Annotated Domain Ontologies for the Visualization of Heterogeneous Manufacturing Data | | BIBA | Full-Text | 3-14 | |
Rebekka Alm; Mario Aehnelt; Steffen Hadlak; Bodo Urban | |||
Manufacturing processes such as monitoring and controlling typically confront the user with a variety of heterogeneous data sources and systems. The cognitive efforts to summarize and combine the data from these different sources affect the user's efficiency. Our goal is to support the user in his work task by integrating the data and presenting them in a more perceivable way. Hence, we introduce an approach in which different data sources are integrated in an annotated semantic knowledge base: our domain ontology. Based on this ontology, contextually relevant data for a specific work task is selected and embedded into a meta-visualization providing an overview of the data based on the user's mental model. Two systems finally exemplify the usage of our approach. |
Evaluation of Data Display Methods in a Flash Flood Prediction Tool | | BIBAK | Full-Text | 15-22 | |
Elizabeth M. Argyle; Chen Ling; Jonathan J. Gourley | |||
Flash flooding can be difficult to predict using traditional, rainfall
threshold-based approaches. New initiatives like the Flooded Locations and
Simulated Hydrographs (FLASH) project provide real-time information using
rainfall observations to force distributed hydrologic models to predict flash
flooding events. However, in order to address the goal of creating a
weather-ready nation, system designers must not only possess tools that relay
useful information, but such tools must also be able to communicate
environmental threats to stakeholders in a clear and easy-to-use interface.
Where previous research has addressed the performance of forecasting models,
the present study uses a human factors approach to enhance FLASH's ability to
present information to decision-makers (i.e., forecasters). Keywords: Flash flood; Decision Making; Forecasting |
Modernizing Exploration and Navigation in Enterprise Systems with Interactive Visualizations | | BIBAK | Full-Text | 23-33 | |
Tamara Babaian; Wendy Lucas; Mengru Li | |||
Enterprise Resource Planning (ERP) systems empower employees with access to
vast amounts of data from across the organization. Learning how to navigate an
enterprise system and explore the data within, however, can require herculean
effort. Despite the efficacy of visualizations for enhancing knowledge
discovery and exploration, they have yet to be applied to assisting users of
ERP systems. In this paper, we present two visualization components designed
specifically for those users. The first provides an easy-to-use search
interface for visualizing relationships between data entities, while the second
supports navigation via an interactive map. Both have been implemented in a
prototype for validation in future studies. Keywords: Interactive visualizations; Dynamic visualizations; Enterprise systems; ERP |
Explorative Visualization of Impact Analysis for Policy Modeling by Bonding Open Government and Simulation Data | | BIBAK | Full-Text | 34-45 | |
Dirk Burkhardt; Kawa Nazemi; Egils Ginters; Artis Aizstrauts; Jörn Kohlhammer | |||
Problem identification and solution finding are major challenges in policy
modeling. Statistical indicator-data build the foundation for most of the
required analysis work. In particular finding effective and efficient policies
that solve an existing political problem is critical, since the forecast
validation of the effectiveness is quite difficult. Simulation technologies can
help to identify optimal policies for solutions, but nowadays many of such
simulators are stand-alone technologies. In this paper we introduce a new
visualization approach to enable the coupling of statistical indicator data
from Open Government Data sources with simulators and especially simulation
result data with the goal to provide an enhanced impact analysis for political
analysts and decision makers. This allows, amongst others a more intuitive and
effective way of solution finding. Keywords: Information visualization; Visual analysis; Impact analysis; Simulation;
Open Government Data; Policy modeling; Decision making |
Big Data Visualization for Occupational Health and Security Problem in Oil and Gas Industry | | BIBAK | Full-Text | 46-54 | |
Daniela Gorski Trevisan; Nayat Sanchez-Pi; Luis Marti; Ana Cristina Bicharra Garcia | |||
Association rule learning is a popular and well-researched set of methods
for discovering interesting relations between entities in large databases in
real-world problems. In this regard, an intelligent offshore oil industry
environment is a very complex scenario and Occupational Health and Security
(OHS) is a priority issue as it is an important factor to reduce the number of
accidents and incidents records. In the oil industry, there exist standards to
identify and record workplace accidents and incidents in order to provide
guiding means on prevention efforts, indicating specific failures or reference,
means of correction of conditions or circumstances that culminated in accident.
OHS's employees are in charge of analyzing the mined rules to extract
knowledge. In most of cases these users has two main challenges during this
process: (i) to explore the measures of interestingness (confidence, lift,
support, etc.) and (ii) to understand and analyze the large number of
association rules. In this sense, an intuitive visualization of mined rules
becomes a key component in a decision-making process. In this paper, we propose
a novel visualization of spatio-temporal rules that provides the big picture
about risk analysis in a real world environment. Our main contribution lies in
an interactive visualization of accident interpretations by means of
well-defined spatio-temporal constraints, in the oil industry domain. Keywords: Data visualization; Big data applications; Decision support systems; Oil and
gas industry |
Affective Responses of Interpolated Sketches | | BIBAK | Full-Text | 55-66 | |
Kun-An Hsiao | |||
This study explored the expression differences between designer-interpolated
shapes and computer-interpolated shapes under affective perceptual map.
Multidimensional scaling (MDS) program was applied to construct product
perceptual space as the basis to demonstrate the relationship among
interpolation stimuli and affective adjectives. The designer-interpolated
kettles have the tendency to design more fresh and modern images. Comparing the
average distance between designer-interpolated kettles and midpoint of the
source kettle, it is clear that the operations of interpolation image on the
"simple-complex" axis are easier to create than the "contemporary-traditional"
and "emotional-rational" axes. This study also proves the relationship between
the computer-interpolated shapes and their affective responses to be nonlinear
and non-uniform. The results showed under a condition of free design expression
for the designer, the design purpose not only yields a finished product
appearance but also represents the designer's will. Keywords: Interpolation; Affective responses; Product shape; MDS |
An Approach to Spatial Visualizing Method for Information Structure to Enhance Remember to Look | | BIBAK | Full-Text | 67-73 | |
Jae-Gil Lee; Dong-Hee Shin | |||
Individuals living in our information-driven society can feel overwhelmed by
the amount of information as well as the myriad of technologies they can use to
access it. Personal information management (PIM) is an activity in which an
individual stores personal information items in order to retrieve them later.
One ideal of PIM is that we always have the right information in the right
place, in the right form, and of sufficient completeness and quality to meet
our current needs. Personal information storage tends to become enormous over
time. In addition, its structure can also become diversified and complex,
resulting in information that is scattered in different forms across various
devices and multiple versions. One way to solve the issue of information
fragmentation is to emphasize the concept of remembering to look. Most
information management system representations are using spatial metaphors,
where virtual objects are displayed similar to physical objects in the actual
world. The power of spatial metaphors lies in people's tendency to naturally
use spatial metaphors. Keywords: Spatial metaphor; Information structure; Personal information management |
Visual Interactive Process Monitoring | | BIBA | Full-Text | 74-85 | |
Sebastian Maier; Hannes Kühnel; Thorsten May; Arjan Kuijper | |||
Sensor data has been coined the oil of the 21st century. We present a technique for the visual analysis of multivariate sensor event log data. This technique tackles two challenges: Firstly, in a complex process the relation of causes and effects is often masked by indirections. Secondly, the metrics to measure success might be different from the measures that identify causes. Thus, our approach does not require that all sensor data is equal. Our techniques combines automated and interactive grouping to identify candidate sets sharing properties relevant for cause and effect analysis. Interactive visual probes offer immediate information on the statistical relevance of an identified connection. |
Uncertainty Visualization Framework for Improving Situational Awareness in Emergency Management Systems | | BIBAK | Full-Text | 86-96 | |
Natália Ferreira Oliveira; Leonardo Castro Botega; Lucas César Ferreira; Márcio Roberto de Campos | |||
Situation awareness (SAW) is the perception of environmental elements within
a volume of time and space, the comprehension of their meaning, and the
projection of their status in the near future. Processes of acquisition,
maintenance and recovering of situation awareness, guided by information
visualization methods, may be affected by problems related to the quality of
information processing and display, undermining the decision-making process.
