Visualization Tool for Finding of Researcher Relations | | BIBA | Full-Text | 3-9 | |
Takafumi Aoki; Yoshikazu Sasamoto; Keisuke Makita; Shingo Otsuka | |||
It is possible to collect knowledge of interest research field effectively if we can look for the key person of the field. In addition, when the people who belong to administrations and companies want to undertake information gathering to the person of a particular field, it is convenient if the key person of the field is found easily. In this paper, we propose the visualization tool for finding of researcher relations using the conference programs. |
Selection Classification for Interaction with Immersive Volumetric Visualizations | | BIBAK | Full-Text | 10-21 | |
Amy Banic | |||
Visualization enables scientists to transform data in its raw form to a
visual form that will facilitate discoveries and insights. Although there are
advantages for displaying inherently 3-dimensional (3D) data in immersive
environments, those advantages are hampered by the challenges involved in
selecting volumes of that data for exploration or analysis. Selection involves
the user identifying a set of points for a specific task. This paper
preliminary data collection on natural user actions for volume selection. This
paper also presents a research agenda outlining an extension for volume
selection classification, as well as challenges, for designing components for a
direct selection of volumes of data points. Keywords: HCI methods and theories; Human Centered Design and User Centered Design;
Interaction design; Visualization methods and techniques |
Analyzing HCI Issues in Data Clustering Tools | | BIBAK | Full-Text | 22-33 | |
Clodis Boscarioli; José Viterbo; Mateus Felipe Teixeira; Victor Hugo Röhsig | |||
Due to the rapid growth in the volume of data stored in organizational
databases and the human limitations in analyzing and interpreting data,
appropriate techniques are necessary to allow the identification of a large
amount of information and knowledge in such databases. In this context, several
techniques and tools have been proposed for enabling the end user to interpret
his dataset. In this work we discuss the ways of interacting with cluster
analysis tools, taking into account both the clustering and the interpretation
stages. We investigate how usability and user experience aspects of such tools
can improve the understanding of the discovered knowledge. Moreover, we
evaluate the role of visualization methods in the comprehension of groups
formed in cluster analysis using Knime, Orange Canvas, RapidMiner Studio and
Weka data mining tools. Keywords: Data Mining Tools; HCI; User Evaluation |
A Post-simulation Assessment Tool for Training of Air Traffic Controllers | | BIBAK | Full-Text | 34-43 | |
Aslak Wegner Eide; Stian Støer Ødegård; Amela Karahasanovic | |||
This paper proposes a post-simulation assessment tool that aims to improve
the training of air traffic controllers (ATCOs) by visualizing their
performance. The tool helps the controllers to identify bottlenecks in flight
traffic and find alternative solutions that might improve traffic throughput.
The usefulness of the tool was evaluated in a study involving benchmark tests
and interviews with five experienced ATCOs. The results from the study indicate
that the tool can help ATCO students to (1) identify irregularities in their
work, (2) find possible underlying causes of these irregularities, and (3) find
alternative solutions preventing these irregularities. Visual feedback
consisting of workflow graphs and radar replays might generate valuable
insights that enable self and peer assessment during ATCO training. Our results
might be interesting both for the practitioners working with ATCO training and
for researcher investigating the effects of visualization in education. Keywords: visualization; air traffic control; training; real-time simulation |
Label Embedded Treemapping: A Label Overlap Prevention Technique for Zoomable Treemaps and a User Interaction Technique | | BIBAK | Full-Text | 44-53 | |
KwangHyuk Kim; JungHyun Han | |||
Data navigation of a treemap -- a widely used tool for visualizing tree data
-- becomes more difficult as the amount of data increases. To solve this
problem, treemap techniques using zoomable user interface (ZUI) methods -- the
most typical of which is the zoomable treemap (ZTM) -- have been proposed.
However, ZTMs can incur face text overlapping issues between examined nodes. In
order to increase ZTM readability, we propose a label embedded tree map
technique that prevents label overlapping and a direct node selection method
for the highlighting of focused parent nodes. The proposed tree map technique
resolves the ZTM label conflict and the direct node selection method can
efficiently improve data navigation. Keywords: Visualization; Treemap; Zoomable; ZUI; Label; Overlapping |
An Interactive Approach to Constraint-Based Visualizations | | BIBAK | Full-Text | 54-63 | |
Wendy Lucas | |||
This paper describes an approach that puts even inexperienced users in
charge of force-directed layouts. The visual interface to a powerful but
relatively easy to use visualization grammar has been augmented with sliders
for controlling the strength of constraints applied to visual objects. Users
can change the balance of power between constraints while an animated
visualization is running, turn off the constraints affecting the layout, or
return a layout to its pre-constraint-solving specification. An initial
empirical evaluation supported the usefulness of this interactive design
intervention for providing user control over force-directed layouts. This
approach is a step towards addressing the lack of tools with which less
sophisticated users can design customized visualizations that best meet their
needs. Keywords: Visualization language; force-directed layout; constraint specification;
information visualization |
User Similarity and Deviation Analysis for Adaptive Visualizations | | BIBA | Full-Text | 64-75 | |
Kawa Nazemi; Wilhelm Retz; Jörn Kohlhammer; Arjan Kuijper | |||
Adaptive visualizations support users in information acquisition and exploration and therewith in human access of data. Their adaptation effect is often based on approaches that require the training by an expert. Further the effects often aims to support just the individual aptitudes. This paper introduces an approach for modeling a canonical user that makes the predefined training-files dispensable and enables an adaptation of visualizations for the majority of users. With the introduced user deviation algorithm, the behavior of individuals can be compared to the average user behavior represented in the canonical user model to identify behavioral anomalies. The further introduced similarity measurements allow to cluster similar deviated behavioral patterns as groups and provide them effective visual adaptations. |
Evaluating the Dot-Based Contingency Wheel: Results from a Usability and Utility Study | | BIBAK | Full-Text | 76-86 | |
Margit Pohl; Florian Scholz; Simone Kriglstein; Bilal Alsallakh; Silvia Miksch | |||
The Dot-Based Contingency Wheel is an interactive visual-analytics method
designed to discover and analyze positive associations in an asymmetrically
large n×m contingency table. Such tables summarize the relation between
two categorical variables and arise in both scientific and business domains.
This paper presents the results of a pilot evaluation study based on interviews
conducted with ten users to assess both the conceptual design as well as the
usability and utility of the Dot-Based Contingency Wheel. The results
illustrate that the Wheel as a metaphor has some advantages, especially its
interactive features and ability to provide an overview of large tables. On the
other hand, we found major issues with this metaphor, especially how it
represents the relations between the variables. Based on these results, the
metaphor was redesigned as Contingency Wheel++, which uses simplified and more
familiar visual representations to tackle the major issues we identified. Keywords: Visual Analytics; Evaluation; User Interface; Interview; Contingency Tables |
Prediction or Guess? Decide by Looking at Two Images Generated by a "MATLAB MySQL" Algorithm | | BIBAK | Full-Text | 87-97 | |
Carlos Rodríguez | |||
In the field of data mining, predictive modeling refers to the usage of a
statistical model built on a training data set in order to make predictions
about new prospects contained in the scoring data set. A model should not be
used to predict when it encounters unseen data in the scoring set because such
predictions would be a guess or a speculation. This paper proposes an algorithm
that will produce two simple images and a "level of guessing" (LOG) pie chart.
