on game playing as a form of strategic interaction.
By proposing a framework for cooperation between a human and a general game
playing agent, our aim is to create a flexible system that may be applicable to
cooperation in other kinds of problem solving and strategic interactions in the
future. We evaluate the framework presented in this paper by means of a human
study. We observe humans playing games with and without the cooperation of a
general game playing agent. We present experimental results of the pilot study
as well as proposed changes in the experiment. These changes aim to verify the
hypothesis that human-machine cooperation within our framework can indeed lead
to mutual advantage. Keywords: human-machine study; human-machine cooperation; General Game Playing; Monte
Carlo Tree Search |
Home Monitoring of Mental State With Computer Games; Solution Suggestion to the Mental Modern Pentathlon Scoring Problem | | BIBAK | Full-Text | 101-107 | |
Pál Breuer; Gábor Csukly; Péter Hanák; Lázló Ketskeméty; Béla Pataki | |||
As society is aging, an increasing number of elderly people is affected by
cognitive problems. Early detection of mild cognitive impairment (MCI) is
crucial for slowing down deterioration at an early stage. Improving detection
would allow aging in place and thus more cost effective care. However,
detection usually occurs too late. Clinical tests are expensive, not frequent
enough, and give only a single snapshot of cognitive performance. Regular home
monitoring of the changes in mental state would be important but clinical tests
have not been developed for this purpose. In this paper, the use of computer
games in measuring and maintaining mental wellness in a regular and voluntary
way is proposed. Problems and potential solutions are presented, with special
emphasis given on the sensor fusion problem caused by the various games
present. Keywords: mental wellness; home health monitoring; serious games, Mild Cognitive
Impairment (MCI), mixed data fusion |
Exploring Facets of Playability: The Differences Between PC and Tablet Gaming | | BIBAK | Full-Text | 108-111 | |
Uttam Kokil; José Luis González Sánchez | |||
With the advent of mobile devices, game consoles and computers as gaming
platforms, the gaming industry is growing at exponential rates. Players are now
accessing the latest video game entertainment in more than one digital medium
thus expanding a player's game time and making video games the number one
leisure choice. If one of the goals of the player is to derive a quality of
experience that highlights enjoyment, it is important to understand the
relationship between player experience and pleasurable game play, not just in
terms of game play, but also, with respect to the gaming platform. This study
aims to examine the difference in player experience when playing a video game
on a tablet versus a personal computer. By triangulating physiological data of
emotional responses using galvanic skin response, heart rate, and
subjective-feelings data of facets of player experience, this paper aims to
determine whether player experience is affected by two different kinds of
gaming input controls, a computer keyboard with mouse, and a tablet
touchscreen. Data will be analyzed and reported in future work. This paper
provides an overview of the literature survey and methodology. Keywords: Tablet gaming; player experience; gaming platforms; physiological evaluation |
Physical Therapy Intervention Through Virtual Reality in Individuals With Balance Disability: a Case Study | | BIBAK | Full-Text | 112-117 | |
Mauro Audi; Amanda Lavagnini Barrozo; Bruna de Oliveira Perin; Lígia Maria Presumido Braccialli; Andréia Naomi Sankako | |||
Balance is an ability found in most of the human activities and it is
essential under a functioning view. When balance is impaired due to any brain
injury, several tools may be used for its treatment. One of them is virtual
reality, a tool which allows individuals to make use of their senses and
natural movements during virtual games in order to promote interaction on a
virtual environment. This study was performed with a volunteer from the
neurology section of Universidade de Marília (Unimar) physical therapy
clinic under ethics parameters, and its purpose was to measure the balance of
an individual with traumatic brain injury who was involved in a treatment with
use of virtual-reality games. An Xbox kinect® console was utilized for this
intervention, and the selected games required the use of many physical
abilities, including balance. The tests were recorded on video, and pictures
were analyzed by two researchers and three evaluators. Score data from each
game were obtained during the process. The data analysis was quantitative in
relation with game scores and qualitative in relation with the test pictures.
