Using Gesture-Based Interfaces to Control Robots | | BIBAK | Full-Text | 3-12 | |
Gabriel M. Bandeira; Michaela Carmo; Bianca Ximenes; Judith Kelner | |||
This paper analyzes human-robot interaction (HRI) to evaluate whether the
use of a gesture-based interface is viable for robot control. An experiment was
conducted with 19 volunteers. Using a body tracking device, they had to perform
gestural commands to remotely control a mobile robot and complete a path marked
on the floor. After the experiment, volunteers answered a questionnaire
assessing aspects such as system's responsiveness, precision, and triggers to
possible physical and psychological discomforts.
The results achieved validated the research aim partially, as it was determined that this control method is viable but only for short-term operations, pointing a necessity to create a more suitable control, less prone to cause user fatigue during long-term use. The developed system was designed not only for the analysis of HRI factors, but also for applications in remote operation contexts, such as industrial maintenance and exploration of inhospitable environments. Keywords: Human-robot interaction; Human-computer interaction; Natural interfaces;
Gestural interfaces; Remote operated robotics; Validation |
Improvement of Accuracy in Remote Gaze Detection for User Wearing Eyeglasses Using Relative Position Between Centers of Pupil and Corneal Sphere | | BIBAK | Full-Text | 13-23 | |
Kiyotaka Fukumoto; Takumi Tsuzuki; Yoshinobu Ebisawa | |||
One of the general problems of the pupil-corneal reflection-based gaze
detection systems is that the frames and lens of eyeglasses produce reflection
images of the light sources in the camera image when a user wears eyeglasses.
The glass reflections tend to be misdetected as the pupil and corneal
reflections. In the present paper, we propose a novel geometrical methodology
based on the optical structure of the eyeball to detect a true pair of the
pupil and corneal reflection. The experimental results show that the proposed
method improved the precision of gaze detection when the subjects wore glasses
or when disturbance light sources existed. Keywords: Pupil; Corneal reflection; Corneal sphere center; Gaze detection |
Designing Touchless Gestural Interactions for Public Displays In-the-Wild | | BIBAK | Full-Text | 24-34 | |
Vito Gentile; Alessio Malizia; Salvatore Sorce; Antonio Gentile | |||
Public displays, typically equipped with touchscreens, are used for
interactions in public spaces, such as streets or fairs. Currently low-cost
visual sensing technologies, such as Kinect-like devices and high quality
cameras, allow to easily implement touchless interfaces. Nevertheless, the
arising interactions have not yet been fully investigated for public displays
in-the-wild (i.e. in appropriate social contexts where public displays are
typically deployed). Different audiences, cultures and social settings strongly
affect users and their interactions. Besides gestures for public displays must
be guessable to be easy to use for a wide audience. Issues like these could be
solved with user-centered design: gestures must be chosen by users in different
social settings, and then selected to be resilient to cultural bias and provide
a good level of guessability. Therefore the main challenge is to define
touchless gestures in-the-wild by using novel UCD methods applied out of
controlled environments, and evaluating their effectiveness. Keywords: Public display; User-centered design; In-the-wild experiment; Gestural
interaction; Natural user interaction; Kinect-like devices; Ubiquitous
computing |
To Write not Select, a New Text Entry Method Using Joystick | | BIBAK | Full-Text | 35-43 | |
Zhenyu Gu; Xinya Xu; Chen Chu; Yuchen Zhang | |||
Existing joystick text entry methods for game and TV boxes are cursor-based
selections on virtual keyboards. In this paper we present a new text entry
method using joysticks as tangible devices to capture users' freehand writing
gestures. The method has considerable accuracy to accomplish English text
entry. On the prediction model, we introduced HMM algorithm so users can enter
text assisted with automatic correcting. We conducted a pairwise usability test
on the keyboard selection method and writing-with-joystick method. The result
shows that both of them are very easier to learn and writing-with-joystick is
faster than the keyboard selection method both on the prediction model or
none-prediction model. Subjects also report that using the keyboard selection
method to enter text can be boring when using handwriting is somehow natural.
This result indicates that writing with joystick may be another text entry
option for game console or Smart TV users. Keywords: Text entry; Joystick writing; Online recognition |
AirFlip: A Double Crossing In-Air Gesture Using Boundary Surfaces of Hover Zone for Mobile Devices | | BIBAK | Full-Text | 44-53 | |
Hiroyuki Hakoda; Takuro Kuribara; Keigo Shima; Buntarou Shizuki; Jiro Tanaka | |||
Hover sensing capability provides richer interactions on mobile devices. For
one such exploration, we show a quick double crossing in-air gesture for mobile
devices, called AirFlip. In this gesture, users move their thumb into the hover
zone from the side, and then move it out of the hover zone. Since this gesture
does not conflict with any touch gestures that can be performed on mobile
devices, it will serve as another gesture on mobile devices with touchscreens
where only a limited input vocabulary is available. We implemented two
applications based on AirFlip. In this paper, we show the results of a
comparative user study that we conducted to identify the performance of
AirFlip. We also discuss the characteristics of AirFlip on the basis of the
results. Keywords: Hover gesture; Mobile; Input method; In-air gesture |
Design and Evaluation of Freehand Gesture Interaction for Light Field Display | | BIBAK | Full-Text | 54-65 | |
Vamsi Kiran Adhikarla; Grega Jakus; Jaka Sodnik | |||
The paper reports on a user study of freehand gesture interaction with a
prototype of autostereoscopic 3D light field display. The interaction was based
on a direct touch selection of simple objects rendered at different positions
in space. The main goal of our experiment was to evaluate the overall user
experience and perceived cognitive workload of such freehand interaction in 3D
environment and compare it to the simplified touch-based interaction in 2D
environment. The results of the experiment confirmed the hypothesis that
significantly more time is required for the interaction in 3D than the
interaction in 2D. Surprisingly, no significant difference was found in the
results of the assessment of cognitive workload when comparing 3D and 2D. We
believe the interaction scenario proposed and evaluated in this study could
represent an efficient and intuitive future interaction technique for the
selection and manipulation of content rendered on autostereoscopic 3D displays. Keywords: 3D display; Light field display; Free-hand interaction; Direct touch; Leap
Motion Controller; Human-machine interface (HMI); Human-computer interface
(HCI) |
Beyond Direct Gaze Typing: A Predictive Graphic User Interface for Writing and Communicating by Gaze | | BIBAK | Full-Text | 66-77 | |
Maria Laura Mele; Damon Millar; Christiaan Erik Rijnders | |||
This paper introduces a new gaze-based Graphic User Interface (GUI) for
Augmentative and Alternative Communication (AAC). In the state of the art,
prediction methods to accelerate the production of textual, iconic and
pictorial communication only by gaze control are still needed. The proposed GUI
translates gaze inputs into words, phrases or symbols by the following methods
and techniques: (i) a gaze-based information visualization technique, (ii) a
prediction technique combining concurrent and retrospective methods, and (iii)
an alternative prediction method based either on the recognition or morphing of
spatial features. The system is designed for extending the communication
function of individuals with severe motor disabilities, with the aim to allow
end-users to independently hold a conversation without needing a human
interpreter. Keywords: Augmentative and alternative communication; Graphical user interfaces for
disabled users; Gaze based interaction; Assistive technologies |
Nonlinear Dynamical Analysis of Eye Movement Characteristics Using Attractor Plot and First Lyapunov Exponent | | BIBAK | Full-Text | 78-85 | |
Atsuo Murata; Tomoya Matsuura | |||
The purpose of this study was to clarify eye movement characteristics during
a visual search using nonlinear dynamics (chaos analysis). More concretely, the
first Lyapunov exponent and the attractor plot were obtained for the time
series data of x- and y-directional eye-gaze locations. An attempt was made to
compare the first Lyapunov exponent and the attractor plot during a visual
search task as a function of layout complexity of the display and to verify
whether chaotic properties existed in the fluctuation of eye-gaze locations,
and to examine how the scaling properties change as a function of the layout
complexity. First Lyapunov exponent of the time series of eye-gaze locations
took positive values, and tended to increase with the increase of search task
difficulty (layout complexity). The attractor plot drew a trajectory like an
ellipse, and the variation in attractor plots tended to be more complicated
with the increase of task difficulty. Keywords: Nonlinear dynamics; Eye movement; Attractor plot; First Lyapunov exponent;
Layout complexity of display |
Optimal Scroll Method for Eye-Gaze Input System | | BIBAK | Full-Text | 86-93 | |
Atsuo Murata; Makoto Moriwaka; Yusuke Takagishi | |||
It is not clear which of the R-E and the S-R compatibility principles is
proper for the eye-gaze input. This issue should be addressed for the
development of more usable eye-gaze input system. The aim of this study was to
explore which of the two compatibility principles was proper for the eye-gaze
input system. For all scroll methods, the task completion time did not differ
between R-E and S-R compatibility conditions (see Fig. 4). In other words, the
speed of scroll did not differ between two compatibility conditions for all of
three scroll methods. The number of errors per 90 trials significantly differed
among scroll conditions and between R-E and S-R compatibility conditions.
