Ent-it-UP | | BIBAK | Full-Text | 3-8 | |
Sara Pupi; Giulia Di Pietro; Carlo Aliprandi | |||
In this paper we present a web application that exploits OpeNER Cloud
Services. Ent-it-UP monitors Social Media and traditional Mass Media contents,
performing multilingual Named Entity Recognition and Sentiment Analysis. Since
consumers tend to trust the opinion of other consumers, reviews and ratings on
the internet are increasingly important. Given the huge amount of data flowing
in the web, it has become necessary to adopt an automatic data analysis
strategy, in order to understand what people think about a certain product,
brand or topic. The goal of Ent-it-Up is to carry out statistics about
retrieved entities and display results in a communicative, intuitive and user
friendly interface. In this way the final user can easily have a hint about
people opinions without wasting too much time in analyzing the huge amount of
User-Generated Content. Keywords: Reference Application; OpeNER; Named Entity Recognition and Classification;
Sentiment Analysis; Social Media; User-Generated Content |
Heuristic Evaluation of a MMORPG: Guild Wars 2 | | BIBAK | Full-Text | 9-14 | |
Zafer Bozyer; Pinar Onay Durdu | |||
Usability of computer games is essential for the competitive game
development market. Heuristic evaluation is one of the frequently used methods
for this purpose. In this study, heuristic evaluation of Guild Wars 2 was
conducted. Heuristics that were specifically developed for computer games from
the literature were extracted for the evaluation under five categories. These
were ease of playability and learnability, decent visual design and adequate
interaction with the player, adequate satisfaction level of game content, game
play and game mechanics, adequate fictionalized and supportive game narrative
and adequate communication components and socializing opportunities. Six
evaluators evaluated the game based on the given heuristics. The participants
reported some usability issues which should be resolved. Keywords: HCI; heuristic evaluation; game; MMORPG |
Developing Sustainable Process in Water Economy Using Social Media | | BIBAK | Full-Text | 15-20 | |
Karim E. Fraoua; Christian Bourret; Eric Sotto | |||
The main idea developed here is how to involve people to promote a new
behavior to economize water as supported by the local authorities process.
Usually, the population is affected by the cities policies when they are
subject to fines related to high water use during times of crisis. Then the
local authorities impose solutions without consultations of concerned
communities. This top-down process is often considered as imposed by the mayor
or the local authority and may lead to bad feeling by the population and is not
corresponding to a new societal behavior in the social web era. We will suggest
a new way to involve the population using the social media as a new approach to
imply them in this process. This information can be conveyed and shared with
the public in such way to support mayor or authorities policies. In other way
we will propose a new approach using social media processes as a node in the
first hand to encourage the population to participate to the debate and to fit
a new solution encouraging all population to get part of the policies adopted
based on a Bayesian approach. Keywords: Sustainability; social media; Bayesian recommender system |
Photo Polling Wall: Expressing and Sharing Ideas on Public Display | | BIBAK | Full-Text | 21-25 | |
Ah young Han; Jung min Kim; Eun ah Park; Ji hyung Kang; Hyung jae Cho; Seyeon Lee | |||
Photo Polling (PP) Wall is an interactive polling system in which community
members can express and share their ideas on certain subjects through public
displays, mobile devices, and social network services. The PP wall system will
be a combination of multimedia services (sound effect), public display, mobile
web service and client & server. With these features, we propose the PP
wall system as an experimental platform for developing other interactive
contents. Keywords: Public displays; Social Network Services; interaction design; mobile
devices; Unity engine |
Are Bitcoin Users Less Sociable? An Analysis of Users' Language and Social Connections on Twitter | | BIBAK | Full-Text | 26-31 | |
Ivan Hernandez; Masooda Bashir; Gahyun Jeon; Jeremiah Bohr | |||
Bitcoin, a peer-to-peer payment system and digital currency, has seen much
growth and controversy in the four years since its introduction. Yet, despite
Bitcoin's growing importance, little is known about its users. Our research
explores what type of people use this domain and what concepts they tend to
emphasize in their language. We analyzed over 50,000 messages from over 6,000
users of the social networking community, Twitter. Our analyses show a
consistent pattern that people interested in Bitcoin are far less likely to
emphasize social relations than typical users of the site. Specifically,
Bitcoin followers (1) are less likely to mention family, friends, religion,
sex, and emotion related words in their tweets and (2) have significantly less
social connection to other users on the site. These findings offer the first
empirical look at what exactly makes Bitcoin users distinct from others and can
have implications for the future of the currency. Keywords: Bitcoin; Twitter; LIWC; Relationships; Text Analysis; Virtual Currency;
Social Network Sites |
Public Media on the Web for Everyone -- An Evaluation of the Norwegian Broadcasting Cooperation's Website | | BIBAK | Full-Text | 32-36 | |
Siri Kessel; Norun Sanderson; Weiqin Chen | |||
Media plays a key role in ensuring freedom of expression which is an
essential foundation for democracy. The emerging e-society poses pressing
challenges for accessibility to public media on the Web. In this project we
focus on The Norwegian Broadcasting Cooperation's Website, NRK.no and study the
possible accessibility issues and solutions using heuristic evaluation and
focus group interviews with users. Keywords: Accessibility; universal design; public media; heuristic evaluation; focus
group |
A Study on Private SNS (Social Networking Service) Usage of Seniors | | BIBAK | Full-Text | 37-42 | |
Cheongah Kim; Younghawn Pan | |||
As online SNS market has rapidly grown in recent years, the user preference
has shifted from open SNS to private SNS which provides closer, more private
communication space. Also, the age group of users has expanded to those in
their 50s and above, forming a network with real-names and social relationships
on a daily basis. Based on various ties, achievement, and social status built
offline, the seniors are integrating their online and offline identity. Thus,
this study has examined their private SNS usage patterns to explore how the SNS
influences their interpersonal and social relationships, in terms of adding new
characteristics. The ultimate goal of this study is to improve and enhance the
social relationships of seniors offline through private SNS to boost their life
satisfaction by expanding their social ties. Keywords: SNS (Social networking service); Private SNS; Senior; Smart senior; BAND |
Towards a Micro-Contribution Platform That Meshes with Urban Activities | | BIBA | Full-Text | 43-47 | |
Shin'ichi Konomi; Wataru Ohno; Kenta Shoji; Tomoyo Sasao | |||
In this paper, we discuss a mobile, context-aware platform for people to request and/or carry out microtasks in urban spaces. The proposed platform is based on our analysis of the activities of people in urban spaces including public transport environments, and considers various contextual factors to recommend relevant microtasks to citizens. |
SOPHIE: Social, Open Pro-active Hub for Information Exchange to Support Intelligence Communities | | BIBAK | Full-Text | 48-54 | |
Jan Willem Streefkerk; Aletta Eikelboom; Rosie Paulissen; Ingrid van Bemmel; Anne-Fleur Hemmer; Ward Venrooij; Kees den Hollander | |||
Military intelligence communities need to collect, process and disseminate
information as quickly and efficiently as possible, for example in answering
requests for information by commanders. Currently, the flow of information
between the field and intelligence communities is hampered by disparities in
the integration of the various components of the information chain. We propose
to create a hub for information exchange called SOPHIE, where information from
heterogeneous sources comes together. This hub proactively notifies military
users to relevant information based on their profile. In addition, users can
search or browse available information products and consult experts to receive
quick answers to their information requests. Keywords: intelligence community; collaboration; context-awareness; military |
To Catch a Thief: Practical Methods of Using Social Networks as a Mechanism for Identifying Corporate Insider Threats | | BIBAK | Full-Text | 55-58 | |
Martyn Styles | |||
Is it possible to utilize psychological profiling through social network
analysis to identify potential corporate insider threats? This research will
aim to provide corporate information security teams with techniques capable of
recognizing the signs of an insider threat. Keywords: Cyber security; social networking; information security; crime |
Automatic Estimation of Influence of Acquaintances in a Social Group and Its Key Influencers from Their Communication and Location History | | BIBAK | Full-Text | 59-64 | |
Junichi Suzuki; Yasuhiro Kawahara; Hiroshi Yoshida; Yosuke Bando; Konosuke Watanabe; Daniel J. Dubois; Nobuhiko Watababe | |||
Information can be delivered to a target person with maximum efficacy via a
specific information transferer. We developed a compass system that established
an anonymous method to analogize in-city acquaintances and used location
information and each visitor's smartphone to detect analogically the
significant influencers of a target person. Based on the data regarding
information transferred between group members and their location history, we
derived a model for estimating how acquaintances influence each other in a
social group and for locating influencers. Keywords: Social city; Social graph; O2O; LBS; location based services; Area
differentiation; Ambient communication; Spatial marketing; Behavioral
marketing; Human communication; Positioning; Mobile system |
Virtually Augmented Classroom Curriculum | | BIBAK | Full-Text | 67-71 | |
Kevin Ambrose | |||
This poster will detail step-by-step instructions for building a virtually
augmented classroom curriculum for an undergraduate college course. Information
will be provided on choosing a virtual environment, defining the parameters of
a virtual course assignment, training students and instructors on using a
virtual environment, setting up the virtual environment (e.g., installing
applications, running a private or public server, hosting solutions, etc.), and
grading a virtual assignment. Best practices will be discussed and the results
of a qualitative study using undergraduate students and a virtual course
assignment will be presented. Keywords: Second Life; OpenSimulator; virtual environment; curriculum |
A Case Study about Detailed Reports of the Asynchronized e-Learning Management System Applied by Elginkan Foundation | | BIBAK | Full-Text | 72-77 | |
Cihat Okan Arikan; Orkun Mersinogullari; Mustafa Murat Inceoglu | |||
In this study which was carried out by Ege University, it was evaluated mass
distance learning activities, both qualitatively and quantitatively. Keywords: Elginkan Foundation; e-Learning; MOODLE; results of assessments |
HCI Aspects to Teaching Primary School Children the Islamic Prayer | | BIBAK | Full-Text | 78-83 | |
Mohammed Farsi | |||
A fundamental objective of Human-Computer Interaction (HCI) is to design a
system that provides the user with a positive experience. This is achieved by
matching the experience with the user's personal aims and goals. This study
adopts a Virtual Environment setting for teaching the Islamic prayer to primary
school children. Keywords: Human-Computer Interaction; Virtual Environments; Islamic prayer;
Kinesthetical learning; X-Box 360 Kinect; Learning preferences |
An Automatic and Innovative Approach for Converting Pedagogical Text Documents to Visual Learning Object | | BIBAK | Full-Text | 84-88 | |
Ali Shariq Imran; Atif Mansoor; ABM Tariqul Islam | |||
In this paper, we present a novel idea of converting pedagogical text
documents to visual learning objects by automatically extracting nouns and
semantic keywords from the text documents, and representing these keywords as a
word cloud. A word cloud contains words that are weighted based on frequency,
time, appearance, etc., depending on the concept they are used for. Each word
in the word cloud would correspond to a visual representation of that word. A
visual representation may contain drawings, figures, images, etc. that explains
the given concept. The extracted keywords are used to query the Internet to
find the corresponding visual representation of a given word. The idea is to
bring text documents to life by creating a visual representation of the
important concepts from the text documents. This paper is a work in progress. Keywords: pedagogic; text documents; visual learning object; word cloud |
Computer-Supported Training System for Clinical Engineer | | BIBAK | Full-Text | 89-94 | |
Ren Kanehira; Hideo Hori; Kazinori Kawaguchi; Hideo Fujimoto | |||
It is required for a clinic engineer to have highly professional knowledge
as well as skills for the operation of medical machines. Such knowledge and
skills are normally difficult to master only by teaching and practicing at
universities with limited time. Therefore, it is expected to have new training
system supported by advanced computer system using the information and
communication technology (ICT). In this study, a training system with ICT for
clinical engineer was constructed. With the system, several problems in
operating medical machines were made clear, and solutions and proposals for