The results obtained from the analysis of the balance tests were: (a) in
romberg's test with eyes open and eyes closed there were not significant
changes; (b) in sensitive romberg's test there was improvement in balance with
support in both legs; (c) in dynamic balance test there was improvement in
balance during the straight-line walk. In the statistical analysis of game data
friedman's variance was found in three levels of significance (p): for each
sequence in the seven days of attendance the results were p=0.0367, p=0.0281 e
p=0.0136; it was considered as p<0.05 what affected significantly the
performance of the volunteer. According to the results observed in the study,
it was concluded that virtual reality as a therapeutic media provided
improvement of the volunteer's physical balance. Keywords: physical therapy; balance; virtual reality |
G-IM: An Input Method of Chinese Characters for Character Amnesia Prevention | | BIBAK | Full-Text | 118-124 | |
Kazushi Nishimoto; Jianning Wei | |||
Character amnesia is a recent phenomenon in which native Chinese or Japanese
speakers forget how to write Chinese characters (Kanji in Japanese), but
maintain the ability to read them. It is generally believed that the constant
use of computers and mobile phones equipped with pronunciation-based
Chinese-character input systems is to blame. Therefore, particularly in China,
several element-based input methods that require users to input radicals of the
Chinese characters have been developed. However, these methods are not
effective for learning how to write unfamiliar characters. This paper proposes
a novel pronunciation-based input method called G-IM. Unlike conventional
methods, G-IM sometimes outputs incorrect character shapes, which forces users
to pay close attention to the character shapes and thus strengthens retention
and recall. Through user studies, we confirmed that G-IM significantly
strengthens the retention and recall of character shapes as compared to
conventional input methods and writing by hand. Keywords: input method of Chinese characters; character amnesia; incorrect character
shapes; pronunciation-based input method; (re)building retention and recall of
Chinese characters |
HCI Education: Innovation, Creativity and Design Thinking | | BIBAK | Full-Text | 125-130 | |
Alma Leora Culén | |||
Human-Computer Interaction (HCI) education needs re-thinking. In this paper,
we explore how and what creativity and design thinking could contribute with,
if included as a part of the HCI curriculum. The findings from courses where
design thinking was included, indicate that design thinking contributed to
increased focus on innovation and creativity, as well as prevented too early
fixation on a single solution in the initial phases of HCI design processes,
fostering increased flexibility and adaptability in learning processes. The
creativity and adaptability may be the best long-term foci that HCI education
can add to its curriculums and offer to students when preparing them for future
work practices. Keywords: innovation; creativity; design thinking; education |
Web Based E-learning Tool for Visualization and Analysis of 3D Motion Capture Data | | BIBAK | Full-Text | 131-137 | |
Andraz Krašcek; Kristina Stojmenova; Sašo Tomazic; Jaka Sodnik | |||
In this paper, we propose an e-learning tool for visualization and
manipulation of 3D data on a web platform. The data is streamed in real time
from an optical motion capture system Qualisys consisting of eight infrared
cameras and Qualisys Track Manager (QTM) software. A WebSocket protocol and
WebGL application programming interface (API) are used to visualize and to
interact with the data in a browser. The tool represents a web-based extension
of QTM software providing also additional features and new possibilities to
manipulate and analyze the data. We report also on a user study in which we
evaluated the web based application and compared it with the original
desktop-based application. The proposed application proved to be fast,
effective and intuitive and can be used as an e-learning tool for demonstrating
and teaching techniques for visualization and analysis of motion capture data. Keywords: Qualisys; e-learning; 3D data; AIM model; WebGL; WebSocket |
Orientation Aids for Mobile Maps | | BIBAK | Full-Text | 138-143 | |
Jussi Jokinen; Pertti Saariluoma | |||
Using mobile maps to represent urban, work, or entertainment environments
offers new possibilities to plan and carry out tasks. One potentially critical
problem in mobile map usage is the misalignment between the user's frame of
reference and the frame of reference of the map. In the experiment reported
here, three different 'orientation aids' were tested in the context of
restricted space, such as a large factory hall. The aim of the study was to
find out how user interface design can help the user mentally align misaligned
frames of reference for efficient mobile map use. The results of the experiment
(N = 12) suggest using a 'you are here' marker and landmark highlighting, while
canonical direction symbols proved to be less plausible. Further, a maximum
number of seven targets on the map is suggested. Keywords: mental spatial orientation; mental rotation; mobile maps; orientation aids;
reference-frame misalignment |
Understanding Map Operations in Location-based Surveys | | BIBAK | Full-Text | 144-149 | |
Georgi Batinov; Michelle Rusch; Tianyu Meng; Kofi Whitney; Thitivatr Patanasakpinyo; Les Miller; Sarah Nusser | |||
Location-based surveys have been moving to handheld computing devices as the
availability of such devices has become more common. The more limited screen
size of the handheld devices has made the maps more difficult to use. The
present work looks at the map operations of users to determine if they are
having problems. Two studies have been analyzed to get an understanding of the
types of patterns that might be used to identify users that are having trouble.