Among such problems, uncertainty, general dimension and association with the
complete gathering of information may arise from the acquisition to its
processing and cognition in SAW-oriented systems. Thus, the present study
describes the creation of a framework that integrates and disseminates issues
related to quality of information and quality of representation, involving the
application of graphical representation techniques of uncertainties generated
by the dimensions of completeness, consistency and dimensions related to time,
such as currently. A case study of emergency management information display
will be discussed to illustrate the applicability of the representative
framework to improve situation awareness, as well as the graphical
representation techniques of uncertainty. Results of this study are discussed,
and they point out the contribution to the process of situation awareness of
emergency management makers. Keywords: Uncertainty visualization; Situation Awareness |
A Concept for Visualizing Psychophysiological Data in Human Computer Interaction: The FeaturePlotter | | BIBAK | Full-Text | 97-106 | |
Falko Pross; Dilana Hazer; Harald C. Traue; Holger Hoffmann | |||
This paper introduces a graphical concept and an implementation for
visualizing psychophysiological data in human computer interaction.
Psychobiological measurements result in huge datasets, which are mandatory for
the development of semi-automatic or automated emotion classification and hence
a reliable planning and decision-making system called companion system. The
mentioned amount of data calls for the need of making dependencies and
coherences in those datasets visible for the human eye in addition to
algorithmic pattern recognition and feature selection. Seeing through the data
by exploring it playfully helps experts understanding the data structure and
provokes non-specialists' curiosity. Keywords: Data visualization; Psychophysiology; Companion systems; Emotion
recognition; Human computer interaction |
Proposal of a Visualization Method to Support Informal Communication Using Twitter Attributes | | BIBAK | Full-Text | 107-114 | |
Ryota Sasajima; Kohei Otake; Makoto Oka; Akito Sakurai | |||
In this paper, we propose a method to visualize information regarding
hobbies and interests of a person inferred from tweets on Twitter to support
informal communication in the real world. Analysis of the current states and
experiments on informal communication clarified that it is important and useful
for a person to know information such as hobbies, interests and other
attributes which indicate background of his/her partner to start and maintain a
first and good meeting. Through experimental results, we demonstrated that our
proposed social profile diagram was effective for informal communication. Keywords: Social networking service; Informal communication; Visualization |
A Team Hiring Solution Based on Graph-Based Modelling of Human Resource Entities | | BIBAK | Full-Text | 115-126 | |
Avinash Sharma; Jyotirmaya Mahapatra; Asmita Metrewar; Abhishek Tripathi; Partha Dutta | |||
As modern organizations become more agile and support more complex business
processes, acquiring the right set of talent is becoming crucial for their
operations. One of the key talent acquisition problems is staffing a team that
has requirement for multiple job descriptions, from a pool of external
candidates. This team hiring problem may arise for (i) a new organization, (ii)
a new group in an existing organization, or (iii) an existing group that faces
high attrition level. This paper presents a Talent Acquisition Decision Support
System (TADSS) that provides decision support for team hiring. The system first
builds a weighted graph based model for the three types of Human Resource (HR)
entities in the problem setup (jobs, employees and candidates), and the
inter-relationship among them. Next, an algorithm based on spectral embedding
of the HR Graph is used to select teams. The system then provides an
interactive team selection and comparison interface based on the HR Graph.
Simulation-based evaluations show the effectiveness of the proposed system in
team formation. Keywords: Human resource graph; Graph embedding |
Reading Through Graphics: Interactive Landscapes to Explore Dynamic Topic Spaces | | BIBAK | Full-Text | 127-137 | |
Eva Ulbrich; Eduardo Veas; Santokh Singh; Vedran Sabol | |||
An information landscape is commonly used to represent relatedness in large,
high-dimensional datasets, such as text document collections. In this paper we
present interactive metaphors, inspired in map reading and visual transitions,
that enhance the landscape representation for the analysis of topical changes
in dynamic text repositories. The goal of interactive visualizations is to
elicit insight, to allow users to visually formulate hypotheses about the
underlying data and to prove them. We present a user study that investigates
how users can elicit information about topics in a large document set. Our
study concentrated on building and testing hypotheses using the map reading
metaphors. The results show that people indeed relate topics in the document
set from spatial relationships shown in the landscape, and capture the changes
to topics aided by map reading metaphors. Keywords: Text visualisation; Dynamic information landscape; Interaction design; User
study |
Edge Bundling in Multi-attributed Graphs | | BIBAK | Full-Text | 138-147 | |
Takafumi Yamashita; Ryosuke Saga | |||
Numerous information visualization techniques are available for utilizing
and analyzing big data. Among which, network visualization that employs
node-link diagrams can determine the relationship among multi-dimensional data.
However, when data become extremely large, visualization becomes obscure
because of visual clutter. To address this problem, many edge bundling
techniques have been proposed. However, although graphs have several
attributions, previous techniques do not reflect these attributions. In this
paper, we propose a new edge bundling method for attributed co-occurrence
graphs. Electrostatic forces work between each pair of edges; however, if the
edges are under different attributions, then repulsion works between pairs. By
bundling edges under the same attribution, a graph can more clearly show the
relationships among data. Keywords: Edge bundling; Network visualization; Attributed graph |
URU: A Platform for Prototyping and Testing Compatibility of Multifunction Interfaces with User Knowledge Schemata | | BIBAK | Full-Text | 151-160 | |
Sandrine Fischer; Blaine Oelkers; Mitchell Fierro; Makoto Itoh; Eric White | |||
We present a platform for prototyping and testing the information
architecture of multifunctional products. A prototyping component supports the
creation of feature outlines and their rendering into clickable prototypes. A
user testing component implements an experimental method for characterizing the
schemata operations involved during first use of multistate interfaces.