such problems were given with examples. Keywords: Information communication technology; Computer training system; Clinic
engineer; E-learning system; Skill science; Medical equipment |
Building Domain Ontologies for Hyperlinked Multimedia Pedagogical Platforms | | BIBAK | Full-Text | 95-100 | |
Zenun Kastrati; Ali Shariq Imran; Sule Yildirim Yayilgan | |||
This paper examines building of the course ontology for describing and
organizing hyperlinked pedagogical content. The ontology is used to structure
and classify multimedia learning objects (MLO) in hyperlinked pedagogical
platform called HIP, and to assist students to search for lectures and other
teaching materials in a reasonable time and more efficiently. In addition, this
paper proposes a new approach to improve the classification performance by
enhancing the information representation model using concepts from the
pedagogical course domain ontology. The model will automatically estimate
weight of concepts within the ontology, and it will combine the weight with
concepts' importance which is calculated using Term Frequency Inverse Document
Frequency -- tf*idf algorithm. This paper is a work in progress. We are in
process of creating and implementing the course ontology and an experiment will
be conducted to evaluate the classification performance in terms of efficiency
and effectiveness for the approach proposed in this paper. Keywords: Ontology; concept vector space; Markov chain model; HIP |
Learning Support Interface for Arithmetic Word Problem Based on Eye Movements Reduction | | BIBAK | Full-Text | 101-105 | |
Tomoko Kojiri; Kento Nakamura; Yuki Hayashi | |||
Learning process in arithmetic word problem consists of three learning
steps; extracting key numbers from problem text, creating equations, and
deriving the answers of equations. When learning with computer using digital
learning tools, learners sometimes are not able to concentrate on the learning
since they have to move their eyes frequently between several learning tools,
such as a tool that displays problem text and a memo tool. This research aims
at developing a learning interface that consists of textbook window and memo
window and a support functions that realize smooth learning with minimum eye
movements between them. In the textbook window, learners can select key numbers
by selecting them using a mouse. Selected numbers are copied to the memo window
automatically. After learners create equations and derive answers in memo
window, descriptions in memo window are copied to the textbook window
automatically. Based on these functions, learners' unnecessary eye movements
between two windows can be reduced. Keywords: learning support interface; eye movement; arithmetic word problem |
Designing an Interactive Tutoring Tool for Improving Mathematical Skills | | BIBA | Full-Text | 106-111 | |
Despina Lepenioti; Stella Vosniadou; Christina Alexandris | |||
Based on the developmental transitions proposed by Stafylidou and Vosniadou (2004), three training sessions were created using the Cognitive Tutor Authoring Tools. The purpose was to compare the effects of two external representations on fraction understanding and interpretation, compared to a control group that received no training. The participants in the experimental groups were trained in creating external and symbolic representations for fractions using pies or number lines. Results indicated that participants in the experimental groups had greater improvement from pretest to post-test than the control group. The number line experimental group had greater improvement in tasks testing fraction equivalence and fraction interpretation as measure than the pie experimental group. Based on the results of the classroom experiment and the resulting User Requirements, the proposed interface was further reinforced with various sessions concerning fraction operations, including addition and subtraction. Special emphasis was placed on user-friendly and ergonomic interaction. |
Instructional Activities in a Discussion Board Forum of an e-Leaning Management System | | BIBAK | Full-Text | 112-116 | |
Yanfei Ma; Cathryn Friel; Wanli Xing | |||
This study was primarily interested in dynamic interactions between
instructors and an e-learning Management System (Blackboard) with specific
focus on the discussion board forum. We examined how instructors seek
information to assess students' input in an e-learning discussion board forum
and determined which pedagogical features need to be improved to facilitate
instructional activities. The findings suggest that the ability to easily track
and respond to students' post is the most important instructional activity to
instructors while reading student posts and replying to students are the most
frequent instructional activities. Interacting with students and facilitating
group discussion are the most difficult instructional activities. Therefore,
this study indicated that Blackboard discussion board designers may need to
improve discussion board pedagogical features to make interaction with students
and facilitating group discussion more convenient and accessible for
instructors who must now forage for the information they need to assess student
contributions. Keywords: E-learning management system; Blackboard; discussion board; information
foraging theory; instructional activities; pedagogical features |
Integration of Technology into Classrooms: Role of Knowledge and Teacher Beliefs | | BIBAK | Full-Text | 117-122 | |
Neda Najdabbasi; Margus Pedaste | |||
One of the most promising recent advancements in education has been the
extensive inclusion of technology. Educational technology focuses profoundly on
how to encourage teachers to integrate technology in the curriculum; however,
teachers do not often apply technology as it should be according to its
affordability. Two of the teachers' reasons for not using technology in the
class are typically related to their beliefs and knowledge. The aim of the
present review was to understand the relationship between teachers' pedagogical
beliefs and knowledge with the integration of technology to improve technology
use in education. We developed a model to support the integration of technology
and students in classrooms by focusing on teachers' pedagogical beliefs and
knowledge. According to this study, the roles of teachers are facilitating
students in acquiring technology-related knowledge, motivating them for using
technology, and creating situation where students should integrate technology
in learning. Keywords: technology integration; pedagogical beliefs; knowledge; education |
A Proposal of Measurement Levels of Acculturation among International Students in Japan | | BIBAK | Full-Text | 123-127 | |
Hyunjoo Judy Oh; Katsuhiko Ogawa | |||
The term acculturation refers to the result of the processes of adopting the
cultural traits or social patterns of another group. Although not all groups
undergo acculturation in the same method, the underlying hypothesis is that
there will be two main components to how acculturation takes places. It is
projected that attitudes and behaviors are the two main components that
determine the level of acculturation (Berry, 2005). Using this principle, there
will be multiple trials of experimentation to prove or disapprove this
hypothesis. Ultimately, this paper will focus on defining a measure of
acculturation and reporting how our experimentation methods will affect
international students with acculturation. Keywords: Acculturation; culture; guidelines; culture shock; adaptation; assimilation;
and cultural groups |
Construction of Wireless Tablet-PC Classroom for Computer-Assisted Language Learning in Japan | | BIBAK | Full-Text | 128-132 | |
Yuichi Ono; Manabu Ishihara; Mitsuo Yamashiro | |||
This paper describes our project to construct wireless Computer-Assisted
Language Learning (CALL) classroom under non-wired settings in Japan. In 1990s,
so-called CALL system began to be introduced into Japanese educational
settings. The system was mainly wired desktop-based system. After two decades,
administrators of the system have to decide what to do with the system; replace
or abolish. It is needless to say that it costs extremely a lot for
replacement. In the current paper, a new possibility is suggested: change into
the wireless CALL classroom, where tablet computers will be used under wireless
circumstances. We would like to describe out system model and point out some
issues on login. Keywords: computer-assisted language learning (CALL); tablet computer; second language
acquisition; log-in; upload and download |
The Role of Affective Factors in Computer-Aided Musical Learning for Non-musician Adults | | BIBAK | Full-Text | 133-138 | |
Saebyul Park; Chung-Kon Shi; Jeounghoon Kim | |||
The objective of this study is to reveal the relationship between affective
factors and musical learning in computer-aided learning situation. Musical
learning is a dynamic, integrated process which encompasses cognitive,
psychomotor, and affective learning domains. While most studies on
computer-aided musical learning tend to highlight cognitive and psychomotor
factors, this study focuses on affective factors and experimentally
investigates how these factors can influence visual, auditory, and audiovisual
learning efficiency. This study contributes to computer-aided musical learning
research by focusing on affective factors, which have been previously neglected
in this field of study, proposing a new model of computer-aided musical
learning systems. Additionally, by adopting affective computing methods to a
platform specially optimized to create interactive sound, this study provides a
new possibility of quantification of emotional changes when experiencing and
learning music. Keywords: Computer-Aided Affective Learning; Affective Computing; Musical Learning;
Facial Recognition; Affective Agent |
When Students Benefit from Analyzing Their Inquiry | | BIBAK | Full-Text | 139-144 | |
Margus Pedaste; Külli Kori | |||
There is a need to find out how to enhance the effect of a generally
successful inquiry approach in schools. In our study, we hypothesized that
supporting students' reflection could have a positive effect on their general
inquiry knowledge, transformative inquiry skills, and domain-related knowledge.
A scenario-based complex technology-enhanced learning environment called
Science Created by You was used by 54 students (age, 14-18 years). The results
demonstrated that students' general inquiry knowledge, transformative inquiry
skills, and domain-related knowledge all improved statistically significantly;
however, no changes were found in reflective activities -- in analyzing
inquiry, in assessing the value of analysis, and in considering alternative
solutions. Indeed, students' domain-related skills were associated with
reflection. The students with a higher level of knowledge analyzed their
inquiry more often, and they considered more often alternative solutions of
inquiry. No associations were found between domain-related knowledge and
inquiry knowledge or skills. Keywords: domain knowledge; inquiry learning; reflection; technology-enhanced learning
environments |
Self-educate Function Added on Gakuzai System | | BIBAK | Full-Text | 145-149 | |
Haruya Shiba; Kousei Ueta; Yoshino Ohishi; Atuya Takedani; Takahiko Mendori; Yusuke Nishiuchi; Masanobu Yoshida; Hironobu Satoh; Takumi Yamaguchi | |||
We give the electronic textbook (e-textbook) that the student can edit. When
the student understands hearing the teacher's explanation, leaving only an
important term, and obscuring the part where it explains it on the e-textbook,
they remakes the textbook into them notebook. Because work to copy the content
of the blackboard disappears and the teacher's explanation can be heard enough,
the student can be expected to acquire knowledge in a short time. The WEB
application that remakes the e-textbook into the notebook has developed. Now
added the function of self-study work at home. The function makes
problem-solving exercise automatically with reduced e-textbook content. The
marked up items on e-textbook collect for selector that use in exercise. The
student keep trying problem-solving exercise by new problem. The function
provides learning opportunities for self-study work. Keywords: ICT-based learning; e-textbook; reduction edit; learning style |
Developing an Interactive Learning Environment with Kinect | | BIBAK | Full-Text | 150-155 | |
Serdar Simsek; Pinar Onay Durdu | |||
The use of interactive white boards has become more and more popular in
educational settings. Despite their superior features to traditional
counterparts, it is known that they are very expensive. Therefore, in this
study, a lower cost interactive whiteboard application is developed by using
Microsoft's Kinect which provides a natural interaction mechanism that
eliminates the need of various interaction devices. However it has some
problems in transforming the real world coordinates into virtual environment in
addition to its robustness problem in detection and recognition. A solution is
developed for fixing the transformation of the coordinates and robustness of
the image processing issues and implemented to provide a lower cost interactive
whiteboard in this research. Keywords: Interactive whiteboard; interactive learning environment; Kinect |
Virtualizing Real-Life Lectures with vAcademia, Kinect, and iPad | | BIBAK | Full-Text | 156-161 | |
Andrey Smorkalov; Mikhail Morozov; Mikhail Fominykh; Ekaterina Prasolova-Førland | |||
In this paper, we present a project aiming at designing a low-cost
technological setup for translating real-life lectures into a 3D virtual world.
We present the design of the first prototype where we record the voice of a
lecturer, presentation slides, and use a motion-capture technique to grasp
gestures. Based on these data, we create a scene in a 3D virtual world, display
the slides, play the recorded sound, and animate the lecturer's avatar. We
discuss evaluation results and discovered limitations, and outline solutions.
