Coding Schemes for Observational Studies of Usability in Collaborative Tangible User Interfaces | | BIBAK | Full-Text | 3-6 | |
Tarfah Alrashed; Almaha Almalki; Salma Aldawood; Anas Alfaris; Areej Al-Wabil | |||
With the growing complexity in Tangible User Interfaces (TUIs) and their
integration in the decision-making process, user acceptance of these TUI
systems continues to be an important issue. Drawing upon recent findings in
computer-mediated communication, human computer interaction,
computer-supported-cooperative work, and social psychology, the present
research extends the coding schemes for observational video analysis by
incorporating the variables of communication and collaboration in the context
of systems designed for urban planning and modeling. Keywords: Coding scheme; TUI; HCI; User experience; Complex systems; Urban planning |
Design of Web-Based Tools to Study Blind People's Touch-Based Interaction with Smartphones | | BIBA | Full-Text | 7-12 | |
Maria Claudia Buzzi; Marina Buzzi; Barbara Leporini; Amaury Trujillo | |||
Nowadays touchscreen smartphones are the most common kind of mobile devices. However, gesture-based interaction is a difficult task for most visually impaired people, and even more so for blind people. This difficulty is compounded by the lack of standard gestures and the differences between the main screen reader platforms available on the market. Therefore, our goal is to investigate the differences and preferences in touch gesture performance on smartphones among visually impaired people. During our study, we implemented a web-based wireless system to facilitate the capture of participants' gestures. In this paper we present an overview of both the study and the system used. |
Toward a New Design Philosophy: Politics and the Aesthetic of "We" Human-and-Technology in Interaction Design | | BIBAK | Full-Text | 13-18 | |
Hyunkyoung Cho | |||
This paper suggests that the relation of politics and the aesthetic in
interaction design depends on a situated knowledge of how to interact with each
other. Its aim is to open a new way to approach interaction design philosophy
in the perspective of "We" human-and-technology. As a case, interaction design
with BCI stimulates a network of conceptual relations rather than merely
perceptions of the visible aspects of singles works. The investigation of
relations between politics and the aesthetic in interaction design reveals that
the instrumental understanding of technology is the colonization by
tolerance-tactic. Keywords: "We" human-and-technology; Collaborative action; Interaction design with
BCI; Politics and the aesthetic; Tolerance-tactic; Colonization |
Method to Design Adaptable and Adaptive User Interfaces | | BIBAK | Full-Text | 19-24 | |
Francesca Gullá; Lorenzo Cavalieri; Silvia Ceccacci; Michele Germani; Roberta Bevilacqua | |||
In order to study and develop adaptive user interfaces with the purpose to
guarantee socialization, safety and environmental sustainability in a domestic
day-by-day living space, a new method of holistic and adaptive user interface
is proposed to support the modelling of information related to the user and the
context of the interaction to generate the user profiles, subjects older than
40 years with different levels of technology affinity have been considered. The
new adaptive user interfaces prototypes will be tested through different use
cases in the context of smart home environments. Keywords: User interfaces; Adaptive interfaces; User-centered design; Design for AAL |
Designing for Affectibility: Principles and Guidelines | | BIBAK | Full-Text | 25-31 | |
Elaine C. S. Hayashi; M. Cecília C. Baranauskas | |||
In analogy to the concept of usability, learnability and playability, the
concept of Affectibility was conceived to inform the design process -- in this
case with affective aspects of interaction. In this paper we present a revised
set of the Principles for the Design for Affectibility, together with practical
examples of use and application. The objective is to support designers in the
process of creating educational systems for children, considering aspects of
affect. Keywords: Affectibility; Affect; Emotions; Design; Children interaction; Education |
A Comparative Analysis of Usability Evaluation Methods on Their Versatility in the Face of Diversified User Input Methods | | BIBAK | Full-Text | 32-37 | |
Daiju Ishikawa; Takashi Kato; Chigusa Kita | |||
Every command consists of an action and an object, suggesting that a
usability problem can occur whenever the user is unable to identify an
appropriate action and/or the object associated with his/her current goal. The
recent shift from mouse-based to touch-based interaction demands that any
usability evaluation method be sensitive to not only object-related but also
action-related usability problems. This study involved a total of 32
participants, four kinds of tasks differing in the difficulty of identifying
objects and executing actions, and four qualitative methods of usability
evaluation. Analyses of sets of observation data with concurrent and
retrospective protocol by the same participant and interpretive protocol by a
new participant indicate that while the oral instruction method seems least
appropriate, the newly-devised narration method seems to have better prospects
than the observation and the think aloud method for the usability evaluation of
touch-based interaction. Keywords: Usability evaluation method; Qualitative method; Touch-based interaction;
Mouse-based interaction |
Understanding IoT Through the Human Activity: Analogical Interpretation of IoT by Activity Theory | | BIBAK | Full-Text | 38-42 | |
Narae Kim; Sangwon Lee; Taehyun Ha | |||
Currently Internet of Things (IoT) is one of the major issues in academia
and industry. However, studies so far have tended to focus on technical
aspects. The future technologies need to be developed in user perspectives
because users center in connected situations based on IoT. As a part of
addressing this issue, the present study proposes a conceptual model for the
IoT process, which can be likened to a human activity process based on
'Activity Theory (AT)'. Focusing on how people actually work in IoT situations,
we attempt to draw an analogy between IoT and AT in terms of three interaction
types among input device, sensor/network, task of IoT device,
standard/protocol, and output device. The proposed model provides new viewpoint
and direction for future research in IoT domains. Keywords: Internet of Things (IoT); Activity theory (AT); User-centric; Analogy
analysis |
A Pedagogical Approach to Usability in Serious Games | | BIBAK | Full-Text | 43-48 | |
Christine Kreutzer; Madeline Marks; Clint Bowers | |||
Why do people learn after playing a serious game versus a game for
entertainment? Serious games impart knowledge because there is a pedagogy
driving the learning process. Serious games must successfully employ
pedagogical methods and theories to increase the likelihood that knowledge is.
The process of learning is hindered when an unusable interface demands
cognitive resources that should be allocated to learning. Despite the creation
of a usable system, if the player's interaction with the model is hindered, can
real transfer of knowledge occur? Within the context of serious games that make
use of model-based training, we suggest that a measure of pedagogical usability
is warranted. The authors provide a conceptual basis for measuring pedagogical
usability, specifically targeting serious games that employ modeling as the
mechanism of action. Keywords: Usability; Serious games; Pedagogy |
Design Support Tool Using Pen Device for Simplification of Animation Design | | BIBAK | Full-Text | 49-54 | |
Taiki Maruya; Shun'ichi Tano; Tomonori Hashiyama; Mitsuru Iwata; Junko Ichino; Yoichi Hyono | |||
Content using animation is widely available, and animation is often used in
educational content to promote the understanding of mechanical structures and
concepts. However, animations are currently created with software that requires
complicated operations and programming. Such software inhibits intuitive and
creative animation design. In this study, we analyze animations and determine
the factors that inhibit intuitive and creative animation design. Moreover, we
have developed a design support tool to make designing animations easier. Keywords: Animation design; Pen device |
User Experience and Other People: On User Experience Evaluation Framework for Human-Centered Design | | BIBAK | Full-Text | 55-59 | |
Hiroyuki Miki | |||
Recently, the word "User Experience (UX)" has been often used in
usability-related areas such as web design and system design. Although it was
defined in ISO 9241-210 and its importance has been growing, details of the
notion and results of introduction of it have not been well clarified yet. In
the previous paper, a new integrated evaluation framework of usability and UX,
based on ISO 9241-11 and ACSI (American Customer Satisfaction Index) was
proposed. Since the proposed framework does not consider influences to other
people by the utilization but considers only interactions of a user with a
product or service, it may be narrow-minded in a social age. Thus, this paper
slightly extends the framework to consider influences to other people by the
utilization in the related context of use. Keywords: User experience; Usability; ISO 9241; ISO 13407; ISO/IEC 25010; Evaluation
framework; American customer satisfaction index |
Universal Usability in Mass Media via Discourse Analysis: A Case Study | | BIBAK | Full-Text | 60-63 | |
Stefanie Niklander; Ricardo Soto; Broderick Crawford | |||
The Mass Media involve mechanisms that are intended to reach a wide audience
by means of radio, television, newspapers, and Internet, among others. The Mass
Media are also responsible for providing the suitable perception of news from
different areas such as for instance politics, business, crime, or technology.
However, this perception is often manipulated in order to accommodate the
information according to a given criteria. This manipulation of the information
is suddenly not captured by everyone causing a distortion of the real scenario.
In this paper, we illustrate how the use of discourse analysis can improve
understanding of such hidden information. We present a case study where this
methodology is effectively used to analyze the information provided by news
about a social phenomena related to the dehumanization of the female gender.
Interesting results are discussed about how this useful methodology could be
used to detect communication products that are not usable nor understandable
for a wide audience. Keywords: Discourse analysis; Universal usability; Mass Media |
International and Regional Standards for Usability and User Experience | | BIBAK | Full-Text | 64-68 | |
Linghua Ran; Yanfang Liu; Wen Li; Xin Zhang | |||
This article makes an investigation on international and regional standards
highly related to the usability and user experience through looking up relevant
committees and sub-committees and by key words and standard-tracing on the
websites of the main organizations for standardization, including ISO, ISO/IEC,
IEC, ETSI, ITU, etc., and briefly introduces and analyzes the history, status
and trend of development for the usability and user experience standardization. Keywords: Standards; Standardization; Usability; User experience |
A Framework Proposal of UX Evaluation of the Contents Consistency on Multi Screens | | BIBAK | Full-Text | 69-73 | |
Wangmi Seok | |||
In the study, we attempts to define coherent experience as those where user
experience is maintained in a harmonious and coherent manner in a multi-screen
environment, and identify the items that offer such experience. If user
experiences are provided naturally and consistently without any sense of
difference, irrespective of the change of devices when user utilize the
contents, loyalty to the contents will be increased automatically. In this
study, specific guidelines of each screen are produced, which should be
observed to provide consistent user experiences. Keywords: Multi screen; Consistency; UX evaluation |
Assessing Usability of a Post-Mission Reporting Technology | | BIBAK | Full-Text | 74-78 | |
Mitchell J. Tindall; Beth F. Wheeler Atkinson | |||
Usability evaluation has received extensive attention in both academic and
applied arenas. Despite this, there have been few formal attempts to integrate
past research and best practices in an effort to develop a newly updated and
adaptable approach. This poster provides an overview of the types of results
yielded by a novel usability assessment approach (i.e., Experienced-based
Questionnaire for Usability Assessments Targeting Elaborations [EQUATE]) when
applied to a post mission reporting tool. The goal of this study was to develop
software to automate performance tracking for anti-submarine aircraft, digitize
performance and training information, and automate the display of post mission
summaries. Although some of these technologies exist, the prototype tested
during this research was the first, of which the authors are aware, to provide
a single point of access for data entry, analysis and reporting. Due to the
potential benefits across a variety of naval aviation platforms, the program's
usability goals focused on identifying means to optimize the tool by gathering
novice user feedback. Traditional methods for end-user feedback have tended to
focus on user performance and satisfaction, rather than providing prescriptive
inputs to identifying and rectifying issues. The results of this study provided
usability input for post mission reporting, as well as identified and narrowed
the heuristic dimensions used for final validation. Keywords: Usability; Heuristic evaluation; GUIs |
Validated Usability Heuristics: Defining Categories and Design Guidance | | BIBAK | Full-Text | 79-84 | |
Beth F. Wheeler Atkinson; Mitchell J. Tindall; Gregory S. Igel | |||
Heuristic-based usability assessment is a popular approach to assessing
system usability in the field of Human-Computer Interaction (HCI) [1]. Despite
the benefits of the approach (e.g., flexibility across time and platform,
efficiency, utility of feedback) [1], it is also associated with sub-par
reliability, validity, and comprehensiveness and requires a Human Factors (HF)
expert for the analysis and interpretation of subjective feedback. While this
approach has a place in the usability lifecycle of a project, tight budgets and
schedule constraints can limit the variety of usability approaches that teams
can implement. The purpose of the current effort is to develop a validated
heuristic approach based on a review of past literature and practice and
integrate this information to inform an improved system. Leveraging previous
efforts as a baseline (i.e., [2]), this approach extends previous work by
improving the comprehensiveness of the system by broadening the scope of past
usability research and providing end-users with specific practical examples of
do's and don'ts to better define broad heuristic-based categories for
non-expert end-users. The logic is that broad heuristic categories have little
practical meaning to end-users not familiar or educated in HF/HCI. The
provision of practical examples should improve their ability to identify
important usability issues while helping them communicate this information in
language that is understandable to system designers. The result of this
research is presented in this poster, and provides a method for the assessment
of system usability that is more flexible, efficient, comprehensive and useful
than past approaches. Keywords: Usability assessment; Heuristic-based assessment; Usability heuristics;
Validated approach |
Eye Tracking Analysis of Readers' Psychological Interaction with Marketing Copy Referencing Life Values | | BIBAK | Full-Text | 87-92 | |
Miao-Hsien Chuang; Chin-Lung Chen; Jui-Ping Ma | |||
Rather than simply reporting product information, many advertisements
nowadays employ images that convey a certain life values. How do consumers
respond to advertisements of this type? This study analyzed consumer responses
to the advertising card of C'N'C Costume National using eye-tracking technology
and a questionnaire survey. Research findings were as follows: (1) It was found
that participants scanning figure and text repeatedly on the copy referencing
life values more than on the copy referencing product information. This was
confirmed by chi-squared testing. (2) Factor analysis identified three
significant factors, namely, psychological interaction, a sense of specialness,
and anticipation. (3) We discovered that females with a background in design
tended to spend more time watching a male model than men of all backgrounds
did. This study contributes to marketing research, demonstrating the
effectiveness of conveying messages about life values to achieve more desirable
advertising effects while also conveying social concern. Keywords: Eye tracking; Advertising copy; Life values; Readers' psychological
interaction |
Questionnaire Survey on Attention of Young Adults | | BIBAK | Full-Text | 93-97 | |
Junmin Du; Weiyu Sun; Xiaofan Wang | |||
Attention plays an important role in guaranteeing the safety and efficiency
of task operation. People may get distracted by various internal and external
causes. There are differences between individuals in their reaction to the
distractions. Understanding the characteristics of attention is the basis for
human-machine interface design. In this study, a questionnaire was designed,
which concerned personality, environment, task, biological clock, self
awareness and self control etc. 138 questionnaires were collected from young
adults. Based on the questionnaires, the features of young adults' attention
were described. The study results are helpful for the designer to know young
people better in the attention characteristics, so as to get benefits for
man-machine interface and task design. Keywords: Attention; Distraction; Questionnaire survey; Young adults |
Spatial Effect of Target Display on Visual Search | | BIBAK | Full-Text | 98-103 | |
Xiaoli Fan; Zhongqi Liu; Qianxiang Zhou; Fang Xie | |||
The effect of spatial layout on visual performance and eye-movements
characteristics was analyzed and the results would provide theoretical guidance
for the ergonomics design of man-computer interface. A division method was
proposed to divide the optimum visual field into nine regions based on the
anatomical characteristics of human retinal and the horizon characteristics of
quadrants, and corresponding software with the target displaying in different
regions dynamically was completed for the experiment. Twelve subjects
participated in the experiment and their reaction time and eye movement data
were recorded. The significant differences and the prioritizations of different
visual regions were analyzed. The results indicated that, there was significant
time difference among the regions with different eccentricity, and the visual
performance decreased along with the increase of eccentric distance; for the
same eccentric distance, the visual performance of lower visual field was
superior to the upper visual field, while the left visual field was superior to
the right visual field, and the former difference was more apparent compared
with the latter one. In the ergonomic study of display interface of
man-computer, spatial effect of target display should be considered. Keywords: Eye movement; Spatial effect; Visual search; Workload; Man-computer
interface |
Influence of Color Combination Pattern Considered Usability to Mental Workload | | BIBAK | Full-Text | 104-109 | |
Shin'ichi Fukuzumi; Keiko Kasamatsu; Yusuke Ohta; Hideo Jingu; Nobuyuki Watanabe; Yukiko Tanikawa | |||
About color combination using general VDT works, to clarify that feature
color combination patterns considered usability are favorable color combination
for human from the view point of fatigue, physiological data change during 30
min VDT works with low cognitive load were measured and subjective evaluation
was carried out. In this experiment, as feature color combination patterns
located on each quadrant in color combination image scale, black, blue, green
and pink are used, and as fatigable color, cyan is used. As physiological data,
ECG, pupil meter and GSR is measured. From the results of experiment, feature
color combination patterns considered usability got higher evaluation from the
view point of physiological data and subjective evaluation than a fatigable
color combination. Therefore, we concluded that feature color combination
patterns considered usability are no significant difference about fatigue and
human can use these colors without fatigue. Keywords: Color combination pattern; Mental workload; Usability |
Emotion Elicitation Using Film Clips: Effect of Age Groups on Movie Choice and Emotion Rating | | BIBAK | Full-Text | 110-116 | |
Dilana Hazer; Xueyao Ma; Stefanie Rukavina; Sascha Gruss; Steffen Walter; Harald C. Traue | |||
In affective computing an accurate emotion recognition process requires a
reliable emotion elicitation method. One of the arising questions while
inducing emotions for computer-based emotional applications is age group
differences. In the present study, we investigate the effect of emotion
elicitation on various age groups. Emotion elicitation was conducted using
standardized movie clips representing five basic emotions: amusement, sadness,
anger, disgust and fear. Each emotion was elicited by three different clips.