These images will tell the analyst whether or not it is appropriate to use a
statistical predictive model to make predictions on a particular scoring set.
The proposed algorithm will offer a solution to the scoring adequacy problem
based on subsets of the original data. The algorithm will be implemented with a
user interface built with MATLAB code, which acts on MySQL databases that
contain the data. Keywords: predictive modeling; data mining; scoring set; supervised learning; MATLAB;
MATLAB GUI; MySQL |
A Step Beyond Visualization: Applying User Interface Techniques to Improve Satellite Data Interaction | | BIBA | Full-Text | 98-107 | |
Tatiana A. Tavares; Humberto A. Barbosa | |||
In this paper, we discuss the potential of applying interaction techniques to manipulate GEO satellite data. The proposed study shows the potential of Meteosat Second Generation (MSG) data in refining the mesoscale analyses incorporating HCI techniques, as natural interaction resources. Moreover the software tools used to develop the interaction layer, is based on open source codes. Open source codes are also used for geolocation and geographical information systems, written for the transformation of MSG data into input files. This feature have demonstrated a great flexibility and ease of use. The study open up an avenue for successive validation and refinement of the analyses together with their improved implementation for operational nowcasting and very short range forecasting applications. |
An Intuitive Way to Describe Our World: A Microblog LBS Visualization System | | BIBAK | Full-Text | 108-119 | |
Jian-Min Wang; Lai Gan; Ri-Peng Zhang; Fang You | |||
With the help of LBS provided by some social network service provider,
people can obtain knowledge and perceive the world around them more
conveniently. However, since the contradiction of a large number of POI nodes
and the limited displaying space, finding a better layout algorithm to
visualize the POI nodes is important for better user experience. This paper
presents a new layout algorithm called Virtual Layout algorithm, which can
solve the problem of the uneven POI nodes distribution and make a better
presentation of the geospatial information. We also deployed a microblog LBS
visualization system which consists of Virtual Layout algorithm, stylized map
and location reference frame to verify the performance of the proposed
algorithm. Keywords: LBS visualization; Microblog; Layout algorithm; POI |
Google Analytics Spatial Data Visualization: Thinking Outside of the Box | | BIBAK | Full-Text | 120-127 | |
Wanli Xing; Rui Guo; Ben Richardson; Thomas Kochtanek | |||
This paper showcases a methodology to assist website managers in determining
the influence of their websites in regard to a particular location. This is
achieved through enhancing Google Analytics by supplementing it with outside
data sources. Though GIS software namely ArcGIS, the approach allows for more
comprehendible geospatial analysis while also presenting maps overlays that are
easier to grasp than the tools currently offered by Google Analytics. The
Truman Presidential Library website serves as a case study to explore the
potentiality of this approach. Keywords: GIS; Google Analytics; Visualization; decision making; library |
A Visualization Concept for Mobile Faceted Search | | BIBAK | Full-Text | 128-136 | |
Bianca Zimmer; Romina Kühn; Thomas Schlegel | |||
Nowadays, people are increasingly using their mobile devices to find
different kinds of information, for example, about products, trips or latest
news. Therefore, mobile devices such as smartphones and tablets have become a
constant companion for many users to have access to information at any time and
any place. The large amount of data and information that is provided to the
user by mobile devices differs in its feature set and visual representation. To
ensure the success of an app and to keep the user from an information overload
by presenting too much information, a wise preparation and visualization of the
data is necessary. Faceted search provides an opportunity to focus on specific
information by filtering. In this paper we present a general visualization
concept for faceted search on mobile devices, especially on smartphones. Keywords: visualization; faceted search; mobile devices; design patterns |
Food Practice Shooter: A Serious Game with a Real-World Interface for Nutrition and Dietary Education | | BIBAK | Full-Text | 139-147 | |
Yuichi Bannai; Takayuki Kosaka; Naomi Aiba | |||
Along with the recent increase in the diversity of food options especially
soft foods, problems of unbalanced eaters and insufficient chewing have gained
notice. Games, which many children are enthusiastic about, may provide an
opportunity to encourage children to voluntarily consume disliked foods. In
this paper, we describe Food Practice Shooter, a serious game with a physical
interface and public gameplay that presents food consumption as a win
condition. This game can be used for dietary education to induce balanced
eating behavior and sufficient chewing in children. Keywords: Serious Game; Nutrition; Dietary Education; Chewing; Public Gameplay; Smile |
A New Computational Method for Single-Trial-EEG-Based BCI | | BIBAK | Full-Text | 148-156 | |
Shin'ichi Fukuzumi; Hiromi Yamaguchi; Kazufumi Tanaka; Toshimasa Yamazaki; Takahiro Yamanoi; Ken-ichi Kamijo | |||
In this paper, the categorization of single-trial EEG data recorded during
the MI-related task, as another data reduction, will be attempted, because the
categorical data would require less storage and computational time than
continuous one. The categorization will be realized by equivalent current
dipole source localization (ECDL). To analyze this, we used EEG data and
visually evoked related potentials (v-ERP) led by 32 electrodes. From the
result of single-trial v-ERP, only 6 electrode v-ERPs have a remarkable
reaction. Therefore, from the view point of business, it is found that the
minimum number of electrodes have been seven. Keywords: EEG; Brain Computer Interface; equivalent current dipole source
localization; topography |
Menu Hierarchy Generation Based on Syntactic Dependency Structures in Item Descriptions | | BIBAK | Full-Text | 157-166 | |
Yukio Horiguchi; Shinsu An; Tetsuo Sawaragi; Hiroaki Nakanishi | |||
The present paper proposes a procedural design method which makes use of
dependency structures underlying menu item descriptions in order to generate
well-structured and easily-learned menu hierarchies. A dependency structure
captures syntactic relations among conceptual units that constitute a natural
language description of what function the corresponding menu item stands for.
The proposed method classifies computerized system functions after dependency
structure prototypes and then serializes variable elements to be specified in
each function class after phrase structure analysis. Its clear and consistent
policy provides generated menu systems with high communicability to users. The
effectiveness of the method is empirically investigated. Keywords: Menu; Conceptual Dependency; Phrase structure analysis; Interface design;
Human-Computer-Interaction; Usability |
Liquid Tangible User Interface: Using Liquid in TUI | | BIBAK | Full-Text | 167-176 | |
Masahiro Hotta; Makoto Oka; Hirohiko Mori | |||
In recent years, tangible user interface (TUI) has been paid attention on as
a next generation user interface. In most TUI researches, solid body is mainly
used as manipulators to assist interaction and they do not focus on "liquid".