In addition, we propose the major types of learning scenarios for the use of
the designed system. Keywords: 3D virtual worlds; motion capture; vAcademia; Kinect; iPad |
Pilot Scenario Design for Evaluating a Metacognitive Skills Learning Dialogue System | | BIBAK | Full-Text | 162-166 | |
Dimitris Spiliotopoulos; Olga Petukhova; Dimitris Koryzis; Maria Aretoulaki | |||
This work describes the experimentation on the application of evaluation
methodologies for creating metrics that evaluate the experience of the users of
the Metalogue system as they learn and using them to validate the effective
ability of the system to assess them. Pilot scenarios were formulated in order
to effectively train the system to train the users on metacognitive skills
learning. Usability design common approaches, such as focus groups and user
experience needfinding sessions were used to collect the data. Keywords: TEL; multimodal interaction; usability evaluation |
Analysis on ICT Skills Present in Teachers in Active in Nine Spanish Territories | | BIBAK | Full-Text | 167-170 | |
Inmaculada Tello Díaz-Maroto; Antonia Cascales Martínez | |||
At the present time, it exists a debate about neutrality of the resources,
but far from this controversy, what is clear is that people who employ them,
give them value and meaning in the context in which it is used. The use that
teachers give them, are not exempt from neutrality, so we have to practice them
in the proper use thereof. This reflection leads us to consider the initial
teacher education and with it, the continuous learning, both of them necessary
and essential so that their educational work can be of quality. As can be
gleaned from the skills mentioned by several authors, in the application of ICT
in education is necessary a technical training and a pedagogical training. We
must accompany the accessibility of such resources with the educational use of
them. We will be then really using an education that uses ICT in their
methodology in teaching and learning. ICT opens a new way to access information
and a great communicative bridge for contact and learning. But for the teachers
being able to carry out this work properly, they must first know the procedure,
so they should be one of the leading figures involved in the process of
teaching and learning, therefore it can be updated in the knowledge that the
ICT demands, a proper use to it. To check the level of ICT training of teachers
in service, we have applied a questionnaire on several dimensions related to
ICT in the classroom: knowledge of these resources, teaching methodology,
resource selection, evaluation and training received. The study sample consists
of 147 teachers from four regions and 9 Spanish provinces. The sample used has
been a purposive sampling, selecting teachers who have attended a training
course on the use of ICT. The results show several differences in the knowledge
of the ICT in the Spanish territory and a high demand for specific training
adapted to the reality of each center. Keywords: ICT Skills; Teachers; support; social justice |
Opportunities and Challenges of Using Technology in Mathematics Education of Creative Engineering Studies | | BIBA | Full-Text | 171-176 | |
Evangelia Triantafyllou; Olga Timcenko | |||
This paper explores the opportunities and challenges of integrating technology to support mathematics teaching and learning in creative engineering disciplines. We base our discussion on data from our research in the Media Technology department of Aalborg University Copenhagen, Denmark. Our analysis proposes that unlike in other engineering disciplines, technology in these disciplines should be used for contextualizing mathematics rather than introducing and exploring mathematical concepts. |
Development of Augmented Reality Teaching Materials with Projection Mapping on Real Experimental Settings | | BIBA | Full-Text | 177-182 | |
Shohei Tsuchida; Narumi Yumoto; Shu Matsuura | |||
An augmented reality (AR) technology was applied in connection with a method of projection mapping to display physical quantities on real experimental settings. Physical quantities such as force and velocity were visualized by AR objects and projected onto real objects in an experiment. This image projection onto real objects was found to be effective in such a case where a user manipulates the real object resulting in changes of the magnitudes of physical quantities and the object position. The time delay between the motion of projected AR objects and the video images of real objects was measured on a simple rotating bar object. It was found that the phase delay between the AR objects and the projected image of the real object increased with the angular velocity of the object. The present method seems to be most relevant to static or quasi-static content in which user manipulation is included. |
Diagramming Mathematical Proofs Based on Logical Structures for Learners | | BIBAK | Full-Text | 183-188 | |
Takayuki Watabe; Yoshinori Miyazaki | |||
This study aims to help learners read mathematical proofs. Mathematical
proofs consist of propositions and are logically structured. The structure is
based on inferences, i.e., a proposition as consequence is derived from
propositions as premises. However, the structure is not always represented
explicitly in proofs written in natural language, which prevents learners from
understanding the proofs. Therefore, we develop a system that allows
mathematics teachers or content providers to create diagrams illustrating
logical structures of proofs based on natural deduction to provide learners a
visual aid that improves their understanding. The diagrams created by our
system display natural deduction and arrange additional information (e.g.,
symbol definitions or explanation to assist understanding) as comments.
Further, the system has a function to add buttons to show/hide parts of the
proof based on individual learners' requirements. Further, we introduce the
basic components of a diagram and the method to create it. Keywords: Mathematics education; proof; diagramming; natural deduction |
A Semantic Recommender System for Learning Based on Encyclopedia of Digital Publication | | BIBAK | Full-Text | 189-194 | |
Mao Ye; Lifeng Jin; Zhi Tang; Jianbo Xu | |||
Digital publication is a useful and authoritative resource for knowledge and
learning. How to use the knowledge in digital publication resources so as to
enhance learning is an interesting and important task. Most of the recommender
systems use users' preferences or history data for computation, which cannot
solve the problems such as cold start, scarcity of history data or preferences
data. A semantic recommender system is presented in this paper based on
encyclopedic knowledge from digital publication resources, without considering
history data or preferences data for learning the knowledge of a specific
domain. Semantic relatedness is computed between concepts from the
encyclopedia. The related concepts are recommended to users when one concept is
reviewed. The method shows potential usability for domain-specific knowledge
service. Keywords: recommender system; digital publication; semantic relatedness |
User Interface Design for Disabled People Under the Influence of Time, Efficiency and Costs | | BIBAK | Full-Text | 197-202 | |
Yashar Abbasalizadeh Rezaei; Gernot Heisenberg; Wolfgang Heiden | |||
Applications being designed for disabled people so far are showing three
main issues: specific target user group, specialized user interface (UI) and
interdependence problem. In addition, three essential criteria do also affect
the application's usability, namely time, efficiency and costs. In order to
overcome these problems, we propose a different perspective of User-Centered
Design (UCD) by dividing and analyzing the UI architecture design process over
three interdependent spaces: User, Need and application. Finally we provide the
reader with an algorithmic guideline towards minimizing the interdependence
issue between interaction modalities. Keywords: HCI; UI design; disabled people; User-Centered Approach |
What Color? A Real-time Color Identification Mobile Application for Visually Impaired People | | BIBAK | Full-Text | 203-208 | |
Sara A. Al-Doweesh; Felwah A. Al-Hamed; Hend S. Al-Khalifa | |||
In this paper we present an iPhone application that facilitates the
operation of detecting colors for blind and visually impaired people in
real-time. In order to detect colors, we take the input from the device camera
then we process pixel values to produce the color using HSL color space, the
detected color will be displayed as label on screen as well as uttering it.
Moreover, the application can view a set of colors that match a specific color
to help blind people choosing clothes before promenading. We tested the
application on a set of blind and visually impaired people to evaluate the
application accuracy and usability. Our evaluation showed that the application
provides high detection accuracy of colors in different lighting conditions.
Furthermore, the application satisfies its users' needs. Keywords: Color Detection; Visually Impaired; Clothes Matching;
Hue-Saturation-Luminance (HSL); Real-time Identification; Camera Phone |
ACCESS: A Free and Open Source Arabic Assistive Technology Repository | | BIBAK | Full-Text | 209-213 | |
Hend S. Al-Khalifa; Muna Al-Razgan | |||
In recent years the number of free/open source Arabic Assistive Technology
(AT) software has increased, yet they are scattered and hard to find. In order
to provide Arab users with easy access to Arabic AT software, AT repositories
are created. In this paper we report our experience in creating ACCESS -- an
Open Source/Freeware AT software repository for Arabic speaking users. Keywords: Open Source; Assistive technology; Accessibility; Arabic Language |
Inclusive Design: An Interface for Users with Disabilities | | BIBAK | Full-Text | 214-219 | |
Claudia Regina Batista; Vania Ribas Ulbricht; Marília Matos Gonçalves; Tarcísio Vanzin; Adhemar Maria do Valle Filho | |||
This paper shows the interface development process for learning objects
interface of the "Accessible WebGD" -- a Virtual Environment of
Education-Learning. This environment is destined for people without
disabilities and deaf or blind people. Thus, in the interface it will have
different technological resources, for example, LIBRAS interpreter for deaf
people; media with high contrast for people with low vision; narration and
didactic materials in braille for blind people; and others accessible and
inclusive actions. Keywords: Interface Design; Web accessibility; Digital Inclusion |
Using Video Games for the Rehabilitation of Children with Cerebral Palsy: A Pilot Study | | BIBAK | Full-Text | 220-225 | |
Georgios Christou; Loutsia Nardi; Areti-Zoe Cheimonidou | |||
Video games have become a tool for motivating players in performing tasks
they would not otherwise perform. We present the use of video games controlled
through XBOX KINECT, to facilitate rehabilitation of children with cerebral
palsy. Specific movements to promote children's rehabilitation of reduced
balance and postural control were used with video games suitable for children
between the ages of 5 -- 12 years old. To evaluate the rehabilitation and
motivation potential of the video games, a pilot study with 7 children between
the ages of 9 -- 12 years old was performed. The children played the
aforementioned video games for 6 weeks, twice per week. Physiotherapists used
the Paediatric Balance Scale to assess clinical their balance and postural
control in 14 dynamic and static tasks before and after the experiment. The
results are promising, both in terms of motivating children to attend their
rehabilitation sessions, and in terms of rehabilitation potential. Keywords: KINECT; video games; rehabilitation; cerebral palsy |
Persona Based Accessibility Testing | | BIBAK | Full-Text | 226-231 | |
Alexander Henka; Gottfried Zimmermann | |||
Web authors have a hard time understanding and applying accessibility
guidelines. The guidelines are considered too technical, without providing
sufficient support for problem solving. This results in bad usability of Web
applications for people who rely on accessibility. In the field of designing
Web applications and interfaces, the concept of personas, as a representation
of the target audience, is well established. Personas are typically used to
describe the user on a personal level, with their needs, preferences and
habits. In this poster, we illustrate a new workflow approach for accessibility
evaluations. We propose persona-based representations of accessibility
guidelines for acceptance tests of Web applications, for web authors to gain
understanding on the needs of people with disabilities and thus improve the
accessibility of Web applications. Keywords: human computer interaction; accessibility; personas; acceptance test; web
accessibility guidelines; automatic testing; user-centered accessibility
evaluation |
A GPS-Based Personalized Pedestrian Route Recording Smartphone Application for the Blind | | BIBAK | Full-Text | 232-237 | |
Rabia Jafri; Syed Abid Ali | |||
A GPS-based smartphone application for blind users is proposed which will
allow them to record pedestrian routes to frequently visited destinations
(e.g., supermarket, neighborhood mosque, etc.) and to retrieve them later for
autonomous navigation. Unlike similar systems, which simply provide a route to
a specified destination based on existing GPS maps which may not contain
detailed information especially about pedestrian paths and alleys, our software
is unique in that it will allow users to record a customized path to a
particular destination based on personal considerations such as whether the
area surrounding the route is well-lit and well-populated, the unevenness of
the terrain and the absence of hazards (such as traffic intersections). A
distress call option and auditory cues about user-specified obstacles will also
be provided. The objective is to develop a low-cost, portable solution based on
easily accessible technology to assist blind users in their daily outdoor
mobility tasks. Keywords: Visually impaired; blind; assistive technologies; navigation; mobile
applications; GPS-based |
Inclusivity in the Digital Connected Home | | BIBA | Full-Text | 238-242 | |
Tim Pennick; Sue Hessey; Yingyan Gu | |||
This paper introduces a Proof of Concept to demonstrate the feasibility and benefit of exploiting existing home management devices for disabled users. The model we present exploits an integrated platform exposing an API which can be utilized by a variety of User Interface approaches, including accessible Smartphones/tablets or more specialised hardware/software combinations. Future research will investigate the extent to which provision of suitable control technology can enhance feelings of wellbeing in disabled users, increase their independence, and enhance a sense of control over their living environment. |
A Wizard of Oz Study Exploring How Agreement/Disagreement Nonverbal Cues Enhance Social Interactions for Individuals Who Are Blind | | BIBAK | Full-Text | 243-248 | |
Joshua Rader; Troy McDaniel; Artemio, Jr. Ramirez; Shantanu Bala; Sethuraman Panchanathan | |||
Given their visual nature, nonverbal social cues, such as facial and head
movements, are largely inaccessible to individuals who are blind, limiting the
information gleaned during interactions. While social assistive aids have
explored some nonverbal cues, such as detecting and communicating facial
expressions, relatively few nonverbal cues have been explored. A thorough and
systematic study has yet to investigate the importance and usefulness of many
nonverbal social cues for individuals who are blind. This work takes this first
step by beginning to explore the nonverbal cue of agreement/disagreement as
indicated by head/body movements including head nod, head shake, leaning
forward and leaning backward. To facilitate the investigation of the usefulness
of nonverbal cues for individuals who are blind, we propose the use of a Wizard
of Oz experiment to rapidly evaluate nonverbal communications using existing
technologies rather than building new and complete systems. We first explore
the usefulness of agreement/disagreement nonverbal cues using our existing
Social Interaction Assistant platform in which most of the seemingly automated
processes were manually performed by a wizard without the knowledge of
participants. We conducted an experiment with 11 individuals who are blind or
visually impaired involving one-on-one interactions with trained interviewers.