The different clips are individually rated and the subjective choice of the
most relevant clip is analyzed. The results show the influence of age on
film-clip choice, the correlation between age and valence/arousal rating for
the chosen clips and the differences in valence and arousal ratings in the
different age groups. Keywords: Emotion elicitation; Affective computing; Emotion recognition;
Human-computer interaction; Film clips; Age difference |
Examining the Gender Gap in Information Assurance: A Study of Psychological Factors | | BIBAK | Full-Text | 117-122 | |
Hsiao-Ying Huang; Masooda Bashir | |||
The increasing cyber attacks result in an emergent need for Information
Assurance professionals in the government and private sector. Young adults'
psychological factors related to the career field of Information Assurance (IA)
remain largely understudied despite Information Assurance Workforce (IAW)
becoming a crucial issue. Gender disparity, in particular, is a concern for
Information Assurance. The first of its kind, this study investigates the
gender gap in the field of IA by examining psychological factors affecting
young adults, including attitudes, interests, self-efficacy, and goals. Our
findings on gender difference in IA from psychological perspectives provide
insight for understanding gender disparity in the IA field and initiate studies
to explore this issue further. The practical purpose of this study is to
contribute information related to gender differences, understood with regard to
psychological aspects, for IA recruitment strategies to inspire young adults,
especially the underrepresented population of women, to join the IAW. Keywords: Information assurance workforce; Gender disparity; Career choice; Vocational
psychology; Cyber security education |
Development of a Research Framework to Elicit the Optimal Level of Users' Functional Intervention | | BIBAK | Full-Text | 123-127 | |
Song Jung; Sangwon Lee | |||
Nowadays people live in the deluge of information. Although dissemination of
information, people wander in excessive alternatives while they make decisions.
This study deals with degree how well users can access and control the products
or services, namely levels of users' functional intervention. To demonstrate
correlation between situational confusion and levels of users' functional
intervention, we examine related work such as multiple tasks, automation and
cognitive load. We consider levels of users' functional intervention as a
criterion to find an effective way to reduce mistakes from cognitive load. The
conceptual model between levels of users' functional intervention and cognitive
load is established, and then we propose an experimental design and present a
method to elicit the optimal level of functional intervention that generates
minimum cognitive load. Keywords: Context complexity; Control authority; Difficulty; Cognitive load |
The Effects of Life-Likeness on Persuasion and Attention-Drawing in a Mobile Digital Signage | | BIBAK | Full-Text | 128-132 | |
Yu Kobayashi; Mao Shinoda; Dai Hasegawa; Hiroshi Sakuta | |||
In this paper, we examined the effects of life-like movements on persuasion
and attention-drawing in a Mobile Digital Signage (MDS). The study employed a
one-factor three-level between-participants design where we manipulated the
life-likeness of movement of the MDS (life-like movement vs. simple movement
vs. no-movement). We set up the three versions of the MDS at our department
building for eight days in rotation, and collected the data of the number of
users and the percentage of the users who answered YES at the end of the
interactions. As the results of our analysis on the data of the number of
users, we found that there was a main effect in the movements of MDS and the
MDS with life-like movement had higher than the MDS with no movement. In
addition, the analysis on the percentage of the users who answered Yes showed
that there were statistically significant differences between the MDS with
life-like movements and the MDS with simple movement, and the MDS with
life-like movement and the MDS with no movement. The results indicated that the
power of persuasion and attention drawing increased when the MDS performed
life-like movement. Keywords: Digital signage; Persuasive technology; Attention-drawing; Life-likeness |
The Influence of Different Lighting Source Positions on the Visual Comfort of Refrigerator Illumination | | BIBAK | Full-Text | 133-137 | |
Linghua Ran; Xin Zhang; Hua Qin; Huimin Hu; Taijie Liu; Chaoyi Zhao | |||
By adopting the method of user experience, this research studies the
influence of the layout of the lighting source for the visual comfort of
refrigerator inner illumination. There are three kinds of layout, including the
lighting source on the top, at the side wall and at the back of the
refrigerator, which are conducted experiments under the environment of
nighttime, kitchen, living room, common market and high-end store. The result
shows that with the vacancy of the refrigerator, there is few influence of the
different layout of light source on the visual comfort under the same
environment of external illumination. There is a significant difference on the
comfort illumination level on the top light and back light under the nighttime
environment. But under other outer illumination environments, there is no
significant difference among these three lighting source layout. Keywords: Lighting source positions; Refrigerator illumination; Visual comfort; User
experience |
The Effect of a High-Resolution 4K Tablet on Physiological and Psychological State While Viewing Various Types of Content | | BIBAK | Full-Text | 138-143 | |
Kiyomi Sakamoto; Seiji Sakashita; Kuniko Yamashita; Akira Okada | |||
We experimentally investigated the effects of using a high-resolution 4K
tablet on physiological and psychological states while viewing various types of
content. The results showed the scores for "precise-coarse," "feeling of
invigoration -- no feeling of invigoration" and "enjoyable-boring" when viewing
4K scenic content to be significantly higher than those for 2K scenic content.
Moreover, NIRS values, an index of nervous system activity, during viewing
tests of 4K scenic content, were significantly higher for 4K content than for
2K content. Keywords: Physiological and psychological measurements; High-resolution 4K tablet;
NIRS |
Brain Mechanism Research on Visual Information Cognition of Digital Human Computer Interface | | BIBAK | Full-Text | 144-149 | |
Chengqi Xue; Xiaoli Wu; Yafeng Niu; Lei Zhou; Jiang Shao; Zhangfan Shen | |||
With the improvement of the degree of informatization, digital
human-computer interface (hereinafter referred to as DHCI) has been gradually
replacing the traditional display and control interface, which plays an
essential role in the efficient and precise operation of complex informative
system. In recent years, unreasonable visual information design of DHCI has
been proved to be one of the main reasons that cause a lot of serious
accidents, which leads to users' mistakes in cognitive understanding and
decision-making periods. Complex system has a great amount of information and a
complicated information structure, which is easy to result in the imbalance
between visual information design and cognitive mechanism. This poster is
planning to start from the brain mechanism research of visual information
cognition, and carrying out visual information design research through a
perspective that close to the origin attribute of human cognition, making the
research on visual information analysis of the information structure and
encoding method in DHCI. Keywords: Digital human-computer interface; Cognitive brain mechanisms; Design; Visual
information cognition |
Is Dynamic Visual Search Performance Sensitivity to the Visual Fatigue and Comfort of LED TV? A Comparative Experiment of Eight LED TVs | | BIBAK | Full-Text | 150-155 | |
Yunhong Zhang; Na liu; Xin Wu; Jing Chang; Ruifeng Yu | |||
A comparative experiment was conducted to make clear whether dynamic visual
search performance is sensitivity to the visual comfort of LED TVs by testing
dynamic visual search performance and visual fatigue of eight LED TVs. 16
ordinary man from 18 to 45 years old were paid to participate in the
experiment. And all subjects were arranged to doing the dynamic visual search
task when velocity was 5°/s. Each participant took the same dynamic visual
search tasks on the eight LED TVs in the experiment. The search time and
accuracy of each participant were recorded. The results shows that there is
significant difference about the accuracy and dynamic visual search time in the
course of 5°/s movement velocity between different LED TVs. And there is
corresponding mode of comfort, satisfaction, the subjective fatigue feeling
between different LED TVs. Those results revealed that dynamic visual search
performance was sensitive to visual fatigue and comfort under the situation of
5°/s movement velocity. The obtained results could be a reference for
evaluating the quality of LED TVs for a specific visual search task. Keywords: Dynamic visual search task; Visual fatigue; Comfort; LED television |
AR and Maintenance -- Visualization of Process Data and Engineering Information | | BIBAK | Full-Text | 159-162 | |
Sven Buyer; Carsten Wittenberg | |||
Nowadays the trend in the industry is to centralize production systems. For
example almost autonomous power plants will be spread over the regions. In case
of malfunctions the maintenance staff has to react very fast to reduce
downtimes and costs. Based on a user analysis, different requirements such as
fast information gathering and straightforward handling have been determined.
Required documents are often spread across the company. This leads to
time-intensive searching and obtaining. Modern technologies like Augmented
Reality (AR) can support the staff. AR-applications have great potential for
practical use, however, essential parts of today's popular desktop-based
interaction concepts have to be redesigned. Computer games provide solutions
for presenting complex information in a way that is easy to understand.
Anforderungen an AR-Anwendungen in der Instandhaltung. Keywords: Augmented reality; User interface; Maintenance; Mobile devices |
Building Virtual Roads from Computer Made Projects | | BIBAK | Full-Text | 163-169 | |
Carlos Campos; João Miguel Leitão; António Fernando Coelho | |||
Driving simulators require extensive road environments, with roads correctly
modeled and similar to those found in real world. The modeling of extensive
road environments, with the specific characteristics required by driving
simulators, may result in a long time consuming process. This paper presents a
procedural method to the modeling of large road environments. The proposed
method can produce a road network design to populate an empty terrain and
produce all the related road environment models. The terrain model can also be
edited to produce well-constructed road environments. The road and terrain
models are optimized to interactive visualization in real time, applying all
the stet-of-art techniques like the level of detail selection. The proposed
method allows modeling large road environments, with the realism and quality
required to the realization of experimental work in driving simulators. Keywords: Driving simulation; Immersive environments; Procedural modeling; Road
environments |
Camouflage Assessment of Color Pattern Strategies in Different Environmental Contexts | | BIBAK | Full-Text | 170-173 | |
Woon Jung Cho; Minsun Kim; Eunji Lee; Suyoung Kim; Junghwan Han; Kwang-Hee Han | |||
This study examined the effectiveness of adaptive camouflage patterns
according to environmental contexts. We performed visual search tasks using
photo simulation to evaluate the effectiveness of camouflage strategies.
Pattern combination strategies from a previous study were used. Each one of the
4 strategies (Average [A], AverageRandom [AR], Main [M], and MainRandom [MR])
were presented in 3 environmental contexts (Woodland, Rural, and Urban), and
performance (Error Rate) was measured. An analysis of performance revealed the
main effect of strategy and a significant interaction between strategy and the
context. Strategy A appeared to be more effective than the others. The A and AR
strategies were better in the Woodland context, and strategies A and M appeared
to be superior to the others in the Urban and Rural contexts. This study can be
the foundation for determining optimal adaptive camouflage patterns in
different environmental contexts and provide a theoretical basis for future
military uniforms. Keywords: Active camouflage; Camouflage assessment; Dynamic environmental contexts;
Adaptive pattern strategy |
Augmented Reality Central Venous Access Training Simulator | | BIBAK | Full-Text | 174-179 | |
Erika Gutierrez-Puerto; Lizeth Vega-Medina; Gerardo Tibamoso; Alvaro Uribe-Quevedo; Byron Perez-Gutierrez | |||
The central venous access procedure is used for placing a catheter for
venous interventions, defibrillator devices or even filters when required. The
access depends on patient-related factors that may increase the procedure's
difficulty. However, when performing the procedure on newborns, the level of
difficulty rises considerably and any mistake may cause damages on tissues,
lungs or the accessed vein, those can affect the medical condition of the
patient. This work focus on the development of an augmented reality application
for training pediatricians in the central venous access in newborns while
allowing handling surgical tools. The system has a 3D marker tracking, that
enables the user interact with models of surgical tools such as syringe, blunt
guidewire, dilating device and catheter, each one of them shows up over the
marker. The prototype is programmed in Unity3D with the use of AR Vuforia
library and an Oculus VR with an attached webcam. The system makes a suitable
tracking of the surgical instruments within a controlled lighting. To conclude,
finished and suitable prototype will be tested with the help of medical
students to validate their impact as simulator training in this technique. Keywords: Augmented reality; Central venous access; Medical training simulator |
Use of Immersive Virtual Environments to Understand Human-Building Interactions and Improve Building Design | | BIBAK | Full-Text | 180-184 | |
Arsalan Heydarian; Evangelos Pantazis; David Gerber; Burcin Becerik-Gerber | |||
Previous research has shown occupants' behavior and interactions with
building systems and components have a significant impact on the total energy
consumption of buildings. Incorporating occupant requirements to the design
process could result in better operations, and therefore, improve the total
energy consumption of buildings. Currently, buildings are primarily designed
based on several common assumptions about occupant requirements, which in many
cases are incorrect and result in inefficiencies during the buildings'
operation phase. With the recent improvements in the fields of virtual and
augmented reality, designers now have the opportunity to accurately collect and
analyze occupants' behavioral information. In this research, through the use of
immersive virtual environments, the influence of different design features on
end-user behavior (preferences and patterns) and performances are examined. A
case study is presented, in which the authors measure the end-users' lighting
preferences to better understand the impact of preferences on end-users'
performances and lighting-related energy consumption. Keywords: Immersive virtual environments; Human building interaction; Design features;
Design process |
A Virtual Cloth Manipulation System for Clothing Design | | BIBAK | Full-Text | 185-189 | |
Shgeru Inui; Yuko Mesuda; Yosuke Horiba | |||
We have been studied virtualization of draping which is one of a design
method for clothing. It is desirable to adopt a man-machine interface in the
same way as the real world for virtual draping. For this purpose, motion of
hand is detected by Leap Motion as a sensor. This sensor can detect not only
the motion of hand but the motion of fingers. According to the motion of hand
or fingers in the real world, hand model in the virtual world is moved. Cloth
is modeled with simple particles and springs, and dynamical change of cloth
model form is obtained by numerical integration of motion equation. The
interaction between the hand model and the cloth model is enabled, and then it
is possible to grab the cloth model by the hand model in the virtual world. Keywords: Draping; Leap motion; Cloth model; Hand model; Simulation |
Haptic Device Using a Soldering Test System | | BIBAK | Full-Text | 190-195 | |
Manabu Ishihara | |||
We learned that the present challenges are the stabilization of the wrists,
representation of gravity, and the sensation of diminishing solder. The issue
of wrist stabilization is difficult to improve because, with control from the
haptic device, there exists an area for which stabilization is not possible. On
the other hand, for the representation of gravity and sensation of diminishing
solder, the representation can be changed in the software program and further
experimental investigation is needed in the future. Keywords: Virtual reality (VR); Soldering training system; Haptic device |
Learning to Juggle in an Interactive Virtual Reality Environment | | BIBA | Full-Text | 196-201 | |
Tobias Kahlert; Florian van de Camp; Rainer Stiefelhagen | |||
Virtual reality environments are great tools for training as they are very cheap compared to on-site training for many tasks. While the focus has mostly been on the visual experience, we present a system that combines real world interactions with the virtual visual world to train motor skills that are applicable to the real world. Body pose tracking is combined with an Oculus Rift to create such an interactive virtual environment. As an example application, we taught users to juggle using a virtual training course. A third of the users were able to immediately transfer the newly acquired skills and juggle with real balls. |
Integration of Artificial Intelligence Techniques in a Virtual Environment | | BIBAK | Full-Text | 202-207 | |
Sandra Mateus; John Branch | |||
In this article, two artificial intelligence techniques such as Artificial
Neural Networks and Genetic Algorithms were incorporated into a 3D working
environment and turned into a game engine, which simulates a working
environment in order to obtain possible warning signs to different hazards.
