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INTERACCION Tables of Contents: 1214

Proceedings of the 13th International Conference on Interacción Persona-Ordenador

Fullname:Proceedings of the 13th International Conference on Interacción Persona-Ordenador
Editors:Federico Botella; María Lozano; Jose A. Gallud; Antonio Peñalver; Abdulfattah Mashat
Location:Elche, Spain
Dates:2012-Oct-03 to 2012-Oct-05
Publisher:ACM
Standard No:ISBN: 978-1-4503-1314-8; ACM DL: Table of Contents; hcibib: INTERACCION12
Papers:53
Links:Conference Website
Summary:Interacción 2012 is the 13th edition of the International Conference promoted by the Spanish Asociación para la Interacción Persona-Ordenador (AIPO), whose main objective is to promote and disseminate the recent advances in the field of Human-Computer Interaction. This conference will provide a forum for discussion and exchange of ideas on design and application of techniques and methodologies with a multidisciplinary approach.
    MexIHC 2012 is the fourth Conference on Human-Computer Interaction, organized by the Mexican ACM SIGCHI chapter (CHI-México) in a biennial format alternating with the Latin American Conference on Human-Computer Interaction (CLIHC). MexIHC aims to be a forum of networking and ideas exchange among students and researchers, faculty and practitioners, institutions and interest groups, students, and practitioners in the field of Human-Computer Interaction and Interactive Systems Usability, in order to support an exchange of scientific results, and their application in industry. Furthermore, the consolidation of specific experiences for the mexican context.
    Both conferences will be celebrated jointly, keeping their own identities, to join forces and establish partnerships between the two communities.
Schema driven distributed user interface generation BIBAFull-Text 1
  A. Peñalver; E. Lazcorreta; J. J. López; F. Botella; J. A. Gallud
In the last few years many traditional user interfaces have evolved towards "distributed" user ones. Nowadays, the proliferation of mobile devices with increased functionality and computing power, allows that different interaction elements can be distributed among different devices from different platforms, supporting interaction with one or many users. In this paper we propose a new schema-based definition of Distributed User Interfaces that will allow the specification of the elements to be distributed and will define constraints on the distribution process itself, independently of the language selected to construct the interface. We also introduce here two new definitions to complete the formalization of the definition of the Distributed User Interfaces (DUI). Our previously defined Abstract User Interface (AUI) model jointly with this new schema-based definition of DUIs will lead us to the full specification of the concrete DUIs.
A study of the human-system interface complexity sources in wastewater treatment plants BIBAFull-Text 2
  Pere Ponsa; A. Pérez; J. Gámiz; Cristina Manresa-Yee; Ramon Vilanova
In human-automation interaction it is necessary to define methods and tools to assess the human-system interface complexity. In a first assessment, the use of an evaluation questionnaire aiming at detecting complexity sources in the human supervisory control room tasks in wastewater treatment plants (WWTP) is presented in this paper. The first results show that the elicitation of complexity sources can be useful to improve the interaction between humans and safety-critical systems in the industrial domain.
Guidelines for designing graphical user interfaces of mobile e-health communities BIBAFull-Text 3
  Ricardo Mendoza-González; Francisco J. Álvarez Rodríguez; Jaime Muñoz Arteaga; Alfredo Mendoza-González
This paper presents a set of guidelines oriented to makes easier the creation of well-designed user interfaces of E-Health Communities accessed from mobile devices. We structured these guidelines considering the survey-obtained feedback from users which (regularly) entering social networks from mobile devices. These data were enriched by several approaches presented in previous literature. We show a first draft of the guidelines' application by using, and then we discuss the aspects that we are currently working on which will be reflected in short-term results.
The open repository of heuristics BIBAFull-Text 4
  Llúcia Masip; Marta Oliva; Toni Granollers
Searching for and choosing the most appropriate set of heuristics is the most complicated task of the heuristic evaluation. Bearing in mind that the main aim of our project is to get the best heuristics for a specific interactive system, the Open Repository of heuristics enables us to store, look up and update heuristics.