Results show the potential of agreement/disagreement nonverbal cues within the
social interactions of individuals who are blind. Keywords: Social Interaction Assistant; social assistive aids; nonverbal
communication; agreement; disagreement; haptic belt |
Open Web-Based Text-to-Speech Services for the Citizens | | BIBAK | Full-Text | 249-252 | |
Spyros Raptis; Aimilios Chalamandaris; Pirros Tsiakoulis; Sotiris Karabetsos | |||
A system is presented that offers a set of complementary services based on
text-to-speech technology. The services and the underlying system that supports
them are described. These services include: (a) a service for automatic
document-to-speech conversion via e-mail, (b) an open library of audio books,
and (c) a dynamic audio news service. The system seeks to maximize the
availability and the social impact of text-to-speech technology, making its
benefits widely available to the public through open services that address
important daily needs of persons with visual impairments and reading
difficulties. Keywords: Speech synthesis; accessibility; open services; audio books; voice-enabled
websites |
Design, Implementation, and Evaluation of a Location-Based System for Investigating the Parameters of Place Meaning for Visually Impaired Users | | BIBAK | Full-Text | 253-258 | |
Charalampos Rizopoulos; Lambros Lambrinos; Angeliki Gazi | |||
This paper outlines the design, implementation, and evaluation methodology
of a location-aware application intended as an aid to blind users who navigate
urban spaces. The application is used in the context of a soundwalk whose
purpose is to enable these users to indicate their level of emotional
involvement with particular sounds emanating from specific areas of the city
and provide a backdrop to the users' generation of place meaning based largely
on auditory cues. Keywords: Accessibility; place meaning; soundscape; affective interaction; location
awareness |
Development of a Touch Panel Interface that Provides Tactile Feedback Depending on the Surroundings | | BIBAK | Full-Text | 259-263 | |
Hitoshi Tamura; Yasushi Kambayashi | |||
We have developed and evaluated a touch panel interface that provides
tactile feedback depending on the surroundings. We attempt to provide map
information for blind people and make the car navigation system replace the
white cane for blind people. In the study, we emphasis on providing tactile
feedback for blind users that reflects the surroundings. The design of the
interface to tactile feedback is that the touch panel moves up and down with a
touch position. Those movements provide the tactile feedback. In order to
achieve the tactile feedback method, we have placed four servo motors at the
four corners of the touch panel. The motors move up and down the panel. From
the evaluation experiments, we have observed that it is possible for a blind
user to recognize map information by touching the panel. Keywords: Tactile feedback; Electric wheelchair; Multi touch panel; Assistive
technology |
Compilation of a Sign Language Database for Use in Medical Practice | | BIBA | Full-Text | 264-269 | |
Mina Terauchi; Keiko Watanabe; Yuji Nagashima; Naoto Kato; Taro Miyazaki; Seiki Inoue; Shuichi Umeda; Toshihiro Shimizu; Nobuyuki Hiruma | |||
This paper reports on a study into the establishment of a medical sign
language database.
When visiting a medical institution, hearing-impaired patients are sometimes accompanied by a sign language interpreter. The interpreter's job is to correctly interpret the doctors' explanations. However, a problem arises in that medical sign language varies considerably in style from one region to another and has not been standardized. We compiled a list of medical sign language with an emphasis on standardization of meanings and movements. For compiling the sign language terms, we consulted medical professionals, sign language interpreters and native signers. We tried to ensure that the resulting medical sign language include common expressions that can be easily understood by non-professionals. We also produced sign language instructions for medical terms that are hard to understand based on sign language alone, as well as other difficult terms. |
Study into Methods of Describing Japanese Sign Language | | BIBA | Full-Text | 270-275 | |
Keiko Watanabe; Yuji Nagashima; Mina Terauchi; Naoto Kato; Taro Miyazaki; Seiki Inoue; Shuichi Umeda; Toshihiro Shimizu; Nobuyuki Hiruma | |||
This paper proposes a new NVSG element model with a focus on the linguistic
structure of sign language. Morphemes in sign language consist of elements such
as hand shape, movement and line of sight. An NVSG element description method
is a method of describing morphological structure in an independent
hierarchical structure.
Approximately 1,500 words have been described using the description method. After being described, the hierarchical structure of morphemes becomes easily comprehensible visually at a word level. Describing each element also allows us to search for a word from the word structure. In the future, we intend to verify the possibility of sign language description in languages other than Japanese. |
Technologies Developed for Older Adults: Trends and Directions | | BIBAK | Full-Text | 279-283 | |
Hend S. Al-Khalifa; Manahel Al-Twaim; Moneerah Al-Mohsin; Muna Al-Razgan | |||
Various studies stated that elderly community is the focus of many research
discussing aging society or technology products developed for their assistance.
Several technologies have been developed to cover different aspects in the
elderly life. This study analyzes research papers published in the field of
elderly technologies, covering the years 1992 through 2013. Our study involved
analyzing 208 publications in terms of: research areas and technologies. Based
on the previous overviewed research, this paper provides a brief insight about
the different research and technologies developed for elderly people and
explore their trends and future research directions. Keywords: Elderly; Aging; Seniors; Disabilities; Internet; Assistive Technologies;
Elder care; Robot; Games; Web Accessibility; Survey |
Understanding Elderly Needs for Designing a Digitally Extended Environment via Tablets | | BIBAK | Full-Text | 284-287 | |
Patrizia Andronico; Salvatore Minutoli; Ercan E. Kuruoglu | |||
In this short communication we describe our methodological framework for
developing an extended digital environment for the elderly. The core of our
approach is based on probing elderly needs via storytelling to be interpreted
in a wide sense. The probe consists of activities to be carried out by the
experiment group, such as taking pictures, making a collage, writing a diary. Keywords: participatory design; storytelling; elderly; user-centred design |
A New Smart Wearable Device Design Based on the Study of the Elderly's Mental Perception and Reading Usability | | BIBAK | Full-Text | 288-293 | |
Yu-Min Fang; Yi-Jhen Huang; Bo-Cheng Chu; Chao-Wei Hsu; Chien-Cheng Chang; Meng-Hsien Hsun | |||
The United Nations predicts the rate of population aging in the 21st century
will exceed that of the previous century. For fulfill the need of the elderly,
this research conducted a design project of the smart wearable system (SWS) to
demonstrate three directions: integration and connection, in-depth interaction,
and elderly-care awareness. Three commonly parts of the body wearing smart
devices are investigated -- wrist, upper arm, and the neck. The subjects were
meant to wear the designed prototypes in a certain time and then fill in the
questionnaire. The opinions and suggestions about the new and better add-on
design guideline were collected; the data is integrated to conclude that the
devices attached to the wrist are mostly accepted. A new proposal was created
for a more reasonable and comprehensive interaction based on this study of the
mental perception of the elderly and reading usability. Keywords: Wearable Device; the Elderly; Usability |
Versatile Question-Answer Cards to Collect Personal Profiles from Seniors | | BIBAK | Full-Text | 294-298 | |
Masatomo Kobayashi; Tatsuya Ishihara | |||
Senior citizens often feel excluded from the digital world, leading to
social isolation and preventing them from using personalized services to
improve the quality of their lives. This can be caused by their limited skills
with and passive attitudes towards the use of technologies. We tested a
question-answer (Q&A) card interface to help senior citizens actively
expose their personal experience, knowledge, and interests. A total of 50
senior participants answered 30,944 questions in six categories during the
three months of our experiment, which indicated the Q&A interface
effectively reduced the barriers for senior users to expose their profile
information online. We also discuss some ways to analyze the collected data to
investigate the profiles of senior citizens for the support of other new
services. Keywords: SNS; Analytics; Active Ageing; Digital Seniors; Gamification |
The Implementation of 3D Printing in Customized Interactive Design for Elderly Welfare Technology | | BIBAK | Full-Text | 299-303 | |
Chor-Kheng Lim | |||
There are various technology products or IT services which can support
elderly at home. However, most of them are designed without considering the
individual preferences, needs and situations of elderly people. This study
attempt to explore the concepts of elderly product design based on the theory
of Emotional Design and aims at exploring solutions on how to meet the needs of
the elderly through more humanistic aspects: "attractive" and "customized"
technology products. Consequently, this study proposes the 3D printed
"personalized" interactive flowerpot design for the elderly, called WATERS. Keywords: Elderly welfare; 3D printing; interactive design; product design |
Exploring the Potential of Gameful Interaction Design of ICT for the Elderly | | BIBAK | Full-Text | 304-309 | |
Michael Minge; Juliane Bürglen; Dietlind Helene Cymek | |||
Due to increasing technologization and demographic changes, more and more
elderly people are facing the challenge of using information and communication
technology (ICT). ICT can be an essential facilitator for positive aging by
promoting the participation of elderly in society, as well as activating their
cognitive and motoric resources. However, elderly people often struggle to use
technical devices and therefore miss the benefits of digital age. Feelings of
helplessness and fear towards technology are often reinforced by previous
experiences that have been perceived as frustrating. We believe that adding
game elements to an ICT application can overcome some of the motivational
barriers which older adults face by providing pleasurable experiences and
hedonic value to the interaction with technology.
In the course of focus groups older adults appeared to be very open towards gameful interaction design. Through an extensive interview study which we conducted subsequently, we investigated the potential advantages and requirements of this approach and whether it is to be used to assist the elderly. Keywords: gamification; games; serious games; elderly people; motivation |
Technology for Older People: A Critical Review | | BIBAK | Full-Text | 310-315 | |
Helen Petrie; Bláithín Gallagher; Jenny Darzentas | |||
We will present the results of a critical review of research published in a
range of peer-reviewed conferences in the period 2005-2012 on the use of
technology to support older people. We explore what problems faced by older
people are being addressed by the research; whether the research is motivated
by user needs; the methodologies used; the levels of target user involvement in
the research; and the outcomes achieved. Eight major topics of research have
been identified: mobility and wayfinding; communication and social interaction;
interaction with technology; using the web; access to and exploration of
information; education; support for daily living; and games and play. In
addition, we have categorized the research into four main types: research that
proposes technologies for older people; research to understand the use of
technology by older people and their attitudes to technology; research on
guidelines, standards or other information to support developers and
researchers; and research that on methodologies for working with older people
in the development of new technological solutions. Important gaps and
weaknesses in the current research portfolio are explored. The review will
provide an overview of the state of the art of technologies for promoting
independent living and wellbeing of older people, which should be useful for
researchers, developers and practitioners in the field. Keywords: Older people; Assistive technologies; User needs; Evaluation; Methodologies
for working with older people |
A Barrier-Free Platform to Help Elderly People to Help Themselves | | BIBAK | Full-Text | 316-321 | |
Sven Schmeier; Norbert Reithinger | |||
The proportion of elderly people in German society has been increasing for
decades. As a result Germany, and other industrial countries as well, are
currently facing large demographic changes in terms of age structure and
population size, changes that will only increase in the future. Furthermore,
especially in bigger cities, the traditional family structures with more
generations living together are disappearing.
Starting from these observations, the project Barrierefreie Cloud für Senioren -- WirlmKiez (translated: A barrier-free Cloud for Seniors -- We in our neighbourhood), funded by the German Ministry of Education and Research, aims to develop a platform where elderly people can get in touch with and help each other with everyday problems and issues. We plan to realise a virtual neighbourly help especially for elderly people who have no or very little social contact. Persons using the platform will be able to either provide support to others ("I can help to hang curtains", "I can help gardening", ...) or they can request for help ("I need to go to hospital for 4 days, who can take care of my cat"). The app will run on computers, smartphones, and tablets and will be very simple to use and appropriate for seniors. Its main features are creating a proposal or request by using natural language. Behind the scenes we will use shallow information extraction (IE) to extract the core information. After this we store the extracted information plus additional meta information like time and location on a central server (cloud). In the final step a generated request or proposal is offered to adequate users of the system, e.g. people who live nearby and are able to help or need help and connecting the persons in the end. Keywords: Barrier-free; seniors; conversational interface |
Relative-Identity Management Based on Context | | BIBAK | Full-Text | 322-327 | |
Allal Tiberkak; Tayeb Lemlouma; Abdelkader Belkhir | |||
Mobile devices nowadays are equipped with sensors and technologies that
enable context evaluation. Those devices are not expensive in such a way that
everyone can buy a smart phone easily. So, developing mobile context-awareness
applications for helping dependent persons to deal with their everyday tasks is
crucial. This paper aims to develop a new identities management system that
runs on the dependent person's mobile device. This system will assist dependent
persons by giving them information, advices, instructions and helps regarding
their activities of daily living. The main idea is to use a simple
communication way to identify objects and subjects in the surrounding context
of the assisted person. In this paper, we propose efficient identification
mechanisms that take benefits from our well understanding of the context. Our
approach simplifies the use of the interaction between dependent persons and
the system. Hence, unlike usual approaches, the identity of a given entity will
not be universal by widely tailored it to the current person's context. In the
case where the context is shared by many entities with the risk of
identification ambiguity, our identification could use different means such as
colors or locations towards others for identification of entities. Keywords: identify; relative identity; context; context-awareness; profile |
Research on Interactive Animation Design Based on Handheld Mobile Terminals | | BIBAK | Full-Text | 331-337 | |
Dong Han; Xue Han; Yuan Wang | |||
Interactive animation has its own uniqueness, and apart from games, with
artistic expression of traditional animation at the same time, reinforces the
audience's participation, and opera interact. Based on handheld mobile devices,
making interactive animated short film by created with a lot of new features.