These techniques were incorporated in the perception and reasoning of a
character in the virtual environment, in order to react intelligently to given
warning signs. Keywords: Intelligent virtual environment; Artificial neural network; Genetic
algorithm |
Properties of a Peripheral Head-Mounted Display (PHMD) | | BIBAK | Full-Text | 208-213 | |
Denys J. C. Matthies; Marian Haescher; Rebekka Alm; Bodo Urban | |||
In this paper we propose a definition for Peripheral Head-Mounted Display
(PHMD) for Near Field Displays. This paper introduces a taxonomy for
head-mounted displays that is based on the property of its functionality and
the ability of our human eye to perceive peripheral information, instead of
being technology-dependent. The aim of this paper is to help designers to
understand the perception of the human eye, as well as to discuss the factors
one needs to take into consideration when designing visual interfaces for
PHMDs. We envision this term to help classifying devices such as Google Glass,
which are often misclassified as a Head-Up Display (HUD) following NASA's
definition. Keywords: Peripheral Head-Mounted display; PHMD; Optical HMD; Display position;
Peripheral perception; Google glass |
Design and Implementation of High-Resolution Sea-Lane Image Texture for Marine Virtual Environment | | BIBAK | Full-Text | 214-219 | |
Hiroyo Ohishi; Tetsuya Haneta; Tadasuke Furuya; Takahiro Takemoto | |||
In this paper, we propose the efficient approach for constructing virtual
reality simulation of ship navigation that supports navigator. Therefore, we
propose that simple constructing environments surrounding ships. Structures
along the yard can easily displayed with one texture mapping on one NURBS (Non
Uniform Rational B-spline) surface. Using this method, we take only 15 s to
make one structure including cutting textures. Keywords: NURBS surface; Virtual reality; Texture mapping; Image based rendering |
Interactive Virtual Planning Tools for Sustainable Forest Production in Mountain Areas | | BIBAK | Full-Text | 220-225 | |
Giulio Panizzoni; Daniele Magliocchetti; Federico Prandi; Raffaele De Amicis | |||
Forest wood harvesting in mountain areas needs a deep and accurate planning
to avoid possible failures and criticalities due to the complex morphology of
the terrain. Steepness, difficult accessibility and on the field manual work
are cost effective factors to reckon, but not always taken into account on all
phases, due to the heterogeneity of competences and instruments adopted by the
involved actors. Geographical information systems planning tools, demonstrated
their usefulness to analyze spatial data in such conditions, but their
specificity makes their adoption difficult among operators especially in a
conservative industry like forestry. This document introduces an interactive
web 3D planning tool based on an accurate virtual forest environment
reconstruction, to support the entire wood processing chain in mountain areas,
from tree marking to timber production within sawmills, accommodating the needs
of all the involved actors bringing novel simulation, planning and monitoring
tools at their disposal. Keywords: Forest planning; Forest monitoring; GIS; 3D virtual globe; WebGL |
Initial Evaluation of a Modern Augmented Reality Display for Deployable Embedded Training System | | BIBA | Full-Text | 226-231 | |
Lee Sciarini; Jason Elfe; Tim Shilling; Eric Martin | |||
When flight time is not available, flight simulators are an effective task rehearsal tool used by the military to train and maintaining aviator proficiency. Unfortunately, the physical characteristics of traditional simulator architectures prevent their use in most operational environments. Previous research has demonstrated that the embedded training (ET) simulator concept is viable but also has limitations in the display of immersive visuals (Lennerton, 2004). Recent advancements in virtual display devices and aircraft design can overcome challenges of the past and should rapidly advance the realization of ET simulators. However, the ability of technology to provide an ET solution must be supported by user acceptance and confidence that effective training transfer will occur with such a system. This effort explored the feasibility of using a modern, user worn, 3D, projection based Augmented Reality (AR) system as the visual interface for a hypothetical ET system with two fixed wing and one rotary wing aircraft. Eight Naval Aviation Subject Matter Experts (SMEs) were given a preflight questionnaire, participated in a simulated flight using the AR display, and completed a post-flight questionnaire. Results indicated that both the ET concept and the prototype AR system were highly regarded. |
A Virtual Reality Keyboard with Realistic Key Click Haptic Feedback | | BIBAK | Full-Text | 232-237 | |
Chien-Min Wu; Chih-Wen Hsu; Shana Smith | |||
Virtual Reality (VR) technologies are increasingly used in many engineering
and entertainment applications. In order to make users feel more immersed in
the VR environments, many studies have focused on enhancing the sensory
feedback for the users. Other than visual feedback, haptic feedback has drawn a
lot of attention for increasing the realism of the VR environments. This study
creates a realistic key click haptic feedback system in a 3D VR environment.
The system can be used to create complex vibrations that match measured
vibrations from a real keyboard. The system uses immersive 3D stereo displays
to render a virtual environment and a virtual keyboard, a finger-wised data
glove to track finger motions, and micro-speakers to create low-frequency 50 Hz
vibrations for realistic tactile haptic feedback for each finger. When the
users press a virtual key, realistic tactile feedback can be provided to the
users. Since the virtual keyboard is not anchored on any physical surfaces or
objects in the real world, it does not limit the VR workspace. As a result, the
haptic VR keyboard can enhance human-computer interactions in an immersive VR
environment. Keywords: Virtual keyboard; Realistic tactile haptic feedback; Micro-speakers; Virtual
reality; 3D |
Control Yourself: A Mixed-Reality Natural User Interface | | BIBAK | Full-Text | 238-242 | |
Elena Zhizhimontova; John Magee | |||
Control Yourself is a natural user interaction system with a camera and
depth sensor, a processor and a display. The user's image is separated from the
background of a camera's output and rendered in the program in real-time. The
result is that a display shows a video of a person inside the application. The
software also recognizes various types of movement such as gestures, changing
positions, moving in frame and multiplayer interaction. The technology utilizes
the obtained gestures and movements for GUI transformations and creation and
for positioning the image or mesh of a user with the background removed. Users
of the system can manipulate virtual objects and various features of the
program by using gestures and movements while seeing themselves as if they were
viewing a mirror with an augmented reality around them. This approach allows
users to interact with software by natural movements via intuitive gestures. Keywords: Augmented reality; Mixed reality; Control yourself; Kinect; Depth camera;
Computer vision; Interactive games; Interactive games; Project-based learning |
Methodology for the Development of Interface Design Guidelines Based on Local Cultural Dimensions | | BIBAK | Full-Text | 245-248 | |
Zurida Ishak; Azizah Jaafar; Norshita Mat Nayan | |||
This paper will discuss the methodology for the development of interface
design according to cultural dimensions of Malaysian culture. This paper will
discuss previous works of cultural interface design development and the
application of Malaysian cultural dimensions in interface design. Keywords: Culture Dimensions; Interface Design; Interface Components |
"Re:Radio", The Place Oriented Internet Radio to Enhance the Cross-Cultural Understanding in Japan | | BIBAK | Full-Text | 249-255 | |
Ayaka Ito; Katsuhiko Ogawa | |||
The number of foreigners who visit Japan is increasing lately, however most
of the services or products for foreigners are designed based on their
superficial understanding and do not meet their true needs. This research's
goal is to propose place oriented Internet radio called "Re:Radio", as a new
media to help foreigners understand Japan at a deeper level, by providing
individually customised contents. Specifically, the dialogue between a guest
and personality is used as main contents. Listening to the contents at the
place induces listener's self-reflection, which helps further understanding of
the place. This paper introduces the concept and implementation, and the
experimental results conducted in Tokyo. Keywords: Internet radio; Personality; Dialogue; Cross-cultural understanding |
Poke, Swipe, and Pinch: Reinventing Adaptability Across Cultures Using Mixed Technology | | BIBAK | Full-Text | 256-261 | |
Linda Lim | |||
This short paper covers the advent of Project Cul. The researcher examined
the feasibility of support for the combined usage of mobile operating systems
(including Omni-Touch device), markerless augmented reality, global systems for
mobile communications (hybrid positioning systems), and cloud computing (public
and community cloud). Since Project Cul is in its initial phase, the existing
version aims to reinvent adaptability across cultures using mixed technology
and anticipates creating a game-based learning simulator to ease the adjustment
period of an individual upon relocating to his or her destination country,
using an interaction method coined by the researcher as "poke, swipe, and
pinch". Using this interaction method, users can experience Omni-Touch
functionality by practicing accurate control of the hand on any surface or even
in mid-air. A discussion of protocols to achieve the project aim, most similar
work, how Project Cul is original, development methodology, and evaluation
method are conducted. Keywords: Omni-Touch device; Markerless augmented reality; Hybrid positioning systems;
Public cloud; Community cloud |
The Research of Chinese Pilots Operating Safety | | BIBAK | Full-Text | 262-269 | |
Mei Rong; Min Luo; Yanqiu Chen; Changhua Sun | |||
In order to understand the factors that affect the operating safety of
Chinese pilots more deeply, we designed the "Chinese pilots' operating safety
questionnaire". In this study, a total of 2130 questionnaires were received, of
which 2094 copies are valid. We conducted a statistical analysis of the closed
questions, collected the various open answers, and compared the different
insights of the pilots in the same question. Finally, we summarized the
discoveries and potential problems in operation risk, fatigue risk, safety
awareness, the pilot's health care and the application of new technology.
Through this survey and research, we are more systematic and comprehensive
understanding of the major factors affecting the pilots' operations safety, and
get some management problems existing in civil aviation and airlines of China,
such as the flight time limit prescribed to be fine enough, non-precision
approach of training is not enough. The conclusion of the investigation is very
important for improving the safety management of airlines and revising China
civil aviation related safety policies and regulations. Keywords: Pilots' operating safety; Non-precision approach; Fatigue risk; Safety
awareness |
The Effects of Regional Culture on User Interface Experience: A Case Study of Xin'an Hangu Guan in China | | BIBAK | Full-Text | 270-275 | |
Le Xi; Jianxin Cheng; Junnan Ye; Wangqun Xiao | |||
With the wide spread of mobile media around the world, the cross-cultural
users could get the tourism destinations' information instant and convenient by
mobile phones and other mobile terminals. However, the differences on region,
culture, cognition, behavior, concepts etc. make cross-cultural users having
distinctive experience of products. The effects of regional culture on user
experience become more significant in tourism App's user interface (UI) design.
It is a research focus at present that to solve the communication issues
between the cross-cultural users and product's regional culture experience in
theory and practice. In this paper, by taking the tourism App's UI design of
Xin' an Hangu Guan (Chinese famous historical site of the Silk Road, world
cultural heritage 2014) as an example, the methods on exploring and using
regional culture when facing the experience design for cross-cultural users was
discussed. At last, a method to ascend influence of regional culture by
product's experience value was proposed, and expected to provide a theoretical
reference for improving development of regional culture. Keywords: Regional culture; Product experience; User interface; Product design;
Cross-cultural |
The Study of the Cultural Values of Lighting Products Based on Intention Recognition and 3D Printing Technology | | BIBAK | Full-Text | 276-283 | |
Chaoxiang Yang; Zhang Zhang; Xu Yang; Xiaohan Le | |||
The interaction between culture and business, culture and economy, is
increasingly close under the background of the integration of the knowledge
economy and the world economy. Material comforts are no longer able to meet the
demand of modern products. The pursuit of products receives more attention in
personal emotion, psychology and other aspects. This requires the product
design should meet the cultural values of the times, and correctly interpret
the values. Therefore, this paper takes lighting products as an example,
firstly makes the reverse model for the product, then improves the design on
the basis of three-dimensional digital model, and finally produces samples with
the application of rapid prototyping 3D printing technology. Moreover, this
paper uses the Kansei Engineering Theory to collect users' emotional data on
product awareness and experience by questionnaires. It uses Factor analysis
method and considers of product design principles, constructs cultural values
and the objectives and the values for lighting design elements. The paper
determines the criteria associated with perceptual weighting coefficients on
the basis of users' data, and accurately designs the lighting products based on
the cultural values, then forms the method of product design that upgrades the
cultural values. Keywords: Cultural values; Intention recognition; 3D printing; Lighting design |
Strengthening Connections: Intuitive Interfaces for Life Story Work in Elder Care | | BIBAK | Full-Text | 287-292 | |
Mahdi Chaker; Michael Cimerola; Marietta Scanlon | |||
This paper presents Renewed Voice, a software application designed to
replace the collection methodology of using paper survey forms to conduct Life
Story Work (LSW) in a resident care community. Renewed Voice integrates
multiple design elements customized for older adults including an intuitive
user interface, larger fonts and navigational buttons, specific color and
contrast schemes, standardized page layouts, a dynamic progression and
completion rate, and touch screen capability. A trial version is currently
being tested at a local personal care home and memory care community. Keywords: Software; Life story work; Survey; Resident care; Person-centered; Quality
of life; Caregiver; Older adults; Intuitive; User interface; Touch screen;
Personal care home; Memory care |
The Effect of Age on Perception and Preference of App Icon Styles | | BIBAK | Full-Text | 293-298 | |
Chiwu Huang; Po-Ti Chen | |||
Hand-held computer devices, such as smartphone, tablet etc., are popularly
used at present. The icon styles for the apps in those devices can be generally
classified into two types, namely, Aqua and Metro. How they can be perceived
and preferred by people in different ages? What are the design features of
these styles? This study aims to explore the relationship between icons' style
and perception on different ages.