So, I focused on liquid as real world object, and I proposed the interaction
using liquid in TUI and confirmed advantages of the interaction. As the result,
there are some advantages in the adjustment of a sensuous amount comparing
solid TUI. Keywords: Tangible User Interface; Liquid; Education |
Three Key Challenges in ARM-COMS for Entrainment Effect Acceleration in Remote Communication | | BIBAK | Full-Text | 177-186 | |
Teruaki Ito; Tomio Watanabe | |||
Remote communication systems, which are getting popular these days, allow us
to enjoy the benefit of audio/video communication over the network. However,
communication based on these systems is still not identical to face-to-face
meetings. For example, open issues include lack of tele-presence, lack of
entrainment in communication, etc. In order to tackle these issues, this study
proposes an idea of remote individuals' connection through augmented
tele-presence systems called ARM-COMS: ARm-supported eMbodied COmmunication
Monitor System. ARM-COMS is composed of a tablet PC as an ICT (Information and
Communication Technology) device and a desktop robotic arm which manipulates
the tablet. Two types of modes, or intelligent tablet mode (IT-mode) and
intelligent avatar mode (IA-mode), play a key role in ARM-COMS to implement the
three functions; namely, autonomous positioning (AP), autonomous entrainment
movement (AEM), and autonomous entrainment positioning (AEP). This paper
proposes the basic concept of ARM-COMS to accelerate the entrainment effect in
remote communication. Keywords: Embodied communication; augmented tele-presence robotic arm manipulation;
human interface; remote communication |
Two-Handed Interactive Menu: An Application of Asymmetric Bimanual Gestures and Depth Based Selection Techniques | | BIBAK | Full-Text | 187-198 | |
Hani Karam; Jiro Tanaka | |||
In this paper, we propose a Two Handed Interactive Menu as an evaluation of
asymmetric bimanual gestures. The menu is split into two parts, one for each
hand. The actions are started with the non-dominant hand and continued with the
dominant one. Handedness is taken into consideration, and a different interface
is generated depending on the handedness. The results of our experiments show
that two hands are more efficient than one; however the handedness itself did
not affect the results in a significant way. We also introduce the Three
Fingers Click, a selection mechanism that explores the possibility of using a
depth-sensing camera to create a reliable clicking mechanism. Though difficult
to maintain, our Three Fingers Clicking gesture is shown in the experiments to
be reliable and efficient. Keywords: bimanual gestures; depth-based click |
Measurement of Hand Raising Actions to Support Students' Active Participation in Class | | BIBAK | Full-Text | 199-207 | |
Ryuji Kawabe; Michiya Yamamoto; Saizo Aoyagi; Tomio Watanabe | |||
In recent years, teachers have been making an effort to improve positivity
in students' participation in class. However, this can be difficult because
active participation depends on both communication skills and classroom
atmosphere. In this study, we focus on hand-raising motions, which play an
important role in interaction. Based on this, we measured and analyzed
hand-raising motions in various situations. Keywords: embodied interaction; education support; hand raising; motion analysis |
Study on Perception of Vibration Rhythms | | BIBAK | Full-Text | 208-216 | |
Daiji Kobayashi | |||
In this study, we researched the way of designing the accessible vibration
rhythms through experiments using the mouse-type tactile interface from the
vibration perception and vibration memorability. Participants were twenty young
individuals and fourteen older persons. First, the threshold of vibration
duration and gaps between the duration were estimated statistically. As the
result, some vibration rhythms were designed and evaluated the validity of the
design factors. Further, the requirements for designing memorable vibration
rhythms were considered. From the results, some requirements for designing
perceivable and memorable vibration rhythms for older persons were found;
however, it is required to clear the effect of vibration rhythm from the
cognitive aspect through further research. Keywords: tactile interface; vibration rhythm; accessibility |
Effects of Type and Strength of Force Feedback on the Path of Movement in a Target Selection Task | | BIBAK | Full-Text | 217-225 | |
Martin T. Koltz; R. Conrad Rorie; Jose Robles; Kim-Phuong L. Vu; Panadda Marayong; Thomas Z. Strybel; Vernol Battiste | |||
New flight deck technologies being developed under the proposed NextGen
National Airspace System will require precise and efficient input from flight
crews. The benefits of force feedback for these types of inputs in terms of a
reduction in overall movement times have been shown in the past; however, an
important component of input efficiency is the path taken by the cursor. The
present study investigates the effects of multiple levels of two types of force
feedback (gravitational and spring forces) on the path of movement for a target
selection task. Mean square error from an ideal straight line path and cursor
speeds in terms of the distance from the target were measured. Results suggest
that increasing the gravitational force has an effect on path error at short
distances and produces higher cursor speeds as the target is approached. Keywords: Haptic and Tactile interaction; Multimodal interaction; Force Feedback;
Input Devices |
Effect of Haptic Perception on Remote Human-Pet Interaction | | BIBAK | Full-Text | 226-232 | |
Kazuyoshi Murata; Kensuke Usui; Yu Shibuya | |||
Even when a pet owner is away from his/her pet, he/she often wants to feel
closer to the pet. The purpose of this study is to provide a means for the pet
owner to feel the presence of his/her pet even when away from it; this is
achieved by exchange of haptic feedback. In this paper, we describe such a
remote haptic interaction system that consists of haptic devices for remote
haptic communication; we also utilize tablets for video chat. A pet owner and
his/her pet can feel closer to one another via haptic responses generated by
corresponding haptic device. Two experimental evaluations were conducted to
compare interactions between a pet owner and his/her pet using our system with
another interactions achieved only via video chat. Results showed that these
remote haptic interactions increased the pet owner's feeling of communicating
with his/her pet. In general, pet owners reported feeling closer to their pet
by using our system. Keywords: haptic interaction; remote interaction; pet interaction |
Development of High-Speed Thermal Display Using Water Flow | | BIBAK | Full-Text | 233-240 | |
Masamichi Sakaguchi; Kazuki Imai; Kyohei Hayakawa | |||
A temperature sense is one kind of tactile sense. It doesn't have high
spatial resolution and time resolution. But a change in the sudden temperature
is also used for sense of danger. That has a high possibility that it can be
applied to information display. In this study, water with the high specific
heat is used as heat carrier. High-speed thermal display systems are developed
by changing warm water and cold water in temperature exposition. In this paper,
we explain the characteristics of the temperature measurement system and also
describe thermal display system using the rectangular flow channel. Then we
developed a water circulation type thermal display system. Keywords: Thermal display; temperature control; water flow; haptic interface; virtual
reality |
Evoking Emotions in a Story Using Tactile Sensations as Pseudo-body Responses with Contextual Cues | | BIBAK | Full-Text | 241-250 | |
Sho Sakurai; Toki Katsumura; Takuji Narumi; Tomohiro Tanikawa; Michitaka Hirose | |||
In this paper, we propose a method to evoke multiple emotions by presenting
a combination of some tactile sensations in the contextual situation of others'
experience. Recent psychological researchers have argued that some sort of
emotion evokes through recognizing not only change in real body reactions but
also feedback of sensory stimuli that resemble the change in somebody reaction.