First consideration in the animated feature for the structures of branch
development, after that interactive participative forms that appropriately and
cleverly designed, thereby strengthening the expression of works. When you are
using Unity3D tool to achieve specific interactive tasks, such as animated
elements resource limitations and interface design are also factors that in the
creation of to be considered. Keywords: Mobile Entertainment; Storytelling and Location Based Gaming; Mobile Art;
Interaction Design; Multi-branch Plot |
Visual Feedback of Fireworks Motivating Residents to Do Indoor Physical Activities | | BIBAK | Full-Text | 338-342 | |
Yukio Ishihara; Makio Ishihara; Fuminori Hyodo; Yuji Matsuzoe; Keiji Yasukawa | |||
In this study we propose a way to motivate healthy people to do indoor
physical activities more often. A lack of physical activity is thought to be
responsible for an increasing number of patients suffering from
lifestyle-related diseases. It is very important that people do physical
activities regularly even though they are healthy. Thus we build a prototype
system where people see fireworks projected on the wall. These fireworks will
become more powerful, graceful and various as they keep doing physical
activities. Finally it is shown that progressive fireworks are successfully
displayed depending on the amount of time of physical activities. Keywords: fireworks; physical activity; gamification; health |
Music Synchronizer with Runner's Pace for Supporting Steady Pace Jogging | | BIBA | Full-Text | 343-348 | |
Tetsuro Kitahara; Shunsuke Hokari; Tatsuya Nagayasu | |||
This paper describes a music player that automatically synchronizes the music playback speed with jogging pace. The importance of jogging is in running long distances at a steady pace, so it will be useful to alert when the pace varies. Focusing on the fact that a number of people jog while listening to music, we propose a method for telling the runner the pace variation by synchronizing the music playback speed with the runner's pace. Experimental results show that the proposed method facilitates to keep the runner's steady pace. |
An Intuitive Mobile Application for Notation of Group Dance Floor Plan | | BIBAK | Full-Text | 349-354 | |
Jeong-seob Lee | |||
In this research, author suggests an interactive and intuitive mobile
application to notate dynamic formation change in group dance which is the
beauty of dance in conjunction with motion of a single human. Firstly,
limitations of traditional notation systems and even less aids on floor plan
were discussed. Those limitations results in inefficient and energy-consuming
trial-and-error in creative work and inhibit artists' creativity. This research
explores a new potential of digital media for notation of group dance
formation. Essential information parameters to be a sound notation are
investigated. Beneficial features of interactive digital media, such as
synchronization with music which is crucial in dance notation, are discussed.
Existing software products in various creating areas gave inspiration in design
of interface. The mobile application is designed for users to intuitively draw
and edit their own dynamic floor plan. User can record and review and share it
highly effectively with other artists. This research is expected to help
performing artist and expand their creativity. Keywords: dance notation; group dance; floor plan; choreography; mobile application |
Shake It Up: Exercise Intensity Recognizing System | | BIBAK | Full-Text | 355-360 | |
Yang Kyu Lim; Bo Kwang Shim | |||
When we are doing exercise, we often listen to the music. We wanted to make
a music player-based exercise intensive recognizing system. In this study, we
focused on the motional aspect of hand and arm. The main concept is speed
changing music player. A pedometer is the most common detecting tool for the
exercise activities. Detecting swing of the body with smartphone -- like a
pedometer -- to set as a downbeat for synchronizing music. We used smartphone
gyroscope sensor to detect the downbeat gesture. Motion sensing with gyroscope
is a common way in these days. We set the rotation rate of the pitch-axis at
2rad/s for filtering the unstable sensing of the gyroscope. After filtering,
holding smartphone and staring movement can calculate the speed of the
movement. Existing similar studies are using MIDI and PC to control tempo
easily and do something more. In this study, we use only MP3 files, extract
from CD. We make single application -- Shake It Up -- without any computer
connection. We used time stretch to control the speed of MP3 files. After the
application is ready, we had a user test to experience Shake It Up. Without a
guide, all users were easily controlled BPM of the music. Some of them use this
application as a music player on jogging with arm band. They said, they can
hear the intensity of exercise with the speed of the music. We have to pay
attention to the possibility of the future. After the test, we found a sequence
of operation was very similar to orchestral conducting. It can be used to music
practice tool for conductors. However, still Shake It Up cannot sync music file
with the hand gesture speed point by point. We are finding out making extra tag
files to synchronize and control each detailed point of music. Keywords: smartphone; exercise; motion; music; BPM |
Touch Screen Rehabilitation System Prototype Based on Cognitive Exercise Therapy | | BIBAK | Full-Text | 361-365 | |
Fuyuki Matsushima; Roberto Gorriz Vilar; Keita Mitani; Yukinobu Hoshino | |||
In recent years the number of rehabilitation patients all over the world is
rapidly increasing as society ages and stroke and dementia spread. Continuous
rehabilitation helps physical and mental maintenance and recovery. However, the
recovery process involves hard and dull work which can result in the patient
abandoning the treatment. This problem requires a solution both effective and
agreeable. Nowadays, cognitive exercise therapies are widely used to combine
mental and physical function recovery. We introduce touch panel ad-hoc
developed games into this therapy, motivating the user to actively participate
in the rehabilitation and making the whole process reliable and days touch
screens are commonly used in daily life, re-moving the need for an initial
learning stage. This makes touch screens a perfect inter-face for people all
ages, even if their mobility is reduced. In this paper, a prototype touch
screen rehabilitation system based on cognitive exercise therapy is developed.
Two applications are used to ensure rehabilitation reliability: Whack-a-Mole
and Simon games. A usability evaluation test is employed to assess system's
effectiveness. Additionally, two different touch screens were used, tested and
evaluated. Keywords: Rehabilitation; Touch screen; Cognitive exercise therapy; Usability
evaluation |
Mobile Phone Casual Games Design with Appeal to Children | | BIBAK | Full-Text | 366-370 | |
Vasiliki Aggelopoulou; Irene Mavrommati | |||
In this paper, we will present the design decisions, evaluation and
conclusions stemming from the process of making a set of three casual games,
characterized by a common design style and simple scenario.. Keywords: casual games; mobile games; memory game; character; scenario |
"Logical Blocks" Multimedia Game Development for Students with Intellectual Disabilities | | BIBAK | Full-Text | 371-375 | |
Cecilia Sik Lanyi; József Klung; Veronika Szücs | |||
This paper presents the design process of an interactive game that can help
to improve the recognition-skills of the children with intellectual disability,
so later they can make their way in life easier. This article presents the
interactive game, which is based on the traditional logical blocks tutorial.
The game has been tested by special education teachers and students with
moderate intellectual disabilities. According to teachers' view the game is
useful for teaching students with moderate intellectual disabilities. Keywords: intellectual disability; multimedia game; user needs |
Lower Member Game for Exercising Using Affordable 3DUIs | | BIBAK | Full-Text | 376-380 | |
Alvaro Uribe-Quevedo; Sergio Valdivia-Trujillo; Eliana Prada-Dominguez; Byron Perez-Gutierrrez | |||
Exercising requires the execution of repetitive activities with commitment
and motivation that may not be present in all cases. Currently, the advances in
mechanical, electronics and computer sciences have resulted in the development
of several affordable 3DUIs used in entertainment such as the Wiimote, the Play
Station Move, the Kinect and the newer trends like the MYO and the Epoc
Emotive. 3DUIs have opened several possibilities of application in the
wellbeing area outside physical rehabilitation; applications in entertainment,
in exercising and even occupational healthcare are being developed. This
project explores the development of game application for encouraging lower
member exercises with game mechanics and affordable 3DUIs for impacting most
users, whereas they are owners or newcomers to these technological trends. The
proposed system integrates a gaming 3DUI with a smartphone for offering a
portable and flexible solution that allows monitoring and motivating the user
for performing preventive or corrective exercises. Keywords: 3DUI; Exercise; Game; Therapy |
AraMedReader: An Arabic Medicine Identifier Using Barcodes | | BIBAK | Full-Text | 383-388 | |
Norah I. Al-Quwayfili; Hend S. Al-Khalifa | |||
AraMedScanner is a prototype application that mainly helps the visually
impaired to identify medicines by scanning their barcode and retrieving their
information from a medical database. This paper presents an overview of
AraMedScanner's features and shows preliminary evaluations conducted with blind
people. The results of the evaluations revealed the application limitations and
leaded to new future improvements. Keywords: Medicine Identification; Barcode; Mobile computing; Assistive Technology;
Visually Impaired |
"Two Faces and a Hand Scan"- Pre- and Postoperative Insights of Patients Undergoing an Orthognathic Surgery | | BIBAK | Full-Text | 389-394 | |
Luisa Bremen; Johanna Kluge; Martina Ziefle; Ali Modabber; Evgeny Goloborodko; Frank Hölzle | |||
The current study deals with an empirical approach to an improvement of the
patient and doctor relationship of patients undergoing an orthognathic surgery.
The aim is the development of an information and communication concept for a
smooth and positive treatment for medicine and patient. Such an intervention is
a decisive experience and needs to be treated very sensitive. Patients with jaw
modulation often suffer from medical-functional as well as psychological
problems. Also after surgery, the change of appearance might lead to adjustment
disorder. Therefore, a well-elaborated treatment is needed and essential.
Retrospective already operated patients were interviewed regarding their
expectations, fear, hopes and wishes as well as their individual experience
with the surgery. The addition of technical support in form of a 3D scan was
also assessed. First results portray a big need of an improved medical
education concept as well as an overall positive assessment of the 3D scan. Keywords: Orthognathic surgery; medical treatment; information and communication
concept; 3D Scan |
Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care | | BIBAK | Full-Text | 395-400 | |
Michael Brown; James Pinchin; Jesse Blum; Sarah Sharples; Dominic Shaw; Gemma Housley; Sam Howard; Susan Jackson; Martin Flintham; Kelly Benning; John Blakey | |||
'Out of Hours' (OoH) hospital care involves a small number of doctors
covering a very large number of patients. These doctors are working in
stressful environments, performing complex tasks and making difficult task
prioritisation decisions, yet little data exists to aid in improving the
working practices or to ensure junior doctors are adequately prepared for OoH
working. Historically, this has been owing to complex and expensive processes
to capture this data; however recent advances in indoor positioning
technologies has the potential to automate and improve the capture and
availability of data that may help alleviate the burden of OoH care on at a
personal and hospital level. This paper describes our work to combine cutting
edge indoor positioning technologies from OoH working with and a newly deployed
in-ward electronic tasking system. Here we describe data collection via
traditional methods, clinical tasking systems, and indoor positioning
solutions. We further describe our understanding from such data of the effect
of physical layout and current working practices on task completion and time
spent in transit, which ultimately may inform improvements to working practice
within OoH care. Finally we discuss potential relevance to other work domains. Keywords: Human Factors; Indoor Positioning; Out of Hours; Task Prioritisation;
Clinical |
The Assistive Device Design for Macular Hole Surgery Postoperative Face-Down Positioning | | BIBAK | Full-Text | 401-406 | |
Yi-Yang Gao; Cheng-I Tsai; Ssu-Erh Hsu; Ming-Hsu Wang | |||
Doctors more often choose to apply pneumatic retinopexy therapy to retinal
detachment patients. Successful rate of pneumatic retinopexy depends on can
comply with requirement of supine posture. This study is focusing on design and
application of how the successful rate of surgery of pneumatic retinopexy can
be improved and on the user' s experience of this aid design. This study did
confirm that a recovery table helped reduce burden of necks and shoulders. Keywords: pneumatic retinopexy; universal design; rehabilitation tables |
eNurse. A Mobile System for Improving the Quality of Treatment for Cancer Survivors | | BIBAK | Full-Text | 407-412 | |
Adrian Iacomi; Thomas Pederson | |||
In this paper we make a short analysis of the existing cancer care system,
and we identify the elements that can improve the quality of treatment for
cancer survivors. Through literature reviews and patient interviews we have
identified two of the most important: doctor efficiency and patient active
involvement. Our findings have shown that to improve both of them, a better
communication system between patients and caregivers is required. Our project
was made with three design iterations, each including testing sessions with
real patients and healthcare personnel. We have used two main heath care
theories: patient empowerment and post-traumatic growth. The resulting system
has two separate web apps, one for the doctors and one for the patients. Keywords: eCare; Cancer survivors; Mobile apps; Patient Empowerment; Posttraumatic
Growth; Cancer care |
The Investigation of Acoustical Environments in Elderly Mental Hospital | | BIBAK | Full-Text | 413-418 | |
Wei Lin; Hsuan Lin | |||
Acoustic conditions in hospitals have been shown to influence a patient's
physical and psychological health. Noise levels in Beitou Armed Forces Hospital
were measured among various times. Sound pressure levels were logged every
30-seconds over a period in different locations: at the nurses' station, in the
hallway, and in a patient's room. Results show that current noise level
guidelines were exceeded regularly; despite this the surveys showed most
patients were not very annoyed with the noise. Additionally, no relationships
were found between a patient's gender or age to various noise responses.