10 Aqua and 10 Metro icons with same meanings were sampled. 300 respondents, evenly distributed in genders, aged 16-65 years old, stratified in ten age groups were recruited to do the test. A 5-point Likert scale was used to evaluate the perception of icons. The study examined the perception and preference of different age groups in using app icons of Metro and Aqua style. Four distinct design features, i.e. concrete, abstract, flatness and stereoscopic were also examined. In particular, it investigated whether an icon image that is concrete and solid at the same time can be more legible and preferable by the respondent. It also analyzed whether male and female exhibit different degree of perception and preference over different styles. It was found that the perception on Aqua icons was not significantly different among 10 age groups. In contrast, the perception of Metro icons was significantly different between two age groups: 16-30 and 31-65. All age groups prefer Aqua to Metro, especially on older groups aged beyond 31. Younger groups tend to be more comfortable with Metro than the older groups did. The study also found that perception was strongly influenced by concrete and abstract features. Keywords: Perception; Preference; Age; Icon; App; Metro; Aqua |
An iPad Application Prototype to Enhance Memory of Older Adults | | BIBAK | Full-Text | 299-304 | |
Wonsil Jang | |||
The objective of this project is to propose a prototype of an iPad
application that will satisfy the demand of old adults, whose interest is a
long lasting healthy brain. Developing an application for old adults is
reasonable because of rapid increase of their population. This paper focuses on
a development of an iPad application within mobile UD (Universal Design)
principles for older adults that will lead to further research on user testing. Keywords: Older adults; Mobile application; iPad application; Application design;
Universal design; User centered design |
Applying Usability Test to Find the Interface Design Principle of HRV Device for Senior Users | | BIBAK | Full-Text | 305-310 | |
Hsin-Chang Lo; I-Jen Sung; Yu-Ting Lin | |||
Home use medical device industry prospers due to the ageing society. In both
physiological and psychological domain, home use medical devices have received
much attention in recent years. Seniors usually feel depressed or anxious
because of losing health and living abilities. They can use the heart rate
variability (HRV) device in analyzing their emotional response, however the
interface of commercial HRV devices are not easy for them to operate.
Therefore, the usability test of these devices was introduced for the senior
users. Five senior user were recruited to conduct usability test of the two
commercial HRV devices: ANSWatch (Taiwan Scientific Corp.) and CheckMyHeart
Handheld HRV (DailyCare BioMedical Inc.) follow the typical operation task.
Then the in-depth interview were conducted to find operational failure factors.
All of senior users indicated that the serious failure factors are: "unable to
understand English instructions" and "unable to determine the meaning of
illustration". Four of them indicated that the minor ones are: "no appropriate
guide"; "text is too small"; and "layout is not appropriate". Three of them
indicated that "illustration surface reflection" is another problem. Therefore,
we suggests that the home use HRV device interface design should consider
principles such as (1) the language and icon properties, (2) step guides and
text properties, (3) consistency of interface configuration, (4) color scheme
to improve the operational satisfaction for the senior users. Keywords: Usability test; Home use medical device; Heart rate variability |
Experiences of Older Patients with Multiple Chronic Conditions in the Intensive Ambulatory Care Home Telehealth Program | | BIBAK | Full-Text | 311-316 | |
Rony Oosterom-Calo; Kyle Vice; Michael Breslow | |||
Aim: A study was conducted to explore the experiences of older patients with
chronic conditions in a home telehealth program, Philips' Intensive Ambulatory
Care (IAC) at Banner Health in Phoenix AZ, which targets complex chronic
patients. Methods: A purposive sampling approach was followed. The number of
participants in the sample depended on data saturation. Interviews were
conducted at participants' homes and audio recorded. Interviews were
transcribed and the text was analyzed. An inductive approach to the analysis
was adopted, whereby explanations and patterns were sought with a bottom-up
approach. Specifically, first, codes were identified and created. Then, data
(text) was assigned to codes. The emerging themes were captured. Results:
Patients (N=16) named benefits to being in the IAC program, including staying
out of the hospital, feeling safe and having an increased peace of mind,
practical and emotional support, and usefulness of the services provided within
the program (e.g. pharmacological services, social work). Participants
described many benefits of the program in comparison to their previous care,
including reduced time to get an answer to a medical issue, increased access to
doctors, better communication with medical staff, less travel time to receive
care and more personal attention. Patients indicated that their experiences in
the program change over time. Starting out, they experience confusion relating
to new services, technologies and care professionals, which subsides over time.
Many participants appreciated the support provided by professionals within the
program. Most participants also accepted the technology and could easily use
it, although for a minority of participants technology use and attitudes
towards technology remain a challenge to adequate program engagement.
Conclusion: Patients perceive many benefits to being in an intensive ambulatory
home telehealth program and have in general positive experiences with it.
Challenges include acclimating to telehealth and, for some patients, technology
adoption and use. Keywords: Telehealth; Experiences; Acceptance; Chronic disease management |
The Speech Recognition Ability for Different Age Groups on the Chinese Language System | | BIBA | Full-Text | 317-320 | |
Linghua Ran; Ling Luo; Xin Zhang; Taijie Liu; Chaoyi Zhao | |||
Public address system can provide useful information for the audience, which are especially important at the railway station or the subway station. Effective public address can offer help to evacuate people at these places. |
Family Channel: Accessible Social Media for Older Adults | | BIBAK | Full-Text | 321-326 | |
Christopher Romanyk; Pejman Salehi; Joseph Sant; Lia Tsotsos; Ricardo Chavez | |||
Isolation is a well-known problem amongst the elderly. This isolation might
be ameliorated by engaging the elderly in social media. Unfortunately, the
devices most commonly used to access social media (PCs, tablets, and phones)
might not be the most appropriate for this demographic. A more appropriate
device might be television. Using modern technology, it is possible to
aggregate specially tagged social media posts from friends and family and
narrow-cast it to other family members. Our research involves creating a
television-based social media channel that is appropriate for the elderly. We
present our initial work which involves developing a proof-of-concept for the
Family Channel and identifying user profiles for the 65+ demographic with
respect to technology use. Keywords: Human computer interaction; Aging; Social media |
Social Engagement in Elderly Care Homes: Towards Designing an Application to Reduce Social Loneliness | | BIBAK | Full-Text | 327-333 | |
Jip ter Voort; Joey Radstaat; Marisse Douma; Laura Clarijs; Roxanne Arnts; Suleman Shahid | |||
This paper presents an application that is designed to reduce the loneliness
of elderly and to support them in elderly care homes. The social application
'APPointment' allows users to plan social activities to undertake with fellows
living within a closed community. The app was designed after conducting
extensive user research and evaluation sessions with elderly. The results
indicate that the target user group found the new app accessible, easy to use
and most importantly quite effective in improving their social lives at the
elderly care home. Keywords: Elderly; Social loneliness; Social isolation; Application; Social
engagement; Healthcare |
The Gods Play Dice Together: The Influence of Social Elements of Gamification on Seniors' User Experience | | BIBAK | Full-Text | 334-339 | |
Ingmar Wagner; Michael Minge | |||
Due to increasing technologization and demographic changes, more and more
elderly people are facing the challenge to use internet-based services for
information and communication (ICT). In order to reduce frustrating experiences
with ICT, such as feelings of helplessness and fear as well as motivational
barriers, gamification and serious games are a promising approach. However, we
assume that, when designing gamified applications for senior citizens, social
aspects play an important role. Our research question aimed at comparing
subjective enjoyment and motivational effects by providing different sociable
gameplay conditions.
In a laboratory experiment 18 pairs of seniors from 58-85 years of age played an online version of the dice game "Yahtzee". Each participant worked in a separate room. The pairs were assigned to one of the following social modalities: (1) isolated condition with no interaction at all, (2) shared screen-condition and playing the game against each other knowingly, or (3) shared screen-condition plus video and audio feedback between both participants. By using a set of questionnaires we measured perceived attractiveness, emotional enjoyment, and motivation during the game as well as after the experiment. Repeated measures during the experiment show that social aspects significantly enhance positive feelings and the willingness to maintain the gaming task. Keywords: Gamification; Serious games; Elderly people; Social interaction; Motivation;
Emotion |
Designing a Map-Based Application and a Conversational Agent for Addressing Memory Problems | | BIBA | Full-Text | 340-345 | |
Akihito Yoshii; Helena Malmivirta; Mika Luimula; Paula Pitkäkangas; Tatsuo Nakajima | |||
Computer based recreational activities can be solution for aging. We are addressing memory related problems using a computer. We propose "Old Photos on Map" application (Vanhat Kuvat). The aim of Vanhat Kuvat is to activate one's memory by using old photos and an assistant agent to wake up the past memories and experiences of childhood surroundings and architecture as well as personal hidden stories. We describe design issues related to user interfaces and interactions. |
Examining the User Experience (UX) of Children's Interaction with Arabic Interfaces in Educational Learning Contexts | | BIBAK | Full-Text | 349-354 | |
Wea'am A. Alrashed; Asma A. Alhussayen | |||
A plethora of research studies have recently examined different approaches
for designing playful learning interactive systems. The design challenges of
offering fun, engaging and creative learning experiences for children are often
coupled with complexities in objectively measuring the impact of different
designs with younger populations. Consequently, the evaluation of children's
experience with playful learning websites is essential for designing and
improving these interactive systems to comply with the child's cognitive,
physical, and perceptual abilities. This paper reports the results of an
experimental study conducted on a sample of 64 children in an elementary school
in Riyadh, Saudi Arabia. Its aim was to explore and analyze the user experience
(UX) on Arabic educational and entertainment website de-signed for children
ranging in age from 7 to 12 years. To help understand the children better and
gather impression data about how they use these types of websites, observation
and heuristic evaluations have been used. Observational analysis included
metrics for measuring UX and usability during interaction with the web pages to
understand the efficacy of these evaluation approaches in uncovering general
usability issues and opportunities for design improvements. The study took
place in the school's computer lab where each child interacted with the website
separately from her mates. Questionnaires were designed specifically to assess
the momentum emotion of the user while interacting with different sections of
the website. Also, children were provided with sticky notes to freely describe
their experience, perceptions, and opinions about the website. The results of
our study showed that the age of the child interacting with the website has a
significant impact on how she experienced the different sections in each web
page. Methodological design implications for conducting UX and usability
evaluations for children are discussed. Keywords: User experience; Usability; Playful learning website; Child-computer
interaction; HCI; Interaction design for children |
A Study of User Behavior in the Parent-Child Reading Area: A Case Study in Taipei Public Library | | BIBAK | Full-Text | 355-360 | |
Jo-Han Chang; Pao-Ching Tsai | |||
A library is a crucial place for children to learn. However, different
environmental designs have differing effects on users. We used the Taipei
Public Library (Main Library) as case to explore the environments of different
reading areas and parent-child user behavior. Field survey and focus group
methods were used to observe and analyze factors influencing parent-child
interaction. The research results indicated that the table shape affected
parent-child interaction. For example, a table in a shape of flower enabled the
parent and child to work individually, whereas a round table improved
parent-child interaction. Children tended to sit or stand by the bookshelf for
reading. Comfortable and undisturbed reading space is the primary factor in
seat selection by the users. Secondary factors included the dimensions of the
table and chair set, style of the table and chairs, and illumination. Keywords: Library; Reading environment; Focus group method |
The Influence of Parenting Time on Children's Growth and Development | | BIBAK | Full-Text | 361-365 | |
Jo-Han Chang; Tien-Ling Yeh | |||
Double-salary families are very common nowadays in the modern society.
Parents may neglect to be there with their children as their children grow up.
In 2014, the Child Welfare League Foundation conducted a survey and found that
almost 64% of parents believing the biggest problem was "no time after getting
off work". To avoid the lack of interaction and care in the long run, this
study aimed to explore the influence of parenting time on children's growth
performances. There were two parts of this study: (1) literature review. This
part discussed the lifestyles of families with children based on a survey
regarding time use and the important features of accompanying activities for
growth performances of children aged 0-12; and (2) questionnaire analyses,
exploring the influence of time parents spent with their children aged 0-12 on
these children's performances. The questionnaires were issued in Oct, 2014. A
total of 30 questionnaires were retrieved. The results are summarized below
(ordered by after-work time): lead to children positive and cheerful emotions as well as good performances in auditory comprehension. them to pay attention to meaningful messages and information regarding the leading role of the story they were reading as well as improving their performances in language capability. social capability and performances in peer relations. Keywords: Companionship; Children development; Parent-child interaction |
A Novel 3D Wheelchair Simulation System for Training Young Children with Severe Motor Impairments | | BIBAK | Full-Text | 366-371 | |
Jicheng Fu; Cole Garien; Sean Smith; Wenxi Zeng; Maria Jones | |||
Young children with severe motor impairments face a higher risk of secondary
impairments in the development of social, cognitive, and motor skills, owing to
the lack of independent mobility. Although power wheelchairs are typical tools
for providing independent mobility, the steep learning curve, safety concerns,
and high cost may prevent children aged 2-5 years from using them. We have
developed a 3D wheelchair simulation system using gaming technologies for these
young children to learn fundamental wheelchair driving skills in a safe,
affordable, and entertaining environment. Depending on the skill level, the
simulation system offers different options ranging from automatic control
(i.e., the artificial intelligent (AI) module fully controls the wheelchair) to
manual control (i.e., human users are fully responsible for controlling the
wheelchair). Optimized AI algorithms were developed to make the simulation
system easy and efficient to use. We have conducted experiments to evaluate the
simulation system. The results demonstrate that the simulation system is
promising to overcome the limitations associated with real wheelchairs
meanwhile providing a safe, affordable, and exciting environment to train young
children. Keywords: Artificial intelligence; A*; Gaming technology; Power wheelchair; Secondary
impairment; Severe motor impairment; Simulation |
Development and Evaluation of Emotional Robots for Children with Autism Spectrum Disorders | | BIBAK | Full-Text | 372-376 | |
Myounghoon Jeon; Ruimin Zhang; William Lehman; Seyedeh Fakhrhosseini; Jaclyn Barnes; Chung Hyuk Park | |||
Individuals with Autism Spectrum Disorders (ASD) often have difficulty
recognizing emotional cues in ordinary interaction. To address this, we are
developing a social robot that teaches children with ASD to recognize emotion
in the simpler and more controlled context of interaction with a robot. An
emotion recognition program using the Viola-Jones algorithm for facial
detection is in development. To better understand emotion expression by social
robots, a study was conducted with 11 college students matching animated facial
expressions and emotionally neutral sentences spoken in affective voices to
various emotions. Overall, facial expressions had greater recognition accuracy
and higher perceived intensity than voices. Future work will test the
recognition of combined face and voices. Keywords: Social robotics; Emotion; Autism spectrum disorders |
Serious Game for the Evaluation of Cognitive Function of Kids | | BIBAK | Full-Text | 377-382 | |
Donghan Kim; C. J. Lim | |||
This paper describes the serious game contents for the evaluation of
cognitive function for kids. The game contents were designed for measuring and
enhancing the cognitive function of the kids (ages 5-7). We clustered the
measurable cognitive functions as auditory attention, visual attention,
attention shift, and impulse control. This study is based on the advisory of
the Department of Psychiatry and Behavioral Science, Seoul National University
College of Medicine. In impulse control task, we applied the vision based head
tracking technology. This study is meaningful on the point view that we can
evaluate and enhance the cognitive function of kids who are familiar with the
computer environments. Keywords: Cognitive function; Serious game; Impulse control; Visual attention;
Attention shift; Auditory attention |
Smart Playground: A Tangible Interactive Platform with Regular Toys for Young Kids | | BIBAK | Full-Text | 383-388 | |
Duc-Minh Pham; Thinh Nguyen-Vo; Minh-Triet Tran | |||
In modern world, children need to get familiar with interactive toys to
quickly improve their learning and imagination. Our approach is to add
augmented information and interaction to common toys on the surface containing
them, which is called Smart Playground. Popular methods use three color
channels and local features to recognize objects. However, toys of children
usually have various pictures with different colors drawn on many small
components. Therefore depth data is useful in this case. Each toy usually have
unique shape that is distinguishable from others. In this paper, we use an
RGB-D sensor to collect information about both color and shape of objects. To
learn the training set of toys, an approach of convolutional neural network is
used to represent data (both color and depth) by high-level feature vectors.