The choice of the two studies was to find two studies that were quite different
and use one of the studies to find patterns of map operations that would
indicate that a user was having problems. The second study could then be used
to test the relevance of the patterns in a different implementation of the same
task. We have identified patterns of interest using the data from the first
study and found that the same patterns were relevant in the second study. Keywords: location-based surveys, map operations |
Using Crowdsourcing to Improve Accessibility of Geographic Maps on Mobile Devices | | BIBAK | Full-Text | 150-154 | |
Tania Calle; Sergio Luján | |||
The continuous growth of the use of technology and mobile applications means
that more people have access to information published on the web, including
geographic information. However, for visually impaired people interaction is
difficult if maps are not accessible. For this reason, in this paper we analyze
accessibility barriers of webpages with geographic content presented on mobile
devices. With the purpose of showing an alternative to improve accessibility in
these pages, this study proposes the use of a technique called crowdsourcing,
i.e., a group of people that voluntarily access to webpages and provide
information about physical accessibility and a general description in each map
element (point, line or polygon). This description is written into the Scalable
Vector Graphics Tiny (SVG Tiny) code. SVG Tiny is used to represent geographic
maps with HTML. In this way, screen readers can interpret the descriptions to
visually impaired people, thus making maps more accessible. Keywords: Web accessibility, map, crowdsourcing, geographic information, SVG Tiny,
mobile devices |
X Sign Language (xSL) Forum: Considering Deafness as a Language Rather Than an Impairment | | BIBAK | Full-Text | 155-160 | |
Zahen Malla Osman; Jérôme Dupire | |||
In this paper, we describe a video based, text free, online forum called xSL
Forum. The aim of this work is to provide a tool for signing deaf people,
allowing them to communicate using sign language(s). In contrast to the widely
used, real time, video chat system, xSL Forum does not require people to be
present at the same moment, facing their webcam, in order to communicate.
Beyond a digital library, xSL Forum can be used as an asynchronous
communication tool and thus, can be useful for variety of other applications
such as entertainment, education, or administration. Keywords: Deaf, Internet forum, online; video, communication, interaction, sign
language |
Are Current Usability Methods Viable for Maritime Operation Systems? | | BIBAK | Full-Text | 161-167 | |
Yushan Pan; Sisse Finken; Sashidharan Komandur | |||
Usability is strongly linked to loss of life in many technical and incident
reports. Maritime operation systems are sociomaterial systems in which many
operators work cooperatively on ship bridges and decks. However, current
usability methods focus more on individual interaction. Hence, applying such
methods to maritime operation systems leads to several problems. Moreover, a
few evaluation methods are hard to duplicate from other research fields owing
to various reasons. In this paper, we indicate that maritime operation systems
should consider cooperative work for providing a complete picture of
interaction issues. In addition, evaluation for maritime operation systems
needs deeper understanding of the relationships between human beings and
systems. We discuss several usability methods that have been extracted from
other close field (e.g., aviation systems, fishing systems, maritime navigation
systems, and nuclear power plants) and apply insights from such fields to our
case -- deep-water anchor handling operation. We assert that usability in
maritime domain should be expended as interaction in ecosystems such as the
maritime operation system. We suggest that interaction study in maritime
operation systems can offer a path to draw and measure a complete picture of
maritime operation rather than purely focusing on individual usability issues. Keywords: Interactions; usability; maritime operations; sociomaterial systems |
When Simple Technologies Make Life Difficult | | BIBAK | Full-Text | 168-177 | |
Suhas Govind Joshi | |||
In this paper, we use the case of elderly living with welfare technology to
demonstrate how technology intended to be simple often defeats its own end. We
discuss why simplicity requires attention and consideration not only to the
context-detached design but also to the design in use as applying analytic and
imagined simplicity does not guarantee experienced simplicity. We provide
examples and evaluation results to help argue for our perspective on simplicity
and present five implications for design pursuing simplicity. Keywords: simplicity, elderly, welfare technology |
Identifying User Experience Elements for People with Disabilities | | BIBAK | Full-Text | 178-180 | |