On the other hand, evoked emotion varies depending on a context of their
experience, even if the change in bodily response is same. Based on the
knowledge, we hypothesize that providing a variety of pseudo-physiological
responses with a controlled context can evoke various emotions, even when the
pseudo-physiological responses are the same. In order to test this hypothesis,
we made a system named "Comix: beyond," which evokes seven types of emotion
using three tactile sensations as pseudo physiological responses associated
with the context of the story of the comic. Keywords: Emotion; Evoking emotion; two-factor theory of emotion; comic; context |
Enhancement of Accuracy of Hand Shape Recognition Using Color Calibration by Clustering Scheme and Majority Voting Method | | BIBAK | Full-Text | 251-260 | |
Takahiro Sugaya; Hiromitsu Nishimura; Hiroshi Tanaka | |||
This paper presents methods of enhancing the recognition accuracy of hand
shapes in a scheme which is proposed by the authors as being easy to memorize
and which can represent much information. To ensure suitability for practical
use, the recognition performance must be maintained even when there are changes
in the illumination environment. First, a color calibration process using a
k-means clustering scheme is introduced as a way of ensuring high performance
in color detection. In the proposed method the thresholds for hue values are
decided before the recognition process, as a color calibration scheme. The
second method of enhancing accuracy involves making a majority decision. Many
image frames are obtained from one hand shape before the transition to the next
shape. The frames in this hand shape formation time span are used for shape
recognition by majority voting based on the recognition results from each
frame. It has been verified by carrying out experiments under different
illumination conditions that the proposed technique can raise the recognition
performance. Keywords: Color Gloves; Shape Recognition; Color Detection; Hue Value; Clustering;
Majority Voting; Illumination Environment |
Analyzing Structure of Multiparty Interaction: Group Size Effect in Story-Retelling Task | | BIBAK | Full-Text | 261-270 | |
Noriko Suzuki; Mamiko Sakata; Noriko Ito | |||
This paper examines the differences in verbal and nonverbal behaviors
between different group sizes, specifically two-party and three-party
interactions. An experiment was conducted using a story-retelling task. The
interaction data were recorded with a video camera. Speech, gaze, and gesture
data in both group sizes were analyzed. The results suggest that participants
in three-party interaction change speakers more frequently by turning their
gaze to each other than do those in two-party interaction. Keywords: group size effect; multiparty interaction; verbal and nonverbal behavior;
story-retelling task |
Information Coding by Means of Adaptive Controlling Torques | | BIBAK | Full-Text | 271-280 | |
Johann Winterholler; Julian Böhle; Krzysztof Chmara; Thomas Maier | |||
The investigated approach shows that the currently rarely used haptic
perception channel can systematically be applied for information transfer. The
encoding of information by variable controlling torques and the haptic
transmission of information to the user via a central control element can lead
to a reduction of visual distraction and cognitive stress in difficult tasks.
Furthermore, this approach allows innovative interfaces so that the usability
of products can be improved and the operational safety can be increased. Keywords: haptic; information coding; adaptive control element; adaptive controlling
torque; haptic display; human-machine interaction |
Basic Research on the Factors Influencing Perception of Texture from Images | | BIBAK | Full-Text | 281-288 | |
Kimihiro Yamanaka; Kazuki Nagamura | |||
We conduct a subjective evaluation experiment by using the semantic
differential method to examine the relation between the shape, color and size
of an object in an image and the emergence of texture perception. The
experiment consists of an evaluation survey on the perceived texture of a
visual stimulus displayed on a monitor. The stimulus is a simple shape (ball,
cylinder or box) created using a computer graphics application; ach shape
appears in one of three colors (red, blue or green) and at one of two sizes
(large or small) for a total of 18 distinct stimuli. The factors were extracted
from the data by principal factor analysis, and the factor loadings were
calculated by promax rotation. Furthermore, the relations between each factor
and texture perception were examined through Hayashi's first quantification
method, a kind of regression analysis.
The results indicated relations between each item and the sensations of smoothness, hardness and moistness, which are considered to be representative of texture perception. Keywords: material perception "Shitsukan"; semantic differential method; Hayashi's
first quantification method |
KADEN Project -- Towards the Construction of Model for Sharing Cognition in Manufacturing -- | | BIBAK | Full-Text | 291-297 | |
Takeo Ainoya | |||
One of the methods which create new ideas to secure the quality of the
relationship of the product and human is to find the many participants in
manufacturing and to integrate the knowledge between different fields.
Therefore, in order to perform the manufacturing integrated, we aim to
construct a cognitive sharing model for sharing the recognition of each other,
and take advantage of the expertise of each using the shared recognition. In
this paper, we propose a process that worked as project-based educational
activities. Keywords: creativity; innovation design; cognitive sharing model; design process |
Enhancing Interdisciplinary Cooperation by Social Platforms | | BIBAK | Full-Text | 298-309 | |
André Calero Valdez; Anne Kathrin Schaar; Martina Ziefle; Andreas Holzinger | |||
In large-scale research projects active management of the cooperation
process is necessary, e.g. to ensure systematic transfer of knowledge,
alignment of research goals, or appropriate dissemination of research efforts.
In a large scale research-cluster at the RWTH Aachen University a cybernetic
management approach is applied. As a planned measure, publishing efforts (i.e.
bibliometric data) will be visualized on a social software platform accessible
by researchers and the steering committee. But do researchers agree with the
chosen style of visualization of their publications? As part of a user centered
design, this paper presents the results of an interview study with researchers
(n=22) addressing the usefulness and applicability of this approach. As central
findings arguments for using the publication visualization are identified such
as enabling retrospective analysis, acquiring new information about the team,
improvement in dissemination planning, but at the same time contrasted by
arguments against this approach, such as missing information, a possibly
negative influence on workflow of researchers, and the bad legibility of the
visualization. Additionally requirements and suggested improvements are
presented. Keywords: Data visualization; technology acceptance; bibliometrics; user
centred-design; information systems |
SPARQL Query Writing with Recommendations Based on Datasets | | BIBAK | Full-Text | 310-319 | |
Gergo Gombos; Attila Kiss | |||
When we write a SPARQL query, we need to know the structure of the dataset.