Using the combined results, the accuracy of 3D recognition is more than 90%. Keywords: RGB-D; 3d recognition; Deep learning; Convolutional neural network |
Designing Interactive Soft Toys for Children with Autism to Improve Communications Through Sensory Relaxation | | BIBAK | Full-Text | 389-393 | |
Jinsil Hwaryoung Seo; Pavithra Aravindan | |||
Autism is a spectrum of neurodevelopmental disorders characterized by
limited social skills. This paper explores a design process of interactive soft
toys for children with autism that might enhance various ways of their
communication. For local autism awareness events, two soft design prototypes
were developed utilizing different sensory modalities (light, sound, and
vibration). The researchers include the result of preliminary observation in
the paper. The preliminary analysis suggests that interactive soft toys have
potentials to engage children with autism through different features of the
toys and evoke sensory relaxations and encourage them to talk about their
experience. Keywords: Interaction design; Soft toy; Children with autism; Touch; Sensory
relaxation |
iCare: An Interface Design Model for Remote Communicating and Monitoring of Children Care | | BIBAK | Full-Text | 394-399 | |
Tao Xu; Yun Zhou | |||
School children from 6 to 12 years have characteristics of trying new
things, lack of complete reasoning ability and staying in a group. It is easier
for them to be in dangerous situations during this stage, which concerns
parents. However, parents do not have enough time to accompany and monitor
children the whole day. In this paper, we propose an interface design model for
remote communicating and monitoring of children care to meet parents'
requirements. After describing this model, we discuss the situation awareness
and group proximity inference as implicit input in details, which is a crucial
part of iCare model. Finally, we prospect prototyping and evaluation based on
this model. Keywords: Interface model; Children care; Situation awareness; Group proximity
inference; Mobile computing |
Adaptive Depth Cue Adjustments of Interactive and Stereoscopic 3D Product Models for Design Education | | BIBAK | Full-Text | 403-408 | |
Li-Chieh Chen; Po-Ying Chu; Yun-Maw Cheng | |||
Recently, presenting Stereoscopic 3D (S3D) images for product design
education has become an option. However, visual discomfort caused by
interacting with S3D contents should be minimized. In this research,
representative S3D virtual models of automobiles were constructed for
experiments. These models were displayed on a 50-inch S3D TV and viewed through
polarized glasses. The task was to control the rotation of an automobile and
identify the design problems. Thirty students, majored in Industrial Design,
were invited to participate in these experiments. The result showed that
although S3D images had advantages in the task of dimension and distance
estimations, the degree of visual discomfort increased significantly while the
participants were interacting with the virtual product model intensively.
Furthermore, adaptive adjustments of binocular depth cues, such as disparity,
could reduce visual discomfort and accommodate individual differences. Keywords: Product design education; Stereoscopic 3D virtual model; Visual depth cues |
Human-Centered Product Owner: How Human-Centered Design Can Sharpen Scrum Methodology | | BIBAK | Full-Text | 409-413 | |
Camila Kamarad Zocal Garcia | |||
This paper will demonstrate what the main benefits of applying Human
Centered Design Techniques in a Scrum Project are, especially when they are
used by the Product Owner. These techniques, like user observation,
prototyping, user evaluation tests can be used in order to connect people to
build the best solution and, when they are applied throughout the project
sprints they can became a powerful tool to guarantees product success and
outstanding results. Keywords: Human-Centered design; Scrum; Product owner |
Intuitive Placement of Objects in Web-Based CAD Environments | | BIBA | Full-Text | 414-420 | |
Andres Felipe Kordek; Arjan Kuijper | |||
We develop a Computer Aided Design (CAD) editor using an open source library, with the aim to minimize the cost in the future, as compared to the development of conventional editors, and to accelerate the expansion by means of standardized languages making the development easier. We focus on snapping, a very important area in computer graphics and without a CAD application inconceivable. CAD applications offer the possibility of snappings to allow the developers an intuitive interaction with the objects in 2D or 3D space. Snapping allows by using constraints the merging of multiple objects into a new object. Two possible approaches for implementing snappings are addressed and presented. Advantages and disadvantages are discussed via a user study. |
Fashion Projection Mapping Using Basic Modeling Form | | BIBAK | Full-Text | 421-426 | |
EunJu Lee; Yang Kyu Lim; Hyun Chun Jung; Jin Wan Park | |||
This study produced motion graphics as an application of basic modeling form
design in fashion design and creates a media art work via projection mapping of
the motion graphics to a torso thereby aiming at learning a sense of basic
modeling form and producing a media art in fusion of fashion and media.
Kandinsky (1979), in his book 'Point and Line to Plane', suggested that a
variety of changes in the most basic formation of modeling can be made by
changes in formation, changes in orientation and direction, structural finesse,
utilization of space, inter-connected relationships in processing of corner
vertices, changes and colors due to repetition, and basic modeling form theory
through contrast sense of materials. This basic modeling form theory is studied
to develop comprehensive thinking skills into fashion design sense by learning
overall unity and harmony and the principle of Gestalt (closure, proximity,
similarity) as students perform tasks that present various modeling form
conditions step by step using abstract points and lines in fashion design in a
process of concept, development, and fashion design application. In this study,
motion graphics images are created using plane designs in basic modeling form
thereby adding interactive elements to basic modeling form so that
two-dimensional (2D) images are re-structured into three-dimensional (3D) works
by utilizing projection mapping. A torso, which is a human model used in
clothing and textiles, is set as a target of projection mapping to experience
processes of conception, development, and application in basic fashion design.
This study is a step prior to application of interaction technology, and
software called Adobe After Effects was used to display images in the torso.
This study is focused on understanding on basic modeling form, development of
design sense, and stereoscopic design rather than skills required for works.
Through interaction functions via upgrades, this study will be utilized in
media work, show-windows in dress shops or fashion shows in future. Keywords: Kandinsky; Digital fashion; Projection mapping; Basic design |
Creating Consistency Between Products Using Research-Driven UI Guidelines | | BIBAK | Full-Text | 427-432 | |
Muzayun Mukhtar; Radhika Wakankar; Christopher Bertrand | |||
User Interface (UI) guidelines, used across various enterprise products or
applications of a company bring consistency and cohesiveness between them. This
paper discusses the user research studies carried out to arrive at a minimum
threshold of visual components required to help multiple products retain the
perception of consistency between interfaces. These studies help identify which
elements and which combinations of these elements can help build associations.
Our results showed that among various UI components, background color,
header-footer and button color were the most influential, in that order. We
also studied how various combinations in the background color of the content
area plus header-footer would lead to increase or decrease in association. Keywords: User interface guidelines; Consistency; Visual elements; Association to
company; User insights; Qualitative research; Quantitative research; Brand
identity; Human computer interaction; UI development |
The Teaching Method of Graphic Design in Brazil, Methodology of Brand Development and Their Market Outcomes | | BIBAK | Full-Text | 433-438 | |
João Carlos Riccó Plácido da Silva; Luis Carlos Paschoarelli; José Carlos Plácido da Silva | |||
The growth of the number of graphic designs to meet the needs of the market
has reduced the development process of the same, making them incomprehensible.
The use of a suitable method enables new professionals to develop more
functional designs. This study lists the problems encountered on the market,
using interviews in empreses, and directing the teaching of projetual method in
Brazilian schools, focusing on graphic design brands. With that can identify
possible improvements in this field. Keywords: Education; Graphic marks; Projective methods |
Analysis on Universality Evaluation Standard System of Product Design on Basis of Kansei Engineering and Virtual Reality | | BIBAK | Full-Text | 439-443 | |
Wangqun Xiao; Jianxin Cheng; Xuejie Wang; Junnan Ye; Le Xi | |||
The universality evaluation standard system of product design on basis of
Kansei Engineering and virtual reality constructed in this paper will
effectively solve the current practical problems of product design evaluation
to the greatest degree. The reasons why people are usually at a loss when
conducting product design evaluation are that, on the one hand they do not know
what kind of method or means is able to achieve the goal of scientific
evaluation, and on the other hand whether there is or what kind of method and
model among hundreds of product design evaluation methods and models can deal
with the design evaluation problem of this product. This paper aims to carry
out in-depth research from the following four aspects. (1) Systemically combing
the product design evaluation research results which include Kansei
engineering, virtual reality, and cross-over research results of product design
evaluation. (2) Scientifically summarizing the construction elements of product
design universality evaluation standard system. (3) Scientifically refining
construction factor and correlation factor, and extracting universality
standard construction factor through researches on comparison of construction
factor and correlation factor. (4) Setting priority standard through researches
on the reasonable and matched priority relation of various standard
construction factors, and finally constructing a product design universality
evaluation standard system on basis of Kansei Engineering and virtual reality. Keywords: Kansei engineering; Virtual reality; Product design; Evaluation standard
system |
The New Product Development Research of Chinese Ming and Qing Dynasty's Furniture Based on 3-D Printing | | BIBAK | Full-Text | 444-449 | |
Xuejie Wang; Wangqun Xiao; Yimin Song | |||
In the protection and inheritance of the traditional cultural heritage, the
use of 3-D printing technology has become a trend of globalization. As an
important part of Chinese tangible culture heritage, Chinese Ming and Qing
Dynasty's furniture really a rarity in the world classic furniture system. It
has scientific structure, fastidious materials, elaborate fabrication, concise
modelling, exquisite pattern, appropriate decoration and bears many aspects
information of ancient Chinese people life style, aesthetic consciousness and
value orientation. This article is starts from the typical artistic features of
Chinese Ming and Qing Dynasty's furniture and using 3-D scanning technology for
data acquisition to build an integrated information platform which contains
pattern, texture, color, structure, modelling and so on 3-D date. Combines with
design, marketing, sociology and so on to innovate and develop, finally assist
new product development by using 3-D printing technology to the three
dimensional real object way to show. Introduce 3-D printing technology into
Chinese Ming and Qing dynasty's furniture research, ultimately reaches into the
neoclassical furniture design point of view that to guide practice of
neoclassical furniture research and development. This article strives to
explore a new path to inherit, applied and promote Chinese traditional
furniture and provide useful reference for the neoclassical furniture's new
product research and development. Keywords: 3-D printing; Product development; Chinese Ming and Qing dynasty's furniture |
Using Eye Tracking Technology to Evaluate New Chinese Furniture Material Design | | BIBAK | Full-Text | 450-455 | |
Junnan Ye; Jianxin Cheng; Le Xi; Wangqun Xiao | |||
With the rapid economic growth in China, Chinese style furniture has revived
quietly and "new Chinese furniture" that accords with the demand of the time
has also been generated. Not only it is an inheritance of Chinese long-standing
history and culture, but also it complies with the international trend.
Material is an important design element in new Chinese furniture. With our
scientific and technological progress, the methods and means of design have
been continuously improving and updating, and the modes of design appraisal
have been emerging endlessly. However, few research is on the design appraisal
of materials used in new Chinese furniture. Eye-tracking technology takes
users' eye movement as the basis of measurement and appraisal, which is
relatively more suitable for the inspection of the visibility, characteristic
meaning and interface layout of exterior elements. Thus, it can provide product
development with objective, comparable and quantitative standards of
measurement.