Mingyu Lee; Sung H. Han; Hyun K. Kim; Hanul Bang | |||
This study aims to identify the elements of the user experience (UX) of
mobile products and services for people with disabilities. Although many
researchers have emphasized UX in designing new products and services, common
understanding of UX for those with disabilities is absent. This study
identified UX elements for people with disabilities by analyzing previous
studies. A total of 45 articles from the literature were analyzed, and as a
result, UX elements for people with disabilities were identified. The results
can be used as criteria for developing new products/services or evaluating
existing products/services. Keywords: User experience (UX); UX elements; Disabled people; Usability; Affect; User
value |
Adaptive Content Presentation Extension for Open edX. Enhancing MOOCs Accessibility for Users with Disabilities | | BIBAK | Full-Text | 181-183 | |
Sandra Sanchez-Gordon; Sergio Luján Mora | |||
Massive Open Online Courses (MOOCs) platform Open edX to enhance course
content accessibility for users with disabilities. Because of their open nature
and global scope, MOOCs are a great opportunity for people with disabilities
that might not be able to engage in learning otherwise. The goal of the
proposed extension is to enhance MOOCs' accessibility by adapting course
content to student needs, preferences, skills and situations. In this approach,
the user does not need to know what adaptations should be applied to the MOOC
to make it more accessible for them. The user only needs to keep updated their
accessibility preferences in their user profile. The extension automatically
applies all the necessary adaptations as commanded by the adaptive engine and
provides the presentation layer with the content best suited for the user. Keywords: massive open online course; MOOC; accessibility; adaptive content
presentation; Open edX |
Expressive Humanoid Face: a Preliminary Validation Study | | BIBAK | Full-Text | 184-189 | |
Nicole Lazzeri; Daniele Mazzei; Antonio Lanatá; Alberto Greco; Annalisa Rotesi; Danilo Emilio De Rossi | |||
Non-verbal signals expressed through body language play a crucial role in
our daily communications. Facial expressions, in particular, are the most
universal signs to express innate emotional cues. Human faces convey important
information in social interactions, which help us to better understand our
interlocutor. Nowadays, humanoids and social robots are becoming increasingly
similar to humans both aesthetically and expressively. However, their visual
expressiveness is a crucial issue in making these robots more realistic and
intuitively perceived as human-like. This paper presents a preliminary study
aimed at evaluating the capability of a humanoid to perform facial expressions
in terms of recognition rate and response time in comparison with humans'
ability. Results showed that the recognition rate of human and robot
expressions did not reveal differences while the physical robot can convey
expressions better than its 2D photos and its 3D models. Moreover, the results
showed that both human and robot positive expressions were better recognized
than the negative ones. Keywords: Facial expressions; emotion perception; humanoid robot; expression
recognition; social robots |
A User-Centered Approach for Social Recommendations | | BIBAK | Full-Text | 190-193 | |
Francesco Colace; Massimo De Santo; Luca Greco; Flora Amato; Vincenzo Moscato; Fabio Persia; Antonio Picariello | |||
Recommender Systems represent useful tools helping users to find "what they
need" from a very large number of candidates and supporting people in making
decisions in several contexts. In this paper, we propose a novel user-centered
and social recommendation approach in which several aspects related to users,
i.e., preferences, opinions, behavior, feedbacks, are considered and integrated
together with items' features and context information within a general
framework that can support different applications using proper customizations
(e.g., recommendation of news, photos, movies, travels, etc.). Preliminary
experiments on system accuracy show how our approach provides very promising
and interesting results. Keywords: Recommender Systems; Sentiment Analysis; Context-Awareness |
Scalable Projection-type Three-dimensional Display by Using Compensation of Geometric Distortion | | BIBAK | Full-Text | 194-197 | |
Youngmin Kim; Sunghee Hong; Sangkyun Kim; Hyunmin Kang; Jisoo Hong; Sangwon Lee; Hoonjong Kang | |||
We proposed an image compensation method of geometric distortion in
multi-projection-type three-dimensional display. Projected images from optical
modules could be distorted by toed-in configuration of array; we analyzed this
relationship by using homography matrix. To verify our method, we designed
zigzag configuration of multiprojectors and applied our proposed method.