In the relation databases the tables have a scheme, but the semantic data do
not have. Autocompletion function exists in SQL environment, but it does not
exist in SPARQL environment. We made a system that can help to write SPARQL
query. The system has two features. The first is the prefix recommend. We can
write shorter queries if we use prefixes because we do not need to write the
long IRIs. The second feature is the predicate-based recommendation based on
the type of the variable. If a variable is in the query and it has a type
condition, then our system recommends further predicates of this type. Our
system needs information about the dataset for the recommendation. We can get
these information with simple SPARQL queries. The queries run on a federated
system. It is useful because the user does not need any information about the
endpoints. Keywords: SPARQL; Semantic Web; Linked Data; LOD Cloud; Federated system |
Personal Information Management Competences: A Case Study of Future College Students | | BIBAK | Full-Text | 320-331 | |
Jerry Jacques; Pierre Fastrez | |||
The research project presented in this paper aims at modeling the media
literacy competences required to organize and manage collections of information
in the form of personal and shared digital environments. In-depth in situ
interviews were conducted with future college students (N=11). During the
interviews, the informants gave a guided tour of their personal space of
information, and demonstrated how they used different digital tools to organize
it. We identify three dimensions of personal information management (PIM)
competence, based on the analysis of the way our informants describe their PIM
practices by referring to and articulating (1) the constraints and affordances
of the tools and devices they use, (2) the activities these tools and devices
support, (3) the costs and benefits of these practices for these activities,
and (4) their tastes and preferences towards them. Keywords: personal information management; media literacy; information overload; user
empowerment |
Design Knowledge Framework Based on Parametric Representation | | BIBAK | Full-Text | 332-341 | |
Jing Jing; Qiang Liu; Wenyi Cai; Yang Ying; Ting Han | |||
This paper describes a novel framework of design knowledge based on
parametric representation intended for using in concept generation of cockpit
form style design in civil aviation. With this parametric representation, a
parametric model is built to drive a platform of cockpit form style design to
enable the designer to make better-informed decisions that can offer design
guidelines. And this research took cockpit form style design for example to
illustrate and validate this methodology. Keywords: Design Knowledge; Parametric Representation; Concept Generation; Cockpit
Form Style Design |
A Map-Based Web Search Interface Using Point of Interest Aggregation | | BIBAK | Full-Text | 342-351 | |
Kwangsoon Jung; Sangchul Ahn; Heedong Ko | |||
With advent of a mobile computing, the pattern of information search has
been changed. Search queries through mobile devices increase; 30% of Google's
organic search queries come from mobile devices, and local search, which seeks
information with geospatial constraints, also increases. As of 2013 local
search on mobile phones continues to grow up to 60% since 2010. However, a
large number of web documents cannot be exposed to local search even though
they refer to a point of interest (POI) just because they are not explicitly
geo-tagged. We are interested in connecting typical web documents to spatial
search based on POIs by geotagging web documents. In this paper, we present a
map-based web search system that serves geospatial search queries for
non-geotagged documents. The proposed system provides with fine-grained local
search for typical web pages mentioning several POIs and supports semantic
search in accordance with their spatial relation of inclusion. Keywords: Point of interest; map search interface; named-entity recognition; toponym
resolution; entity linking; local search |
Quality Function Deployment Using Improved Interpretive Structural Modeling | | BIBAK | Full-Text | 352-363 | |
Takeo Kato; Yoshiyuki Matsuoka | |||
Due to the product diversification and complication, sharing the product
information between the product development members has been important in the
product development process. Quality Function Deployment (QFD) is one of the
effective methods to share the information of the product using the quality
matrices that describes the relationship between design elements needed to be
considered. This paper improves QFD by applying the Interpretive structural
modeling (ISM). The ISM visually expresses the complex relationship between
design elements by using matrix operation. This paper also improves the ISM in
order to evaluate not only the relationships between the same type of design
elements but also that between in different type. The proposed QFD is applied
to a disc brake design problem, and their applicability is confirmed. Keywords: Design Methodology; QFD; ISM; Structural Modeling |
Finding Division Points for Time-Series Corpus Based on Topic Changes | | BIBAK | Full-Text | 364-372 | |
Hiroshi Kobayashi; Ryosuke Saga | |||
This paper describes the discovery method of finding proper points for
dividing a corpus with time series information for extracting local and
frequent keywords. Local and frequent keywords express a corpus with time
series information and are useful for comprehending it. To extract keywords
from the corpus, the previous works proposed corpus separating method. However,
this method divides the corpus at equal intervals so that it cannot take into
account the change of topic. To consider the change of topics and divide the
corpus based on it, we utilize the idea of topic model and the topic extracted
by Latent Dirichlet Allocation (LDA). In the experiment using newspaper
articles during five years topics, we confirm that the topics of each document
change as time passed by using the output from LDA and the point which is
available on dividing the corpus by the change of topics notably is observable. Keywords: keyword extraction; time series information; LDA |
Computerized Information Standards Enabling Innovation in Public Procurement of Buildings | | BIBAK | Full-Text | 373-383 | |
Christian Koch; Kim Jacobsen | |||
Computerized and standardized information enables innovation in processes,
products and services. Where early research on the impact of standards tended
to focus on barriers, more recent research advocates standardisation as enabler
of innovation albeit in a stakeholder-oriented, flexible manner. This paper
asks whether computerized information standards enable or constrain innovation
in public procurement of buildings. In architectural and engineering design of
public buildings handling of information involves interoperability problems
that hamper innovation. Moreover the project based product development tends be
done in constellations of firms in interorganisational contracting, which do
not provide stability or room for innovation. A large hospital project was
investigated through interviews, documents and observations. The effects of
implementing building information standards are both inter- and
intraorganisational. The building client claims to have saved money, through
better structured building component data that gave considerable positive
effects during tendering. The IT-suppliers develop IT-tools, preparing for new
markets. Keywords: information standards; innovation; hospital building; Denmark |
Improving Academic Listening Skills of Second Language by Building up Strategy Object Mashups | | BIBAK | Full-Text | 384-395 | |
Hangyu Li; Shinobu Hasegawa | |||
Most foreign students studying abroad lack of academic listening ability
which is considered to be very important for their academic life. Among the
four language activities (Reading, Listening, Speaking and Writing), the
listening comprehension ability is perceived as the most difficult to improve.
Therefore, the purpose of this research is to support the training of academic
listening ability for the students pursuing their academic success in a foreign
educational institute. Firstly, this research identifies and organizes
listening strategies proved to be effective in academic listening through past
researches and modulates them as sequential learning processes referred as
strategy models. And then based on the various strategy models, the components
of supporting functions serving as strategy objects are to be designed and
developed. By putting various strategy objects together, the learners are able
to build up personal learning environments (Strategy Object Mashups) based on
their characteristics and conditions. At the same time, a feedback agent is to
be implemented for recommending proper object mashups to the learners according
to their learning situations. Keywords: Listening Strategy; Strategy Objects; Strategy Object Mashups |
Digital Document Network System for Organizing Individual Knowledge | | BIBAK | Full-Text | 396-403 | |
Kenji Matsunaga; Kyoko Yoshida | |||
eBooks and many other documents are being kept in recent years in personal
storage in a variety of digital formatted documents with the amount of
digitized documents expected to increase further. Intellectual tasks to
organize this knowledge and add new meaning based on mass digital documents
that will replace paper ones is needed. Thus a system that utilizes and
supports the benefits of digital based on traditional work methods is required.