Generation of the experimental material is automated via natural language
processing techniques. The platform supports remote type of interface testing
and fits well the needs for agile and data-informed user-centered design. Keywords: User testing; Graphical user interface; Knowledge schemata; Quantitative
evaluation; Prototyping; Design tool |
An Exploration of the Effectiveness of Infographics in Contrast to Text Documents for Visualizing Census Data: What Works? | | BIBAK | Full-Text | 161-171 | |
Marylisa Gareau; Rebecca Keegan; Lin Wang | |||
The U.S. Census Bureau conducted a usability research study using 3
published Census infographics on different topics containing statistics
produced from Census survey data. The study used a mixed-factorial design with
repeated measures, comparing user performance (accuracy of information recall
and accuracy of searching for information) and satisfaction after using either
the 3 infographics, or 3 text documents containing the same information. 55
participants were randomly assigned to either the Infographics condition or the
Documents condition, accordingly. Results revealed significant advantage in
accuracy for participants with any amount of college education, and a
significant interaction between the stimulus type (infographics compared to
documents) and the condition (searching versus recall) with infographics being
related to increased performance in the searching task and not the recall
tasks. However, there were no significant memory-related advantages for
infographics above documents, and no interaction between education and stimulus
type. Keywords: Usability; Infographics; Memory |
Searching for Information: Comparing Text vs. Visual Search with Newspapers Websites | | BIBAK | Full-Text | 172-180 | |
Victor M. González; Jesús García; Bárbara Muro | |||
Different approaches used to define how a website shows information have an
impact on how users evaluate its usability. As shown in the present study, how
people accomplish a search of visual content in a newspaper website is an
important factor to review while designing it. In this study, 47 participants
were randomly assigned to evaluate one of two different newspaper websites and
asked to do visual and written searches. The evaluation metrics were: task
success and task time. Also the participants made an overall evaluation of the
site, answering two Likert questions and an open-ended question to measure
qualitative aspects. Finally, we measured the overall satisfaction with a SUS
questionnaire. The results show that a poor performance in the search of visual
content lead to lower usability perception, this might be a main aspect to
improve when defining priorities to enhance overall usability. Keywords: Data visualization; Information presentation |
The Usability of Magnification Methods: A Comparative Study Between Screen Magnifiers and Responsive Web Design | | BIBAK | Full-Text | 181-189 | |
Elyse C. Hallett; Blake Arnsdorff; John Sweet; Zach Roberts; Wayne Dick; Tom Jewett; Kim-Phuong L. Vu | |||
Screen magnifiers, which often result in the need for horizontal scrolling,
and enlarging content through the browser itself are two magnification methods
used by computer-users with low vision. With responsive web design (RWD), the
later can be done with word wrapping, thus eliminating the need to horizontally
scroll. The present study compared the effectiveness of the two methods when
participants performed two types of Web-based tasks: reading comprehension and
data input. Results showed that when using RWD, participants completed the
reading comprehension tasks more quickly and accurately compared to when using
screen magnifiers. Participants were also able to complete data input more
quickly with RWD than with the screen magnifier. Finally, participants rated
RWD to be more usable than screen magnifiers. The results of this study have
implications for further developments of web accessibility guidelines. Keywords: Accessibility; Display; Screen magnifiers; Design; Responsive web design;
Low vision; Usability |
Generating Summary Videos Based on Visual and Sound Information from Movies | | BIBAK | Full-Text | 190-203 | |
Yurina Imaji; Masaya Fujisawa | |||
Vast quantities of video data are now widely available and easily
accessible; because of the many videos that users encounter, video summary
technology is needed in order to help users find videos that match their
preferences. This study focuses on movies to propose a method for extracting
important scenes based on visual and sound information, and verifies the degree
of harmony of the extracted scenes. The video segments thus characterized can
be used to generate summary videos. Keywords: Summary videos; Visual and sound information |
Narrower Conceptual Scope in the App Than the Web Store Interface -- The Size Does It and the Ad Has It | | BIBAK | Full-Text | 204-214 | |
Chien-Ling Kao; Man-Ying Wang | |||
How does screen size impact users in ways other than task performance or
efficiency? The current study proposed and tested the hypothesis that a
narrower conceptual scope was associated with the small/App than the large/web
store interface leading to reduced ad relevance effect (i.e., evaluation of the
ad and advertised products in high than low relevance ads was more positive).
The hypothesis was supported. Implications for mobile shopping behavior and
online ad placement were also discussed. Keywords: Screen size; Online shopping; Conceptual scope; Eye tracking; Ad relevance |
Exploring Cultural Symbols in Nigeria for Contemporary Applications in Web Visual Design | | BIBAK | Full-Text | 215-225 | |
Isah Bolaji Kashim; Oluwafemi S. Adelabu; Sunday O. Ogunwole | |||
The study aimed at exploring rich heritage of cultural symbols in Nigeria
for meaningful and harmonious adaptations in web visual interface design. In
this study, we focused on developing theme design for computer-based
questionnaire form using selected cultural motifs from the Yoruba traditional
textile tradition as a source of inspiration. Visual aesthetic evaluations were
done by university students in south western Nigeria using semantic
differential scales. We assessed the perceived aesthetic impression of the
stimuli set through the main test procedure. The study reveals how the
inflection and transfiguration of cultural symbols in web visual design can be
visually appealing to the local computer users at a first glance and changes
that might occur over extended exposure time. This paper underscores the
relevance of cultural potentials from Nigerian heritage for modern day design
application by using information technology as a platform towards adapting
them. Keywords: Arts and culture; Symbols; Culture-inspired aesthetic value and HCI |
Generation of Infotips from Interface Labels | | BIBAK | Full-Text | 226-234 | |
Eric White; Sandrine Fischer; Foaad Khosmood | |||
A method is presented for generating informative and natural-sounding
infotips for graphical elements of a user interface. A domain-specific corpus
is prepared using natural language processing techniques, and a
term-frequency/inverse-document-frequency transform is used for vectorization
of features. A k-means algorithm is then used to cluster the corpus by semantic
similarity and retrieve the most similar infotips for any inputted interface
label. We demonstrate the feasibility of this method and conclude by proposing
several approaches to improve the selection of infotips by incorporating
natural language processing and machine learning techniques. Keywords: Natural language processing; Machine learning; Instructional design;
Graphical user interfaces |
Proposal of a Data Presentation Technique Using Four-Frame Cartoon Expression for a LifeLog System | | BIBAK | Full-Text | 235-246 | |
Takashi Yoshino; Iori Osada | |||
In recent years, research on lifelogging has increased because of
developments in information technology. However, few studies have dealt with
communication with other people using lifelogging technology. Therefore, we
have developed the BlogWear system, which automatically generates weblog
entries using lifelog data. The results of our previous experiment showed that
a large number of entries from lifelog data have few changes, and readers
quickly tire of them. Therefore, this study proposes a method that generates a
four-frame cartoon expression from lifelog data. The contribution of this study
is to show that the use of four-frame cartoon expressions can make viewing
lifelog data more enjoyable. Keywords: LifeLog; Four-frame cartoon; Blog; Communication support |
Search in One's Hand: How Users Search a Mobile Library Catalog | | BIBAK | Full-Text | 247-257 | |
Tao Zhang; Xi Niu; Liugen Zhu; Hsin-liang Chen | |||
With the rapid growth of mobile devices, mobile websites become an important
channel of library resources and services. The mobile catalog is often
significantly different from its desktop version in interface and features, but
few studies of library catalog search behavior have been focused on mobile
catalog searches. We present a study on user search behavior with a mobile
library catalog based on transaction log analysis. We compared mobile and
desktop catalog search behaviors and highlighted the similarities and
differences, which could provide important evidence for improving mobile
library catalogs' search performance and usability. Keywords: Mobile search behavior; Library search; Search log analysis; Mobile
application development |
Fusing Text and Image Data with the Help of the OWLnotator | | BIBA | Full-Text | 261-272 | |
Giuseppe Abrami; Alexander Mehler; Dietmar Pravida | |||
A central challenge for any approach to mining multimedia data concerns the availability of a unified semantics that allows for the fusion of multicodal information objects. To meet this challenge, a format is needed that enables the representation of multimedia data even across the border of different (e.g. iconic and symbolic) codes using the same ontology. In this paper, we introduce the OWLnotator as a first step to meeting this dual challenge by example of text-image relations. The OWLnotator is presented as part of the eHumanities Desktop, a browser-based, platform-independent environment for the support of collaborative research in the digital humanities. It focuses on modeling and analyzing multicodal, multimedia information objects as studied in the humanities. The eHumanities Desktop contains a wide range of tools for managing, analyzing and sharing resources based on a scalable concept of access permissions. Within this framework, we introduce the OWLnotator as a tool for annotating intra- and intermedia relations of artworks. The OWLnotator allows for modeling relations of symbolic and iconic signs of various levels of resolution: ranging from the level of elementary constituents to the one of complete texts and images. To this end, the OWLnotator integrates TEILex (a system for interrelating corpus and lexicon data as part of the eHumanities Desktop) with the expressiveness of OWL-based ontologies in order to meet the first part of our twofold challenge. As an evaluation, we illustrate the OWLnotator by means of "Illustrations of Goethes Faust". |
A Filtering System of Web History Using the Browsing Characteristic | | BIBAK | Full-Text | 273-279 | |
Keita Arai; Makoto Oka; Hirohiko Mori | |||
Most Web browsers have a Web history function to support to go back to the
pages which user use to watch. However, only few people use it to revisit Web
pages. In this study, we suggest a filtering system of Web history that holds
only the Web pages that is more likely to be revisited. Whether visited Web
pages are more likely to be revisited or not is determined by the
characteristics of user's browsing behaviors. Our results clarify users'
browsing characteristics make a filtering system of Web history work well. This
study shows a solution of revisit Web pages, using Web history function. Keywords: Web history; Revisitation; Refinding; Browsing characteristic; Filtering |
Seed, a Natural Language Interface to Knowledge Bases | | BIBAK | Full-Text | 280-290 | |
Bahaa Eldesouky; Heiko Maus; Sven Schwarz; Andreas Dengel | |||
The World Wide Web has been rapidly developing in the last decade. In recent
years, the Semantic Web has gained a lot of traction. It is a vision of the Web
where data is understandable by machines as well as humans. Developments in the
Semantic Web made way for the creation of massive knowledge bases containing a
wealth of structured information. However, allowing end-users to interact with
and benefit from these knowledge bases remains a challenge.