HABITAT: a tool for interactive activities in the treatment of acquired brain injury BIBAFull-Text 5
  Francisco J. Navarro; Elena Navarro; Francisco Montero
The Acquired Brain Injury (ABI) has become one of the causes of loss of quality of life with a higher impact. In this context, technology plays a very important role thanks to the assistance it can offer for creating and doing interactive activities for rehabilitation. HABITAT is a tool that supports the rehabilitation of people with ABI by offering different types of interactive activities for their treatment as well as interesting functionalities for the management and monitoring of their evolution. This paper describes the results of the usability study of HABITAT carried out by a group of people with ABI in rehabilitation sessions conducted prior to its final deployment.
Usability requirements elicitation: an overview of a mapping study BIBAFull-Text 6
  Yeshica Isela Ormeño; Jose Ignacio Panach; Óscar Pastor
Usability is a key factor to create a quality product. However, there are few proposals to deal with usability requirements from the early steps of the software development process. This paper presents a mapping study to compare existing usability requirement methods and to identify strong points for each one.
A framework for the design of awareness support in collaborative situations of implicit interaction BIBAFull-Text 7
  Jesús Gallardo; Ana Isabel Molina; Crescencio Bravo
The application of the Ambient Intelligence (AmI) approach implies the use of new styles of computer-human interaction as well as the need of supporting activities of collaborative nature. In these contexts, the concept of implicit interaction refers to those actions that a computer considers as inputs although the user has not intended to generate an input in an explicit way. In order to provide AmI scenarios in which collaborative activities takes place with computational support, classic concepts about computer-human interaction are not enough, for example, when giving support to awareness. Thus, in this paper a framework for the design of awareness support in collaborative AmI applications is proposed. This framework takes the work by Gutwin and Greenberg on explicit interaction as a starting point and intends to serve as a design guide for developers who need to create such a system. Also, this work settles the basis for a future model-based development method for collaborative AmI systems that takes into account awareness issues.
Interacting with multi-touch handheld devices in augmented reality spaces: effects of marker and screen size BIBAFull-Text 8
  Asier Marzo; Benoît Bossavit; Oscar Ardaiz
During the last years popularity of Augmented Reality (AR) has grown considerably. Nowadays most people have handheld devices equipped with camera, a variety of sensors and high computational power capable of rendering graphics previously only available on desktop computers. Such devices have replaced buttons with multi-touch screens as their main input system. In this paper we design and implement a technique for multi-touch handheld devices to manipulate objects in three-dimensional spaces. By mean of three experiments we studied the effect of workspace and device size on the performance.
BaLOReS: a suite of principles and metrics for graphical user interface evaluation BIBAFull-Text 9
  Salvador González; Francisco Montero; Pascual González
Nowadays, graphical user interfaces (GUI) are expected to be more than mere shop windows for their applications. In fact, if user interactive expectations are not reasonably satisfied by the GUI, any functional capability of the software can be looked down on. In order to improve the satisfaction through aesthetically well-design interfaces, we present a five principle suite together with their metrics based on design structural parameters. This suite has been called BaLOReS and a complementary prototyping tool (BGLayout) has been also provided to automate metric calculations.
Evaluation of the sense of presence and immersion in virtual rehabilitation: influence of user movement feedback BIBAFull-Text 10
  Sergio Albiol-Pérez; José-Antonio Gil-Gómez; Mariano Alcañiz; Habib Moussa Fardoun
Virtual Rehabilitation has undergone enormous development in recent years. Most existing Virtual Rehabilitation Systems include a tracking system to provide users with feedback of their movements, allowing them to interact with the virtual environment. The aim of this study is to analyze the influence of this feedback on the sense of presence and immersion of the users. We used a Virtual Rehabilitation system with sixteen healthy subjects. These subjects were evaluated through questions of the VRUSE questionnaire related to the sense of immersion/presence. The results show that providing feedback to users significantly improves the sense of presence and immersion.