This paper describes and evaluates the system we developed for building and
searching multiple digital document networks with marks, links and memos, while
reviewing useful methods to organize knowledge and add new insights. Keywords: eBooks; Digital Document; Knowledge Management |
Towards Semantic Image Retrieval Using Multimodal Fusion with Association Rules Mining | | BIBAK | Full-Text | 407-418 | |
Raniah A. Alghamdi; Mounira Taileb | |||
This paper proposes a semantic retrieving method for an image retrieval
system that employs the fusion of the textual and visual information of the
image dataset which is a recent trend in image retrieval researches. It
combines two different data mining techniques to retrieve semantically related
images: clustering and association rule mining algorithm. At the offline phase
of the method, the association rules are discovered between the text semantic
clusters and the visual clusters to use it later in the online phase. To
evaluate the proposed system, the experiment was conducted on more than 54,500
images of ImageCLEF 2011 Wikipedia collection. The proposed retrieval system
was compared to an online system called MMRetrieval and to the proposed system
but without using association rules. The obtained results show that our
proposed method achieved the best precision and mean average precision. Keywords: Image Retrieval; Multimodal Fusion; Association Rules Mining; Clustering |
Graphical Querying of Model-Driven Spreadsheets | | BIBAK | Full-Text | 419-430 | |
Jácome Cunha; João Paulo Fernandes; Rui Pereira; João Saraiva | |||
This paper presents a graphical interface to query model-driven spreadsheets
to simplify query construction for typical end-users with little to no
knowledge of SQL. This was based on experience with previous work and empirical
studies in querying systems. We briefly show our previous text based
model-driven querying system. Afterwards, we detail our graphical model-driven
querying interface, explaining each part of the interface and showing an
example. To validate our work, we executed an empirical study, comparing our
graphical querying approach to an alternative querying tool, which produced
positive results. Keywords: Model-driven engineering; graphical querying; spreadsheets |
Personalized Information Retrieval: Application to Virtual Communities | | BIBAK | Full-Text | 431-438 | |
Azza Harbaoui; Sahbi Sidhom; Malek Ghenima; Henda Ben Ghezala | |||
Internet has become the largest library through the history of humanity.
Having such a big library made the search process more complicated. In fact,
traditional search engines answer users by sending back the same results to
different users having expressed different information needs and different
preferences. A significant part of difficulties [1],[4] is due to vocabulary
problems (polysemy, synonymy...). Such problems trigger a strong need for
personalizing the search results based on user preferences. The goal of
personalized information [11] is to generate meaningful results to a collection
of information users that may interest them using user's profile. This paper
presents a personalized information retrieval approach based on user profile.
User profile is built from the acquisition of explicit and implicit user data.
The proposed approach also presents a semantic-based optimization method for
user query. The system uses user profile to construct virtual communities.
Moreover, it uses the user's navigation data to predict user's preferences in
order to update virtual communities. Keywords: personalized information retrieval; user modeling; user profile; virtual
communities |
Content Based Image Retrieval Using Quantitative Semantic Features | | BIBAK | Full-Text | 439-448 | |
Anuja Khodaskar; Siddharth Ladhake | |||
Retrieval of images based on low level visual features such as color,
texture and shape have proven to have its own set of limitations under
different conditions. In order to improve the effectiveness of content-based
image retrieval systems, research direction has been shifted from designing
sophisticated low-level feature extraction algorithms to reducing the 'semantic
gap' between the visual features and the richness of human semantics. In this
paper, the framework for Content-Based Image Retrieval system Fuzzy Logic
approach is proposed to bridge the semantic gap between low level features and
high-level semantic features with the aim to optimize the performance of CBIR
systems. Keywords: CBIR; Quantitative Semantic Features; Fuzzy Color Histogram |
Types of Document Search Tasks and Users' Cognitive Information Seeking Strategies | | BIBAK | Full-Text | 449-460 | |
Hee-Eun Lee; Wan Chul Yoon | |||
For the researchers and learners, an unprecedented number of documents
became available on the Internet and academic archives. Powerful search systems
and sophisticated recommendation services are also available. Despite the IT
assistance, finding the most useful information in daily knowledge works has
become a cognitively demanding task more than ever due to the overwhelming
number of documents. To improve the search systems with better human-computer
cooperation, human information seeking strategies should be understood. This
paper reports a study that identified the differences in the user search
strategies with respect to two major search task types: open and purpose-driven
exploring (OT) vs. closed and target-specified (CT) tasks. An observational
experiment was conducted and the results were analyzed by mapping the user
activities on a cognitive task-flow framework. The analysis comparing user
activities in four search tasks revealed notable differences in their
strategies to deal with the two task types. More frequent re-planning,
especially goal reformulation, was observed for OT type tasks. The difference
indicates that OT type tasks tended to trigger more knowledge-based behavior,
while CT type tasks were performed relying more on rule-based behavior. These
findings provide important insights for the design of search systems and user
interfaces of knowledge-based systems. Keywords: Information Search; Information Seeking Strategies; Task Types; Interaction
Design; Decision Behavior |
User Needs Search Using the Text Mining -- From Commodity Comparison, Understanding the Difference of Users Awareness | | BIBAK | Full-Text | 461-467 | |
Yukiko Takahashi; Yumi Asahi | |||
In this paper, the authors establish that "To apply free description message
options are good for product development." By using the technique of text
mining, we show the awareness of the product user as an example a review site
about cosmetic products.
We took up the major review site about cosmetics who can see the review of products freely. By using text mining, we show the awareness of users who are using products and how the images of product formed by elements and this analysis help the product development. Keywords: text mining; frequently-appearing word; free writing |
Understanding Pragmatic Aspects with Social Values in Web-Mediated Collaborative Systems | | BIBAK | Full-Text | 471-482 | |
Rodrigo Bonacin; Julio Cesar Dos Reis; Heiko Hornung; Roberto Pereira; M. Cecília C. Baranauskas | |||
Various aspects underlying collaborative discussions in web-mediated systems
influence the interpretation of exchanged messages, which may prevent
participants to better manage, retrieve and explore available content. In this
article, we argue that pragmatics and social values play a key role in this
scenario, influencing each other. We propose to articulate aspects of
pragmatics and values, and conduct four empirical analyses in a real-world case
study. We ground our analyses on concepts and methods of Organizational
Semiotics. The paper presents an analysis of participants' interaction, a
communication analysis based on a framework of illocutions, and a discussion on
the shared social values. Our results indicate possible interdependencies
between social values and categories of illocutions. Keywords: Values; Intentions; Social Web; Pragmatic; Collaboration; Organizational
Semiotics |
Development of Digital-Device-Based Cooperation Support System to Aid Communication between MCR Operators and Field Workers in Nuclear Power Plants (NPPs) | | BIBAK | Full-Text | 483-490 | |
Seung Min Lee; Hyun Chul Lee; Poong Hyun Seong | |||
Digital technologies have been applied in nuclear field to check task
results, monitor events and accident, and transmit/receive data. The results of
using these devices have proven that it provides high accuracy and convenience
for workers to get obvious effects by reducing their work loads. In this work,
as one step forward, the digital devices-based cooperation support system to
aid communication between MCR operators and field workers in NPPs, Nuclear
Cooperation Support and Mobile Documentation System (Nu-CoSMoD), is suggested.
The suggested system is consist of the mobile based information storing system
to supports field workers by providing various functions to make workers be
more trustable for MCR operators, and the large screen based information
sharing system to support meetings by sharing one medium to improve the
efficiency of meetings. The usability was validated by interviewing field
operators working in nuclear power plants and experts having experienced as an
operator. Keywords: Cooperation; communication; support system; nuclear power plants (NPPs) |
Collaborative Innovation Research on Co-working Platform Based on Lean Startup Model | | BIBAK | Full-Text | 491-502 | |
Yin Li; Qinghua Guo; Zhiyong Fu | |||
In this paper, an infrastructure level and relevant characteristics of a
target user focused on co-working platform is raised, exploring the spatial
interactive prototypes that aim to build a co-working context and elements of
related service system quickly. A web-based open source system integration
solution is applied to test the co-working pattern and communication behavior
of design teams, mean while, design process management features of
cross-cultural remote collaborative platform is explored based on lean user
experience design. Keywords: Collaborative innovation; Co-working; lean Startup |
A Learning Method for Product Analysis in Product Design | | BIBAK | Full-Text | 503-513 | |
Haifu Lin; Hiroshi Kato; Takeshi Toya | |||
Product design is an essential market research method for design planning.