In this paper, we present Seed, an extensible knowledge-supported natural language text composition tool, which provides a user-friendly way of interacting with complex knowledge systems. It is integrable not only with public knowledge bases on the Semantic Web, but also with private knowledge bases used in personal or enterprise contexts. By means of a long-term formative user-study and a short-term user evaluation of a sizable population of test subjects, we show that Seed was successfully used in exploring, modifying and creating the content of complex knowledge bases. We show it enables end-users do so with nearly no domain knowledge while hiding the complexity of the underlying knowledge representation. Keywords: Usability; Semantic Web; Natural language; Knowledge bases |
Managing References by Filing and Tagging | | BIBAK | Full-Text | 291-300 | |
Pierre Fastrez; Jerry Jacques | |||
This paper presents the preliminary results of a cognitive ethnography of
the personal information management (PIM) practices of five social science
researchers. Based on video-recorded interviews involving guided tours of our
informants' personal digital spaces of information, we study how they create
digital workspaces that support their informational activity. We introduce a
semio-cognitive theoretical framework to elucidate the relationships between
the users' informational activity, the technical and semiotic properties of the
software tools they use, and their conceptual models of these tools. Based on
this framework, our analyses of PIM practices highlight how conceptual models
play a mediation role between the affordances of the tools and the activities
that they support. Keywords: Personal information management; Folders; Tags; Cognitive semiotics;
Conceptual models; Conceptual metaphors |
Towards a Class-Based Model of Information Organization in Wikipedia | | BIBAK | Full-Text | 301-309 | |
Michael Gilbert; Mark Zachry | |||
As complexity increases in commons-based peer production communities, the
means of organizing and facilitating collective action must also mature to
ensure the ongoing health and active maintenance of those communities [1]. This
study examines the types of structured data that exist in Wikipedia, introduces
an argument for an extension to the types of structured and semi-structured
data within Wikipedia supported by that descriptive analysis; and presents an
implementation of that extension that supports instantiations of
semi-structured content that facilitate both human and tool-mediated
interactions with Wikipedia data. This extension offers a novel means of
structuring data to support the ongoing health and maintenance of online
communities like the community of editors that maintain and develop Wikipedia. Keywords: Information organization; Information design; Tool-mediated interaction;
Wikis; Templates |
A General Framework for Text Document Classification Using SEMCON and ACVSR | | BIBAK | Full-Text | 310-319 | |
Zenun Kastrati; Ali Shariq Imran; Sule Yildirim Yayilgan | |||
The text document classification employs either text based approach or
semantic based approach to index and retrieve text documents. The former uses
keywords and therefore provides limited capabilities to capture and exploit the
conceptualization involved in user information needs and content meanings. The
latter aims to solve these limitations using content meanings, rather than
keywords. More formally, the semantic based approach uses the domain ontology
to exploit the content meanings of a particular domain. This approach however
has some drawbacks. It lacks enrichment of ontology concepts with new lexical
resources and evaluation of the importance indicated by weights of those
concepts. Therefore to address these issues, this paper proposes a new ontology
based text document classification framework. The proposed framework
incorporates a newly developed objective metric called SEMCON to enrich the
domain ontology with new concepts by combining contextual as well as semantic
information of a term within a text document. The framework also introduces a
new approach to automatically estimate the importance of ontology concepts
which is indicated by the weights of these concepts, and to enhance the concept
vector space model using automatically estimated weights. Keywords: Ontology; Classification; Text document; SEMCON |
A New Information Architecture: A Synthesis of Structure, Flow, and Dialectic | | BIBA | Full-Text | 320-331 | |
Rico A. R. Picone; Bryan Powell | |||
We introduce a new information architecture that is a synthesis of an information structure, information flow (e.g. narrative), and information dialectic (its evolution). Insights from the memory mnemonic the method of loci and the philosophical process of dialectic are introduced. Three cumulative syntheses are presented: the organic architecture with (1) the hierarchical architecture with (2) the sequential architecture with (3) the dialectical method. |
Effects of Tacton Names and Learnability | | BIBAK | Full-Text | 335-344 | |
Daniel Barber; Christopher Beck | |||
Increasing robotic capabilities and a strong impetus for mixed-initiative
Soldier-Robot teaming is pushing the boundaries of current communication
paradigms. These future teams are expected to perform along a continuum of
operating environments, in which traditional auditory and visual modalities may
be hindered or unavailable. The tactile modality offers an alternative means
for a robot to communicate words, phrases, or cues to a Soldier, providing an
additional channel to facilitate more robust multimodal communications.
However, fundamental research is still needed to understand how to design
tactile icons called "tactons." In order to better understand the relationship
of a tacton and their assigned names, this paper presents results from an
experiment comparing the ability of participants to classify existing tactons
from the literature using original versus nonsense-syllable labels. Keywords: Tactile displays; Tactons; Tacton names; Tactile belt; Human robot
interaction; Nonsense syllables |
Augmenting Soldier Situation Awareness and Navigation Through Tactile Cueing | | BIBAK | Full-Text | 345-353 | |
Linda R. Elliott; Bruce Mortimer; Gina Hartnett-Pomranky; Gary Zets; Greg Mort | |||
The objective of this study was to evaluate the effectiveness of a dual-row
tactile belt comprising two different types of advanced tactors to communicate
both navigation information and incoming alerts, during a waypoint navigation
night operations scenario. Navigation information was provided to the Soldier
by providing a pulse pattern on the torso corresponding to the direction
towards the next waypoint. At the same time, the Soldier received incoming
situation awareness alerts regarding threat and robot status indicators. Each
Soldier participated in two comparable navigation scenarios, where the task
performance with a front-mounted visual map display was used. A tactile
assisted interface was also part of the Soldier ensemble, such that the tactile
system was turned on during one navigation scenario, and turned off for the
other. When using the tactile system, Soldiers reported being more
situationally aware of their surroundings and having better control of their
weapon. They also navigated more quickly, and very rarely consulted their
visual display, when the tactile system was turned on. Keywords: Soldier performance; Navigation performance; Tactile cueing tactile display;
Tactile communication |
Multisensory Information Processing for Enhanced Human-Machine Symbiosis | | BIBAK | Full-Text | 354-365 | |
Frederick D. Gregory; Liyi Dai | |||
Multisensory information processing is a basic feature of neural systems and
has been exploited to facilitate development of Army systems that augment
Soldier performance through multisensory displays. However, the full potential
of these systems has yet to be determined and will require understanding
fundamental features of the underlying neurophysiology of multisensory
processing, the neuroergonomics of multisensory machine interface and
analytical methods for neural signal analysis, dimensionality reduction and
pattern recognition. Here, findings from basic and applied research efforts
will be presented that have focused on various aspects of human
(brain)-computer interfaces to uncover understanding in these areas and mediate
recent technological developments in multisensory display technology, passive
mental state detection, attention/orientation detection, and human activities
recognition from video in general. Based on the knowledge of multisensory
processes acquired from these efforts there are emerging opportunities for
creating new human gesture-controlled recognition systems based upon multimodal
data analysis which will allow for unprecedented human-machine symbiosis. Keywords: Human-machine interfaces; Brain-computer interface; Data analysis; Human
activity monitoring; Multisensory cueing |
Increase and Decrease of Optical Illusion Strength By Vibration | | BIBAK | Full-Text | 366-373 | |
Teluhiko Hilano; Kazuhisa Yanaka | |||
Optical illusions, such as the optimized FraserWilcox figures, are perceived
to be moving although they are perfectly still. Optical illusion intensity
substantially increases in a color-dependent FraserWilcox figure vibrated at