Overall this study did not find very large changes in sound levels in various
time periods and overall patient noise perception will be discussed in the
further work. Keywords: Elderly mental hospital; Acoustical environments; Subjective evaluation |
The Design and Evaluation of Mobile HCI in Dietary Intake Estimation | | BIBAK | Full-Text | 419-423 | |
Ying-Chieh Liu; Chien-Wei Lee; Chien-Hung Chen; Zhao-Yang Yang | |||
This research designs and evaluates app interfaces designed to estimate and
record dietary intake. Effect and user's preference are taken for
consideration. Three potential interfaces are proposed, i.e., a) interactive
photo interface; (b) a sketching interface, and c) a resizable shape interface.
Trials with 38 university students indicate that a) and b) both provide some
useful features, but there is a preference for the interactive photo interface.
Future research will focus on design enhancements to improve user experiences
in different target groups. Keywords: Mobile HCI; portion size estimation; dietary intake; subjective evaluation |
Usability Evaluation of Home-Use Glucose Meters for Senior Users | | BIBAK | Full-Text | 424-429 | |
Hsin-Chang Lo; Cheng-Lun Tsai; Kang-Ping Lin; Ching-Chang Chuang; Wen-Te Chang | |||
Self-monitoring of blood glucose technique provides diabetic mellitus
patients a simple and real-time method to monitor their blood sugar at home. In
order to understand the interface design problems in home-use glucose meters,
the aim of this study was to realize if senior users were able to easily and
effectively operate glucose meters via usability evaluation. Five senior users
of above 65 years old who never use home-use glucose meters before were
recruited to operate typical tasks: a. changing lancet, b. inserting a strip to
turn on the meter, c. lancing, d. waiting for the result and e. discarding
lancet. The experiment process was recorded for further interview. The results
demonstrated that the key factors that caused operation errors were found on
lancing device and test strip instead of the glucose meter. Especially for
seniors that had memory degradations, they needed side by side assistance to
finish the tasks. Keywords: Senior user; Glucose meter; Usability evaluation |
Usability Evaluation of Hospital Websites in Nigeria: What Affects End Users' Preferences? | | BIBAK | Full-Text | 430-434 | |
Shakirat O. Raji; Murni Mahmud; Abu Osman Tap; Adamu Abubakar | |||
Hospital providers need to deliver satisfactory services in a specialized
field which involves a great number of stakeholders with different concerns,
needs and requirements. Some hospitals' policies have been focused on providing
health and medical services to the public. Less attention has been given to the
responsibility to provide useful, accurate health information of high quality
to their key publics mainly by facilitating interactive communication with
patients, citizens and physicians and community services. To date, hospitals
are turning increasingly towards the Internet and have developed their own web
presence in order to enhance interactive communication practices. The research
evaluated the usability of hospital websites in Nigeria, focusing on two
websites in southwest of the country. Evaluation criteria for assessment were
developed. The results provided empirical evidence that websites should be easy
to use as well as aesthetically pleasing but must be rich in information
content. Keywords: Usability; Aesthetic Design; Hospital Websites; Evaluation |
Professional Natural Interfaces for Medicine Applications | | BIBAK | Full-Text | 435-439 | |
Illya Starodubtsev; Vladimir Averbukh; Nataly Averbukh; Dmitriy Tobolin | |||
This article focuses on the problems of development of control systems and
medical equipment medical professional interfaces. In our paper we propose a
solution to the problem, using gesture language and contact-less motion
capture. Keywords: NUI; natural interfaces; professional interfaces; gesture; depth map;
medical equipment; control |
The Slip-Resistance Effect of Tread Grooves and Floor Roughness on Different Liquid Thickness | | BIBAK | Full-Text | 443-448 | |
Ching-Chung Chen; Hui-Chun Chen; Liwen Liu; Fang-Ling Lin; Chih-Lin Chang | |||
The coefficient of friction between shoe sole and floor is the most critical
environment factor influencing slipping risks. When the shoes tread on the
surface covered by liquid, the slip resistant of floors are reduced by the
squeeze-film effect and the risks of falling are increased. The prior
researches discussed mostly the relationship between floor roughness and COF,
the discussions of the impact of liquid thickness on COF are relatively rare.
This study measured the slip resistance effect of tread groove and floor
roughness under different liquid thickness by adopting Brungraber Mark II
slipmeter. The results showed that the tread groove, floor roughness and liquid
thickness are all factors influencing the COF. The COF of non-tread groove
footwear decreases significantly while the liquid thickness larger than 1mm or
the floor roughness Ra less than 2µm. Keywords: slip-resistance; coefficient of friction; liquid thickness |
Human Factor and Ergonomics in Essential Requirements for the Operation of Technical Equipment | | BIBAK | Full-Text | 449-454 | |
Adam Górny | |||
The goal of ensuring the safety of technical equipment users lies at the
heart of all design requirements classified as essential [3]. To achieve proper
compliance with such requirements, it is essential to adopt solutions which
meet the needs and expectations of the concerned parties. The choice of
solutions must reflect the profiles of users, who are described as the so
called human factor, as well as any criteria helpful in achieving the best
possible matches for particular worker profiles. Described in terms of
ergonomic criteria, the solutions should be seen as an integral part of the
design process. By accounting for ergonomic criteria in such a process, it is
possible to ensure that the conditions in which technical equipment is operated
live up to the desired level of human-friendliness. Keywords: Ergonomics principles; technical equipment; essential requirements |
Changes in Biological Data during Prolonged Use of a Learning Support System and the Effects of a Rest Break | | BIBAK | Full-Text | 455-460 | |
Kaoru Honda; Fukuyo Honda | |||
The use of a learning support system can give rise to complaints of pains in
the shoulder and arm and of asthenopia in many people. The increased feeling of
fatigue is considered to be due to prolonged personal computer use, making this
type of learning a heavy burden for learners. However, few studies have focused
on how to measure the effect of prolonged use of a learning support system on
the learner's physical condition. Evaluation of this type of learning has been
attempted using biological data, but optimal measuring methods and data
processing have not been established to evaluate the physical effects of this
type of learning. The aims of the present study were to measure biological data
(brain waves and heart rate) when learners were subjected to a continuous
problem solving session that involved calculation, reading, and collation
(problem-solving tasks), to analyze the temporal changes that occurred in the
measured biological data, to examine the validity of the measurements of mental
activities and burden, and to evaluate the effects of taking a break during the
session. Keywords: learning support system; prolonged use; fatigue; biological data; brain
wave; heart rate |
A Study of Movement Characteristics in Fine Operations Using TV Monitor | | BIBAK | Full-Text | 461-466 | |
Hiroshi Ichikawa; Hiroo Hirose; Yoshito Yamamoto; Takeshi Ozaki | |||
In the manufacturing industry, fine processing tasks advance as the products
become smaller. These tasks are usually carried out by industrial robots and
automation systems to improve the quality and reliability of products. However,
there are a lot of tasks such as products finishing and adjusting/inspecting
the finished products that workers have to do at their work sites. Therefore,
an analysis of the learning process of work with micromotion, performance
assessment and workload assessment are important subjects. This study examines
the effect of monitor magnification on worker's motion and workload for
positioning as an example of micro-manipulation tasks. We describe motion time
and heat rate (HR) to measure workload in the positioning process. Keywords: Fine operation; TV monitor; Movement characteristics; Workload |
Integrating Safety, Health and Environment (SHE) into the Autonomous Maintenance Activities | | BIBAK | Full-Text | 467-472 | |
Malgorzata Jasiulewicz-Kaczmarek | |||
In the manufacturing industry, Total Productive Maintenance (TPM) is a very
effective tool for improving product quality, productivity as well as safety of
employees. In the paper a part of research on implementation of TPM in
medium-sized industrial company is introduced. The goal of the paper was
analysis of efficiency of promotion of safety and hygiene issues during
Autonomous Maintenance pillar implementation. Keywords: TPM; Autonomous maintenance; SHE |
Relationship between Comfortable Feelings and Distribution of Seat Pressure in Sustaining a Sitting Posture for a Long Time | | BIBAK | Full-Text | 473-478 | |
Yasuyuki Matsushita; Noriaki Kuwahara; Kazunari Morimoto | |||
It is necessary to clarify the method for measuring a comprehensive
evaluation from plurality criteria of the physical load when they sitting on a
chair, because they cannot access their sitting posture during a continuous
working. Further, in order to provide a chair that fits the user, it is
important to find simple evaluation method of comfort when sitting on a chair.
Further, in order to develop a good chair that fits to the users, it is
important to find simple evaluation method on comfortable sitting conditions
when sitting on a chair. The aim of this paper is to show some rating factors
on comfort or discomfort when sitting on a chair for a long time. The
experiment was carried out using an office chair. Body pressure distribution of
the buttocks was measured by electrical seat sensor for an hour of one session.
In addition, they were interviewed on five items of subjective evaluation every
five minutes during an hour sitting situation. According to the experiments, we
found that elapsed time and two feature values of the total load area of the
body pressure distribution and the ratio of the particularly highly pressure
area are effective to predict discomfort. And we derived a regression equation
to predict the increase of discomfort using the average pressure distribution
when they are sitting. Keywords: chair; comfort; pressure; posture |
Self-assessment of Maturity of Organization in Terms of Occupational Health and Safety with the Recommendations of ISO 9004:2010 | | BIBAK | Full-Text | 479-484 | |
Anna Mazur | |||
Companies focused on achieving long-term success analyze their performance
in many areas, among which issues of health and safety cannot be overlooked. In
the following paper an example of implementation of self-assessment methodology
recommended by ISO 9001:2004 for corporate's safety and hygiene of work area is
introduced. Self-assessment of maturity of organization in this area is
conducted with reference to strategy and management system, resources,
processes of organization and outcomes monitoring, as well as to improvement
and self-learning. Keywords: maturity; maturity of organization; occupational health and safety; ISO
9004:2010 standard |
Designing Smart Home Technology for Fall Prevention in Older People | | BIBAK | Full-Text | 485-490 | |
Ather Nawaz; Jorunn L. Helbostad; Nina Skjæret; Beatrix Vereijken; Alan Bourke; Yngve Dahl; Sabato Mellone | |||
Falls in older people constitute one of the major challenges in healthcare.
It is important to design technologies that can help prevent falls and improve
falls management. Smart home technology could be of importance in this context,
but the technology has to be user-centred or adapted to be useful in this
particular context. This study assessed usability of paper and interactive
prototypes of a smart home touch screen panel. The study implemented five
scenarios related to fall risk, fall assessment and exercise guidance,
designing a smart home interface for independent living in general and fall
management in particular. A usability evaluation showed that older people had
positive experiences when using the touch screen interface. The study
demonstrated the need for user-centred interfaces for older people in the
context of falls prevention. Keywords: Falls; Seniors; Scenarios; Usability; Evaluation; Smart home; Interface
design |
3D Hand Anthropometry of Korean Teenager's and Comparison with Manual Method | | BIBA | Full-Text | 491-495 | |
Se Jin Park; Seung Nam Min; Heeran Lee; Murali Subramaniyam; Sang Jae Ahn | |||
The requirements of wearing products fitting comfort was continuously increasing and considerable attentions had been paid for a long time. The assessment of the physical dimensions of the human hand provided a metric description to establish human-machine compatibility. Higher accuracy in hand anthropometric measurements could be achieved with the aids of an image analysis system. Scanning of hand surfaces either 2D or 3D was an alternative method for manual measurements. Three-dimensional anthropometry may lead to significant improvement in fitting comfort of wearing products. The purpose of this study was to measure 3D hand anthropometry and compared it with manual methods. For that purpose, 10 hand measurements of the right hand (lengths, breadths, and circumference of hand and fingers) were taken from 1,700 middle and high school students by age ranged from 13 to 19 years old. The hand was measured by manual (using anthropometric sliding, spreading calipers and measuring tape) and using a high-resolution 3D hand scanner (NEXHAND H-100, Knitech, South Korea) with the scanning accuracy ± 0.5 mm. From the scanned data, the hand measurements were extracted using scanning software (Enhand, Knitech, South Korea). Mean and standard deviation for each hand measurements were calculated. T-test statistical test on the data revealed that there was no significant difference between the manual and 3D hand measurements (p > 0.05). Therefore, 3D anthropometry can be replaced with manual methods. The data gathered may be used for ergo-design applications of hand tools and devices. And also it can provide a great help to develop a hand anthropometry database for hand wearing products. |
Development of an Awaking Behavior Detection System with Kinect | | BIBAK | Full-Text | 496-500 | |
Hironobu Satoh; Kyoko Shibata; Tomohito Masaki | |||
The purpose of this study is detecting unsafe behavior of the person lying
on the bed and warning caregivers that a person is falling down from the bed.