Judging from the accuracy of scroll, the error was less when the S-R
compatibility like non-touch screen Microsoft Windows was applied than when the
R-E compatibility like iPod or iPad was applied. In the range of this study, it
seems that the S-R compatibility is dominant from the viewpoints of scroll
accuracy for all of three scroll methods. The subjective rating on both
usability and fatigue also supported the superiority of S-R compatibility over
the R-E compatibility condition. In conclusion, the S-R compatibility was found
to be superior for the eye-gaze input system. Keywords: Eye-gaze input; Scroll; Auto scroll; Scroll icon; S-R compatibility; R-E
compatibility |
Effects of Target Shape and Display Location on Pointing Performance by Eye-Gaze Input System | | BIBAK | Full-Text | 94-106 | |
Atsuo Murata; Makoto Moriwaka; Daichi Fukunaga | |||
This study aimed at investigating the effects of the target shape, the
movement distance, the target size, and the direction of target presentation on
the pointing performance using an eye-gaze input system. The target shape, the
target size, the movement distance, and the direction of target presentation
were within-subject experimental variables. The target shape included: diamond,
circle, rectangle, and square. The direction of target presentation included
eight directions: upper, lower, left, right, upper left, upper right, lower
left, and lower right. As a result, the pointing time of the rectangle tended
to be longer. The upper directional movement also tended to prolong the
pointing time. Such results would be effective for designing an eye-gaze-input
HCI (Human-Computer Interaction). Moreover, as a result of modeling the
pointing time by Fitts' modeling, it was suggested that the index of difficulty
in Fitts' modeling for the rectangle should be defined separately from the
circle, the diamond, and the square. Keywords: Eye-gaze input; Target shape; Display location; HCI |
Analysis of Eye Hand Interaction in Drawing Figure and Letter | | BIBAK | Full-Text | 107-117 | |
Yumiko Muto; Takeshi Muto | |||
We investigated the eye hand interaction by focusing on the position of
fixation, in order to clarify the role of eye in drawing. In the experiment,
participants were asked to draw the simple circle and popular Chinese letters
under the three different conditions; drawing by using the pen which is out of
ink, tracing and drawing. The result showed that three modes of eye-hand
behaviour were observed. We suggested that these three modes should be
considered to develop the training device to realize more effective
handwrite-training. Keywords: Handwriting; Handwrite training; Eye-hand interaction; Motor control |
Swift Gestures: Seamless Bend Gestures Using Graphics Framework Capabilities | | BIBAK | Full-Text | 118-129 | |
Samudrala Nagaraju | |||
With the advent of bendable devices, Lahey et al. [1], explored bend
gestures for mobile phone applications. Considering millions of applications
present on app stores [2], it would be a challenge to modify source code to
handle bend gestures. We propose a novel approach to assign bend gestures using
graphics framework capabilities, which does not require application source code
changes. Because of the ease in use of the proposed approach, bend gestures get
acceptance from research community and industry. Keywords: Bendable devices; Rendering engine; Graphics event processing; Bend
gestures; Tangible interaction; Usability study; Rendering tree |
Phases of Technical Gesture Recognition | | BIBAK | Full-Text | 130-139 | |
Tobias Nowack; Nuha Suzaly; Stefan Lutherdt; Kirsten Schürger; Stefan Jehring; Hartmut Witte; Peter Kurtz | |||
To realize a hands-free controlled system by recognition of mid-air gestures
still a bundle of serious problems exists. It is not really clarified how
commands have to be interpreted by gestures because it is possible to
understand the stroke phases as static as well as dynamic. But depending on
which meaning will be used the gesture itself has to be executed in different
manners. With video sequences of different interpretations and an online
questionnaire this question was examined. The results and also pending problems
led to a first solution of a mobile and hands-free controlled transportation
system (for picking, lifting and transportation of small boxes) in logistic
domains. Keywords: Mid-air-gestures; Technical gesture recognition; Gesture phases; Hands-free
control of robotic systems |
Automatic Classification Between Involuntary and Two Types of Voluntary Blinks Based on an Image Analysis | | BIBAK | Full-Text | 140-149 | |
Hironobu Sato; Kiyohiko Abe; Shoichi Ohi; Minoru Ohyama | |||
Several input systems using eye blinking for communication with the severely
disabled have been proposed. Eye blinking is either voluntary or involuntary.
Previously, we developed an image analysis method yielding an open-eye area as
a measurement value. We can extract a blinking wave pattern using statistical
parameters yielded from the measurement values. Based on this method, we also
proposed an automatic classification method for both involuntary blinking and
one type of voluntary blinking. In this paper, we aim to classify a new type of
voluntary blinking in addition to the two previous known types. For classifying
these three blinking types, a new feature parameter is proposed. In addition,
we propose a new classification method based on the measurement results. Our
experimental results indicate a successful classification rate of approximately
95% for a sample of seven subjects using our new classification method between
involuntary blinking and two types of voluntary blinking. Keywords: Eye blink detection; Input interface; Automatic classification; Voluntary
eye blink; Involuntary eye blink |
GUIs with Haptic Interfaces | | BIBAK | Full-Text | 153-164 | |
M. Arda Aydin; Nergiz Ercil Cagiltay; Erol Ozcelik; Emre Tuner; Hilal Sahin; Gul Tokdemir | |||
While there are many studies regarding utilization of haptic feedback to
enhance desktop GUIs and utilizing haptic devices as additional interfaces to
improve performance in current interaction techniques, there are not many
studies that uses haptic device as a primary input device. In this study, we
present an experimentation conducted with 30 students, comparing performance of
a haptic device with mouse to use a GUI elements commonly used with mouse
gestures. This study is inspired by a system that utilizes both mouse and a
haptic device, thus also taking task switching into consideration. We conclude
that it is possible to achieve an acceptable performance with a haptic device
in a desktop-like GUI but further study and experimentation is necessary. Keywords: Human-computer interaction; Haptic devices; GUI |
Effect of Button Size and Location When Pointing with Index Finger on Smartwatch | | BIBAK | Full-Text | 165-174 | |
Kiyotaka Hara; Takeshi Umezawa; Noritaka Osawa | |||
Users control smartwatches through touch screen interfaces such as
smartphones. However, because smartwatches are very small and users' postures
differ depending on the device, control using touch screens needs to be adapted
for smartwatches. Users tap buttons on the touch screen to control the
smartwatch, so speed and accuracy of button input are required. Users' button
input speed and accuracy are affected by displayed button size and location. In
this study, we investigated the effects of button size and location when
pointing with the index finger on a smartwatch. The results suggest that the
pointing error rate is significantly affected by button size and location. The
error rates became lower as the buttons became larger and when the buttons were
located near the center of the screen. Keywords: Smartwatch; Touch input; Pointing performance |
Preliminary Study to Determine a "User-Friendly" Bending Method: Comparison Between Bending and Touch Interaction | | BIBAK | Full-Text | 175-183 | |
BoKyung Huh; HaeYoun Joung; SeungHyeon Im; Hee Sun Kim; GyuHyun Kwon; JiHyung Park | |||
We suggest "User-Friendly" bending methods applied in a suitable context to
flexible displays by a comparative analysis of touch interaction (TI). To
determine appropriate method, we selected video and eBook applications for our
experiment tasks. In the experiment, participants executed application commands
through touch or bending interaction (BI) to determine the appropriate
interaction method between two comparative interactions: flexibility and
touch-based interaction. From the experiment, we found that BI does not apply
to all commands in a flexible display. In both applications, users preferred BI
for infrequently or continuously used commands: bookmarking, fast-forwarding,
and rewinding. When users executed these commands, they intuitively used an
"analog metaphor" as the BI. However, in both applications, users did not
prefer BI for commands that required detailed and quantitative control. Based
on the results of this study, we expect to discover new interactions for
flexible displays and to suggest utilization direction of bending interaction. Keywords: Flexible display; Bending interaction; Touch interaction; Bendable display;
Flexible paper-like display; Bend input |
Musician Fantasies of Dialectical Interaction: Mixed-Initiative Interaction and the Open Work | | BIBAK | Full-Text | 184-195 | |
Leonardo Impett; Isak Herman; Patrick K. A. Wollner; Alan F. Blackwell | |||
We compare some recent trends in mixed-initiative HCI and interactive
electronic music, and consider what useful knowledge can be shared between
them. We then present two novel principles for understanding the nature of this
common trend: spaces of co-agency and dialectical interaction; and discuss some
of the philosophical and technical challenges they present in relation to
musical interaction. A technically advanced prototype, the Mephistophone, is
discussed as a case-study for understanding these design principles, concluding
with some more general points for creative mixed-initiative interaction. Keywords: HCI; Interactive music; Haptic control; Mixed-initiative interaction;
Augmented cognition |
RICHIE: A Step-by-step Navigation Widget to Enhance Broad Hierarchy Exploration on Handheld Tactile Devices | | BIBAK | Full-Text | 196-207 | |
Alexandre Kabil; Sébastien Kubicki | |||
Exploring large hierarchies is still a challenging task, especially for
handheld tactile devices, due to the lack of visualization space and finger's
occlusion. In this paper, we propose the RICHIE (Radial InCremental HIerarchy
Exploration) tool, a new radial widget that allows step-by-step navigation
through large hierarchies. We designed it to fit handheld tactile requirements
such as target reaching and space optimization. Depth exploration is made by
shifting two levels of hierarchy at the same time, for reducing the screen
occupation. This widget was implemented in order to adapt a Command and Control
(C2) system to mobile tactile devices, as these systems require the on-screen
presence of an important unit's hierarchy (the ORder of BATtle). Nevertheless,
we are convinced that RICHIE could be used on several systems that require