In this research, eye-tracking technology and the method of subjective assessment are combined and desktops in new Chinese furniture are taken as an example. The eye movement features and subjective assessment results in undergraduate respondents' preference assessment of four commonly used materials for desktops (bamboo, wood, glass and metal) are recorded. It is found out through analysis and comparison that there are significance differences between professional and non-professional respondents' assessment of the materials. In the assessment of materials, as the level of subjective assessment rises, the respondents clap their eyes on the materials at a longer time more frequently, and their pupil diameter becomes larger. However, it has nothing to do with the duration of continued watching. Therefore, the time and duration of watching, and pupil diameter can be taken as effective indexes in eye movement assessment of materials of new Chinese furniture. Keywords: Eye tracking; New Chinese Furniture; Material design; Design appraisal |
Research on Influence Factors of Design Education Orientation-Taking Italian Design Education as an Example | | BIBAK | Full-Text | 456-459 | |
Zhang Zhang; Jianxin Cheng; Chaoxiang Yang | |||
Top 10 Italy design institutes proposed by "Domus" white paper were taken as
original research data to study the influence of different factors on design
education orientation in this work. SPSS statistic tool was employed to analyze
the internal dependencies between different factors based on the factor
analysis method. The results suggest that three potential common factors
including the potential market scientific research factor, existing market
scientific research factor and market development space of the major factor can
be regarded as the main factors affecting design education orientation. Keywords: Design education orientation; Domus; SPSS; Influence factors |
Input Interface Using Eye-Gaze and Blink Information | | BIBAK | Full-Text | 463-467 | |
Kiyohiko Abe; Hironobu Sato; Shogo Matsuno; Shoichi Ohi; Minoru Ohyama | |||
We have developed an eye-gaze input system for people with severe physical
disabilities. The system utilizes a personal computer and a home video camera
to detect eye-gaze under natural light, and users can easily move the mouse
cursor to any point on the screen to which they direct their gaze. We
constructed this system by first confirming a large difference in the duration
of voluntary (conscious) and involuntary (unconscious) blinks through a
precursor experiment. Consequently, on the basis of the results obtained, we
developed our eye-gaze input interface, which uses the information received
from voluntary blinks. More specifically, users can decide on their input by
performing voluntary blinks as substitutes for mouse clicks. In this paper, we
discuss the eye-gaze and blink information input interface developed and the
results of evaluations conducted. Keywords: Eye-gaze; Eye blink; Voluntary blink; Natural light; Input interface |
Improvement of Robustness of Nostrils Detection by Specifying the Existable 3D Domain of Nostrils Based on Stereo Measurements of Nostrils and Pupils | | BIBAK | Full-Text | 468-474 | |
Yoshinobu Ebisawa; Kiyotaka Fukumoto; Hiroaki Tanaka | |||
In the head pose detection system based on 3D positions of the pupils and
nostrils which are detected using two stereo-calibrated video cameras and
near-infrared light sources, the nostril detection supports the pupil detection
as well as the head pose detection. However, the shadows of the nose due to the
illumination of the light sources tend to cause the false detection of the
nostrils. In order to improve the nostril detection, the present paper proposes
a geometrical method using the 3D domain determined as the nostril existable
range relative to two pupils considering the horizontal and vertical eyeball
rotation. The experimental results show the improvement of the nostril
detection. Keywords: Nostril detection; Head pose detection; Pupil detection |
Detection of Pupil and Corneal Reflection Using High-speed Camera for Gaze Detection Under Face Intense Illumination and a Solution of Glass Reflection Problem by Improving Light Source | | BIBAK | Full-Text | 475-480 | |
Kiyotaka Fukumoto; Yoshinobu Ebisawa; Kohei Mochizuki | |||
In our pupil-corneal reflection-based gaze detection system, when users move
the head quickly, the image difference method for detecting the pupils does not
tend to function accurately. In addition, it becomes more difficult to detect
the corneal reflection of the near-infrared light source as well as the pupil
under face intense illumination condition because the pupils constrict and the
disturbance light source, e.g. the sun, is misdetected as the corneal
reflection. Moreover, when the users wear glasses, the reflections of glasses
tend to be misdetected as the pupil and corneal reflection (feature points). In
the present paper, we introduce a high-speed camera (2,000 fps) and propose a
new detection method additionally acquiring a non-lighting image and then
differentiating the image from the bright and dark images to detect the feature
points even under the face intense illumination condition. In addition, a new
light source for removing the glass reflections and enhancing the brightness
difference between the bright and dark pupils is developed. The experimental
results show that the robustness for the detection of the feature points is
improved both under the face intense illumination condition and under the
glasses-wearing condition. Keywords: High-speed camera; Pupil; Corneal reflection; Intense illumination |
Study of Tile Menu Selection Technique Using the Relative Position of Joints for Gesture Operation | | BIBAK | Full-Text | 481-484 | |
Yamato Gomi; Katsuhiko Onishi | |||
In this paper, we describe about our selected method by using the 3D tile
menu by hand gesture motion. In the discussion of our approach, it is a mainly
subject to realize the efficient selection gesture by user's arm for any
position on the screen. Therefore, we designed the selection method by using
relative position of the user's arm joints. The method uses user's hands,
elbows and shoulder position at each arm. It recognized user's selected points
by the relative position of these joints. We make the prototype system which
has been implemented our method. And we examined the basic evaluation of our
selection method by comparing with the conventional method. As a result of this
evaluation, it is confirmed that our method allows users to perform smooth
selecting operation regardless of the position. Keywords: 3D pointing; Selection method; Gesture; Two-hand manipulation |
A Real-Time Sensing of Gait and Viewing Direction for Human Interaction in Virtual Training Applications | | BIBAK | Full-Text | 485-490 | |
Gyutae Ha; Sangho Lee; Jaekwang Cha; Hojun Lee; Taewoo Kim; Shiho Kim | |||
This paper presents an integrated framework for real-time sensing and
synchronization of both user's moving speed with direction and viewing
direction in walking-in-place experience for virtual training applications. The
framework consists of two inertial measurement units (IMU) attached to each
shank and a HMD made up of Android mobile device with 3-axis orientation
sensor. Although there are several prior works to enable unconstrained
omnidirectional walking through virtual environments, an implementation of the
low cost interface solution using wearable devices is an important issue for
virtual training systems. We provide a simplified technique for implementing
'Walking in Virtual Reality' without omnidirectional treadmill. In addition,
this research aims to lightweight (in point of software) and portable (in point
of hardware) solution to implement the Virtual Reality Walk-In-Place (VR WIP)
interface for training applications. Keywords: Virtual reality; Virtual training; Walking-in-place; Walking recognition;
Wearable sensor; IMU |
Developing STEAM Using KINECT: A Case Study on Motion-Capture Functions | | BIBAK | Full-Text | 491-495 | |
Hyung-Sook Kim; Seong-Hee Chung | |||
The purpose of this study is to develop a science & art convergence
STEAM program that can be experienced through the KINECT interactive activities
integration of art based on knowledge of science & technology. The program
is structured based on the educational content and textbooks from the current
curricula for elementary, middle-, and high-school students. Based on this, we
developed the four KINECT program using the motion capture function. By using
STEAM with KINECT to promote interest in science, and by providing an
entertaining way to learn about science, it is possible for students to be more
creative and well-rounded. It is also expected that, because the program
combines art with science in a novel way, it has the potential to be widely
distributed in the 2016 semester. Keywords: STEAM; KINECT; Interactive arts; Science; Arts fusion program |
Depth Camera Calibration and Knife Tip Position Estimation for Liver Surgery Support System | | BIBA | Full-Text | 496-502 | |
Masanao Koeda; Akio Tsukushi; Hiroshi Noborio; Katsuhiko Onishi; Kiminori Mizushino; Takahiro Kunii; Kaoru Watanabe; Masaki Kaibori; Kosuke Matsui; Masanori Kwon | |||
We have developed a liver surgery support system that uses two depth cameras and measures positional relationships between a surgical knife and a liver in real time. In this report, the overview of our system, the method for depth camera calibration, the estimation for knife tip positioning, and some experimental results are described. |
CyberTouch -- Touch and Cursor Interface for VR HMD | | BIBA | Full-Text | 503-507 | |
Sangho Lee; Gyutae Ha; Jaekwang Cha; Jinhyeok Kim; Hojun Lee; Shiho Kim | |||
This paper presents a platform, named Cybertouch, for 3D Virtual Reality Head-Mounted Display (VR HMD) providing both touch and cursor interface using wearable IMU devices to enable real-time selection of operational commands together with recognition of user motions and gestures. One of the constraints of the conventional 3D HMD widely used in VR games or training systems is blocking of user's visual perception while wearing an HMD. Because the environment and input devices are invisible during the operation, there may be a limitation in an application caused by restriction of user input commands. Proposed Cybertouch provides a User Interface which is a kind of combined functions of traditional mice and touch panel devices, specialized in games or immersive virtual training applications using 3D HMD. |
Human Avatar Robotic Puppeteering (HARP) | | BIBAK | Full-Text | 508-512 | |
Christopher Martinez; Cameron MacDonald | |||
The Human Avatar Robotic Puppeteering (HARP) project is focused on studying
whether homologous puppeteering (controlling via mimicry) is an effective
control principle for robots, given minimal user training. This project aims to
develop a practical implementation at low-cost. The HARP project is a
three-joint robotic crane that is capable of grasping objects. In order to
control via puppeteering, the system tracks the user's hand moving in free
space in real time as an avatar. This implementation relies on a Microsoft
Kinect ($150) and a Leap Motion sensor ($100). This low-cost prototype is a
proof-of-concept for a natural interface between user and robot, allowing
gestures to be the method of communication rather than the traditional
button-and-switch method. The system uses the Xbox Kinect to track the hand in
reference to a known point on a table. This position is mapped using the
imaging camera sensor in the Kinect, and an inverse kinematic algorithm is used
to translate that position to the joint-angles for the crane. The grasping of
the user's hand is sensed with the Leap Motion sensor. A key contribution to
the research field is the blending of two different gesture based sensor
systems to form a robust control interface. Keywords: Robotic control; Avatar control; User interface |
An "Origami" Support System by Using Finger Gesture Recognition | | BIBAK | Full-Text | 513-518 | |
Koji Nishio; Kazuto Yamamoto; Ken-ichi Kobori | |||
We propose "Origami" simulation system using finger gesture recognition.
"Origami" is a traditional and popular game using a square sheet of paper in
Japan. It is built up only by folding called "Ori" operation. Thus the rule of
"Origami" is very simple. However, it is difficult for children to use
complicated "Ori" and it is necessary to retry "Ori" operation again and again.
On the other hand, the durability of paper is limited. Therefore by using
virtual paper and finger gesture recognition, there is no limitation of
durability and people who play "Origami" can retry "Ori" operation until they
are satisfied. Our system projects "Origami" image on the grass table and
tracks fingers by using LEAP motion that is one of depth sensors. In addition,
our system recognizes "Ori" gestures with finger motions and folds "Origami".
Using our system, people can plays "Origami" with a feeling of folding a real
paper. Keywords: Finger-motion; Hand-gesture; Image-recognition; Paper-craft |
A New Approach of Automatic Detection and Analysis of Body Language | | BIBAK | Full-Text | 519-522 | |
Inass Salloum; Youssef Bou Issa; Taline Boyajian | |||
In this paper we present our study concerning a new approach of automatic
detection and analysis of body language in which we propose a method for
extracting information related to nonverbal communication between persons. Our
approach is based on the kinect sensor that processes the image and provides us
many image features that we study. The final goal is to provide blind users
access to information that is completely hidden. Keywords: Body language detection; Psychological analysis; Gestures; Movements
postures; Accessibility for blind users; Kinect |
Using Eye Tracking as Human Computer Interaction Interface | | BIBAK | Full-Text | 523-527 | |
Holger Schmidt; Gottfried Zimmermann | |||
In the project AAMS, we have developed the e-learning platform ALM for Ilias
as a technical basis for research in education. ALM uses eye tracking data to
analyze a learner's gaze movement at runtime in order to adapt the learning
content. As an extension to the actual capabilities of the platform, we plan to
implement and evaluate a framework for advanced eye tracking analysis
techniques. This framework will focus on two main concepts. The first concept
allows for real-time analysis of a user's text reading status by artificial
intelligence techniques, at any point in the learning process. This extends and
enriches the adaptive behavior of our platform. The second concept is an
interface framework for multimedia applications to connect to any eye tracking
hardware that is available at runtime to be used as a user interaction input
device. Since accuracy can be an issue for low-cost eye trackers, we use an
object-specific relevance factor for the detection of selectable or related
content. Keywords: Eye tracking; e-learning platform; Adaptivity; Artificial intelligence;
High-level gaze events; Real-time analysis; Human computer interaction
interface; Relevance factor |
A Shoe Mounted System for Parkinsonian Gait Detection and Real-Time Feedback | | BIBAK | Full-Text | 528-533 | |
Arash Tadayon; Jonathan Zia; Lekha Anantuni; Troy McDaniel; Narayanan Krishnamurthi; Sethuraman Panchanathan | |||
Conditions like Parkinson's disease (PD) remain largely a mystery in the way
that they affect individuals even under today's modern medical practices. One
of the main secondary effects associated with PD can be seen in issues with the
individual's gait and is referred to as Freezing of Gait (FoG). The symptom
often responds poorly and sometimes paradoxically to treatment with
dopaminergic medication that is traditionally used to treat the other symptoms
of PD. However, a linkage found that FoG, during walking, results when the
sequence effect is superimposed on a reduced step length. Prior research has
focused on the development of technologies that use audio or visual feedback to
help the individual adjust their gait. These systems may not be deployable in
real-world environments since people rely on sight and sound for navigation.
This research proposes the development of a system to measure step length in
real-time and to provide haptic feedback to offset the progression of FoG
episodes. Keywords: Adaptive interfaces; Anticipatory interfaces; Mobile HCI; Context-dependent
system |
Handwritten Character Recognition in the Air by Using Leap Motion Controller | | BIBAK | Full-Text | 534-538 | |
Kazuki Tsuchida; Hidetoshi Miyao; Minoru Maruyama | |||
In order to develop a system which can precisely and quickly recognize
handwritten characters in the air by using a Leap Motion Controller, we propose
the following method: (1) A user has to register handwritten characters as
template patterns before use. Each pattern is represented by a sequence of
motion vectors calculated by using adjacent sampling data. (2) In the
recognition phase, an input pattern is represented in the same method as above.
The input pattern is compared with each of the registered template patterns by
using DP matching and we can obtain a distance (degree of similarity) between
them. Our system outputs the character class corresponding to the pattern with
a minimum distance as a recognition result. In our experiments for recognition
of 46 Japanese hiragana characters and 26 alphabets, a high average recognition
rate of 86.7% and a short average processing time of 196 ms were obtained. Keywords: Character recognition; Leap motion; DP matching |
Comfort Analysis in EVA Reachable Envelope Based on Human-Spacesuit Integrated Biomechanical Modeling | | BIBAK | Full-Text | 539-545 | |
Xiaodong Wang; Chunhui Wang; Zheng Wang; Hao Li | |||
We proposed a biomechanical framework for modeling human-spacesuit arm
interaction while carrying out EVAs. In the model, there is detailed definition
of spacesuit joint rotations, included spacesuit joint stiffness model and a
delicate human arm musculoskeletal model in the Anybody Modeling System. The
framework is able to predict human joint torque, muscle forces and joint
reactions in various positions and postures while wearing spacesuit. Based on
the predicted maximum muscle force, we made an evaluation of the comfort scale
in various positions in the reach envelope. The predicted most comfortable area
was compared to measured most comfortable area for model prediction validation. Keywords: EVA, spacesuit; Reach envelope; Comfort; Biomechanical modeling |
Interaction Design for Navigating Virtual SpacesAn Example by Using Kinect | | BIBAK | Full-Text | 546-551 | |
Yen-Liang Wu | |||
In the physical space, we use our feet to navigate different views of space
and turn our head to look up and down to observe the ground and ceiling.
Therefore, the objective of the study is to establish a 3D motion sensing
spatial navigation system and investigate 3D interaction designs for navigating
virtual spaces. The interaction design for the navigation system were divided
three parts: (a.) walking by foot to move forward, (b.) turning the shoulder to
rotate direction, (c.) tilting head up and down to look up and down. In the
usability test, all the subjects can utilize the interactions to navigate the
virtual space. A set of preliminary motion sensing design principles for 3D
navigation have also been identified in the study. Keywords: 3D navigation; Kinect; Virtual space; Motion-sensing design |
Natural User Interface for Board Games Using Lenticular Display and Leap Motion | | BIBAK | Full-Text | 552-557 | |
Kazuhisa Yanaka; Daichi Ishiguro | |||
Various board games, including chess, are now played on PCs, but they differ
from actual board games because a mouse is typically used to move the pieces.