However, in the dark room at night, the detection ability of previous system is low, because the brightness adjustment processing of a Web camera is not able to adjust brightness of the dark room. In this paper, we propose a new detection system using Kinect. Kinect has a depth sensor consisted of infrared leaser. And, Kinect is able to measure distance between Kinect and an object in the dark room. Moreover, the behavior of an old person is extracted from measured data by Kinect. By using Kinect, it is considered that the awakening behavior detection system is able to be used in the dark room at night. In this paper, the awakening detection system using Kinect is shown. And, in experiment, the capability of the proposed system have been verified. From the result of the experiment, the detection rate of the safe behavior have been 94%. And, the detection rate of the unsafe behavior have been 80%. Keywords: Awaking behavior detection system; Neural network; Kinect |
Human Factors Engineering in Interactive Urban Planning Decision Support Systems | | BIBAK | Full-Text | 503-507 | |
Reham Alabduljabbar; Areej Al-Wabil | |||
This paper presents a systematic review of technologies designed and
developed for urban and architectural planning. The usability and user
experiences of urban planning systems designed with mixed reality, virtual
reality, tangible interaction, and direct manipulation tabletop interfaces are
examined. Emphasis in this review is on the design implications of different
interaction modalities in supporting decision making in applied scenarios of
urban planning. The human factors engineering process for urban planning
decision support systems takes into account the perceptive space, comfort, and
productivity of planners and decision makers. Tactile fusion of human
perception and action is examined in urban planning decision support systems
that are designed with virtual and tangible interaction. Case studies
describing applied scenarios of urban planning are reviewed with a critique of
navigation design, human perception, collaboration support, and visualization
of decision scenarios. The human factors for designing systems that support
clear representations of urban planning states across all sensory modalities
are reported. Keywords: Urban planning; Virtual reality; Mixed reality; Augmented Reality; Tangible
User Interface; Decision support system |
Interaction Design in a Tangible Collaborative Decision Support System: The City Schema DSS | | BIBAK | Full-Text | 508-512 | |
Salma Aldawood; Faisal Aleissa; Riyadh Alnasser; Anas Alfaris; Areej Al-Wabil | |||
In this paper, we introduce a decision support system (DSS) platform (City
Schema) that is designed to connect a tangible interface within a 3D modeling
environment (City Form) with a simulation engine for analyzing the data of the
urban, transportation, energy and water systems of the city (City Analytics) to
support collaborative city planning. This DSS connects two completely
independent systems into one integrated system. The first system is a physical
3D model of a city with a tangible user interface that supports interactive and
collaborative activities and provides users with direct manipulation
interaction and intuitive interfaces. The second system is an urban modeling
design tool which is a simulation engine that has several simulation modules
such as operational energy, mobility, daylight, transportation and others. The
DSS we present here can be used to describe a real world problem and identify
possible solutions to the modeled problem through the computation of many
scenarios/alternatives so that users of the DSS can evaluate, compare and
select a potential solution. Our City Schema DSS consists of: database
management component, simulation modules management component, and an
interactive user interface with dynamic visualization and decision scenario
simulations. Human factors for supporting multi-user co-located collaboration
to assist decision makers in making better decisions are examined. Design
implications of different interaction modalities for decision support systems
and their impact on providing intuitive and engaging user experiences are
discussed. Keywords: DSS; HCI; Urban Planning |
HCI Design of Technological Products for Eco-tourism | | BIBAK | Full-Text | 513-518 | |
Chang-Franw Lee; Chun Chang | |||
With the travel industry entering the experience economy era, improving
tourism experience has become more important than ever. Technology is a good
tool to improve traveling in ways such as weather predicting or tour guiding.
However, the environment of eco-tourism is different from the general using
environment of traditional tourism. Therefore, in order to apply technological
products to eco-tourism, this paper proposes some HCI design suggestion from
the perspective of UX like usability, information architecture and interaction
design. We define two main design target groups as 'Normal tourists' and
'Narrators'. Expert system can be applied to the illustrating system for normal
tourists while narrators need only a clear view of the system to make sure they
find out the information of species they already know to give information to
tourists. Keywords: eco-tourism; expert system; the UX |
Risk Management as Part of the Quality Management System According to ISO 9001 | | BIBAK | Full-Text | 519-524 | |
Hanna Golas | |||
The top management staff of a company which applies a quality management
system are interested in ensuring that the system safeguards a proper
functioning of processes, achieves the objectives of these processes, and
triggers perfecting mechanisms in a proper manner. Application of risk
management in this system may provide some contribution to the fulfilling of
the expectations of the management. Keywords: risk; quality management system |
Footprint of New Product in Mobile Market Using Diffusion Models | | BIBAK | Full-Text | 525-529 | |
Zeyi He; Jing Kan | |||
Facing any new product or new technology, a diffusion method, which can
suggest exponential growth to some asymptote is important for both technical
innovation and business decision. This paper produces the new study to examine
and evaluate the diffusion models on mobile market. In order to evaluate two
classic diffusion models, this paper chooses to use the existing 3G cellular
mobile product data in UK as the sample data. This paper yields which diffusion
model has the good prediction and good description features on different stage
of product growth. Keywords: Diffusion model; 3G; UK Mobile Market |
A Service Design Framework for Manufacturing Enterprises toward Product Service System | | BIBAK | Full-Text | 530-533 | |
Hyungmin Kim; Younghwan Pan | |||
Manufacturing enterprises have been recently trying to create new value
through a strategic alternative such as Product Service System because of the
limitation of product growth, the keen competition of price and so on.
Manufacturing enterprises have many risks to extend their business field over
their core ability, with not enough the service domain knowledge, human
resources and investment costs. This study suggested the framework that is
needed for manufacturing enterprises to penetrate into a service business
domain. Keywords: service design; service framework; product service system |
Activity Models for Tourists of Medium and Long Term Stay in Japan | | BIBAK | Full-Text | 534-538 | |
Toshinori Omura; Syotaro Hanabusa; Haojian Zhang; Ryosuke Ogura; Naotake Hirasawa | |||
We conducted an investigation for the tourists at Niseko in Japan in order
to build the as-is activity models of them. As a result, we could clarify the
two types of tourist activities; one is to focus a steady life and another is
to enhance a tourism experience. Both types of activities use often rent-a-car
although each pattern of using transportation is different a little. In
addition they collected by themselves the main information by using word of
mouth.
Based on the results we are planning to envision the mobility services for them. Keywords: Activity model; Tourist of medium and long term stay; mobility service |
Research on Internal Dynamic in Interactive Development among Airport-Based Comprehensive Bonded Zones | | BIBAK | Full-Text | 539-543 | |
Danyang Shen | |||
The intention of this paper is to investigate the interactive development
among Free Trade Zones (FTZs). We take the ACBZs as an example type of FTZs. We
adopt the System Dynamics Method to analyze the interactive development dynamic
of ACBZs by using Vensim. We find that the increasing demand on efficiency of
trading and producing are the two types of intrinsic motivation in the
interaction. We also discuss the possible models from port, industry and
customs aspects. The analyzing on causal relationship between each index, and
drawing causal loop diagrams, and the establishing of flow diagram mode give a
practicable study way on this kind of interactive development. Keywords: Internal Dynamic; Airport-based Comprehensive Bonded Zone (ACBZ); FTZ;
Systematic Analysis; Interactive Development Model |
Missrail: A Platform Dedicated to Training and Research in Railway Systems | | BIBAK | Full-Text | 544-549 | |
Frédéric Vanderhaegen; Philippe Richard | |||
Several railway simulators exist but none of them allow the design of rail
infrastructure with the possibility to simulate other rail functions such as
train driving, train supervision or train planning by using the designed
infrastructure. The proposed tool consists in taking into account an existing
physical platform called COR&GEST for rail driving and traffic supervision,
and in developing supports to design any rail infrastructure in order to
simulate driving, supervision or planning activity on predefined
infrastructures. The resulting platform is called MissRail, a multimodal and
multifunction simulation system for research and training in railway. Keywords: rail simulation; training; research; sensemaking; reverse comic strip |
Expanded Customer Journey Map: Interaction Mapping Framework Based on Scenario | | BIBAK | Full-Text | 550-555 | |
Jaeyeon Yoo; Younghwan Pan | |||
This study proposed the mapping framework that was the intermediate layer
between these two toolkits. The main attribute of mapping framework is that it
is built up on the basis of scenario; thus, it plays the role of making the two
toolkits correspond with the task based on a scenario as an output interaction
as to the input of behaviors conducted by customers that are principle agents
of the customer journey map and an output interaction as to the outcome
actually conducted by the functions of system in the system map. It gives us an
expectation that it would be usefully utilized for identifying problems later
rather than merely visualizing intangible services. Keywords: Service design; Service framework; Customer journey map; System map;
Interaction |
Metacommunication through VLE Interfaces: Signs of Expression of the Teacher's Self | | BIBAK | Full-Text | 559-564 | |
Luciana Espindola; Milene Selbach Silveira | |||
This article fits in a broader context of a qualitative research seeking for
traces or signs of expression, presence and representation of the self from the
perspective of teachers as end-user developers of virtual learning environment
interfaces. We chose Moodle as the environment to conduct this work and we
counted with the voluntary participation of nine teachers with different
profiles concerning the area, educational model and target audience.
Questionnaire and interview were applied and testimonies were collected,
uncovering three ways of self-expression and representation: expression through
written language, interface customization and through the content. We focus
this paper on the communication practiced via Moodle by means of written
language. Keywords: Computer-based learning; Metacommunication; Semiotic Engineering; Virtual
Learning Environment |
Sign Language Recognition System Based on Prediction in Human-Computer Interaction | | BIBAK | Full-Text | 565-570 | |
Maher Jebali; Patrice Dalle; Mohamed Jemni | |||
While gesture recognition methods have been employed with success to real
word applications, there are yet several issues that requires to be solved for
larger Human-Computer Interaction (HCI) applications. one of such issues is the
real time sign language recognition. The goal of this paper is to bring the HCI
performance nearby the human-human interaction, by modeling a sign language
recognition system based on prediction in the context of dialogue between the
system (avatar) and the interlocutor, to make a ludic application. The main
recognition method include an empirical tracking method which dynamically
changed according to each stage of the dialogue. Keywords: HCI; Sign language recognition; Object tracking; Sign language modeling |
Investigating the Mutual Adaptation Process to Build up the Protocol of Communication | | BIBAK | Full-Text | 571-576 | |
Youssef Khaoula; Takahiro Asano; Ravindra De Silva; Michio Okada | |||
In our work, we are interested in exploring how people build a protocol of
communication. We used the context of the SDT (Sociable Dining Table) to
explore the emerging protocol. SDT integrates a dish robot put on the table and
behaves according to the knocking emitted by the human. In a first experiment,
we observe the protocol acquisition's process that occurs in the human-human
interaction. By analyzing the latter experiment, we obtained implications that
helped to understand how to facilitate the communication through knocking in
the human-robot interaction and how to implement the SDT's model. In a human
robot interaction (HRI), we validated our model and we showed that it allows
the proliferation of a personalized protocol just like in the human-human
interaction. Keywords: human robot interaction; mutual adaptation; actor-critic algorithm |
A Spoken Dialogue System for Noisy Environment | | BIBA | Full-Text | 577-582 | |
Kazuki Kogure; Masahiro Yoshinaga; Hikaru Suzuki; Tetsuro Kitahara | |||
One of the important challenges for achieving a spoken dialogue system in noisy environments is to make the system's speech audible for the user. Although there have been many studies on speech recognition in noisy environments, very few attempts to improve the audibility of the system's speech. In this paper, we develop a spoken dialogue system that has three functions: real-time volume adjustment, utterance delay, and re-utterance. Experimental results have shown that these three functions improve the audibility of the system's utterances. |
The Role of Physical Embodiment of Humanoid Robot Interaction: Focusing on Backchannel Head Nods in Danish First Meeting Encounters | | BIBAK | Full-Text | 583-587 | |
Nicolaj Segato; Anders Krogsager; Daniel Grønkjær Jensen; Matthias Rehm | |||
An important role for the communication management in human communication is
head nods, e.g. as nonverbal feedback signal. Based on a Japanese study with
virtual agents, have showed that the using head nods in virtual agents elicited
more verbal output from the user, we look into the use of head nods in
communications between user and a humanoid robot, Keepon robot and a virtual
agent resembling a cat that the user encounters for the first time. Keywords: Culture-aware robots; backchannels; feedback; physical embodiment |
Controlling Switching Pause Using an AR Agent for Interactive CALL System | | BIBAK | Full-Text | 588-593 | |
Naoto Suzuki; Takashi Nose; Yutaka Hiroi; Akinori Ito | |||
We are developing a voice-interactive CALL (Computer-Assisted Language
Learning) system to provide more opportunity for better English conversation
exercise. There are several types of CALL system, we focus on a spoken dialogue
system for dialogue practice. When the user makes an answer to the system's
utterance, timing of making the answer utterance could be unnatural because the
system usually does not make any reaction when the user keeps silence, and
therefore the learner tends to take more time to make an answer to the system
than that to the human counterpart. However, there is no framework to suppress
the pause and practice an appropriate pause duration.