hierarchical data exploration, such as phylogenetic trees or file browsing. Keywords: Multi-touch; Information visualization; Hierarchy |
Information Select and Transfer Between Touch Panel and Wearable Devices Using Human Body Communication | | BIBA | Full-Text | 208-216 | |
Yuto Kondo; Shin Takahashi; Jiro Tanaka | |||
This paper proposes a technique to enable the simple transfer of information between a computer with a large touch-panel display, such as a tabletop PC, and another computer, typically one worn by the user. With our technique, the user touches an intended item displayed on the panel to select and transfer it to his or her device. We describe some illustrative usage scenarios and outline a prototype system that can communicate image data between a tabletop PC and a wearable device. We conducted preliminary experiments to evaluate this system's user interface and performed interviews with test subjects regarding the prototype. |
Mouse Augmentation Using a Malleable Mouse Pad | | BIBAK | Full-Text | 217-226 | |
Takuro Kuribara; Buntarou Shizuki; Jiro Tanaka | |||
We present mouse augmentation that uses a malleable mouse pad, which is
named "Sinkpad". Sinkpad augments mouse functionalities by allowing a user to
sink the mouse into the pad and tilt the mouse on the pad. In addition, the
user is provided with haptic feedback via the mouse on the pad. Sinkpad allows
the user to perform: sink, tilt, and sink+move actions. This paper describes
Sinkpad, its applications, and its evaluation. Keywords: Input device; Hybrid interaction device; Interaction technique; Malleable
surface; Haptic feedback; Window management; Overlapping windows |
Spatial Arrangement of Data and Commands at Bezels of Mobile Touchscreen Devices | | BIBAK | Full-Text | 227-237 | |
Toshifumi Kurosawa; Buntarou Shizuki; Jiro Tanaka | |||
We show a data and commands arrangement design on mobile touchscreen
devices. In this design, a user can arrange any data, such as text and Web
pages, at the bezel of the touchscreen by using a simple crossing gesture
across the bezel. Our design has three main merits: data can be arranged while
the small display area on mobile environment is kept open; the user can
continuously execute multiple commands with the user's minimal visual
attention; and memorizing the locations of the data is made easier by utilizing
the user's spatial memory. Keywords: Data placing; Data management; Touch gestures; Bezel gestures; Shortcuts;
Menu; Crossing; Spatial memory |
Fitts' Throughput and the Remarkable Case of Touch-Based Target Selection | | BIBAK | Full-Text | 238-249 | |
I. Scott MacKenzie | |||
The method of calculating Fitts' throughput is detailed, considering task
characteristics, the speed-accuracy trade-off, data collection, and data
aggregation. The goal is to bring consistency to the method of calculation and
thereby strengthen between-study comparisons where throughput is used as a
dependent measure. In addition, the distinction between indirect and direct
pointing devices is elaborated using the examples of a mouse as an indirect
pointing device and a finger as a direct pointing device. An experiment with 16
participants using a smart phone was conducted as an empirical test of direct
touch-based target selection. Overall, the throughput was 6.95 bps. This is a
remarkable figure -- about 50% higher than accepted values for a mouse. The
experiment included task type (1D vs. 2D) and device position (supported vs.
mobile) as independent variables. Throughput for the 1D task was 15% higher
than for the 2D task. No difference in throughput was observed between the
supported and mobile conditions. Keywords: Fitts' law; Throughput; Touch input |
Investigation of Transferring Touch Events for Controlling a Mobile Device with a Large Touchscreen | | BIBAK | Full-Text | 250-261 | |
Kazusa Onishi; Buntarou Shizuki; Jiro Tanaka | |||
When users hold large mobile devices equipped with a large touchscreen in
one hand, the region distant from the thumb is too distant for users to
control. This forces users to change their hand posture so that their thumb can
reach to the top half. To address this problem, we explore a technique that
transfers touch events on the bottom half of a touchscreen to its top half.
This technique may allow users to control all regions of a large touchscreen by
using only the bottom half. Thus, users can control a mobile device without
changing hand posture. We conducted a user study to investigate the feasibility
of our technique. From the results, our technique is marginally faster than
direct touch and thus, might be feasible. Keywords: Large mobile device; Touch gesture; Single-handed control |
GyroTouch: Wrist Gyroscope with a Multi-Touch Display | | BIBAK | Full-Text | 262-270 | |
Francisco R. Ortega; Armando Barreto; Naphtali Rishe; Nonnarit O-larnnithipong; Malek Adjouadi; Fatemeh Abyarjoo | |||
We present GyroTouch, a multi-modal approach to the use of a digital
gyroscope in a watch form-factor and a multi-touch desktop display with the aim
to find properties that can yield better navigation in 3D virtual environments.
GyroTouch was created to augment multi-touch gestures with other devices. Our
approach addressed 3D rotations and 3D Translation used in navigation of
virtual environments. This work also includes an algorithm for estimating
angular velocity for any given axis, using only one previous sample. Keywords: Multi-touch; Gyroscope; Modern input devices; Multimodal; Multimodal input |
Giving Voices to Multimodal Applications | | BIBAK | Full-Text | 273-283 | |
Nuno Almeida; António Teixeira; Ana Filipa Rosa; Daniela Braga; João Freitas; Miguel Sales Dias; Samuel Silva; Jairo Avelar; Cristiano Chesi; Nuno Saldanha | |||
The use of speech interaction is important and useful in a wide range of
applications. It is a natural way of interaction and it is easy to use by
people in general. The development of speech enabled applications is a big
challenge that increases if several languages are required, a common scenario,
for example, in Europe. Tackling this challenge requires the proposal of
methods and tools that foster easier deployment of speech features, harnessing
developers with versatile means to include speech interaction in their
applications. Besides, only a reduced variety of voices are available
(sometimes only one per language) which raises problems regarding the
fulfillment of user preferences and hinders a deeper exploration regarding
voices' adequacy to specific applications and users.
In this article, we present some of our contributions to these different issues: (a) our generic modality that encapsulates the technical details of using speech synthesis; (b) the process followed to create four new voices, including two young adult and two elderly voices; and (c) some initial results exploring user preferences regarding the created voices. The preliminary studies carried out targeted groups including both young and older-adults and addressed: (a) evaluation of the intrinsic properties of each voice; (b) observation of users while using speech enabled interfaces and elicitation of qualitative impressions regarding the chosen voice and the impact of speech interaction on user satisfaction; and (c) ranking of voices according to preference. The collected results, albeit preliminary, yield some evidence of the positive impact speech interaction has on users, at different levels. Additionally, results show interesting differences among the voice preferences expressed by both age groups and genders. Keywords: Synthetic voices; Speech output; Multimodal interaction; Age effects |
It's not What It Speaks, but It's How It Speaks: A Study into Smartphone Voice-User Interfaces (VUI) | | BIBAK | Full-Text | 284-291 | |
Jaeyeol Jeong; Dong-Hee Shin | |||
Since voice-user interfaces (VUI) are becoming an attractive tool for more
intuitive user interactions, this study proposes a between-subject experiment
in which variations in voice characteristics (i.e., voice gender and manner) of
VUI are examined as key determinants of user perceptions. This study predicts
that the voice gender (male vs. female) and manner (calm vs. exuberant) are
likely to have significant effects on psychological and behavior outcomes,
including credibility and trustworthiness of information delivered via VUI. Keywords: Voice user interface; Voice gender; Voice manner; Smart device; Credibility;
Trust |
StringWeaver: Research on a Framework with an Alterable Physical Interface for Generative Art | | BIBAK | Full-Text | 292-304 | |
Yunshui Jin; Zhejun Liu | |||
In order to improve the input interface for generative art, the author was
inspired by a traditional game called string figure to design a framework with
an alterable physical input interface named StringWeaver. The input system of
StringWeaver is consisted of strings (made of black conductive rubber tube)
which can be customized physically by rearranging and blob tracking system that
can track audience finger. The visual output is directly projected on the input
interface with music and sound generated. StringWeaver was proved to be useful
by three prototypes developed under the framework of it. Limitations and future
work are introduced at the end of the paper. Keywords: Physical interface; Traditional game; Generative art; Framework |
Synchronization Between Utterance Rhythm and Body Movement in a Two-Person Greeting | | BIBAK | Full-Text | 305-316 | |
Kenta Kinemuchi; Hiroyuki Kobayashi; Tomohito Yamamoto | |||
In this study, designed to clarify the relationship between utterance rhythm
and body movement in a greeting, two experiments were conducted to examine the
greeting between persons of equal social standing and that between persons of
different social standings. In both experiments, high synchronization between
speakers was observed. In the analysis of the relationship between durations in
subjects, synchronization was found between utterance rhythm and body movement
for the greetings between social equals. However, for the greetings between
persons of different social standings, there was little synchronization between
utterance rhythm and body movement in subjects. These results are used to
discuss the mechanism of the greeting, the starting point for communication. Keywords: Communication; Synchronization; Greeting; Utterance rhythm; Body movement |
Heuristics for NUI Revisited and Put into Practice | | BIBAK | Full-Text | 317-328 | |
Vanessa Regina Margareth Lima Maike; Laurindo de Sousa Britto Neto; Siome Klein Goldenstein; Maria Cecília Calani Baranauskas | |||
Natural User Interfaces (NUIs) represent a strong tendency for interaction
with new computational technologies. They also represent a big challenge for
designers, since delivering the promised feelings of naturalness is not
trivial. In this paper, we revisit a set of 23 heuristics for NUI applications
within the context of three experiments to evaluate the design of two scenarios
of using NUI as assistive technology systems. While using the initial set of
heuristics, they also were evaluated. Results of the experiments led to a
leaner set of 13 NUI heuristics, with a compliance scale ranging from -4 to 4.