Moving a piece by pinching it with one's fingers, as in actual board games, is
desirable to increase a player's sense of reality. That the pieces look as if
they were floating in the air is desirable so that the players can pinch them
easily. Thus, we used an autostereoscopic display in which a lenticular lens is
used to cover the liquid crystal display of a PC. As a result, each piece of
the board game looks as if it were popping out of the 3D display screen,
without the need for the player to wear special glasses. In addition, we use a
Leap Motion Controller, a motion-capture device that is particularly suitable
for capturing the position and movement of fingers so that a computer can
recognize where in the 3D space the fingers are and whether the fingers are
pinching a piece or not. Therefore, the user can operate the piece easily and
intuitively. Keywords: Natural user interface; Board game; Lenticular display; Leap motion
controller |
A Mouse-Like Hands-Free Gesture Technique for Two-Dimensional Pointing | | BIBA | Full-Text | 558-563 | |
Yusaku Yokouchi; Hiroshi Hosobe | |||
The use of motion sensing for input devices is becoming increasingly popular. In particular, hands-free gesture input is promising for such devices. We propose a mouse-like hands-free gesture technique for two-dimensional pointing. It is characterized as follows: (1) a user horizontally moves his/her hand to position a cursor shown on a vertical screen; (2) the user activates cursor movement by opening his/her hand, and deactivates it by clenching; (3) the user performs target selection by "clicking" in the air with his/her index finger; (4) the user is assisted in quick but precise cursor movement by automatic acceleration. We present results of a user study that experimentally compared the mouse-like technique with a tablet-like one. |
Recent Harmony Search Algorithms for 01 Optimization Problems | | BIBAK | Full-Text | 567-572 | |
Broderick Crawford; Ricardo Soto; Néstor Guzmán; Franklin Johnson; Fernando Paredes | |||
The Set Covering Problem (SCP) has long been concentrating the interest of
many researchers in the field of Combinatorial Optimization. SCP is a 0-1
integer programming problem that consists in finding a set of solutions which
allow to cover a set of needs at the lowest cost possible. There are many
applications of these kind of problems, the main ones are: location of
services, files selection in a data bank, simplification of Boolean
expressions, balancing production lines, among others. Different metaheuristics
have been proposed to solve it. Here, we present the possibilities to solve Set
Covering Problems with Harmony Search. Keywords: Set covering problem; Metaheuristics; Harmony search algorithm |
Experiential Solving: Towards a Unified Autonomous Search Constraint Solving Approach | | BIBAK | Full-Text | 573-577 | |
Broderick Crawford; Ricardo Soto; Kathleen Crawford; Franklin Johnson; Claudio León de la Barra; Sergio Galdames | |||
To solve many problems modeled as Constraint Satisfaction Problems there are
no known efficient algorithms. The specialized literature offers a variety of
solvers, which have shown good performance. Nevertheless, despite the efforts
of the scientific community in developing new strategies, there is no algorithm
that is the best for all possible situations. This paper analyses recent
developments of Autonomous Search Constraint Solving Systems. Showing that the
design of the most efficient and recent solvers is very close to the
Experiential Learning Cycle from organizational psychology. Keywords: Experiential learning; Problem solving; Metaheuristics; Autonomous search |
Towards a Framework for Adaptive Constraint Propagation | | BIBAK | Full-Text | 578-581 | |
Broderick Crawford; Ricardo Soto; Franklin Johnson; Eric Monfroy; Enrique Norero; Eduardo Olguín | |||
In this paper we address a recent situation created by the explosive growth
of web systems. For these reason we propose a framework to support adaptive
elements in Web pages. Web pages can be accessed by different platforms with
different browsers and through different devices such as laptops, tablets or
cellphones. In particular we focus on adaptive menus for this different kind of
devices or browsers to optimize the selection patterns and their
implementations. We propose a framework using an Adaptive Constraint
Programming technique to optimize the decision of developers. Constraint
Programming is a programming paradigm able to find efficient resolution in
optimization problems. In Constraint Programming a problem is defined in term
of variables and constraints. The variables hold a domain and represent the
unknowns of the problem, while the relations among them are modeled as
constraints. Keywords: Autonomous search; Constraint programming; Web system |
An Artificial Bee Colony Algorithm for the Resource-Constrained Project Scheduling Problem | | BIBAK | Full-Text | 582-586 | |
Broderick Crawford; Ricardo Soto; Franklin Johnson; Enrique Norero; Eduardo Olguín | |||
We present an approach to solve the Resource Constrained Project Scheduling
Problem. This problem consists on executing a group of activities limited by
constraints. Precedence relationships force to some activities to begin after
the finalization of others. In addition, processing every activity requires a
predefined amount of limited resources. The target of this problem is to
minimize the duration of whole project. In this paper, an approach based on
Artificial Bee Colony algorithm for the Resource Constrained Project Scheduling
Problem is presented. That algorithm is one of the most recent algorithms in
the domain of the collective intelligence who was motivated by the intelligent
behavior observed in the domestic bees to take the process of forage. Thus, ABC
combines methods of local search and global search, trying to balance the
process of the exploration and exploitation of the space of search. Keywords: Artificial bee colony; Metaheuristic; Project scheduling |
A Semi-Automatic Word-Level Annotation and Transcription Tool for Spelling Error Categories | | BIBAK | Full-Text | 587-592 | |
L. Linhuber; S. Stüker; R. Lavalley; K. Berkling | |||
In order to train and evaluate tools for the automatic transcription of
misspelled texts and automatic annotation of over 20 spelling error categories,
it is important to create training data. A very large database of children's
freely written text was collected in the past and in this paper we describe the
tool that we have developed in order to manually transcribe and annotate the
data. The manual transcription comprises the reconstruction of the
orthographically correct word sequence. Annotation is performed on a per-word
basis with respect to committed (child spelling) and potential (correct word)
spelling error categories. The tool supports human transcribers by suggesting
automatically generated annotations. Consistent annotations are propagated and
data is presented to the user in a sorted manner to minimize human effort. The
tool has been implemented as a web application that makes use of PHP on the
server side and a lightweight Java GUI on the client side. The annotated data
is stored in a custom made XML schema. Keywords: Annotation; Transcription; Applications for education; Language resources;
Orthography |
The Complexity of Designing and Implementing Metaheuristics | | BIBAK | Full-Text | 593-597 | |
Ricardo Soto; Broderick Crawford; Rodrigo Olivares; Cristian Galleguillos; Kathleen Crawford; Franklin Johnson; Fernando Paredes | |||
Optimization problems can be found in several real application domains such
as engineering, medicine, mathematics, mechanics, physics, mining, games,
design, and biology, among others. There exist several techniques to the
efficient solving of these problems, which can be organized in two groups:
exact and approximate methods. Metaheuristics are one of the most famous and
widely used approximate methods for solving optimization problems. Most of them
are known for being inspired on interesting behaviors that can be found on the
nature, such as the way in which ants, bees and fishes found food, or the way
in which fireflies and bats move on the environment. However, solving
optimization problems via metaheuristics is not always a simple trip. In this
paper, we analyze and discuss from an usability standpoint how the effort
needed to design and implement efficient and robust metaheuristics can be
conveniently managed and reduced. Keywords: Optimization problems; Metaheuristics; Local solution; Optimal solution |
A Filtering Technique for Helping to Solve Sudoku Problems | | BIBAK | Full-Text | 598-603 | |
Ricardo Soto; Broderick Crawford; Cristian Galleguillos; Kathleen Crawford; Fernando Paredes | |||
This paper highlights the current usability issues when solving Sudoku
problems. This problem is a well-known puzzle game which consists in assigning
numbers in a game board, commonly of 9 × 9 size. The board of the game is
composed of 9 columns, 9 rows and 9 3 × 3 sub-grids; each one containing
9 cells with distinct integers from 1 to 9. A game is completed when all cells
have a value assigned, and the previous constraints are satisfied. Some
instances are very difficult to solve, to tackle this issue, we have used a
filtering technique named Arc Consistency 3 (AC3) from the Constraint
Programming domain. This algorithm has revealed which is much related to the
strategies employed by users in order to solve the Sudoku instances, but in
contrast, this technique is executed in a short time, offering a good
resolution guide to the users. In general, filtering techniques make easier
solving Sudoku puzzles, providing good information to users for this. Keywords: Sudoku; Constraint programming; Arc consistency |
Local Learning Multiple Probabilistic Linear Discriminant Analysis | | BIBAK | Full-Text | 604-610 | |
Yi Yang; Jiasong Sun | |||
Probabilistic Linear Discriminant Analysis (PLDA) has delivered impressive
results in some challenging tasks, e.g. face recognition and speaker
recognition. Similar with the most state-of-the-art machine learning
techniques, PLDA tries to globally learn the model parameters over the whole
training set. However, those globally-learnt PLDA parameters can hardly
characterize all relevant information, especially for those data sets whose
underlying feature-spaces are heterogeneous and abound in complex manifolds.
PLDA has the data homogeneous assumption which could be interpreted by involved
parameters estimated through the entire training dataset. Such a global
learning idea has been proven ineffective in the case of the heterogeneous
data. In this paper, we alleviate this assumption by separating the feature
space and locally learning multiple PLDA models of each space. Various standard
datasets are performed and the superiority of the proposed method over the
original PLDA could be found. We complete this work by assigning a probability
to measure which models the test individual data match. This probabilistic
scoring approach could further integrate different recognition technologies
including other kinds of biological characteristics recognition. We propose the
novel log likelihood score in recognition part includes three steps to
complete. Keywords: Local learning; Probabilistic linear discriminant analysis; Clustering;
Bayesian method; Fusion |
Predicting and Visualizing Wine Characteristics Through Analysis of Tasting Notes from Viewpoints | | BIBA | Full-Text | 613-619 | |
Brendan Flanagan; Nao Wariishi; Takahiko Suzuki; Sachio Hirokawa | |||
When describing complex characteristics of a specific genre, specialist expressions are often used. This can become quite a problematic situation for an inexperienced person, as expressions not used in everyday language are difficult to understand. This is particularly apparent when trying to describe wines, known as winespeak, as a range of specialist expressions are used in a subjective manner. In this paper, we propose that the descriptions of wines can be analyzed from various points of view to automatically predict and visualize the sensory sentiment characteristics described within the expressions as a radar chart. This would enable those not knowledgeable in winespeak to visualize and compare the complex descriptions often found in expert tasting notes. |
Extraction of Key Segments from Day-Long Sound Data | | BIBAK | Full-Text | 620-626 | |
Akinori Kasai; Sunao Hara; Masanobu Abe | |||
We propose a method to extract particular sound segments from the sound
recorded during the course of a day in order to provide sound segments that can
be used to facilitate memory. To extract important parts of the sound data, the
proposed method utilizes human behavior based on a multisensing approach. To
evaluate the performance of the proposed method, we conducted experiments using
sound, acceleration, and global positioning system data collected by five
participants for approximately two weeks. The experimental results are
summarized as follows: (1) various sounds can be extracted by dividing a day
into scenes using the acceleration data; (2) sound recorded in unusual places
is preferable to sound recorded in usual places; and (3) speech is preferable
to nonspeech sound. Keywords: Life-log; Multisensing; Sound; Acceleration; GPS; Syllable count |
A Model of Decision Support Based on Estimation of Group Status by Using Conversation Analysis | | BIBAK | Full-Text | 627-632 | |
Susumu Kono; Kenro Aihara | |||
We propose a model for a decision support of a group based on estimations of
group status through utterance analysis. Based on methods used in prior studies
of group dynamics and utterance analysis, we measured the utterance
characteristics of group members to estimate group status; moreover, we aim to
enhance the overall condition of the group by providing appropriate reference
information in a timely manner through a conversational agent system.
The goal of this model is a more satisfying decision-making process. Future work will focus on manufacturing a prototype system to verify both the operations involved in the test case and the ability to estimate group classification and status according to group dynamics. Keywords: Conversation estimation; Group status estimation; Utterance feature;
Conversational agent; Intention extraction |
Computer System for Musicians and Composers to Analyze Music Composition Process | | BIBAK | Full-Text | 633-638 | |
Tetsuya Maeshiro; Midori Maeshiro | |||
This paper presents a computer system and its interface for musicians and
composers to analyze musical pieces described as a sequence of decision making
process during the composition of musical pieces. Representation of musical
pieces from the viewpoint of creation process is valuable for both composers
and musicians. For composers, it is valuable to verify her own composition
techniques and creative process. And for musicians, it offers different
viewpoints to understand the musical piece that results in better execution of
the musical piece. Keywords: Music composition; Decision making |
Using Structural Topic Modeling to Detect Events and Cluster Twitter Users in the Ukrainian Crisis | | BIBAK | Full-Text | 639-644 | |
Alan Mishler; Erin Smith Crabb; Susannah Paletz; Brook Hefright; Ewa Golonka | |||
Structural topic modeling (STM) is a recently introduced technique to model
how the content of a collection of documents changes as a function of variables
such as author identity or time of writing. We present two proof-of-concept
applications of STM using Russian social media data. In our first study, we
model how topics change over time, showing that STM can be used to detect
significant events such as the downing of Malaysia Air Flight 17. In our second
study, we model how topical content varies across a set of authors, showing
that STM can be used to cluster Twitter users who are sympathetic to Ukraine
versus Russia as well as to cluster accounts that are suspected to belong to
the same individual (so-called "sockpuppets"). Structural topic modeling shows
promise as a tool for analyzing social media data, a domain that has been
largely ignored in the topic modeling literature. Keywords: Structural topic modeling; Event detection; Authorship attribution; Public
opinion measurement; Social media |
Improvement of Chance Index in Consideration of Cluster Information | | BIBAK | Full-Text | 645-649 | |
Ryosuke Saga; Yukihiro Takayama | |||
This paper describes an improved chance index for chance discovery. A chance
is an important event or circumstance that can be used by analysts to make
decisions. Discovery chance, i.e., chance discovery, is important for knowledge
to be used effectively in understanding the background and causes hidden in a
dataset. However, chance discovery depends on analyst's inference. Therefore,
we propose a chance index that quantitatively evaluates chance. The method is
based on betweenness centrality and the strength of co-occurrence. This study
improves the accuracy of chance index by considering cluster information. Keywords: Knowledge extraction; Co-occurrence network; Chance index; Chance discovery |
Knowledge Extraction from Web Reviews Using Feature Selection Based on Onomatopoeia | | BIBAK | Full-Text | 650-655 | |
Fumiaki Saitoh; Hikaru Aoki; Shohei Ishizu | |||
In the field of Buzz marketing, it is important to extract knowledge to
improve products and services from the voice of the customer represented by
customer reviews. In Japanese web review sentences, words that co-occur with
onomatopoeia it has been confirmed that easy to combine with use sense of
product. For sensory evaluation using a products can be easily associated with
the satisfaction is obvious, onomatopoeia can be expected to contribute in
knowledge extraction on customer satisfaction. A knowledge model for customer
satisfaction is constructed by a regression tree that co-occurrence words with
onomatopoeias are used as explanatory variables. Effectiveness of the proposed
method I was confirmed through the analysis for the customer review data of
ramen shop in Tokyo. The knowledge model acquired by our approach contained
many words associated with noodles and food, on the other hand the normal
regression tree model was included many meaningless words and unrelated words. Keywords: Text mining; Online reviews; Voices of the customer (VOC); Onomatopoeia;
Regression tree |
Reading Between the Lines: A Prototype Model for Detecting Twitter Sockpuppet Accounts Using Language-Agnostic Processes | | BIBAK | Full-Text | 656-661 | |
Erin Smith Crabb; Alan Mishler; Susannah Paletz; Brook Hefright; Ewa Golonka | |||
Sockpuppets are online identities controlled by a user or group of users to
manipulate the dissemination of information in digital environments. This
manipulation can distort computational assessments of public opinion in social
media. Using Russian-language Twitter data from the Ukrainian crisis in 2014,
we present a proof-of-concept model employing character n-gram methods to
detect sockpuppets. Previous research has demonstrated that n-gram authorship
attribution methods can capture lexical preferences, including grammatical and
orthographic preferences, while also being less computationally intensive than
grammatical or compression language models. Additionally, they can be applied
to any language data irrespective of orthography. In this study, a Naïve
Bayes classifier was constructed using normalized frequencies of parsed
character bigrams to contrast author bigram use. The created model illustrated
that suspected sockpuppet accounts were less likely to be correctly classified,
showing lower precision, recall, and f-measure rates than other accounts, as
predicted. Keywords: Sockpuppetry; Authorship attribution; Character n-grams; Public opinion
measurement; Social media |
Processing Specialized Terminology in Multilingual Applications: An Interactive Approach | | BIBAK | Full-Text | 662-668 | |
Christina Valavani; Christina Alexandris; Stefanos Tassis; Antonios Iliakis | |||
A Controlled-Language like approach with the integration of expert knowledge
is applied to the pre-editing or post-editing of specialized terminology from
international texts processed by the UNL System developed by Institute of
Advanced Studies of United Nations University (UNU) in Tokyo, Japan. We provide
an all-purpose interactive framework focusing on the automatic analysis,
ambiguity resolution and editing of German financial terms and English military
terms in respect to the Greek language. Keywords: Sublanguages; Multiword terms; Universal Words; "Safety Mode" Interactive
Analysis |
Texture Image Segmentation Using Spectral Clustering | | BIBAK | Full-Text | 671-676 | |
Hui Du; Yuping Wang; Xiaopan Dong; Yiu-ming Cheung | |||
Clustering is a popular and effective method for texture image segmentation.