Experimental results will be provided to verify the proposed method. Keywords: Three-dimensional display, geometrical optics |
Distributed Collaborative Construction in Mixed Reality | | BIBAK | Full-Text | 198-202 | |
Christian Blank; Malte Eckhoff; Iwer Petersen; Raimund Wege; Birgit Wendholt | |||
Distributed collaboration, portable mobile applications, natural user
interfaces and comprehensive systems have been identified as future research
directions in recent reviews about mixed reality in construction. On the other
hand, current research in the mixed reality field addresses movement and
anthropometric realism as critical success factors for an immersive virtual
environment. Advances in object tracking, online (human) 3D reconstruction and
gestural interfaces accompanied by wearable mobile displays provide us with the
technological base to contribute to the challenges in both areas. In this
paper, we propose a comprehensive immersive environment for a distributed
collaborative construction process in a mixed reality setup. Participants on
remote sites, solely equipped with smart see-through glasses, are cooperating
in the construction of a virtual 3D model combining real (tangibles) and
virtual objects. We consider our solution to give most suitable support for a
distributed collaborative construction task by increasing the immersion of the
environment, i.e.: (1) creating the impression of real collaboration by
mirroring the behavior of participants in a common virtual scene; (2) providing
more natural interaction through freehand gestures; (3) increasing the physical
experience of the user through wearable 3D displays and construction with
tangibles. Keywords: Mixed Reality, Computer Supported Collaborative Work, Natural User
Interaction |
Perceptional Approach to Design of Industrial Plant Monitoring Systems | | BIBAK | Full-Text | 203-208 | |
Mehmet Gokturk; Mustafa Bakir; Burak Aydogan; Mehmet Aydin | |||
In this paper, we have investigated the perceptional attitudes of a massive
scale industrial plant staff towards process monitoring systems and focused on
human factors that are influential in design of plant monitoring systems. The
study is a part of a plant-wide monitoring system which is under development,
aimed to help staff to monitor processes and plant performance in detail. The
paper first gives focused introduction on large scale enterprise and plant
monitoring and management information systems, then discusses human machine
interaction relevance of these systems to the staff performance and perception.
Examples from the literature and previous work are presented. Primary human
factors in proactive monitoring and highly automated systems are briefly
discussed. A design survey study follows the introduction and relevant
literature sections. The survey is designed to collect perceptional status of
the staff against such systems, including the perception of their current
performance. Results are analyzed and discussed in order to enhance system
design decisions in such plant monitoring systems. We believe that such
perceptual studies, performed before attempting to implement large scale
monitoring systems that are highly interactive to the existing staff, should be
considered as essential part of the design process. The results of this study
is being used as inputs in implementation of a recent petroleum plant
monitoring system. Keywords: Plant Monitoring Systems; Management Information System; Perception, Human
Performance |
Web-based Immersive Panoramic Display Systems for Mining Applications and Beyond | | BIBAK | Full-Text | 209-210 | |
Tomasz Bednarz; Eleonora Widzyk-Capehart | |||
The mining industry is interested in novel visualization systems to improve
operational efficiency. Technologies to enhance the operator's experience are
advancing but there is a lack of evidence supporting the extent to which these
emerging technologies positively affect user experience and performance. In
this paper, we describe initiative of web based immersive panoramic display
system that could be used in mining context. This idea represents a step
towards new platforms that will increase the efficiency and safety of the
mining operations by video monitoring with annotations of information coming
from analytics engines. Keywords: Panorama; VR; AR; WebGL; 3-D Annotations |
Combining Image Databases for Affective Image Classification | | BIBAK | Full-Text | 211-212 | |
Hye-Rin Kim; In-Kwon Lee | |||
Affective image classification has attracted much attention in recent years.