The heuristics in the revisited set were defined, described and illustrated in
the context of the experiments, so that they can be useful for designers and
evaluators. Keywords: Natural user interfaces; Design; Usability; Accessibility |
Using Neural Networks for Data-Driven Backchannel Prediction: A Survey on Input Features and Training Techniques | | BIBAK | Full-Text | 329-340 | |
Markus Mueller; David Leuschner; Lars Briem; Maria Schmidt; Kevin Kilgour; Sebastian Stueker; Alex Waibel | |||
In order to make human computer interaction more social, the use of
supporting backchannel cues can be beneficial. Such cues can be delivered in
different channels like vision, speech or gestures. In this work, we focus on
the prediction of acoustic backchannels in terms of speech. Previously, this
prediction has been accomplished by using rule-based approaches. But like every
rule-based implementation, it is dependent on a fixed set of handwritten rules
which have to be changed every time the mechanism is adjusted or different data
is used. In this paper we want to overcome these limitations by making use of
recent advancements in the field of machine learning. We show that backchannel
predictions can be generated by means of a neural network based approach. Such
a method has the advantage of depending only on the training data, without the
need of handwritten rules. Keywords: Backchannel; Neural networks; Data-driven prediction |
Towards Creation of Implicit HCI Model for Prediction and Prevention of Operators' Error | | BIBAK | Full-Text | 341-352 | |
Pavle Mijovic; Miloš Milovanovic; Miroslav Minovic; Ivan Macuzic; Vanja Kovic; Ivan Gligorijevic | |||
This paper describes development of a new generation of the interactive
industrial workplace, through introduction of a novel implicit Human Computer
Interaction (HCI) model. Proposed framework aims at being a foundation of a
computer-based system that enables an increase of workers safety and well-being
in industrial environments. Further aim is to enable an increase in production
levels, together with improvement of ergonomics of the workplace. Specifically
targeted environments are industrial workplaces that include repetitive tasks,
which are in most of the cases monotonic in nature. Implicit HCI model could
enable development of a specific technical solution that is meant to be an
integral and inseparable part of a future workplace and should serve to predict
human errors and communicate a warning to a worker. As such, system is meant to
increase situational awareness of the workers and prevent errors in operating
that would otherwise lead to work-related injuries (including causalities). Keywords: Implicit HCI; Multimodal HCI; Neuroergonomics; EEG; Kinect |
Development of Chat System Added with Visualized Unconscious Non-verbal Information | | BIBAK | Full-Text | 353-362 | |
Masashi Okubo; Haruna Tsujii | |||
Face-to-face communications are performed by sending and receiving verbal
and non-verbal information. And non-verbal information are sent and received
consciously and unconsciously. In the face-to-face communication, this
non-verbal information plays the important roles for smooth communication. In
the case of text chat, we can send the some kind of non-verbal information, for
example, the face marks, smiley and stamps to let the partner know our emotion
and the true meaning of verbal information. However, it is difficult to treat
the unconscious non-verbal information in text chat. Because of this, sometime
we have a misunderstanding of text information. Therefore, we propose the text
chat system which visualizes the unconscious non-verbal information of user. In
the proposed system, the change of heart's pulse wave of user is reflected in
the background color of text chat. In this paper, the detail of proposed system
and the result of system evaluation by sensory evaluation are described. Keywords: Unconscious non-verbal information; Text communication; Heart's pulse wave;
Emotion |
Implications for Design of Personal Mobility Devices with Balance-Based Natural User Interfaces | | BIBAK | Full-Text | 363-375 | |
Aleksander Rem; Suhas Govind Joshi | |||
In this paper, we present a set of guidelines for designing personal
mobility devices (PMDs) with body balance exclusively as input modality. Using
an online survey, focus group and design workshop, we designed several PMD
prototypes that used a natural user interface (NUI) and balance as its only
form of user input. Based on these designs we constructed a physical and
functional PMD prototype, which was tested using a usability test to explore
how the balance interface should be designed. In conclusion, we discuss whether
the guidelines from the literature could apply when designing PMDs and present
a set of implications for the design of PMDs with balance-based NUIs based on
both the guidelines and our own findings. Keywords: Personal mobility; Embodied interaction; Natural user interface |
Stage of Subconscious Interaction for Forming Communication Relationship | | BIBA | Full-Text | 376-384 | |
Takafumi Sakamoto; Yugo Takeuchi | |||
We assume that subconscious interaction is carried out to make possible the forming of a communication relationship with the object. To model this stage of interaction, two experiments were carried out. We created an experimental environment to observe the interaction between a human and a robot whose behavior was actually mapped by another human. In experiment 1, interaction with an unknown robot and a known robot were compared. As a result, the interaction property for each condition was confirmed. This result suggests that a stage of subconscious interaction does exist for recognition of artifacts as interaction partners. In experiment 2, we explore the relation between physical interaction and cognitive states by the think-aloud method. Behavioral data was analyzed by a Bayesian network (BN). As a result, it is obvious that BN structure relates to speaking data. This indicates that it is likely to model the process of subconscious interaction. |
Interactive Sonification Markup Language (ISML) for Efficient Motion-Sound Mappings | | BIBAK | Full-Text | 385-394 | |
James Walker; Michael T. Smith; Myounghoon Jeon | |||
Despite rapid growth of research on auditory display and sonification
mapping per se, there has been little effort on efficiency or accessibility of
the mapping process. In order to expedite variations on sonification research
configurations, we have developed the Interactive Sonification Markup Language
(ISML). ISML is designed within the context of the Immersive Interactive
Sonification Platform (iISoP) at Michigan Technological University. We present
an overview of the system, the motivation for developing ISML, and the time
savings realized through its development. We then discuss the features of ISML
and its accompanying graphical editor, and conclude by summarizing the system's
feature development and future plans for its further enhancement. ISML is
expected to decrease repetitive development tasks for multiple research studies
and to increase accessibility to diverse sonification researchers who do not
have programming experience. Keywords: Design research; Interactive sonification; Sonification markup language |
Defining and Optimizing User Interfaces Information Complexity for AI Methods Application in HCI | | BIBAK | Full-Text | 397-405 | |
Maxim Bakaev; Tatiana Avdeenko | |||
The HCI has understandably become user-centric, but if we are to consider
human operator and computer device as even components of a human-computer
system and seek to maximize its overall efficacy with AI methods, we would need
to optimize information flows between the two. In the paper, we would like to
call to the discussion on defining and measuring the information complexity of
modern two-dimensional graphic user interfaces. By analogy with Kolmogorov
complexity (algorithmic entropy) for computability resources, the interface
information complexity could allow estimating the amount of human processor
resources required for dealing with interaction task. The analysis of the
current results allows concluding that interface "processing" time by humans is
indeed affected by the interface message "length" parameter, and, presumably,
by vocabulary size. We hope the results could aid in laying ground for broader
AI methods application for HCI in the coming era of ubiquitous Big Interaction. Keywords: Model human processor; Interface design automation; Information complexity;
Hick-Hyman's law |
A Systematic Review of Dementia Focused Assistive Technology | | BIBAK | Full-Text | 406-417 | |
Joanna Evans; Michael Brown; Tim Coughlan; Glyn Lawson; Michael P. Craven | |||
This paper presents a systematic review which explores the nature of
assistive technologies currently being designed, developed and evaluated for
dementia sufferers and their carers. A search through four large databases,
followed by filtering by relevance, led to the identification and subsequent
review of papers. Our review revealed that the majority of research in this
area focuses on the support of day-to-day living activities, safety monitoring,
memory aids and preventing social isolation. We conclude that the majority of
AT currently available support day-to-day living activities, safety monitoring
and assisting healthcare. However these devices merely address the 'ease of
living' rather than focusing on 'quality of life'. Although there are some
devices which address social symptoms of Dementia, few address behavioural
issues such as aggression and virtually none are available to support
recreational activities. After discussing the implications of these findings,
we finally reflect on general design issues for assistive technologies in this
domain that became apparent during the review. Keywords: Design: human centered design and user centered design; Technology: adaptive
and personalized interfaces; Technology: interaction design; Technology: new
technology and its usefulness; Dementia; Alzheimer's; Assistive technology |
Trust-Based Individualization for Persuasive Presentation Builder | | BIBAK | Full-Text | 418-428 | |
Amirsam Khataei; Ali Arya | |||
For most people, decision-making involves collecting opinion and advice from
others who can be trusted. Personalizing a presentation's content with
trustworthy opinions can be very effective towards persuasiveness of the