Use of the Wii balance board system in vestibular rehabilitation BIBAFull-Text 11
  Sergio Albiol-Pérez; José-Antonio Gil-Gómez; Mariano Alcañiz; Roberto Llorens; Carolina Colomer
Therapies for the treatment of vestibular rehabilitation are focused on postural control, the risk of falls, and the inclusion of patients in activities of daily living (ADL). Recent studies show that virtual reality provides a low-cost system for rehabilitating patients with vestibular disorders. In this paper, we introduce an interdisciplinary project to develop a virtual rehabilitation system, Vestibular Virtual Rehabilitation (V2R), for patients with vestibular disorders. Specifically, we propose an innovative way for interaction between the system and the patients. In the developed system, patients interact with the system following auditory cues, not visual inputs. Due to the features of the disorder of the patients -- visual dependency -- the proposed system is very promising, as the first results indicate. To obtain this objective, we have generated a low-cost system that is based on the Nintendo® Wii Balance Board® (WBB) and is designed specifically to rehabilitate patients. The results suggest that the use of a virtual rehabilitation system with auditory cues increases the postural control in patients with vestibular disorders.
An intelligent etutor-student adaptive interaction framework BIBAFull-Text 12
  Shehab A. Gamalel-Din
Many educators believe that the most effective means for teaching is through one-on-one interactions with students. This research's hypothesis is that better learning results would be achieved by adapting the e-tutor interaction with its individual student user. eTutor-Student interaction in this research is based on adapting the content and presentation of the learning material to the student based on his/her learning model -- The student model. In other words, eTutor should adapt and personalize the teaching strategy for each student; something that is not easy to achieve without the aid of an intelligent system with a comprehensive knowledgebase. This article presents one essential component of our research on adaptive e-learning -- namely, a framework of a Smart Cognitive Augmented Learning Object Repository (SCALOR) engine that augments the concepts of learning styles onto Hypermedia Learning Objects, which together with a Smart domain knowledge ontology compose the Smart e-Learning Knowledgebase (SELK). SELK is at the core of the personalization of the eTutor-Student interaction for a more efficient and effective learning process. Evaluation results for this framework proved the hypothesis.
Scientific electronic book: information architecture and reference points BIBAFull-Text 13
  Carolina Navarro-Molina; Antonio Vidal-Infer; Juan-Miguel López-Gil; Juan-Carlos Valderrama-Zurián; Rafael Aleixandre-Benavent
This paper examines the influence of the loss of reference points for the digital readout in user interaction. This has been done using 5 eBooks from different disciplines, accessed through various consultation platforms. We have examined different aspects of the information architecture of these sites to find out if users are aware of their location in the text during reading and maintaining control to scroll through it. The results indicate the need to design more robust information architectures to overcome the problems of loss of location and convert the digital reading experience into a viable alternative.
Natural interaction techniques using Kinect BIBAFull-Text 14
  Jaime Chapinal Cervantes; Francisco Luis Gutiérrez Vela; Patricia Paderewski Rodríguez
The work presented focuses on the study of interaction techniques in 3-dimensional (3D) and its implementation with the device Kinect. We analyze this device and its operation in order to know their characteristics and limitations. The main objective is to study how to adapt the classical 3D interaction techniques to Kinect. For this, we have made a study of several modes of interaction that are currently using this device and videogames that use this device. We conclude presenting a case study which use Kinect to implement a system of cognitive rehabilitation.
SWET-QUM: a quality in use extension model for semantic web exploration tools BIBAFull-Text 15
  Jose Luis González; Roberto García; Josep Maria Brunetti; Rosa Gil; Juan Manuel Gimeno
In order to make Semantic Web tools more appealing to lay-users, a key factor is their Quality in Use, the quality of the user experience when interacting with them. To assess and motivate the improvement of the quality in use, it is necessary to have a quality model that guides its evaluation and facilitates comparability. The proposal is an extension of the international standard ISO/IEC 25010:2011 that focuses on Semantic Web exploration tools, those that make it possible for lay-users to browse and visualise it. The model is being applied as part of the iterative development process of such a tool and helps guiding its development so the Quality in Use is maximized.
Perception of accessibility errors to raise awareness among web 2.0 users BIBAFull-Text 16
  Afra Pascual; Mireia Ribera; Toni Granollers
This work presents an accessibility evaluation of the two most popular blog tools online: Blogger and Wordpress, under Authoring Tools Accessibility Guidelines 1.0 and Web Content Accessibility Guidelines 1.0. It also makes a proposal on how to communicate to web content editors the perception of web content by users with disabilities. This proposal aims to be extensible to other Web 2.0 scenarios.