several Hz. By contrast, the intensity decreases in other types of optical
illusion subjected to vibration. It is difficult to control the frequency and
amplitude of vibration made by hand precisely. Vibrating a figure on the PC
display by software may be affected by the response time and limited refresh
rate of the PC display. Therefore, we developed a vibration equipment by using
a positive mechanical constraint cam. Various optical illusion figures were
vibrated using the equipment to determine the relationship of optical illusion
strength to the amplitude and frequency of vibration. Results showed that the
proposed equipment can effectively determine the vibration frequency and stroke
in which optical illusions can be recognized. Keywords: Optical illusion; Fraser-Wilcox; Vibration |
Presentation Method of Walking Sensation Based on Walking Behavior Measurement with Inertial Sensors and Pressure Sensors | | BIBAK | Full-Text | 374-385 | |
Kohei Ichihara; Koichi Hirota; Yasushi Ikei; Michiteru Kitazaki | |||
In this paper, we give the way to make the sitting user feel the walking
sensation, by using the walking sensation presenting device in which we put the
data we got from measuring walking behavior. We measured walking behavior from
the inertial sensors which we put on the insteps and waist of the pedestrian
and pressure sensors on the bottoms of their feet. We get the data of
back-&-forth movements of feet from the data of acceleration and directions
from inertial sensors on insteps. In the same way, we get back-&-forth and
left-and-right movements of the whole body from the sensor on back. Walking
sensation presenting device has a chair for user to ride, which moves
back-&-forth and right-&-left to presents walking body's swing to user
and the device which presents walking sensation to user's lower limb. The
device which presents walking sensation to user's lower limb consists two
parts. One part are the lower limb movement presenting board that moves
back-&-forth to make user's lower limbs do the same movement as the real
walking. The other is the landing vibration presenting device. About 10% of
amount of the whole body movement in real walking presents the best walking
sensation to the user. About 20% of amount of the lower limb movement in real
walking presents the best walking sensation to the user. Keywords: Walking behavior measurement; Lower limb movement; Sole vibration; Walking
sensation; Physical exercise |
Induction of a Relaxed State Using a Vibration Stimulus Based on the Respiratory Cycle | | BIBAK | Full-Text | 386-395 | |
Naoto Iwamoto; Hiroshi Hagiwara | |||
The purpose of this study was to induce different states using a vibration
stimulus based on an individual's breathing cycle. Based on the results of
Lorenz plot area S (LP-area-S), breathing control with the long-period
breathing pattern was able to induce a state of increased parasympathetic
activity. Parasympathetic activity was greatly reduced during the task with the
short-period breathing pattern. The results of LP-area-S and the AAC (alpha
attenuation coefficient) showed that LP-area-S was increased with the short-
and long-period breathing patterns when AAC was decreasing. Given the results
of this experiment, it appears that breathing control using a vibration
stimulus based on individual breathing cycles can lead to a relaxed state in
terms of the physiological and psychological changes. Keywords: Breathing control; Autonomic nervous system; Central nervous system; Lorenz
plot; Vibration stimulus |
Designing Memorable Tactile Patterns | | BIBAK | Full-Text | 396-404 | |
Daiji Kobayashi; Hiroyasu Mitani | |||
In our previous study, the requirements for designing memorable vibration
patterns such as a rhythmical vibration pattern called "vibration rhythm" were
proposed. However, almost all participants, regardless of their age, could only
recognize a few vibration patterns. Therefore, we attempted to determine a
method to create memorable vibration patterns that enabled the users to
understand the meaning of the many vibration patterns presented. In this study,
a method, designing the vibration patterns with language rhythms implied the
Japanese pronunciation of the corresponding message, were tried. The method was
evaluated through experiments, and its validity was verified by comparing its
results with a working memory system proposed by Baddeley. From the results, we
concluded that the method can help the user improve his learning skills and
memory. Consequently, our proposed new method is a better option to create
memorable vibration patterns. Keywords: Tactile interface; Vibration perception; Memorable; Vibration pattern;
Working memory |
Changes in Heart Rate Variability by Using Tactile Thermal Interface Device | | BIBAK | Full-Text | 405-411 | |
Kentaro Kotani; Shigeyoshi Iizuka; Takafumi Asao; Satoshi Suzuki | |||
As an interface for calling attention without noticing others, presentation
of tactile thermal information, equipped with an input device was evaluated.
The thermal presentation device was designed such that emotional changes were
generated after the exposure of the warm and cold stimuli, which may lead to
the alarm effect. The experiment was conducted to examine physiological and
behavioral responses for the thermal stimuli by measuring reaction time to the
stimuli with heart rate variability. The results revealed that the reaction
times given by cold stimuli were shorter than those by warm stimuli although
the changes in R-R interval of heart rate decreased significantly only by the
presentation of warm stimuli. Further evaluation included the usability for the
effects associated with alarm and recovery of drowsy situations. Keywords: Thermal information; HRV; Tactile interaction |
Human Factors to Consider During the Early Development and Dissemination of New Displays to Improve Spatial Orientation and Situation Awareness | | BIBAK | Full-Text | 412-424 | |
Ben D. Lawson; John Christopher Brill; Linda-Brooke I. Thompson; Amanda M. Kelley; Casey R. Harris; Angus H. Rupert | |||
When a new technology is contemplated to enhance situation awareness (SA),
thought must be given to designing, prototyping, and demonstrating it to
enhance usability and acceptance. The focus during this process is typically
upon the end-user. We introduce three SA-enhancing displays (designed to avoid
spatial disorientation (SD), falling, and collisions, respectively) and
describe the typical end-users of such displays. We then argue for a wider
consideration of human factors (HF) that includes the needs of those in the
entire human chain of technology development before the final end-users. We
intend to show how solving problems associated with the early development and
refinement of new technologies requires a consideration of multiple types of
"users". Consideration of only the end-user is not sufficient to ensure
technology acceptance in any of the three case studies described in this
report. Everyone in the chain of technology development must be considered a
user. Keywords: Orientation; Usability; Tactile; Vestibular; Balance; Collision; Display |
Computer Input System Using Eye Glances | | BIBAK | Full-Text | 425-432 | |
Shogo Matsuno; Kota Akehi; Naoaki Itakura; Tota Mizuno; Kazuyuki Mito | |||
We have developed a real-time Eye Glance input interface using a Web camera
to capture eye gaze inputs. In previous studies, an eye control input interface
was developed using an electro-oculograph (EOG) amplified by AC coupling. Our
proposed Eye Gesture input interface used a combination of eye movements and
did not require the restriction of head movement, unlike conventional eye gaze
input methods. However, this method required an input start operation before
capturing could commence. This led us to propose the Eye Glance input method
that uses a combination of contradirectional eye movements as inputs and avoids
the need for start operations. This method required the use of electrodes,
which were uncomfortable to attach. The interface was therefore changed to a
camera that used facial pictures to record eye movements to realize an improved
noncontact and low-restraint interface. The Eye Glance input method measures
the directional movement and time required by the eye to move a specified
distance using optical flow with OpenCV from Intel. In this study, we analyzed
the waveform obtained from eye movements using a purpose-built detection
algorithm. In addition, we examined the reasons for detecting a waveform when
eye movements failed. Keywords: Eye glance; Eye input; Optical flow; Input interface |
Basic Study of Evoking Emotion Through Extending One's Body Image by Integration of Internal Sense and External Sense | | BIBAK | Full-Text | 433-444 | |
Sho Sakurai; Takuji Narumi; Toki Katsumura; Tomohiro Tanikawa; Michitaka Hirose | |||
Emotion has closely relationship with one's body image. In some cases,
external object that physically separates from body is recognized as one's body
image. In other words, the body image extends to the external object. This
phenomenon happens by integration of internal sense that perceives one's body
and external sense that perceives the outside of the body. On the other hand,
the type of evoked emotion is decided from cognizing not only body image but
also attribution of causality. General approaches to evoke emotion in recent