However, the production of more exact classifiers depends on the quality of the
sample database. In this study, we analyzed various existing databases used for
affective image classification and we tried to improve the quality of the
learning data by combining existing databases in several different ways. We
found that existing image databases cannot cover the overall range of the
arousal-valence plane. Thus, to obtain a wider distribution of emotion labels
from images, we conducted a crowd-sourcing-based user study with Amazon
Mechanical Turk. We aimed to construct several different versions of affective
image classifiers by using different combinations of existing databases,
instead of using one. We used low-level features in our classification
experiments to explore the discriminatory properties of emotion categories. We
report the results of intermediate comparisons using different combinations of
databases to evaluate the performance of this approach. Keywords: image emotion; emotion-based classification; affective |
Automatic Creation of a HLA Simulation Infrastructure for Simulation-Based UI Evaluation in Rapid UI Prototyping Processes | | BIBAK | Full-Text | 213-218 | |
Bertram Wortelen; Christian van Göns | |||
Evaluating user interfaces with virtual user models is a means for rapid
prototyping. Setting up a simulation environment for virtual user models often
requires high effort due to the heterogeneous simulation tools. Furthermore the
frequent reconfigurations of the simulation due to the rapid changes of the
user interface prototypes impose a high amount of workload upon the user. In
particular the manual reconfiguration of the communication between the
simulation components is very complex and error prone. Small changes to the
user interface often results in changes in the communication of several
components. Our solution is the automatic generation of the communication data
description for all simulation components. The solution is illustrated with two
scenarios from the maritime domain. These scenarios deal with collision
avoidance strategies and new concepts for route exchanges between ships and
vessel traffic service centres. With the automated generation process it is
more efficient to evaluate rapidly build user interface prototypes. Furthermore
it facilitates handling the emerging changes, that are required in the complex
simulation configurations. Keywords: rapid prototyping; virtual user models; co-simulation; user interface
evaluation |
Sentiment Classification for Chinese Microblog | | BIBAK | Full-Text | 219-223 | |
Wen-Hsing Lai; Chang-Hsun Li | |||
A sentiment classification method for Chinese microblog is presented. For
short sentence microblog, it is very challenging because the information of
emotion is very limited. First, an emotion lexicon is built from training
corpus. A simple measure -- difference ratio is used to choose words from
lexicon as features for classification. Support vector machine and voting on
counts and accumulated difference ratio are jointly combined as classification
method. The experimental results show that our recognition rate is better than
the popular method using collocation strength. Our recognition improvement is
about 2.06% in testing. Therefore, the difference ratio measure we used and the
tactic in constructing the lexicon are proved very effective. Keywords: sentiment classification; emotion; support vector machine; microblog;
emoticon |
Two Dimentional Shapes for Emotional Interfaces: Assessing the Influence of Angles, Curvature, Symmetry and Movement | | BIBAK | Full-Text | 224-228 | |
Daniel Pacheco; Sylvain Le Groux; Paul F. M. J. Verschure | |||
Recent investigations aiming to identify which are the most influential
parameters of graphical representations on human emotion have presented mixed
results. In this study, we manipulated four emotionally relevant geometric and
kinematic characteristics of non symbolic bidimensional shapes and animations,
and evaluated their specific influence in the affective state of human
observers. The controlled modification of basic geometric and cinematic
features of such shapes (i.e., angles, curvature, symmetry and motion) led to
the generation of a variety of forms and animations that elicited significantly
different self-reported affective states in the axes of valence and arousal.