   Web 2.0 prosumers face several difficulties in creating accessible content: they don't have the knowledge to do it, they are not conscious of the generated barriers [2], and the tools they use don't help them in this task. The authors believe that raising awareness between users Web 2.0 on the most problematic accessibility errors will contribute to create better and more accessible content.
   More detailed content of the study can be found in the research group blog.
Analysis and application of gamification BIBAFull-Text 17
  Andrés Francisco Aparicio; Francisco Luis Gutiérrez Vela; José Luis González Sánchez; José Luis Isla Montes
In this paper we present a method for analysis and application of gamification as a tool to assist the participation and motivation of people in carrying out various tasks and activities. We analyze what are the psychological and social motivations of human beings, and how game mechanics can help when it comes to satisfy these needs. Likewise, it is proposed a method for analyzing the effectiveness of gamification based on a quality service model and the metrics associated with the properties of the playability as a measure of fun induced by the process of gamification.
NeuroGame project: multimodal videogame neuro-evaluation BIBAFull-Text 18
  Antonio Loscertales; Eva Cerezo; Marco Creatura; José Luis González; Javier Minguez; Rosa Gil; Sandra Baldassarri; Yolanda López
The present paper presents NeuroGame, a multidisciplinary project that aims to deepen the understanding of the measurement and analysis, in form of emotional and cognitive responses, of the information associated with the hedonic evaluation of videogames. The goal of the paper is twofold. First, a general methodology for evaluating games in both aspects of design and gameplay is presented. The proposed methodology focuses on evaluating the user experience through the analysis of users' emotional and cognitive responses measured in the laboratory thanks to a deployment including both physiological and non-physiological sensors. Second, the paper proposes, based on this general methodology, the hedonic evaluation of various aspects of three specific videogames. Finally, results of the first tests carried out with users are presented.
Modeling tangible game controls with ToyVision BIBAFull-Text 19
  Javier Marco; Eva Cerezo; Sandra Baldassarri
This paper presents "ToyVision", a software toolkit aimed to make easy the prototyping of tangible games in visual based tabletop devices. The architecture of ToyVision incorporates a new abstraction layer, the Widget layer. This layer is the distinguishing feature of ToyVision and allows developers to model, in a higher level, tangible controls with richer tangible interaction. The hardware layer is based on Reactivision open-source toolkit, which has been extended with new functionalities in its Hardware layer. The toolkit has been complemented with a Graphic Assistant that gathers from the designer all the information needed by the toolkit to model all the tangible playing pieces. To show the potentiality of the toolkit, two games with their different controls generated thanks to the characteristics of ToyVision are shown.
User interaction analysis in a CSCL environment supported by social media technologies BIBAFull-Text 20
  Iván D. Claros; Ruth Cobos
This paper presents a description of a collaborative learning environment for the composition of educational multimedia objects, called SMLearning. This environment was built with social media technologies and evaluated through a blended learning experience. The user interactions in this experience have analyzed based on three types of actions: individualistic, cooperatives, and social acceptation. Based on a correlation analysis, we found that these three types of actions are directly related; and that could be due to the collaboration phenomenon.
Web access for people with visual disability: Inclusite® solution BIBAFull-Text 21
  Sebastián Márquez; Frank Moreno; Javier Coret; Esteban Jiménez; Francisco Alcantud; Ignacio Guarinos
This paper addresses the evaluation of a prototype of the Inclusite® solution, designed to enable web accessibility for visual disabled people. The interface provides the help from the Web and avoids users' dependence on software and devices normally used by them. An expert in typhlotechnology makes usability tests of Inclusite® interface, consisting of keyboard navigation combined with voice synthesis (synthesis of voice reads to the user the selections made from the keyboard). The evaluation of the initiative is very positive as it will contribute to reduction of costs by the users, not needing to purchase specific software, as well as reducing their dependence on the use of their own equipment, with their typical aid installed on it, because it will be hosted on the Web itself. Also some aspects required to improve the interface are highlighted.