have not discussed the causal attribution in depth. This study has proposed a
new method for evoking emotions through touching upon the discussion of causal
attribution. To investigate the feasibility of our approach, we made
"Interactonia Balloon" that lets users evoke a tense feeling by coupling and
decoupling a change in respiratory condition and a movement of a balloon. In
this paper, we report on the feedback and implications obtained through the
exhibition of this work. Keywords: Interaction design; Multimodal interaction; Evoking emotion; Body image;
Somatopsychology |
Development of Tactile and Gestural Displays for Navigation, Communication, and Robotic Control | | BIBAK | Full-Text | 445-457 | |
Anna Skinner; Jack Vice; Lisa Baraniecki | |||
Cognitive demands on dismounted Soldiers are ever increasing. This is an
investigation into using gestural controls and a tactile display vest to reduce
cognitive, physical, and temporal demands as relevant to covert communications
and robot control. Data was collected on 31 Soldiers for this experiment-based
evaluation consisting of task demands of a typical rural reconnaissance patrol
deconstructed into specific tasks involving a platoon leader role, a squad
leader role, and a robot controller role. Results found that use of an
instrumented glove and a tactile display vest was associated with a higher
average percentage and faster average speed of signal detections when compared
to traditional hand and arm signals. Glove-based robot control was also
compared with traditional methods and evaluated. Keywords: Human interface; Information management; Robotic control |
Human Characteristics of Figure Recognition in Tactile Feedback | | BIBAK | Full-Text | 458-465 | |
Motoki Tanuma; Makoto Oka; Hirohiko Mori | |||
In car, information presented to drivers is increasing and most of
information is done using the visual and auditory displays. Presenting the
information only to visual and auditory modes must cause drivers' cognitive
overloads in the near future and it is necessary to find the way using other
modes to reduce them. In this study, we especially focus on human tactile
figure recognition of the train of sticking stimuli and examine the human
characteristics of what kinds of figures people can recognize as the tactile
feedback. We developed tactile device that expresses four figures. We found
there are interactions between the interval time of each sticking and the
figures and human has quite different mechanisms between the cases of the
simultaneous sticking and the consecutive sticking in recognizing the figures. Keywords: Tactile; Feedback |
Recognition of Written Cues System for Users of General Paper Media | | BIBAK | Full-Text | 466-476 | |
Daiki Yamaji; Jiro Tanaka | |||
This paper proposes a system for users of "general paper media (newspaper,
books, publications, etc.)" using recognition of written cues (made by
handwritten entries) and performing digital processing. Users are able to use
this system by a smartphone and on paper-media to save a favorite paragraph or
image on the paper, illustrate data associations, and search for English
translations, all the while being able to use the paper-media in a natural way.
Moreover, users are able to browse the interaction logs from both the
paper-media and smartphone. Experiments to evaluate the performance of this
system shows the high recognition accuracy, and high discrimination accuracy
depending on written cues. Keywords: Document recognition; Handwriting; Image processing; Image recognition; Data
management; Smartphone |
Study of Haptics and Tactile Sense of the Direction of Movement | | BIBAK | Full-Text | 477-487 | |
Sakae Yamamoto; Yukiko Yokomizo; Daiji Kobayashi | |||
The operating tool is not mentioned for the case of a location cannot be
directly confirmed visually. In above cases, by that people touch the operation
tools at our fingertips, its direction can be confirmed. This paper was focused
onto the touch, in other words, tactile and haptic. When the operator touches
the operation device, for example, button, switch, etc. It is possible to
understand of the direction of its movement of machine (equipment) from texture
information of device obtained from the operation of the tactile device. From
this, when performing multiple operations at the same time, and also the
working conditions it is difficult to be confirmed an operation device in the
eye, it is to aim to reduce operation errors. The experimental study was done.
Tow impression are found as follows; the raise-get down and positive rotation
-- negative rotation. It has been proven that there is an association between
directionality and textural sense of materials. Keywords: Haptics; Tactile; Direction of operation; Direction of movement |
Proposal of New Lighting Which Combined Functionality of Street Light and Outdoor Light | | BIBAK | Full-Text | 491-499 | |
Takeo Ainoya; Keiko Kasamatsu; Akio Tomita | |||
The two types of illuminations were developed as security sensing with
motion sensor instead of the image. We focused on the lights in outdoor in this
study. As the role of outdoor lights, the proposed light has a function that
feels natural presence of residents and pedestrian light as illumination. We
examined about a new style of lighting and proposed the lighting which combined
functionality of street light and outdoor light. We conducted concept planning,
prototyping, experiments for determining flash lighting and evaluation, and
proposed two design models. The proposed lightings in this study were able to
provide a solution by data and sensing, and to achieve safety and security. Keywords: Lighting for safety and security; Sensing; Light-emitting pattern; Street
light; Outdoor light |
A Multi-agent Based System for Route Planning | | BIBAK | Full-Text | 500-512 | |
Eugene Belyi; Indravan Patel; Anusha Reddy; Vijay Mago | |||
Route-planning is a perplexing problem in the field of computer science.
Finding computationally viable solutions to route-planning is a challenging
task. Various techniques have been devised to solve this problem; however,
there is a trade-off in these techniques between computational complexity and
accuracy. One paradigm defined in artificial intelligence which can contribute
to this problem's solution is a multi-agent system, in which a group of agents
work together to achieve a common goal. These agents require a robust mechanism
for coordination and information exchange in order to achieve this goal. When
applied to route-planning, these agents interact to compute the optimal path
based on distance, speed, and a variety of environmental factors that may
impact travelling time. The consideration of these factors allows a solution
generated by the system to be applicable to real world situations. In this
work, a hybrid model is proposed which utilizes a multi-agent system to compute
travelling time for a given route. This system utilizes a Bayesian network to
model interdependencies which exist between environmental factors. In order to
illustrate the potential effectiveness of the proposed model, several case
studies from the state of Alabama are presented. Keywords: Route planning; Road transportation network; Bayesian network; Intelligent
transportation system; Multi-agent system |
Improving Service Quality by Prioritizing Service Attributes Using SERVQUAL and Kano Model | | BIBAK | Full-Text | 513-525 | |
Chin-Mei Chou; Cindy Sutanto; Shu-Kai Wu | |||
The purpose of this study is to improve the healthcare service in nursing
home base on customer desire. Previous studies found that Taiwan nowadays is
facing the rapid growth of the ageing population and lack of resources for
taking care of elderly. Nursing home has become one of solutions to overcome
these issues. However the current condition indicates that some nursing homes
can not satisfy the customer desires, especially for elderly who are more
sensitive. SERVQUAL model is used to measure the service quality base on the
gap score between customer expectation and perception. Kano model is used to
categorized and prioritize each service attributes according the degree of
influence toward customer satisfaction. The findings of a case study are
presented. Keywords: Service quality; SERVQUAL; Kano; Nursing home; Elderly |
Travel-Information Sharing System Using Tweets with Location Information | | BIBA | Full-Text | 526-534 | |
Junko Itou; Keiichiro Nakamura; Jun Munemori | |||
In this article, we propose a travel-information sharing system. Internet-based travel-advisory services have been widely used, and these sites allow users to search and garner information regarding tourist destinations more easily. However, with such services it is difficult to find live information about a particular location, including route information, owing to the quantity of information posted on the Web. |
Ubiquitous Healthcare Systems: Improving the Adherence Level within Diabetic Medication Using Cloud-Based Reminder System | | BIBAK | Full-Text | 535-546 | |
Mohammed Kalkattawi; Tatsuo Nakajima | |||
This research focuses on diabetic patients who undergo multiple daily
injections therapy (MDI) for their diabetic management. MDI therapy is usually
considered challenging and difficult to maintain. For this reason, patients
might not able to maintain a good level of adherence to the insulin medication.