However, most cluster methods often suffer the following problems: need a huge
space and a lot of computation when the input data is large. To save the space
and computation, we construct a novel algorithm for image segmentation. It
consists of two phases: Sampling and clustering. First, we put some detectors
into the data space uniformly using orthogonal design method. These detectors
can move and merge according to the law of universal gravitation. When the
detectors are in a stable status (i.e., do not move), these detectors are used
as the representative samples to the next step. Second, to further improve the
efficiency and avoid dependence on parameters, the Self-tuning Spectral
Clustering (SSC) is used to the representative samples to do the clustering. As
a result, the proposed algorithm can quickly and precisely realize the
clustering for texture image segmentation. Keywords: Texture image segmentation; Feature extraction; Gray level histogram;
Sampling; Spectral clustering |
An Adaptive Particle Filtering for Solving Occlusion Problems of Video Tracking | | BIBAK | Full-Text | 677-682 | |
Lan-Rong Dung; Yu-Chi Huang; Ren-Yu Huang; Yin-Yi Wu | |||
In recent years, the visual object tracking has drawn increasing interests.
There are many applications, e.g., video surveillance in airports, schools,
hospitals and traffic. The object surveillance may provide crucial information
about the behavior, interaction, and relationship between objects of interest.
This paper addresses issues in object tracking where videos contain complex
scenarios. We propose an adaptive particle filters tracking scheme with
exquisite resampling (AERPF), which improves prediction, importance sampling
and resampling. In prediction step, an adaptive strategy for search region and
particle number is addressed for object disappearing or obstacle disturbance,
which can obtain results more effectively. In addition, in importance sampling,
we use optical flow to refine the particle weights using the dynamical object
motion information, which results the better accuracy of object location
updating. Moreover, exquisite resampling (ER) algorithm can be applied for
reflecting more the posterior probability density function of true state. The
proposed method can be applied for object tracking both on fixed and active
camera, handling partial occlusion and full occlusion problem properly. As a
result, it outperforms other existing methods. Keywords: Object tracking; Particle filter; Occlusion problem |
Construction of 3-Dimensional Virtual Environment Based on Photographed Image (the Acquisition and Processing of the Photographed Image) | | BIBAK | Full-Text | 683-689 | |
Tetsuya Haneta; Hiroyo Ohishi; Tadasuke Furuya; Takahiro Takemoto | |||
In this study, we propose to construction of 3-dimensional virtual
environment in the bay. To support construction of structure on the route of
ship and a large ship's position for arrival at the pier, it is suitable for
utilizing real images. When we construct places to put ships, for example
container yards, we need to think an influence toward a route of ships and
surrounding environments. There are many things we cannot understand only by
design drawings. Therefore, we need to watch real environments to understand
the present situation more clearly. A captain probably hopes to simulate on
basis of real images before arriving in a port. Then, we consider a method of
virtual environmental construction. Keywords: Virtual environment; Image-Based rendering; Tour into the picture; Panoramic
image |
A Method of Automatic Cage Generation for Shape Deformation by Using Elastic Models | | BIBAK | Full-Text | 690-695 | |
Takayuki Kanaya; Yuta Muraki; Koji Nishio; Kenichi Kobori | |||
Laplacian-based mesh processing technique is a kind of shape deformation in
Computer Graphics modeling. It is hard to deform shapes which constructed by a
lot of vertices in real time, because computational cost is high. A cages-based
mesh deformation method is used in order to control the computational cost. A
cage is a polyhedron which envelops an original dense model and is constructed
by few meshes. The main advantages of using cages in shape deformations are
controlling high speed computation. Currently, the coarse cage is constructed
mainly by hand, and the construction usually takes several hours, even longer.
Furthermore, when the shape of the model to be deformed is complex, it is very
hard to construct its coarse cage by hand. Therefore it is important to develop
a convenient method to generate the coarse cage enveloping a model. In this
paper, we propose a method of automatic cage generation. Keywords: Cage generation; Shape deformation; Computer graphics |
Employing Mobile Applications in Human-Machine Interaction in Visual Pattern Recognition Research | | BIBAK | Full-Text | 696-699 | |
Amir Schur; Charles C. Tappert | |||
This study is part of the first author's continued dissertation research in
human-machine interaction in visual pattern recognition. Previous research
focused on evaluating human-machine interaction using a flower recognition
tool. Initial research showed that human interaction in color recognition
improved accuracy significantly. We then looked more deeply into various
automated color recognition algorithms and ways of combining them with human
feedback. Described here is the process of upgrading the initial system into a
new mobile application using Appinventor. After data collection, models were
built for various color spaces. Sharing this experience may help other
researchers incorporating a human-computer interaction component into their
work. Keywords: Human-computer interaction; Visual object recognition; Pattern
classification; Feature extraction; Appinventor; Color space |
How to Tune a Random Forest for Real-time Segmentation in Safe Human-Robot Collaboration? | | BIBAK | Full-Text | 700-704 | |
Vivek Sharma; Frank Dittrich; Sule Yildirim-Yayilgan; Ali Shariq Imran; Heinz Wörn | |||
This paper is an extension of our work related to a generic classification
approach for low-level human body-parts segmentation in RGB-D data. In this
paper, we discuss the impact of decision tree parameters, number of training
frames and pixel count per object-class during a random forests classifier
training. From the evaluation, we observed that a varied non-redundant training
samples makes the decision tree learn the most. Pixel count per object-class
should be just adequate otherwise it may lead to under/over-fitting problem. We
found a highly optimized and a most optimal parameter setup for a random
forests classifier training. Our new dataset of RGB-D data of human body-parts
and industrial-grade components is publicly available for lease for academic
and research purposes. Keywords: Safe human-robot interaction; Random decision forest; Parameter
optimization; Image processing; Object segmentation |
The Estimation of Taste Preference Based on Prefrontal Cortex Activity | | BIBAK | Full-Text | 707-711 | |
Hirotoshi Asano | |||
The purpose of this study is to develop a method for objective evaluation
about preference of taste based on brain activities. To achieve this goal, we
propose a system estimated the preference from subject's brain activities by
using sensitivity matrix. The system is able to estimate subject's preference
by taking advantage of change of cerebral blood flow based on brain activities
in the frontal lobe. The effectiveness of the system was tested through
experiment. We measured the subject's brain activities during drinking a
beverage by using near-infrared spectroscopy and verified the effectiveness of
the system from the data. From the results, an interesting data on relationship
the psychological preference and brain activities in the frontal lobe was
obtained. The estimated values corresponded to subject's psychological values.
The obtained data suggest that the effectiveness of the proposed approach. The
finding results are a step toward identifying psychological preference of
taste. Keywords: Prefrontal cortex activity; Near-Infrared spectroscopy; Taste sensitivity
matrix; Physiological and psychological measurement |
Is the Mood Really in the Eye of the Beholder? | | BIBAK | Full-Text | 712-717 | |
Mojgan Hashemian; Hadi Moradi; Maryam S. Mirian; Mehdi Tehrani-Doost; Rabab K. Ward | |||
A great deal of scientific evidence suggests that there is a close
relationship between mood and cognitive processes of human in everyday tasks.
In this study, we have investigated the feasibility of determining mood from
gaze, which is one of the human cognitive processes that can be recorded during
interaction with computers. To do so, we have designed a feature vector
composed of typical gaze patterns, and piloted the approach on the dataset
which we gathered. It consists of 145 samples of 30 people. A supervised
machine learning technique was employed for classification and recognition of
mood. The results of this pilot test suggests that even during these initial
steps, the approach is quite promising and opens other research paths for
improvement through multi-modal recognition and information fusion. Multi-modal
approach would employ the added information provided by our previously
developed mood extraction approach using camera and/or the information gained
by the use of EEG signals. Further analysis will be performed in feature
extraction process to enhance the model accuracy by enriching the feature-set
of each modality. Keywords: Mood; Gaze; Cognition; Affective computing; Human computer interaction |
Towards EMG Based Gesture Recognition for Indian Sign Language Interpretation Using Artificial Neural Networks | | BIBAK | Full-Text | 718-723 | |
Abhiroop Kaginalkar; Anita Agrawal | |||
There are several techniques of data measurement for gesture recognition,
with applications ranging from prosthetic or autonomous control to
human-computer interfacing. Most of the typical techniques depend on image
processing, and might face portability hurdles. This paper discusses a method
to classify gestures based on the surface EMG (sEMG) readings, thereby allowing
user portability. These sEMG readings acquired from the upper forearm provide a
direction towards gesture recognition for Indian Sign Language (ISL)
interpretation. An Artificial Neural Network (ANN) based on the Scaled
Conjugate Gradient (SCG) assisted learning is used to process the data and
classify gestures with an accuracy of 97.5%. The training involved 120 samples
corresponding to four distinct wrist gestures. Additionally, the foundations
for user-independent adaptability have been laid in this paper. Keywords: Human-computer interaction; Biomedical electronics; Artificial neural
networks; Sign language interpretation; EMG |
A Crystal Ball for Meditators? | | BIBAK | Full-Text | 724-726 | |
Andrew Levine | |||
A popular brand of consumer EEG headbands claims to be able to detect
meditation from the user's brainwave pattern, and send a signal to your cell
phone with the score from 1-100. The invention described in this paper links
together the headband with a wireless light bulb. The invention should show a
meaningful pattern of flashes of light. Instead only random noise is detected.
The author explores possible reasons why. Keywords: EEG (electroencephalography); Biofeedback; Meditation |
Development of a Glasses-Like Wearable Device to Measure Nasal Skin Temperature | | BIBAK | Full-Text | 727-732 | |
Tota Mizuno; Yuichiro Kume | |||
Since nasal skin temperature is said to provide a good reflection of
autonomic nerve activity, nasal skin temperature measurements have been used to
assess various human physiological and psychological states, such as pleasant
and unpleasant emotions, alertness levels, and mental work load (MWL). In
addition, nasal skin temperature has the advantage of enabling non-contact
measurement, using such as thermography and radiation thermometers. However, a
problem exists with approaches using these device because it is difficult to
make accurate assessments if the test subject moves during measurement.
This study aims at resolving this problem via the development of a wearable device that measures nasal skin temperature with small thermopile sensors attached to spectacle frames, thus enabling temperature measurements even when the wearer moves. Keywords: Nasal skin temperature; Autonomic nerve activity; Wearable device |
Decoding of Upper Limb Movement Using EEG and Sparse Coding | | BIBAK | Full-Text | 733-738 | |
Masashi Yamashita | |||
In this paper, a system is proposed for decoding upper limb movement from
EEG. The signal processing procedure consists of a learning phase and test
phase. In the learning phase, a Kinect sensor is utilized to measure the true
values for a hand's movement. Sparse coding is applied to calculate the weight
of a linear decoding model. Because sparse coding can be used to derive the
sparse weight, most of the elements are zero, with the remaining elements being
non-zero. Thus, it is an effective method for reducing the calculation costs.
Sparse coding was combined with noise reduction of the EEG signals to achieve
good estimation for upper limb movements in the experimental results. Keywords: Electroencephalogram; Sparse coding; Decoding; Rehabilitation |
Towards Classification of Engagement in Human Interaction with Talking Robots | | BIBAK | Full-Text | 741-746 | |
Yuyun Huang; Christy Elias; João P. Cabral; Atul Nautiyal; Christian Saam; Nick Campbell | |||
In this paper we describe ongoing work to develop an engagement classifier
for human-computer interaction systems. We have successfully classified group
and individual engagement in a corpus of a conversation among four people
called TableTalk, by using a classifier trained with the Support Vector Machine
method and audio-visual features. The goal in this paper is to extend that work
for the classification of engagement in videos of interaction between an human
and a talking robot. For that purpose we are using a corpus of dialogues
between participants and a Lego robot named Herme, which was collected during
an exhibition. We describe the techniques to improve the engagement detection
by taking into account the differences between the characteristics of the
videos between the two datasets. Currently we are also conducting an experiment
to manually annotate the Herme videos with engagement labels. These annotations
will be used for evaluation and further improvements to engagement detection. Keywords: Robot interaction; Engagement detection; Voice quality; Visual analysis |
On Appropriateness and Estimation of the Emotion of Synthesized Response Speech in a Spoken Dialogue System | | BIBAK | Full-Text | 747-752 | |
Taketo Kase; Takashi Nose; Akinori Ito | |||
Paralinguistic features such as emotion of an utterance is as important as
its linguistic content for generating better response utterances in spoken
dialog systems. In this research, we carried out an experiment to reveal the
effect of emotional speech synthesis in a dialogue system, and investigated
what method was effective for giving emotion to the synthetic speech. Firstly,
we carried out an experiment where an agent with various emotional speech
talked to the user, and the appropriateness of the emotion was evaluated. As
expected, users had better impression on the agent when we added emotion
appropriately. Next, we examined methods of automatic estimation of emotion for
the system's response, and we found that the best method was to give the same
emotion as the user's previous utterance regardless of the content of the
system's utterance. Keywords: Spoken dialog system; Emotional speech synthesis; Response generation |
Dialogue Efficiency Evaluation of Turn-Taking Phenomena in a Multi-layer Incremental Simulated Environment | | BIBAK | Full-Text | 753-758 | |
Hatim Khouzaimi; Romain Laroche; Fabrice Lefèvre | |||
We use a simulated environment for incremental dialogue to show that
incremental processing offers new possibilities to make dialogue systems more
robust to noise. Traditional dialogue systems wait until the end of the user's
utterance before processing it and they cannot be interrupted when taking the
floor. On the contrary, incremental dialogue systems process the user's speech
signal on the flow, therefore, they are able to react quickly if an error is
detected. First we show that mixed initiative strategies have the advantages of
both system initiative and user initiative strategies and then we show that
there is still room for improvement thanks to incremental processing. Keywords: Incremental spoken dialogue systems; User simulator |
Comparing the Trade-off of Believability and Performance of Abstract Intelligent Agents and Humans Playing Super Mario Bros | | BIBAK | Full-Text | 759-763 | |
Edward Morgan; Konstantinos Papangelis | |||
In this paper, we will examine how the performance and player believability
aspects of abstract intelligent agents within video games interact and affect
one another. We will present the study used to assess whether performance and
believability do have an effect on one another and how much of an effect.
Followed by the results to the study and a discussion on potential design
approaches to produce more believable agents that still provide the level of
effectiveness expected of them. Keywords: Believability; Intelligent agents; Video games |
Neut: "Hey, Let Her Speak" | | BIBAK | Full-Text | 764-769 | |
Naoki Ohshima; Tatsuya Watanabe; Natsuki Saito; Riyo Fujimori; Hiroko Tokunaga; Naoki Mukawa | |||
In this research, we developed a speech eliciting robot (Neut) that ensures
a cooperative brainstorming environment. Neut creates an atmosphere that makes
it easier for participants who are often overlooked to express their ideas, by
promoting cooperation from the other participants. Neut moves freely on a table
and approaches one or the other participant who has not yet had his/her
speaking turn. After stopping in front of such a participant, it brings out a
microphone and prompts the participant to speak, while looking around
restlessly to suggest to others that they give the participant a chance to
speak. In this paper, we will discuss the design of Neut in encouraging
participants to speak out, while maintaining neutrality by not itself speaking
as a participant. Keywords: Persuasive robot; Social etiquette; Conversation analysis |