In this research, we did an experiment to investigate the effect of presence of the AR character to analyze the effect of character as a counterpart itself. In addition, we analyzed the pause between the two person's utterances (switching pause). The switching pause is related to the smoothness of its conversation. Moreover, we introduced a virtual character realized by AR (Augmented Reality) as a counterpart of the dialogue to control the switching pause. Here, we installed the character the behavior of "time pressure" to prevent the learner taking long time to consider the utterance. To verify if the expression is effective for controlling switching pause, we designed an experiment. The experiment was conducted with or without the expression. Consequently, we found that the switching pause duration became significantly shorter when the agent made the time-pressure expression. Keywords: Computer-assisted language learning; English learning; Spoken dialogue
system; Switching pause; Augmented reality |
Dereverberation for Speaker Identification in Meeting | | BIBAK | Full-Text | 594-599 | |
Yi Yang; Jia Liu | |||
Current state-of-the-art speaker identification is a well-established
research problem but reverberation is still a major issue used in real meeting
scenarios. Dereverberation is essential for many applications such as speaker
identification and speech recognition to improve the quality and
intelligibility of speech signal interrupted by real reverberation
environments. The classical approaches were focused on estimating desired
speech signal with dereverberation by beamforming which is crucial for
hands-free distant-speech interaction. Its performance degradation is caused
when beamforming equipment is unable to comply with the restriction of being
symmetric in time or synchronous in structure under real condition. In this
paper, a new de-reverberated merging feature is presented for text-independent
speaker identification issue applied as an important component of Multiple
Distance Microphones (MDM) system used in real meeting scenario. This scenario
poses new challenges: farfield, limited and short training and test data, and
almost severe reverberation. To tackle this, we introduce a dimensionality
reduction approach to extract informative low-dimension features from four
kinds of MDM-based features. Experimental results on the MDM system processed
reverberated signal show the effectiveness of the new approach and the
presented performance evaluation demonstrates the robustness and effectiveness
of the proposed approach with short test utterances. Keywords: Speaker identification; multiple distance microphones; short utterances;
severe reverberation; dimensionality reduction |
Analysis of Factors that Affect the Understanding of Plain Japanese Sentence and Machine-Translated Sentence to Facilitate Cross-culture System Design | | BIBAK | Full-Text | 600-605 | |
Takashi Yoshino; Mai Miyabe | |||
A foreign resident of Japan can read and understand the contents of a
sentence easily when shown native information in plain Japanese. However, a
certain level of skill in Japanese is required to understand plain Japanese. A
method is available for displaying native information by machine translation to
allow communication with foreign residents. We investigate the difference in
the ease of understanding plain Japanese and machine translations (Chinese
sentences) for Japanese beginners whose native language is Chinese. Thus, we
obtain the following findings: (1) Japanese beginners find machine translations
easier than plain Japanese when it comes to understanding the meaning of a
sentence. (2) The accuracy of a machine-translated sentence affects the
understanding of the meaning of that sentence. However, we find that it is
possible to understand the meanings of sentences with low evaluation accuracy
in about 60% of cases. Keywords: level of understanding; machine translation; plain Japanese |
Advantages of Stereoscopic 3D Displays for Conflict Judgment Performance in Air-Traffic-Control: When and How to Use 3D | | BIBAK | Full-Text | 609-614 | |
Andreas Baier; Alf C. Zimmer | |||
Three different stereoscopic 3D visualisations are compared with the 2D
reference currently used at air traffic control (ATC) controller working
positions. Using safety critical air traffic scenarios, air traffic controllers
(ATCOs), pilots, and two groups of laypersons, one of which with an appropriate
training, are asked to judge safety critical scenarios showing two converging
aircraft. The cognitive demands that arising in peak-traffic situations are
simulated by adding an additional auditory task that has to be conducted in
parallel to judging potential conflicts. The results show that the 3D
visualizations can enhance the efficiency of the ATCOs without compromising the
safety. However, while the judgement certainty of all visualizations is
virtually equal in cases of conflict, differences arise due to the dimension on
which the aircraft miss each other in case of separation. While advantages of
3D arise when judging vertical distances, 2D better supports the judgment of
horizontal distances. Keywords: air-traffic-control; conflict detection; false alarm rate; judgment
certainty; expertise; stereopsis |
The Effect of Text Color and Background Color on Skim Reading Webpages in Thai | | BIBAK | Full-Text | 615-620 | |
Sorachai Kamollimsakul; Helen Petrie; Christopher Power | |||
There are many sets of guidelines concerning the accessibility of the web
for older adults, but little empirical evidence from studies with older people
to support their recommendations. In addition, all the recommendations apply to
text in languages using the Latin alphabet. This study investigated the effects
of text color and background color on the performance and preferences of
younger and older adults on webpages in the Thai language. There were 18 Thai
younger participants (19-29 years) and 18 Thai older participants (59-70
years). There were three combinations of text color and color (black text on
white background, white text on black background, and sepia text on off-white
background). The text and background color combinations failed to have any
significant effects on the performance measures of task completion rate or time
spent skim reading webpages. However, for the preference measure, there was a
significant difference between combinations of text and background color but no
differences between the age groups. There was also a significant interaction
between combinations of text and background color and age group. These results
form an useful basis for web design guidelines for Thai websites for text and
background color for both younger and older users. Keywords: Web accessibility; older adults; web design guidelines; text color;
background color; Thai language |
The Color and Blink Frequency of LED Notification Lights and Smartphone Users' Urgency Perception | | BIBAK | Full-Text | 621-625 | |
Minsun Kim; Jiyeun Lee; Hyebeen Lee; Soyeon Kim; Haemi Jung; Kwang-Hee Han | |||
LED notification lights are used in smartphones to deliver various
information to users, such as missed calls, incoming calls, receiving a new
text message, and low battery. This study explores whether the settings of the
color and blink frequency of the LEDs notification lights affect smartphone
users' urgency perception in two important information states, i.e., missed
calls and incoming calls. We set the blink frequency of LED notification lights
high and low, assuming that high frequency blink will be perceived as more
urgent notification. As for color, we first set the color of LED indicators as
White for both high and low blink frequencies. Then, we changed the color to
Red for high frequency blink and Green for low frequency blink to examine
whether color has any effect on smartphone users' urgency perception of the
notification. We measured users' urgency perception by asking participants to
evaluate how effective each setting of LED notification lights is in indicating
the degree of urgency of the corresponding information state. In an experiment
with 30 participants, we found that participants perceived high blink frequency
as more intuitive and attractive and therefore more effective than low blink
frequency in indicating high urgency in both information states. We also found
that the use of color increases users' overall urgency perception. We further
found that users' urgency perception -- both intuitive and attentive -- was
highest when color was used and the blink rate of notification was high. That
is, the urgency perception score was highest when the color was Red and the
blink frequency was high. In the post-experiment interviews, participants chose
red as the best color to indicate urgency. Given that, we conclude that the use
of red color with high blink frequency of the LED notification light is most
effective in conveying urgency information. Keywords: LED notification light; smartphone; urgency perception; color; blink
frequency |
The Effect of Feedback Style and Individual Difference on the Computer-Based Task | | BIBAK | Full-Text | 626-631 | |
Jiyeun Lee; Minkyoung Shin; Kwanghee Han | |||
Although objectively same, feedback can be processed differently because of
individual difference. The purpose of this study was to investigate how
demographic factor (gender) and other individual difference (regulatory focus)
influence afterward performances in computer-based situation. In the
experiment, participants performed two phases of task with computer. Each task
phase included two task types: cognitive task and creative task. After the
first task phase, participants received feedback about their performance.
Feedback was presented in two valence conditions: positive and negative. After
the feedback, participants performed the second task phase. The participants'
performance was measured by difference between the first and the second phase.
As a result, the main effects of feedback valence were non-significant on both
task types. However, in creative task, there was an interaction between valence
and regulatory focus. Participants having prevention focus performed well after
receiving negative feedback. On the other hand, people having promotion focus
showed better performance after the positive feedback. Also, the interaction
between valence of feedback and gender was marginally significant in creative
task. Although, males' performances were almost same regardless of the feedback
valence, females showed better performance after receiving negative feedback.
No interaction effects were significant in cognitive task. This study was
valuable in that we could reveal how individual differences and valence of
feedback affect the performance of creative task on computers. Keywords: feedback; valence; gender; regulatory focus |
Won't It Please, Please Help Me? The (Un)availability and (Lack of) Necessity of Help Systems in Mobile Applications | | BIBAK | Full-Text | 632-637 | |
Luana Müller; Lucio Cossio; Milene Selbach Silveira | |||
The increasing dissemination of mobile devices has turned everybody into
potential users of mobile applications. Due to the presumed ease of use of
these applications along with the uncommon use of their help systems, most do
not offer help systems within the applications and those that do are usually
accessible only through Internet links. This double presumption that users do
not need help because the application is easy to use and users have access to
Internet everywhere -- may negatively affect not only the use of the
application in some (or various) situations, but even worse may cause users' to
misunderstand their goals and possibilities. To explore this topic, we present
a user study of 14 users about mobile applications and their (lack of) help
systems. Keywords: Help systems; mobile applications; user study |
Classification of the Context of Use for Smart Phones | | BIBAK | Full-Text | 638-642 | |
Ralf Reichmuth; Sebastian Möller | |||
Mobile devices like smart phones are used in various contexts of use. Hence
we conducted an explorative field study to determine factors influencing smart
phone interaction. The results of the study suggest that a smart phone is often
used in a relaxed situation and a familiar environment. In contrast to this,
few interactions take place in a stressful situation. In addition to that, the
location and the activity of the test participant seem to have an impact on the
smart phone interaction. Keywords: classification of the context of use; mobile context of use; influence
factors; mobile app |
Usability Analyses of Interactive Children's iPad StoryBook | | BIBAK | Full-Text | 643-648 | |
Pei-shiuan Tsai; Lan-Ling Huang | |||
The main purpose of the research is to understand the current situation of
design and development of interactive children's iPad storybook and analyze the
usability. The researcher used the ranking lists search and browsing in Apple
Store for browsing various interactive children's iPad storybook in great
number. We screened out six different models to be used in interactive
children's iPad storybook and conducted the analyses of usability. We selected
by purposive sampling 16 adults (including eight teachers, four mothers and
four fathers) and four six-year-old children (2 boys and 2 girls) who had
experiences of using iPad. The subjects at first browsed six interactive
children's iPad storybooks. Then 16 adults filled out the questionnaires, four
children were interviewed and their operations were observed to understand
their preferences and the uses of the products. The recommendations for future
publishers and designers were: a) increase the interactions of story content;
b) increase traditional Chinese subtitles and voice; c) integrate storybook
platforms. Keywords: e-Storybook; e-PictureBook; e-Book; iPad storybook; iPad picturebook;
Usability |