As a step to improve the adherence level among diabetics, we would like to
propose a reminder system that can promote a change in the patients' behavior.
This paper is divided into two scopes: the first scope concerns the evaluation
of current technologies within diabetic management; while the second scope
focuses on testing the proposed system among a number of patients. The results
from this usability study demonstrated that there was some improvement within
the adherence level among participants. We concluded that these types of
systems have the potential to ease the diabetic management and improve the
adherence to insulin medication. Keywords: Diabetes mellitus; Multiple daily injections; Medication adherence;
Ubiquitous health; Mobile computing; Smart devices; Smart applications |
Centralized Approach for a Unified Wireless Network Access | | BIBA | Full-Text | 547-559 | |
Jan David Nose; Jaromir Likavec; Christian Bischof; Arjan Kuijper | |||
In this paper, a concept is presented that allows to deploy a unified wireless network access for all employees in organizations with heterogeneous network environments. It is designed to be easy to implement and to maintain. Also, it focuses on usability, removing the need for manual actions to obtain network access when roaming between locations. The concept has been tested in the Fraunhofer-Gesellschaft, and has proven to solve its requirements. It can be deployed with only a small team thanks to the reduced complexity in the branch locations, and it can also be maintained without much effort since ongoing manual tasks have been avoided. Since it is based on open standards, it can easily be customized to match the requirements of the individual organization, or be extended with future improvements. For research and education organizations it is particularly useful that this concept can be integrated with eduroam seamlessly. This allows not only the own employees to roam between locations, but also guests from other participating institutions. |
Proposal of Advance Care Planning Support System | | BIBAK | Full-Text | 560-568 | |
Satomi Yamamoto; Takashi Yoshino; Chigusa Kita; Misa Takeshima; Takashi Kato | |||
In terminal care, patients may not receive the treatment they want because
they cannot express their will. We found that the "Advance Directive" and the
"Living Will" are useful for determining the treatment in terminal care.
However, patients being unable to respond to changes due to self-choices and
share these self-choices when using a conventional format are some problems
that remain. We propose an advance care planning support system that enhances
the possibility of performing self-choices, collecting data about end-of-life
care, confirming self-choices, and sharing the information with others using
social networks. Keywords: Terminal care; Advance care planning; Quality of death |
A Study of the Feature of the Lovely Product Forms | | BIBAK | Full-Text | 571-581 | |
Wen-chih Chang; Ching-An Hsu | |||
The appealing points of a product are not only "good function" and "easy to
use", but also "lovely form" for a consumer. Especially it is true for a window
shopping or an internet shopping. Many studies have shown that a product looked
lovely is more welcomed. If product features made products looked lovely are
analyzed and singled out, product designers can easily apply them in the
concept development stage. This study was conducted by two phases: a
questionnaire survey and a feature analysis of product that looked lovelier.
This paper concludes several important findings which are: 1. A structure scale
for measuring form features is established. 2. The form features of the
loveliest products, the form features of lovelier product between male and
female, and the form features of lovelier product among different age groups
are identified. Keywords: Lovely form; Product feature; Feature analysis |
Induction of Human Behavior by Presentation of Environmental Acoustics | | BIBAK | Full-Text | 582-594 | |
Eisuke Fujinawa; Sho Sakurai; Masahiko Izumi; Takuji Narumi; Osamu Houshuyama; Tomohiro Tanikawa; Michitaka Hirose | |||
Many conventional guidance systems utilize words and signals that need to be
recorded by humans. However, these systems have the disadvantage of going
unnoticed or being too intrusive when used in quiet places, such as a museum.
Human behavior is known to change as a result of varying feelings and ambient
sounds elicit pleasant and unpleasant feelings. We therefore hypothesized that
creating a comfortable sound field at a particular location would induce human
behavior. To induce human behavior with sound, we constructed a system that
divides space without a physical barrier by focusing sound in a narrow area.
Using this system, we examined the possibility of generating an acoustic field
in a narrow target position and measured the output accuracy of the presented
acoustic pressure. In addition, we tested whether humans were unconsciously
guided by the effects of this system. Keywords: Behavior induction; Virtual sound field; Parametric speaker; Evoking
emotion; Acoustic AR |
Modeling Users' Sentiment in User Segmentations: An Argumentation Approach for User Centered Design | | BIBAK | Full-Text | 595-606 | |
María Paula González; Carlos I. Chesñevar; Ramon Brena | |||
User segmentation is a practice of clustering an audience based on mutually
exclusive subsets of individuals that are similar in specific ways. Nowadays
user segmentation is crucial not only for the industry but also for the field
of User Centered Design, where achieving an accurate understanding of the
user's behavior in the current e-scenario is becoming a complex task. The
segmentation could be based on demographic issues, social-economical features,
psychographic data, physical characteristics and psychological profiles, etc.
This paper proposes a novel strategy for the automatic detection of critical
segmentation factors that divide users focused on their feelings and opinions
towards a particular topic. Given a topic and on the basis of user's text-based
opinions posted at Web 2.0 services (such as social networks, microblogging
platforms, online review systems, online news media, etc.), our proposal
introduces an argument-oriented methodology that integrates argumentation
theory, sentiment analysis and opinion mining including the computational
treatment of incomplete, contradictory or potentially inconsistent information.
The mining process is characterized in terms of dialectical analysis of
opinions (atomic or more complex opinions constructed by an aggregation
mechanism) according to a preference criterion given by topic and feature
specificity. As a result, an "opinion analysis tree" rooted in the first
original topic is automatically constructed and visualized, in which any node
models a user segmentation, showing the factor that define the segmentation as
well as the particularities that group the subset. This way, traditional
problems associated with the subjective interpretation of user's opinions
expressed in natural language are minimized. Besides, instead of defining a
user's statistical sample, all available information is considered and
possible, not evident critical segmentation factors could be discovered, thus
enhancing a rational decision making process. Keywords: User centered design; User segmentation; Sentiment analysis; Sentiment
mining; Argumentation theory |
Voice Control System and Multiplatform Use: Specialist Vs. Generalist? | | BIBAK | Full-Text | 607-616 | |
Soyoung Jung; Kwan Min Lee; Frank Biocca | |||
How do participants respond to and prefer either a common voice agent that
follows them across platforms or a community of specialist agents connected to
specific hardware platform. This study examines users' gender as it relates to
preference for voice-control system (VCS). The participants experiences a VCS
agent that followed them across platforms such as from a smart pone to a
personal cloud computing (PCC) or smart TV. One group met a different
specialist agents that were tied to different devices. This study pits the
effect of specialization by interface against the principle of consistency
design principle with regards to voice agents. However, we found a strong
gender effect, females preferred a single, generalist female agent across
platforms while males tended to prefer different, specialist female agents
embodying different platform. Keywords: Voice control system; Voice agent; Multi-platform; Clouding; Specialist vs.