In this study, we propose a learning method for product analysis by combining
collaborative learning and a list of analysis items by a learner who aims to
become a professional designer. This proposal had the following features: (1)
facilitation of multi-perspective analysis (even for beginners) based on a list
of analysis items and (2) facilitation of objective analysis through the
introduction of collaborative learning. In addition, we conducted two
experiments to verify the effectiveness of the proposed method. As a result,
the following learning effects were verified: (1) even a beginner can conduct a
multi-perspective analysis and recognize improvement in analytical skills, (2)
product analysis clarifies the direction for product improvement once the
purpose of the product is understood, and (3) product analysis could be useful
for discovering problems with the product. Keywords: product design; product analysis; collaborative learning; list of analysis
items |
Development of a Mobile Application for Crowdsourcing the Data Collection of Environmental Sounds | | BIBAK | Full-Text | 514-524 | |
Minori Matsuyama; Ryuichi Nisimura; Hideki Kawahara; Junnosuke Yamada; Toshio Irino | |||
Our study introduces a mobile navigation system enabling a sound input
interface. To realize high-performance environmental sound recognition system
using Android devices, we organized a database of environmental sounds
collected in our daily lives. Crowdsourcing is a useful approach for organizing
a database based on collaborative works of people. We recruited trial users to
test our system via a web-based crowdsourcing service provider in Japan.
However, we found that improvement of the system is important for maintaining
the motivation of users in order to continue the collection of sounds. We
believe that the improved user interface (UI) design introduced to facilitate
the annotation task. This paper describes an overview of our system, focusing
on a method for utilizing the crowdsourcing approach using Android devices, and
its UI design. We developed a touch panel UI for the annotation task by
selecting an appropriate class of a sound source. Keywords: environmental sound collection; user interface design; Android app;
crowdsourcing |
MulDiRoH: An Evaluation of Facial Direction Expression in Teleconferencing on a Multi-view Display System | | BIBAK | Full-Text | 525-535 | |
Shiro Ozawa; Satoshi Mieda; Munekazu Date; Hideaki Takada; Akira Kojima | |||
We have developed a teleconference system called MulDiRoH (Multi-Directional
Representation of Humans). It features the use of a QDA screen, one of the
newest multi-view display techniques. A principal benefit of multi-view
displays is they can show views of a remote participant from the direction in
which the participant's face is pointing. This enables other participants to
directly see the face of a remote participant who is actually looking away from
them. However, all multi-view display systems share a common problem in that
users who stand outside of the center area cannot observe geometrically correct
images. To address this problem, we propose the use of the perspective
transform method. We also evaluate the conveying of a person's facial direction
by a communication game for multiple users. Keywords: Teleconferencing; Multi-view Display; QDA Screen |
Increasing Information Auditability for Social Network Users | | BIBAK | Full-Text | 536-547 | |
Alexandre Pinheiro; Claudia Cappelli; Cristiano Maciel | |||
This paper sets out the challenge of how to provide information auditability
to citizens regarding social networks. The aim is to discuss the issues
concerning information published on social networks and specifically to
describe how to verify the veracity of this information. It is based on the
idea that it urgent improvement of interface requirements is necessary for this
kind of software to provide users with ways to account for, validate, verify
and control information. The paper reports the construction of a catalog of
characteristics for information auditability in social networks. An exploratory
study suggests mechanisms that can be used to implement these characteristics
into this kind of software interface. The conclusion presents remarks on
challenges and future studies. Keywords: Auditability; Social Networks; Transparency; Information Auditability |
A Collaboration Support Tool for Multi-cultural Design Team Based on Extended ADT Model | | BIBA | Full-Text | 548-557 | |
Hidetsugu Suto; Patchanee Patitad; Namgyu Kang | |||
In design field, collaboration is a crucial key method which leads to widen conceptual design idea. Collaboration helps us to share our knowledge together and concert idea in a design process. We also can share diverse viewpoints among collaborations. In this paper, a collaboration support system which based on extended ADT model, TTS method ADT is proposed. ADT model is a representation model for conceptual design. It is used for grasping artifacts as a communication medium between designers and users. The process of observing, sharing and creating design plans are represented through the extended ADT model. During an observation process, three influential factors: physical factor, emotional factor and cultural factor are observed with diverse viewpoints. Each process is visualized and shared by using TTS method by using visual information such as idea sketch, note and photo. By using this tool, designers in a team can visualize their idea, share it with others, and create novel design plan which based on multi-cultural background. An example of design process with TTS method is given in order to show the efficiency of proposed method. |
A Study of the Factors Affecting Product Values and Preferences -- Using Vacuum Cleaner as an Example | | BIBAK | Full-Text | 561-571 | |
Wen-chih Chang; Hsiao-ying Tai | |||
In an era of advanced technology and information, products change rapidly
and manufacturing techniques continuously improve, thus, consumers have more
options when purchasing goods and competition among brands becomes severe. In
the market, there are various brands of vacuum cleaners. It is important for
the products of different brands with similar functions to stand out in order
to attract consumers. If they can have attractive appearance and provide
consumers with visual differences, they will trigger consumers' purchase
desire. This study treats vacuum cleaners as examples in order to determine the
correlation between the actual prices of goods in the market and values and
preferences of goods to the participants, as well as the relation between
values and preferences according to questionnaire survey. Through in-depth
interview, the participants suggested the factors of rising and falling ranks
of values and preferences, in comparison to actual prices. Research findings
will serve as reference for the development of product design. Several
important conclusions are found as reference for the industry and designers. Keywords: vacuum machine; perceived value; preference; rank difference |
The Influence of the Designer's Expertise on Emotional Responses | | BIBAK | Full-Text | 572-582 | |
Hui Yueh Hsieh | |||
This study examined whether people who had received design training
responded differently to non-verbal risk communication materials. More
specifically, it examined whether the level of expertise affected the emotions.
The study measured emotional responses to visual stimuli in 324 Taiwanese
participants (users, novice designers, intermediate designers and expert
designers), using a Chinese translation of the abbreviated PAD Emotion Scales.