Curved shapes evoked more positive and less arousing emotional states than edgy
shapes, while figures translating slowly were perceived as less arousing and
more positive than those translating fast. In addition, we found significant
interactions between angles and curvature factors both in the valence and the
arousal scales. Our results constitute a direct proof of the efficacy of
abstract, non-symbolic shapes and animations to evoke emotion in a
parameterized way, and can be generalized for the development of real-time,
emotionally aware user interfaces. Keywords: Affective Computing; Emotional interfaces; Graphical User Interfaces;
Emotional Design; Expressive Interfaces |
You Do Not Miss Advice from Mentor during Presentation: Recognizing Vibrating Rhythms | | BIBAK | Full-Text | 229-233 | |
Ali Mehmood Khan; Michael Lawo | |||
The haptic technology takes into consideration the human sense of touch and
gives a new dimension to the way people communicate. In this work, we examined
how a mentor could advise speakers to control their voice pitch and volume like
speak slowly, speak fast, speak loudly and speak softly using haptic feedback
during their speech. We made four vibrating rhythms and conducted a user study
on different people in order to know whether they can feel the difference among
four vibrating patterns or not. We used mobile's phone vibrating motor, for
this purpose, which was meant to give a haptic feedback to participants. Our
results show that participants were able to judge the vibrating rhythms with
high accuracy. Keywords: Actuator, Wearable computing, Haptic feedback |
The Effect of Touch-key Size and Shape on the Usability of Flight Deck MCDU | | BIBAK | Full-Text | 234-238 | |
Lijing Wang; Qiyan Cao; Jiaming Chang; Chaoyi Zhao | |||
This paper focuses on the effect of touch-key size and shape on the
usability of the multifunction control display unit (MCDU) of the flight deck.
A total of thirty subjects participated in the trials on the touchscreen-MCDU
to perform the task of preflight preparation. The sizes of the touch-key were
7mm, 10mm, 13mm, 16mm, 19mm and 22mm; the touch-keys were divided into two
shapes: rectangle and square ones. The completion time of the task, the error
rate and participants' subjective ratings were collected as the indicators of
the usability, and Analysis of Variance (ANOVA) was done to test the data.
Results showed that both touch-key size and shape affected the usability. The
usability of the touchscreen-MCDU increased as the touch-key size increased up
to a certain size (19 mm in this study), at which they reached asymptotes. The
square touch-keys provided a better usability than the rectangle ones when the
width was the same. However, when the width reached 19mm, the usability stayed
the same for both shapes. Keywords: touch screen; flight deck; MCDU; touch-key size; interface |
A Literature Review: Form Factors and Sensor Types of Wearable Devices | | BIBAK | Full-Text | 239-241 | |
Dong Yeong Jeong; Sung H. Han; Joohwan Park; Hyun K. Kim; Heekyung Moon; Bora Kang | |||
Wearable devices provide a new way to recognize the users context with high
accuracy. Selecting suitable form factors and sensors are important to
recognize users' contexts. In this study, the form factors and sensor types of
released, prototype, and concept products were explored. A total of 175
literatures were collected and analyzed in terms of sensor and form factor.
Thirty sensors were collected and classified according to measurands.
Twenty-three form factors were listed by nine applicable body parts. Keywords: wearable device, form factor, sensor, body part |
Identifying Interaction Problems on Web Applications due to the Change of Input Modality | | BIBAK | Full-Text | 242-246 | |
Andre da Silva; André Luis Viana; Samuel de Lima | |||
New equipments and software for providing different modes for user
interaction emerged and became popular in the last decade; they are used in
various devices, such as mobile and game consoles, which can display Web pages
due to the increasing of the processing power in these devices. Since
interaction with each mode has peculiarities, when a user is interacting with a
mode not considered in the design time, she might have interaction problems.
Here, we present our work about Web navigation with motion sensors; we chose
Google Maps, Google Street View, and TelEduc, which is an e-learning
environment, to evaluate the use of WiiMote, the motion sensor of Wii console.
In this paper, we analyze data from the first case study (Google Maps and
Google Street View) and preliminary results from the second one (TelEduc). The
collected data confirm our previous findings; adaptations are necessary to
users have a good experience when navigating through web pages using a motion
sensor. Keywords: Multimodality; Usability Evaluation; Web Applications |