content. While the persuasiveness of presentation is an important factor in
face-to-face scenarios, it becomes even more important in an online course or
other educational material when the "presenter" cannot interact with audience
and attract and influence them. As the final layer of our personalization
model, the Pyramid of Individualization, in this paper we present a conceptual
model for collecting opinionative information as trustworthy support for the
presentation content. We explore selecting a credible publisher (expert) for
the supporting opinion as well as the right opinion that is aligned with the
intended personalized content. Keywords: Presentation; Personalized; Trust; Opinion mining |
Context Elicitation for User-Centered Context-Aware Systems in Public Transport | | BIBAK | Full-Text | 429-439 | |
Heidi Krömker; Tobias Wienken | |||
In the area of public transport context-aware systems have great relevance
regarding the barriers. The service of these systems can be adapted to the
individual situation in order to support the user in carrying out his tasks
during the journey. The adaption is based on the context of user which is
mainly influenced by the user goals and the associated tasks. In the
context-aware system development for public transport the early stages of
requirements engineering require more detailed investigations. The research of
this paper is focused on the initial context elicitation which is a
precondition for the analysis and modelling of the context. The first part
discusses the knowledge lack of the developer team about the context in the
beginning of a development and presents a task-oriented context taxonomy of
public transport to overcome this problem. Furthermore, the second part sets
out to address the concerns of designing a concept of user data acquisition and
provides a framework for the selection and combination of elicitation methods. Keywords: Adaptive system; Context awareness; Requirements engineering; Context
elicitation; Public transport |
Personalization Through Personification | | BIBAK | Full-Text | 440-447 | |
Jung Min Lee; Da Young Ju | |||
In the close future, flexible bending display will emerge, bringing greater
degree of freedom for users to personalize their devices. According to
theoretical researches, the newly introduced technologies will be personified
since people tend to be attracted to things that are similar to them, and treat
them as if they were real people. Thus, this paper investigates what variables
influence upon the personification of the flexible devices. To find these
variables, interview was conducted on 10 individuals, asking how they would
personify the device based on Paul Ekman's six basic emotions, and what kinds
of variable influence their emotional change on the devices. As a result, the
degree of angle, the speed and continuity of the movement and positioning of
the device are the major factors that influence personification of flexible
handheld devices. Keywords: Flexible display; Personification; Personalization; Interaction design; User
experience; Handheld devices |
Enterprise Systems for Florida Schools | | BIBAK | Full-Text | 448-458 | |
Mandy Lichtenstein; Kathleen Clark | |||
The purpose of this paper is to show the impact of decision making about
technology in school districts. During our research we found a lot of important
information about decision making and forecasting. Furthermore, we also found
information on EBusiness, along with Business Strategy, Structure, and Impact.
All these important factors come together to help us understand where the
Charlotte County's district went wrong in their decisions with their upgraded
system. We explore our findings and present the results of how better planning
can help other districts. Keywords: Enterprise systems; Florida schools; FOCUS system; Hardware; IT department;
Legacy system; Schools; Software system; System maintenance; System benefits;
System implementation; System upgrades; Vendor |
Toward Usable Intelligent User Interface | | BIBAK | Full-Text | 459-471 | |
Nesrine Mezhoudi; Iyad Khaddam; Jean Vanderdonckt | |||
Context-awareness of interaction with intelligent user interface has been
considered as a potentially important factor of their usability. A fair amount
of research has been conducted to identify and help developing advanced
adaptations in order to streamline interaction with systems. However, it has to
be noted that adaptations could have an adverse impact when it does not meet
users expectations. Thereby 'Context-awareness' as well as 'user-centeredness'
become more crucial to improve the quality of interaction as well as UIs.
Inter-twinned with intelligent techniques, HCI proved an ability to be more
intuitive, nevertheless a significant lack of transparency and controllability
and predictability were detected. This work is aimed to improve the quality of
interaction to fit intelligent user interface performance. We focus on
interaction as a key factor for improving the user satisfaction and the
interface usability during use. This paper considers major issues and
challenges of improving interaction with user interfaces during their use by
considering the ISO2941. It presents a methodological proposal for guiding UI
developers to designs predict and evaluates interaction quality with regards to
well-defined dialog principles. Keywords: Adaptation; Intelligent user interfaces; Controllability; Predictability;
Transparency; ISO2941-110 |
Suturing Space: Tabletop Portals for Collaboration | | BIBAK | Full-Text | 472-484 | |
Evan Montpellier; Garrett Laroy Johnson; Omar Al Faleh; Joshua Gigantino; Assegid Kidane; Nikolaos Chandolias; Connor Rawls; Todd Ingalls; Xin Wei Sha | |||
Most video-conferencing technologies focus on 1-1, person-to-person links,
typically showing the heads and shoulders of the conversants seated facing
their cameras. This limits their movement and expects foveal attention. Adding
people to the conversation multiplies the complexity and competes for visual
real estate and video bandwidth. Most coronal meaning-making activity is
excised by this frontal framing of the participants. This method does not scale
well as the number of participants rises. This research presents a different
approach to augmenting collaboration and learning. Instead of projecting people
to remote spaces, furniture is digitally augmented to effectively exist in two
(or more) locations at once. An autoethnographic analysis of social protocols
of this technology is presented. We ask, how can such shared objects provide a
common site for ad hoc activity in concurrent conversations among people who
are not co-located but co-present via audio? Keywords: Collaboration technology; Lifelong learning; Collaboration technology;
Problem-based learning; Inquiry-based learning; Project-based learning; Blended
learning; Collaborative knowledge construction; Interdisciplinary studies;
Social media; Social networking; Social processes; Teams; Communities; Surface
computing; Technology-enhanced learning; Technology-rich interactive learning
environments; Suturing spaces; Tabletop displays; Augmented reality; Mixed
reality; Collaborative work; Interior design; Furniture design; Responsive
architecture; Interactive architecture; Smart architecture; Smart objects;
Realtime media; Real-time interactive media; Responsive media; Live video; Live
audio; Gestural interfaces; User interfaces; Computational matter |
Violin Fingering Estimation According to the Performer's Skill Level Based on Conditional Random Field | | BIBA | Full-Text | 485-494 | |
Shinji Sako; Wakana Nagata; Tadashi Kitamura | |||
In this paper, we propose a method that estimates appropriate violin fingering according to the performer's skill level based on a conditional random field (CRF). A violin is an instrument that can produce the same pitch for different fingering patterns, and these patterns depend on skill level. We previously proposed a statistical method for violin fingering estimation, but that method required a certain amount of training data in the form of fingering annotation corresponding to each note in the music score. This was a major issue of our previous method, because it takes time and effort to produce the annotations. To solve this problem, we proposed a method to automatically generate training data for a fingering model using existing violin textbooks. Our experimental results confirmed the effectiveness of the proposed method. |
Interactive Motor Learning with the Autonomous Training Assistant: A Case Study | | BIBAK | Full-Text | 495-506 | |
Ramin Tadayon; Troy McDaniel; Morris Goldberg; Pamela M. Robles-Franco; Jonathan Zia; Miles Laff; Mengjiao Geng; Sethuraman Panchanathan | |||
At-home exercise programs have met limited success in rehabilitation and
training. A primary cause for this is the lack of a trainer's presence for
feedback and guidance in the home. To create such an environment, we have
developed a model for the representation of motor learning tasks and training
protocols. We designed a toolkit based on this model, the Autonomous Training
Assistant, which uses avatar interaction and real-time multi-modal feedback to
guide at-home exercise. As an initial case study, we evaluate a component of
our system on a child with Cerebral Palsy and his martial arts trainer through
three simple motion activities, demonstrating the effectiveness of the model in
representing the trainer's exercise program. Keywords: Autonomous Training Assistant; Computer-based learning; Multimodal
interface; User experience and usability; Human centered design and user
centered design |
Living Among Screens in the City | | BIBAK | Full-Text | 509-518 | |
Bertrand David; René Chalon | |||
Screens have become the apparatuses through which we encounter the world.
However, this does not simply mean that our use of screens has increased, but
rather that our relationship towards them has changed the way in which we see
and live. Through screens we get knowledge and communicate with other people as
well as with what is all around us, particularly the urban environment.
Individuals and screens have become the inseparable elements of a single
communicational and social system raising the fundamental questions of its
comprehension and governance. The proliferation of screens and new information
and communication technologies (ICT) is accomplishing a perceptive revolution.