Significant main effects of varying levels of expertise were found on all three
dimensions of the PAD. Design expertise was inversely related to pleasure; the
more design experience, the more unpleasant they rated the stimuli. Design
expertise was positively related to arousal; the more design experience, the
more arousing they perceived the stimuli. Design expertise was negatively
related to dominance; the more design experience, the more 'submissive' they
rated the stimuli. Keywords: emotion; risk communication; design expertise |
Generative Product Design Inspired by Natural Information | | BIBAK | Full-Text | 583-593 | |
Yinghsiu Huang; Jian-You Li | |||
Today's computing capacity, however, has been far more than two decades ago,
which only could convert 2D sketches to 3D models. Therefore, how to utilize
the ability of generating 3D derivative model from natural inspirations for
forming product shapes is the main problem of this research. In order to
investigate the problem of this research, therefore, the objectives of the
research can be divided into two stages: 1. to analyze principles from natural
objects, components, or/and structures; 2. to simulate and create innovative
shapes by applying computer 3D software, such as Rhino and Grasshopper, based
on natural principles for developing new product designs. At the end of this
study, with computer 3D derivative abilities and with the technologies of
3D-printing, the results of this paper will propose some generative product
forms by simulating and inspiriting from natural creatures. Keywords: Generative design; product design; 3D-Printing; natural creatures |
Application of a Requirement Analysis Template to Lectures in a Higher Education Institution | | BIBAK | Full-Text | 594-601 | |
Koji Kimita; Yutaro Nemoto; Yoshiki Shimomura | |||
Due to a declining population of 18-year-olds, higher education institutions
are targeting new types of learners, such as adult learners who work full time
while enrolled. To attract these new types of learners, higher education
institutions need to provide education that takes account of the learners'
requirements. To do so, this study evaluated education in higher education
institutions from the viewpoint of learners. Specifically, we analyzed the
requirements of learners using a requirement analysis template utilized in
Service Engineering. Keywords: Higher education; Customer requirement; Service Engineering |
User Experience Evaluation Framework for Human-Centered Design | | BIBAK | Full-Text | 602-612 | |
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 UX evaluation framework based on ISO 9241-11 and ACSI
(American Customer Satisfaction Index) was proposed. Following the previous
paper, this paper proposes an integrated new evaluation framework of usability
and UX, explains its usage, and discusses its application. Keywords: User Experience; Usability; ISO 9241; ISO 13407; ISO/IEC 25010; Evaluation
framework; American Customer Satisfaction Index |
Proposal of Evaluation Support System of Nursing-Care Service Components | | BIBAK | Full-Text | 613-620 | |
Takuichi Nishimura; Yasuhiro Miwa; Tomoka Nagao; Kentaro Watanabe; Ken Fukuda; Yoichi Motomura | |||
We are trying to design employees' motivation and create technology to
realize sustainable improvement in nursing-care service field. Components in
nursing-care service such as how to care eating or how to help walking with a
robot should be evaluated in order to improve the action and raise the service
quality. But it is difficult to understand actions and results in the whole
nursing-care service field because employees do not have enough time to record
them and are not motivated to do so. Recording support mobile terminals
cooperated with various sensors embedded in the facilities and employees will
support visualize situation in such collaborative and face-to-face service
field. Moreover motivation design for employees to record action and knowledge
is crucial because human-sensor and human-computation ability is completely
dependent on their proactivity. In this paper we propose evaluation support
methodology of nursing-care service components with both direct effect and
log-term effect of the action by participatory interaction design, which we
proposed previously. Keywords: Nursing-care service; evaluation; service components; collaborative system
development |
Selecting a Function by How Characteristic Shapes Afford Users | | BIBAK | Full-Text | 621-628 | |
Makoto Oka; Masafumi Tsubamoto; Hirohiko Mori | |||
This study focused on shapes in accordance with the affordance theory. We
would like to propose as a substitute for a mouse a new interface that enables
humans to instinctively select functions. Instead of making the optimally
shaped devices for each function of computers, the aim is to instinctively
select functions with a minimum device. To this end, we verify what shape of
devices would enable humans to imagine and select all the functions. The
present study takes a close look at "how devices are held"; and we conduct
experiments, focusing on musical instruments that are held in different
manners. Keywords: affordance theory; select function; menu |
Does ICT Promote the Private Provision of Local Public Goods? | | BIBAK | Full-Text | 629-640 | |
Yurika Shiozu; Koya Kimura; Katsuhiko Yonezaki; Katsunori Shimohara | |||
In this paper, we found three conditions to clarify the social network
structure for local people solving local problems with social network analysis.
One is that a core group exists in the community; the second is that the inside
of the core group is an exclusive network; and the third is that a person who
has high value of Betweenness centrality is next to the core group. And we
showed that using ICT increases the density of the social network in our case. Keywords: social network; centrality; local public goods |
Problems in Usability Improvement Activity by Software Engineers | | BIBAK | Full-Text | 641-651 | |
Yukiko Tanikawa; Hideyuki Suzuki; Hiroshi Kato; Shin'ichi Fukuzumi | |||
We develop a support environment for software engineers that combine human
centered design (HCD) policy with system development process to improve
usability. We verified this support environment experimentally, and we observed
that software engineers could not carry out works corresponding to "Analyze
context of use", which is one of HCD activities and is usually done easily by
usability engineers. Through this verification process, we found that there is
some difficult task about HCD activities for software engineers to carry out. Keywords: usability; software engineers; system development process; HCD activities;
analyzing context of use |
Requirements Engineering Using Mockups and Prototyping Tools: Developing a Healthcare Web-Application | | BIBAK | Full-Text | 652-663 | |
Leonor Teixeira; Vasco Saavedra; Carlos Ferreira; João Simões; Beatriz Sousa Santos | |||
Healthcare web-application development teams involve non-computer experts
working (clinicians) on the requirements specification that is later processed
by software engineers/analysts (conceptual model) and coded by software
programmers (software project). The management of this process, which involves
different levels of abstraction and professionals with different backgrounds,
is often complex. As such, mediators and facilitator's mechanisms for the
requirements-gathering process and information transfer are needed. The main
purpose of this work is to minimize the problems associated with this complex
process, supporting the requirements engineering process of a healthcare
web-application in a rapid prototyping model. The results proved that a rapid
and functional prototyping model can improve the effectiveness of the
requirement elicitation of any software development. Keywords: healthcare web-application; software; requirement engineering; requirement
elicitation; mockups; prototyping |
Suggestion of Operation Method of the Interest Shift Model of the Twitter User | | BIBA | Full-Text | 664-677 | |
Yusuke Ueda; Yumi Asahi | |||
Being interested in Twitter is modeled. The model is called a concern shift model. The concern shift model is constructed based on the linear differential equation model and the Kermack-Mckendrick model. This model has the feature in which it is interested. It analyzes it for the case to be interested by using the concern shift model on Twitter and CGM (Consumer Genelated Media). The tendency to analyze by the analysis is quantitatively shown. In doing the comparison between a proposal of the marketing technique and existing analysis service from the feature and the analysis result of the model, The model's view in the future is shown. |
The Historical Evolution Research of Information Interaction Design | | BIBAK | Full-Text | 678-689 | |
Yangshuo Zheng | |||
This paper focuses on three parts: first, based on interdisciplinary,
summary and expand the information interaction design concept and connotation
system, clearer information interaction design system and constitute essential
characteristics; Second, original build the information interaction design
system thinking model in four dimensions "environment -- human -- technology --
objects", launched research on social environment context, psychological needs
of information users, Information technology research, information interaction
design products; Third, combined and summarized information interaction design
thinking model in existence and characteristics way of various forms of
society, from the perspective of society evolution form the essence analysis of
information interaction design, explored the transformation process of
correspondence between information interaction design and the development of
society patterns. Keywords: information Interaction Design; Historical evolution; Information society |