Generalist; CASA HCI |
This Study of Hand Anthropometry and Touchscreen Size of Smartphones | | BIBAK | Full-Text | 617-626 | |
Yu-Cheng Lin; Ming-Hung Lin | |||
With the development of communication technology, smartphone becomes an
important personnel device that everyone must have. As the introduction of 3rd
Generation mobile telecommunication, the technology of touch screen was started
to be applied on the mobile phones and an indispensable component on a 3G
smartphone that is built in advanced computing capability like digital cameras,
GPS and web-browser. Most of modern smartphones include high-resolution
touchscreens for display and control and the size of touchscreen becomes larger
and larger. However, the question is that a larger screen is convenient to
every user? The aim of this study is to realize the relationship between
touchscreen sizes of smartphones and user's relative hand dimensions based on
the operation time, operation error rate and subjective thumb fatigue. One
hundred subjects, including 50 males and 50 females were invited to attend the
experiment. The experiment design includes 4 touchscreen sizes. The hand length
and hand width were both divided into 4 categories respectively. The results
indicated there is a rapid increasing trend from 3.5 in. screen to 5.7 in.
screen for smaller hand length/width and the trend decreases firstly slight and
then increases for large hand length/width. Touchscreen size from 4.6 in. to
5.0 in. is suggested for most people because this interval of screen size is
relatively suitable based on the analysis of hand dimensions and 3 performance
evaluation indices. Too large touchscreen (5.7 in.) is hard to use for any hand
length or width. Keywords: Touchscreen; Anthropometry; Hand dimension; Smartphone |
Internet Users' Legal and Technical Perspectives on Digital Legacy Management for Post-mortem Interaction | | BIBAK | Full-Text | 627-639 | |
Cristiano Maciel; Vinicius Carvalho Pereira; Monica Sztern | |||
Digital assets are produced in large scale by technology users, especially
after the advent of the Internet. This paper aims to analyze Brazilian users'
experience with Google Inactive Accounts, under technical, legal and cultural
perspectives. Regarding legal aspects, Brazilian laws are still inceptive. Some
projects are being designed or analyzed by governmental institutions, and the
right to oblivion is one of the main controversial points. The experiment was
part of an exploratory research by means of questionnaires, which were answered
by web software engineers, who are users of that application too. The answers
were organized into four main categories: (a) inheritance rights; (b) the Right
to be Forgotten; (c) temporal contact information; and (d) technical
stalemates. All those data were analyzed according to a literature review on
technical and legal issues regarding death, legacy and technology, so as to
better understand the advantages and disadvantages of the options provided by
Google Inactive Accounts. Keywords: Digital legacy management; Post-mortem; Legal issues |
Analysis Using Purchasing Data in Japan | | BIBAK | Full-Text | 640-647 | |
Ryota Morizumi; Yumi Asahi | |||
Purchasing style of Japanese consumers have made their own development.
Purchase of goods with a large amount once a month or once a few weeks is a
kind of global standard. On the contrary, purchase of goods with a small amount
once in couple of days is common in purchasing style of Japanese consumers.
Purchase of goods with a large amount in a weekend is recently getting to
increase however the interval is a week at the longest.
Japanese supermarkets have various features to respond to such a unique purchasing style. First, in the rest of the world, stores are located in the extensive sites on the suburbs but, in Japan, stores are located in the town. Secondly, Japanese supermarkets handle a small amount of products which are subdivided. Furthermore, even if in the same category, supermarkets handle different kinds of products by different manufacturers. In this way, purchasing style of Japanese consumers have made their own development. The analysis was carried out using the purchasing data of all customers who visited stores and distribution data of members-only coupon. As the analysis, the authors have found that member registration rate of customers is very high. Its registration rate is as high as 70%. Also, utilization rate of the coupons as member's privileges is low and, when the members pay in the stores, 70% of them don't use the coupons. In future task, how to analyze the member information which is not customer information. Keywords: Comparative analysis; Marketing strategy; Membership system; Purchasing
style |
Changing Drinking Behavior and Beverage Consumption Using Augmented Reality | | BIBAK | Full-Text | 648-660 | |
Eiji Suzuki; Takuji Narumi; Sho Sakurai; Tomohiro Tanikawa; Michitaka Hirose | |||
The main aim of this paper is to investigate whether our augmented reality
(AR) system (which changes the appearance of a cup) can implicitly change
individuals' beverage consumption via affecting volume perception for long
periods. Recent studies have revealed that the consumption of food and
beverages is influenced by both their actual volume and external factors during
eating and drinking. Previous research has confirmed that the apparent height
of the cup is a vital factor in changing drinking behavior with regard to one
sip. Therefore, in this paper, we conducted a user study to confirm whether our
AR system can change drinking behavior and beverage consumption and whether the
effect can be sustained over the course of one hour. The results showed that
the total amount of beverage consumed in one hour can be changed from about
-14% to about 25% compared to normal. By comparing this result and that of
previous research, we showed that the total beverage consumption in one hour is
proportional to the amount consumed in one mouthful, and the effect of our
method on changing the total beverage consumption continues over the course of
one hour. Keywords: Volume perception; Beverage consumption; Augmented reality; Human food
interaction; Health |
Learning to Manage NextGen Environments: Do Student Controllers Prefer to Use Datalink or Voice? | | BIBAK | Full-Text | 661-667 | |
Alice Winter; John Sweet; Yuri Trujillo; Adriana Miramontes; Sam Curtis; Karen Sanchez; Kim-Phuong L. Vu; Thomas Z. Strybel | |||
The Next Generation Air Transportation (NextGen) system will introduce new
automation tools to help air traffic controllers manage the projected increase
in air traffic. As automation tools are gradually implemented, there will be a
period of time where some air traffic will be managed with traditional
voice-based tools and others will be managed with automation tools. The present
study examined whether ATCo students prefer to use voice or Datalink more often
to solve conflicts, and determine if there were any situations where Datalink
was particularly beneficial to students. The present study is an archival
analysis of data collected from 50 student ATCos who took part in one of four
semesters of an ATCo training internship offered by the Center for Human
Factors in Advanced Aeronautics Technologies (CHAAT). We found that students
were more likely to use Datalink to resolve conflicts during the midterm than
at the final, suggesting early reliance on tools during learning. However, at
the final exam, students used voice and Datalink equally often, and indicated
that they preferred voice over Datalink. The preference for voice is likely due
to it being a more efficient method of controller-pilot communication than
Datalink. Keywords: ATC-pilot communication; ATC training; Nextgen tools; Datalink |
An Observation of Human Comprehension Through Wood Joints Assembly of a Cube Puzzle | | BIBAK | Full-Text | 668-677 | |
Thongthai Wongwichai; Takamitsu Tanaka | |||
In Japan, cube puzzle toys are traditionally made of jointed wood. This
paper explores the personal decision-making process necessary to correctly
assemble a cube puzzle toy. Participants from Iwate Prefecture were divided
into two groups, based on a questionnaire that assessed their skill level in
assembling construction kits. The participants were presented with an
unassembled toy and their actions, together with all of the conditions
necessary for interpretation of the puzzle, were recorded with a VDO camera. As
a result of the observations, new variables were developed to create three cube
puzzle sets and customize the difficulty level associated with each puzzle.
Furthermore, new information about how people define shapes was revealed during
the observational stage of the study. Keywords: Signifier; Physical constraint; Affordance |
The Research of the Influence of Customer Perceived Value to Customer Satisfaction in Mobile Games | | BIBAK | Full-Text | 678-687 | |
Kailiang Zhang; Yumi Asahi | |||
With the popularity of LTE technology, the mobile industry is booming and
the market size of the mobile industry is expanding. The major Internet
companies have entered the mobile gaming market, resulting in an increasingly
competitive market. Under this background, mobile games have then become an
emerging market in online game industry in the past few years. The scholars
studying mobile games are focused on the technology development level, few
studies on consumer behavior. The paper study is behavior intention of mobile
games based on Customer Perceived Value. The research results in this paper
have practical meaning for mobile game developers and operators. Through the
use of Customer Perceived Value, analyze the behavior features of Chinese and
Japanese users. Then they can enhance customer satisfaction and customer
loyalty by properly managing Customer Perceived Value. Keywords: Mobile game; Customer perceived value; Customer satisfaction; Customer
loyalty |