Our goal is to study the use of screens in the city and propose a new ecosystem
contributing to their better use and mastery. Keywords: Screens; Large screen; Public screen; Private screen; In mobility
interaction; Informational ecosystem |
Delegation Theory in the Design of Cross-Platform User Interfaces | | BIBAK | Full-Text | 519-530 | |
Dagmawi L. Gobena; Gonçalo N. P. Amador; Abel J. P. Gomes; Dejene Ejigu | |||
The amalgamation of various technologies to support the needs of new
computing models has become prevalent in computing environments like ubiquitous
computing. Amalgamation means here heterogeneity caused by not only the
coexistence of various devices in the same computing environment, but also the
diversity between software, users as well as interaction modalities. The
platform heterogeneity together with additional needs of interaction modalities
and the proliferation of new technologies pose unique challenges for user
interface (UI) designers and developers. We consider the problem of
heterogeneity as a demand of collaboration between platforms (device and
system) that are owned or controlled by a human user. Hence, we drive the
concept of delegation to be implemented in a peer-to-peer model, where one peer
(known as delegator) delegates another peer (known as delegatee) to run a UI
(or a single interaction-modality) on its behalf. Thus, the delegatee uses its
own capabilities to present the required UI or interaction-modality. Keywords: Cross-platform UI; UI migration; Distributed UI |
Current Challenges in Compositing Heterogeneous User Interfaces for Automotive Purposes | | BIBAK | Full-Text | 531-542 | |
Tobias Holstein; Markus Wallmyr; Joachim Wietzke; Rikard Land | |||
Composition (i.e. merging distinct parts to form a new whole) of user
interfaces from different providers or devices is popular in many areas.
Current trends in the automotive area show, that there is a high interest in
compositing interfaces from mobile devices into automotive user interfaces.
"Apple CarPlay" and "Android Auto" are concrete examples of such compositions.
However composition is addressed with challenges, especially if the parts are
originally designed for different purposes.
This paper presents the problem statement of compositing heterogeneous devices. Furthermore, it presents a layer model showing architectural levels, where compositions can take place and for each of these layers challenges have been identified. Keywords: Design; Human factors; Ubiquitous interoperability; Heterogeneous;
Platforms; User interface; Composition; Hypervisor; Virtualization |
A Framework for Distributing and Migrating the User Interface in Web Apps | | BIBA | Full-Text | 543-553 | |
Antonio Peñalver; David Nieves; Federico Botella | |||
Nowadays, the advent of mobile technologies with increasing functionality and computing power is changing the way people interact with their applications in more and more different contexts of use. This way, many traditional user interfaces are evolving towards "distributed" user ones, allowing that interaction elements can now be distributed among heterogeneous devices from different platforms. In this paper we present an HTTP-Based framework for generating and distributing UIs (User Interfaces) of custom applications, allowing device change with state preservation. We use a schema-based definition of DUIs (Distributed User Interfaces), allowing the specification of the elements to be distributed. The framework is based on open standards and supports any markup-based web language. We provide a graphic case of use implemented in HTML5. |
UniWatch -- Some Approaches Derived from UniGlyph to Allow Text Input on Tiny Devices Such as Connected Watches | | BIBAK | Full-Text | 554-562 | |
Franck Poirier; Mohammed Belatar | |||
Smartwatches are a fast-expanding type of interactive device that allow
users to directly access to many applications on smartphone. At the moment,
smartwatches lack a usable means of text entry. In this paper, we propose a new
approach of text entry on smartwatches called UniWatch. At first, we give a
state of the art concerning text entry on small devices. Then, we recall our
past approaches of text entry and more particularly Uniglyph, a text input
method for handheld devices that used a 4-button keyboard. Secondly, we
describe and compare the different adaptations of Uniglyph for tiny connected
devices such as smartwatches. All the proposed adaptations require only three
buttons or three simple finger strokes on the screen. Thirdly, we examine the
role of word completion and word prediction for such devices. Keywords: Text input; Virtual keyboard; Word prediction; Connected watch; Smartwatch;
Internet of things |
A Model-Based Framework for Multi-Adaptive Migratory User Interfaces | | BIBAK | Full-Text | 563-572 | |
Enes Yigitbas; Stefan Sauer; Gregor Engels | |||
Nowadays users are surrounded by a broad range of networked interaction
devices for carrying out their everyday activities. Flexible and natural
interaction with such devices in a seamless manner remains a challenging
problem, as many different contexts of use (platform, user, and environment)
have to be supported. In this regard, enabling task continuity by preserving
the user interface's state and adapting it to the changing context of use can
help to improve user experience despite possible device changes. The
development of such multi-adaptive migratory user interfaces (MAMUIs) involves
several challenges for developers that are partially addressed by frameworks
like CAMELEON-RT. However, supporting the development of user interfaces with
adaptation and migration capabilities is still a challenging task. In this
paper, we present an integrated model-based framework for supporting the
development of MAMUIs. Keywords: Model-Based user interface development; Adaptive user interface; User
interface migration |
A Dome-Shaped Interface Embedded with Low-Cost Infrared Sensors for Car-Game Control by Gesture Recognition | | BIBA | Full-Text | 575-583 | |
Jasmine Bhanushali; Sai Parthasarathy Miduthuri; Kavita Vemuri | |||
This paper proposes a steering wheel like interface using infrared sensors suitable for in-car control, car-game control or any interface with spin or turn hand gesture. Most of the interfaces introduced to-date use touch, position/depth sensing using cameras or proximity sensors positioned in a 2-D configuration. The electronic screen used for touch interface requires the user to maintain contact with specific positions on the screen. In contactless interfaces the sensors or camera are placed in a planar configuration, and complex gestures like turns or twist is intensive signal analysis. In the proposed preliminary model we introduce a contactless gesture recognition design shaped as a dome to allow natural hand movement for turns and tested to control a virtual object mimicking the movement of a car-wheel. The system recognizes hand movements like forward (translated as acceleration), backward (deceleration/slow), steady-hold (cruise), lateral for braking, turns-clockwise (right turn of the wheel) and anti-clockwise (left-turn of the wheel) -- using 9 low-cost IR sensors embedded in a dome-shaped structure. The convex shape reduces interferences from adjacent sensors to a significant extent and allows for capturing distinct gestures. The inclusion of the acceleration and braking action to be controlled by the hand movement is to test and reduce leg and hand reflexes difference in the human visuo-motor feedback response system. The Hidden Markov Model was used for 5 basic gestures deduced from the IR signal analysis. The first version of the system was tested on a 3D virtual wheel-like object simulating a car tire. Real-time user gesture data tested against this model gave an overall average accuracy of 88.01% for the five gestures The user gestures were timed and were in the range of 140-300 ms depending on the gesture sequence. Some of the limitations of the first version of the design being addressed are noisy signals to reduce errors in gesture recognition. Secondly we need to test this on a comprehensive driving simulation to collect empirical data on the adaptation of the hand movement to control braking and acceleration. |
Evaluating a Public Display Installation with Game and Video to Raise Awareness of Attention Deficit Hyperactivity Disorder | | BIBAK | Full-Text | 584-595 | |
Michael P. Craven; Lucy Simons; Alinda Gillott; Steve North; Holger Schnädelbach; Zoe Young | |||
Networked Urban Screens offer new possibilities for public health education
and awareness. An information video about Attention Deficit Hyperactivity
Disorder (ADHD) was combined with a custom browser-based video game and
successfully deployed on an existing research platform, Screens in the Wild
(SitW). The SitW platform consists of 46-in. touchscreen or interactive
displays, a camera, a microphone and a speaker, deployed at four urban
locations in England. Details of the platform and software implementation of
the multimedia content are presented. The game was based on a psychometric
continuous performance test. In the gamified version of the test, players
receive a score for correctly selected target stimuli, points being awarded in
proportion to reaction time and penalties for missed or incorrect selections.
High scores are shared between locations. Questions were embedded to probe
self-awareness about 'attention span' in relation to playing the game,
awareness of ADHD and Adult ADHD and increase in knowledge from the video.
Results are presented on the level of public engagement with the game and
video, deduced from play statistics, answers to the questions and scores
obtained across the screen locations. Awareness of Adult ADHD specifically was
similar to ADHD in general and knowledge increased overall for 93% of video
viewers. Furthermore, ratings of knowledge of Adult ADHD correlated positively
with ADHD in general and positively with knowledge gain. Average scores varied
amongst the sites but there was no significant correlation of question ratings
with score. The challenge of interpreting user results from unsupervised
platforms is discussed. Keywords: Cultural interface; Game design; Gamification; Gamification interface;
Architectures for interaction; Interaction design; Multimedia design; Real life
environments; Display networks; Healthcare technology; Public health; Mental
health; Attention deficit hyperactivity disorder; Adult ADHD; ADD |
An Investigation of Reward Systems in Human Computation Games | | BIBAK | Full-Text | 596-607 | |
Dion Hoe-Lian Goh; Ei Pa Pa Pe-Than; Chei Sian Lee | |||
Human Computation Games (HCGs) harness human intelligence to tackle
computational problems. As in any game, a fundamental mechanism in a HCG is its
reward system. In this paper, we investigate how virtual reward systems evoke
perceptions of enjoyment in HCGs. Three mobile applications for location-based
content sharing (named Track, Badge and Share) were developed for an
experimental study. The Track version offered a points-based reward system for
actions such as contribution of content. The Badge version offered different
badges for collection while the Share version served as a control which did not
have any virtual reward system. The experiment had a counterbalanced,
within-subjects design. For each application, participants performed a series
of tasks after which a questionnaire survey was administered. Results showed
the Track and Badge applications were perceived to have more accurate and
complete content than the control (Share) application. Further, participants
reported being more engaged when using the former two applications. Keywords: Human computation games; Reward systems; Points; Badges; Experiments; Output
quality; Enjoyment |
Is Gamification Effective in Motivating Exercise? | | BIBAK | Full-Text | 608-617 | |
Dion Hoe-Lian Goh; Khasfariyati Razikin | |||
Despite the benefits of exercise, many individuals lack the motivation to
integrate it into their daily lives. Recently, there has been a growing
interest in the use of game principles in non-game contexts to make an activity
that is perceived to be challenging, tedious or boring more enjoyable. With
increased enjoyment through the infusion of game elements, it is expected that
individuals will be more motivated to partake in the activity. Given this
backdrop, the present study seeks to ascertain the utility of gamification for
promoting exercise among individuals. We used Fitocracy as the gamification
platform. Our results suggest that gamification improves not only attitudes
towards and enjoyment of exercise but also shapes behavior in terms of increase
in exercise activity. These findings augur well for gamification platforms and
their usefulness in motivating exercise among individuals. Finally, our work
suggests design implications for applications that aim to gamify exercise. Keywords: Gamification; Enjoyment; Social support; Exercise |
'Blind Faith'. An Experiment with Narrative Agency in Game Design | | BIBAK | Full-Text | 618-627 | |
Deb Polson; Vidhi Shah | |||
This paper reports on the current field of narrative-based game design
through case study analysis with a particular focus on balancing high narrative
agency with low production resources. Keywords: Game design; Narrative agency; Design-based research; Case study analysis;
Context review; Aesthetics; Mechanics; Dynamics |
Play to Remember: The Rhetoric of Time in Memorial Video Games | | BIBAK | Full-Text | 628-639 | |
Riazvan Rughinis; Stefania Matei | |||
This paper examines video games that commemorate historical events,
identifying 'family resemblance' features and specific rhetorical resources. We
argue that the commemorative character of a game derives, typically, from four
interrelated qualities: invoking a specific historical event, claiming a
truthful representation, inviting empathic understanding, and offering players
opportunities for reflection. Starting from the observation that time has an
important role in achieving commemorative gameplay, we discuss several games in
terms of narrative and procedural rhetoric, with focus on time-related
mechanics. We propose a repertoire of design resources to assist the creation
of meaningful games for remembrance. Keywords: Serious games; Art games; Memorial game; Procedural rhetoric; Rhetoric of
time |
'Sketchy Wives' and 'Funny Heroines' | | BIBAK | Full-Text | 640-648 | |
Cosima Rughinis; Elisabeta Toma | |||
Gender analysis of video games has increased its public visibility through
the Gamergate controversy. We examine several casual art games in order to
explore the diversity of both conventional and counter-stereotypical gender
representations. We find significant reliance on stereotypical presentations,
especially in 'sketchy wife' characters. Such tropes may offer rhetorical
resources to communicate, in brief lapses of gameplay, messages about life,
death and the human condition. We also find creative ways of tackling gender
displays through character description and game mechanics. Art games may thus
serve as a laboratory for experimenting with doing and possibly un-doing
gender. Keywords: Serious games; Art games; Procedural rhetoric; Gender |
Gamification Effect of Collection System for Digital Photographs with Geographic Information which Utilizes Land Acquisition Game | | BIBAK | Full-Text | 649-659 | |
Rie Yamamoto; Takashi Yoshino; Noboru Sonehara | |||
As digital photos with geographic information are helpful as a new tourism
resource, in this study we developed the "Photopolie" digital photo collecting
system that includes geographic information. Through GWAP, which utilizes a
land acquisition game, Photopolie defines photography targets that are useful
as tourism resources, and promotes digital photo submission with accurate
position information. Evaluation experiment results showed the following three
points: (1) Through clarifying photography targets that are useful as tourism
resources, and considering compatible gamification elements, there is the
possibility of being able to collect more data. (2) User interaction has the
possibility of motivating work. (3) It may be possible to maintain motivation
for data submission for dynamic users who enjoy land acquisition games. Keywords: Digital archive; Digital photograph; Location information; Motivation; GWAP
(Games With A Purpose) |
A Conceptual Model of Online Game Continuance Playing | | BIBAK | Full-Text | 660-669 | |
Fan Zhao; Qingju Huang | |||
Today's online gaming customers are very demanding, hence there is a need
for the game vendors and developers to understand and keep pace with customers'
demands. The purpose of this paper is to survey the current literatures and
summarize the reasons why users tend to play a certain online games longer. In
this paper, we propose a research model to predict online games continuance
play. We believe this framework will help both researchers and practitioners in
game research, design and development. Keywords: Online games; IS continuance; Intention |
A Lexical Analysis of Nouns and Adjectives from Online Game Reviews | | BIBAK | Full-Text | 670-680 | |
Miaoqi Zhu; Xiaowen Fang | |||
The objective of this study is to develop playability heuristics by a
lexical analysis of nouns and adjectives used in online game reviews. A revised
lexical approach is adopted to analyze nouns and adjectives from 821,122 online
reviews. Ninety seven (97) factors are extracted from the analysis. Based on
the nouns and adjectives highly loaded on these factors, a new heuristic
development process is introduced and 116 playability heuristics are developed.
This study significantly expands the pool of playability heuristics that can be
used by game developers for computer game design. The lexical method in this
study demonstrates its effectiveness in developing interface design guidelines
when a large number of online reviews are available on a system or product. It
can be extended to other fields as well. Keywords: Computer game; Lexical analysis; Online reviews; Factor analysis;
Playability; Heuristics |
A Mashup-Based Application for the Smart City Problematic | | BIBAK | Full-Text | 683-694 | |
Abdelghani Atrouche; Djilali Idoughi; Bertrand David | |||
A mashup is an application that combines data and functionalities from more
than one source. It groups disparate data in ways that enable users to do new
things or accomplish common tasks with newfound efficiency. The introduction of
mashup applications and their increasing use by users in the field of
e-Learning and e-commerce highlights new issues in a context called the "smart
city". Indeed, transportation based on private cars, public transportation
services and shared bicycles need appropriate user interfaces, which can be
"mashuped" to allow an integrated approach to transportation related to weather
conditions, real-time traffic situations and personal preferences. These new
needs for composition and combination (orchestration) of existing web services
and their underlying user interfaces are good examples of mashuping. First, we
provide in this paper some valuable explanations on two kinds of orchestration:
service orchestration and HCI (Human Computer Interface) orchestration.
Secondly, we apply this global approach to the context of "smart cities". Keywords: HCI; Mashup; Smart city; Orchestration; Service orchestration; User
interface orchestration |
Design of a Bullying Detection/Alert System for School-Wide Intervention | | BIBAK | Full-Text | 695-705 | |
Sheryl Brahnam; Jenifer J. Roberts; Loris Nanni; Cathy L. Starr; Sandra L. Bailey | |||
In this paper we propose a bullying detection/alert system for school-wide
intervention that combines wearables with heart rate (HR) monitors,
surveillance cameras, multimodal machine learning, cloud computing, and mobile
devices. The system alerts school personnel when potential bullying is detected
and identifies potential bullying in three ways: (i) by tracking and assessing
the proximity of known bullies to known students at risk for bullying; (ii) by
monitoring stress levels of students via HR analysis; and (iii) by recognizing
actions, emotions, and crowd formations associated with bullying. We describe
each of these components and their integration, noting that it is possible for
the system to use only a network of surveillance cameras. Alerts produced by
the system can be logged. Reviews of these logs and tagged videos of detected
bullying would allow school personnel to review incidents and their methods for
handling bullying by providing more information about the locations, causes,
and actors involved in bullying as well as teacher/staff response rates. In
addition, false positives could be marked and fed back to the system for
relearning and continuous improvement of the system. Keywords: School bullying; Machine learning; Heart-rate monitoring; Face tracking;
Emotion classification; Action classification; Computer technology |
Improving User Performance in a Smart Surveillance Scenario through Different Levels of Automation | | BIBAK | Full-Text | 706-716 | |
Massimiliano Dibitonto; Carlo Maria Medaglia | |||
Artificial intelligence could be used to help users to better accomplish
certain tasks, especially when critical or subjected to human errors. However,
automating tasks could lead to other problems that could affect the final
performance of the user. In this paper we investigate -- from a Human Factors
point of view -- how different levels of automation (LOAs) may result in a
change of user's behaviour and performances in smart surveillance systems. The
objective is to find a correct balance between automating tasks and asking the
user to intervene in the process. We performed tests (using
qualitative-quantitative measures) to observe changes in performances,
Situation Awareness and workload in relation to different LOAs. Keywords: Levels of automation; Smart surveillance; Situation awareness; Usability;
Mental workload; HCI |
Controlling the Home | | BIBAK | Full-Text | 717-728 | |
Martin Eskerud; Anders Skaalsveen; Caroline Sofie Olsen; Harald Holone | |||
This paper presents our experience with a Participatory Design approach
designing an interface for controlling a home automation system. In a Future
Workshop, users imagined that a home could be visualized as a graph, with nodes
representing the devices in a household, and edges representing the
interconnectivity between the devices. Participants later gave feedback on a
refined mock-up of the interface, confirming that the idea of using a graph
would be suitable for presenting the devices in a household. In the third
iteration, users assessed a high-fidelity prototype. This evaluation focused on
the graph interface's ability to control a home automation system, and its
ability to create an overview of the devices. Based on the feedback from the
participants, we concluded that the prototype was able to convey an overview of
the devices, and that a graph based interface would be suitable for controlling
a home automation system. Keywords: Home automation; Participatory design; Future workshop; Graph based
interface; Smart home |
Enhancing Human Robot Interaction Through Social Network Interfaces: A Case Study | | BIBAK | Full-Text | 729-740 | |
Laura Fiorini; Raffaele Limosani; Raffaele Esposito; Alessandro Manzi; Alessandra Moschetti; Manuele Bonaccorsi; Filippo Cavallo; Paolo Dario | |||
Recently we have assisted to the rise of different Social Networks, and to
the growth of robots for home applications, which represent the second big
market opportunity. The use and the integration of robotics services in our
daily life is strictly correlated with their usability and their acceptability.
Particularly, their ease of use, among other issues, is linked to the
simplicity of the interface the user has to interact with. In this sense social
networks could enrich and simplify the communication between the user and
technology avoiding the multiplication of custom interfaces. In this work the
authors propose a system to enHancE human RobOt Interaction through common
Social networks (HeROIS). HeROIS system combines the use of cloud resources,
service robot and smart environments proposing three different services to help
citizens in daily life. In order to assess the acceptability and the usability
levels, HeROIS system and services have been tested with 13 real users (24-37
years old) in the DomoCasa Lab (Italy). As regards the usability, the results
show that the proposed system is usable for 4 participants (30.77% M = 79.69 SD
= 3.13) and excellent for 9 participants (69.23% M = 90.05 SD = 3.72).
Concerning the acceptability level, the results show that the proposed system
is acceptable for 8 volunteers (61.54% M = 77.02 SD = 4.23) and excellent for 5
participants (38.46% M = 89.71 SD = 6.06). Keywords: Service robots; Social network; Cloud robotics; Acceptability |
aHead: Considering the Head Position in a Multi-sensory Setup of Wearables to Recognize Everyday Activities with Intelligent Sensor Fusions | | BIBAK | Full-Text | 741-752 | |
Marian Haescher; John Trimpop; Denys J. C. Matthies; Gerald Bieber; Bodo Urban; Thomas Kirste | |||
In this paper we examine the feasibility of Human Activity Recognition (HAR)
based on head mounted sensors, both as stand-alone sensors and as part of a
wearable multi-sensory network. To prove the feasibility of such setting, an
interactive online HAR-system has been implemented to enable for multi-sensory
activity recognition while making use of a hierarchical sensor fusion. Our
system incorporates 3 sensor positions distributed over the body, which are
head (smart glasses), wrist (smartwatch), and hip (smartphone). We are able to
reliably distinguish 7 daily activities, which are: resting, being active,
walking, running, jumping, cycling and office work. The results of our field
study with 14 participants clearly indicate that the head position is
applicable for HAR. Moreover, we demonstrate an intelligent multi-sensory
fusion concept that increases the recognition performance up to 86.13%
(recall). Furthermore, we found the head to possess very distinctive movement
patterns regarding activities of daily living. Keywords: Human activity recognition; HAR; Human computer interaction; Pattern
recognition; Multi-Sensory; Wearable computing; Mobile assistance |
Synchronization of Peripheral Vision and Wearable Sensors for Animal-to-Animal Interaction | | BIBAK | Full-Text | 753-764 | |
Ko Makiyama; Keijiro Nakagawa; Maki Katayama; Miho Nagasawa; Kaoru Sezaki; Hiroki Kobayashi | |||
It is considered that it can be one of the methods to use the
animal-to-animal communication for getting over the difficulties of field
survey. Carrier Pigeon-like Sensing System (CPSS) is one of the systems to
realize effective inter-animal communication using wearable devices, but still
the data-sharing section of this system is not evaluated comprehensively.
On this study, we evaluated data-sharing system by synchronizing the devices and peripheral vision using video data, and gave the guidance how should improve that. Keywords: Human computer biosphere interaction; Wearable devices; Sustainable HCI;
Field survey; Delay-tolerant network; Environmental monitoring |
On the Usability of Smartphone Apps in Emergencies | | BIBAK | Full-Text | 765-774 | |
Parvaneh Sarshar; Vimala Nunavath; Jaziar Radianti | |||
It is very critical that the disaster management smartphone app users be
able to interact efficiently and effectively with the app during an emergency.
An overview of the challenges face for designing mobile HCI in emergency
management tools is presented in this paper. Then, two recently developed
emergency management tools, titled GDACSmobile and SmartRescue, are studied
from usability and HCI challenges point of view. These two tools use mobile app
and smartphone sensors as the main functionality respectively. Both have a
smartphone app and a web-based app with different UIs for their different user
groups. Furthermore, the functionality of these apps in the format of a
designed scenario, fire onboard a passenger ship, will be discussed. Keywords: Emergency management tools; Smartphone apps; Mobile HCI; Fire emergency;
Mobile usability |
An Exploration of Shape in Crowd Computer Interactions | | BIBAK | Full-Text | 775-786 | |
Anthony Scavarelli; Ali Arya | |||
In this paper we explore crowd-computer interactions using a crowd shape
generated from participating crowd members, both simulated and non-simulated,
in three main shape forms (blobby, precise, and a combination of the two) to
explore whether such an interactive form, and which of the three forms, can be
both a viable and interesting method of having many people collaboratively
interacting with large public displays in public spaces. Keywords: Crowd-computer interaction; Natural user interface; Crowd shape; Human
computer interaction |
COLUMN: Discovering the User Invented Behaviors Through the Interpersonal Coordination | | BIBAK | Full-Text | 787-796 | |
Yasutaka Takeda; Shotaro Baba; P. Ravindra S. De Silva; Michio Okada | |||
We developed soccer ball-shaped interactive artifacts (COLUMN) consisting of
eight modules that are connected to twelve servomotors. Our motivation is to
explore a variety of a robot's body configuration for rolling behaviors which
are invented by three user's coordination. In the interaction, COLUMN becomes a
social mediator to prompt the connectivity of the users. We explore how and
what are the effects when a robot become a social mediator and investigate the
conflict rates and interpersonal coordination of the users. Finally, we
discover different body configuration patterns (sequences) from the user's
connectivity in each group. Each sequence of body configurations are directed
to extract essential parameters to the rolling behaviors. Keywords: Social mediator; Interpersonal coordination; Visually-mediated
connectedness; COLUMN |
Multimodal Interaction Flow Representation for Ubiquitous Environments -- MIF: A Case Study in Surgical Navigation Interface Design | | BIBAK | Full-Text | 797-805 | |
Gul Tokdemir; Gamze Altun; Nergiz E. Cagiltay; H. Hakan Maras; Alp Ozgun Borcek | |||
With the advent of technology, new interaction modalities became available
which augmented the system interaction. Even though there are vast amount of
applications for the ubiquitous devices like mobile agents, smart glasses and
wearable technologies, many of them are hardly preferred by users. The success
of those systems is highly dependent on the quality of the interaction design.
Moreover, domain specific applications developed for these ubiquitous devices
involve detailed domain knowledge which normally IT professionals do not have,
which may involve a substantial lack of quality in the services provided.
Hence, effective and high quality domain specific applications developed for
these ubiquitous devices require significant collaboration of domain experts
and IT professionals during the development process. Accordingly, tools to
provide common communication medium between domain experts and IT professionals
would provide necessary medium for communication. In this study, a new
modelling tool for interaction design of ubiquitous devices like mobile agents,
wearable devices is proposed which includes different interaction modalities.
In order to better understand the effectiveness of this newly proposed design
tool, an experimental study is conducted with 11 undergraduate students
(novices) and 15 graduate students (experienced) of Computer Engineering
Department for evaluating defect detection performance for the defects seeded
into the interface design of a neuronavigation device. Results show that the
defects were realized as more difficult for the novices and their performance
was lower compared to experienced ones. Considering the defect types, wrong
information and wrong button type of defects were recognized as more difficult.
The results of this study aimed to provide insights for the system designers to
better represent the interaction design details and to improve the
communication level of IT professionals and the domain experts. Keywords: Interaction design; Ubiquitous interfaces; Diagrammatic reasoning; Defect
detection |