Usability guidelines related to ease of learning and ease of use in the design of interactive digital television applications, considering user profiles BIBAFull-Text 22
  Rocío Narváez; Diana J. Hurtado; Andrés F. Solano; César A. Collazos; José L. Arciniegas
Interactive Digital Television (IDTV) has grown in popularity, thanks to new innovations in technology, it occupies an important place in society. Although there are guidelines, principles, standards, among others, to design interactive systems in the field of guidelines for designing IDTV applications it is relatively a little that has been stated. This article presents a set of usability guidelines related to ease of learning and use in design IDTV applications, which focus on user profiles. These guidelines have been generated from tests conducted at the IDTV Laboratory of University of Cauca (Colombia).
Tool generator for an interaction lab BIBAFull-Text 23
  Ernesto de la Rubia; Antonio Diaz-Estrella
This paper presents a framework which aims to make easier the development of tools and prototypes to be used in interaction and virtual reality research. This framework helps the user to create high quality virtual environments as well as interact through virtual reality devices. The framework consists of a designer that makes possible to model quickly general aspects as environment, animation, navigation, etc., and a software development kit that allows the user to take into account specific issues through a programming language. Furthermore, a set of useful examples are shown to prove the benefits of this tool generator.
Development of end-user-centered EUD software BIBAFull-Text 24
  José A. Macías
The growth of ICT (Information and Communication Technology) has recently motivated end users, with no computer science skills, to take an active role in the computing world by building and customizing software artifacts on their own according to specific needs. This trend has gradually transformed end users into programmers or software designers, thus taking part in technical development activities. However, this fact may introduce a risk factor and produce a significant socioeconomic impact in the way software is produced by such users, unbalancing the roles of both programmers and end users by giving technical roles to unskilled users. This article discusses such issues and proposes guidelines for enhancing design principles and assisting end users in most complex parts of domain-software customization, rather than enabling the user to program or manage software directly. To this end, in this paper three supporting tools are introduced to provide end users with authoring environments to easily customize software. The tools have been created under a user-centered paradigm, also evaluated in order to measure its usability and demonstrate the scope and adequacy for the end-user's domain.
Analysis of research on web usability for people with cognitive disability from 2002 to 2011 BIBAFull-Text 25
  Esteban Jiménez; Sebastián Márquez; Frank Moreno; Javier Coret; Francisco Alcantud
We present a review of research over the last decade on web usability for people with cognitive disabilities. Our aim is to know current status on the issue of usability in relation to people with cognitive disabilities to consider the issues they present and future solutions. We proceeded to perform a review in specialized databases of different scientific disciplines. We describe the results and we discuss empirical studies which evaluated usability of websites for people with cognitive disabilities. Conclusions and future lines are presented.
Bridging the communication gap: a user task vocabulary for multidisciplinary web development team BIBAFull-Text 26
  Sara Tena; Paloma Díaz; David Díez; Ignacio Aedo
The design of Web-based systems is specially characterized by the multidisciplinary nature of Web Development Teams (WDTs). Due to this multidisciplinary, WDT members use different terminology that can lead to misunderstanding along the development process and, consequently, affect the resulting design. This problem has been identified during the physical design of websites, characterized by the sharing of ideas and the need of reaching a common understanding of the problem. With the purpose of avoiding misunderstanding among WDT members during this phase, it is proposed a controlled vocabulary of web user task. The definition of the vocabulary is based on the analysis of interaction design patterns. The paper describes the definition process followed for the construction of the user task vocabulary as well as the vocabulary itself. The final version of the controlled vocabulary compiles a total of thirty-four web user tasks and forty-one semantic relationships represented as synonyms. The vocabulary has been assessed through a heuristic evaluation, proving its correctness and completeness.
Active citizenship: a system to inform about problems to the local entities BIBAFull-Text 27
  Habib M. Fardoun; Abdulrahman H. Altalhi; Sebastián Romero López
New technologies are becoming faster procedures for local governments, authorities, banking, etc. Such as, requesting legal and authorization documents through the Website, and booking sports facilities. Till now, this type of actions is done from the legal organization side, to resolve and help users, to perform their actions in a smooth way. In this paper, we present a system to help these organizations, an especially the governments authorities. Thus, our daily experience shows us that daily, citizens encounter many obstacles, barriers, hindrances, hurdles, and other impediments, that must be resolved. Our system resolve the question, How to report on all this in a simple and fast way? It is intended to solve the time problem with the massive incorporation of mobile devices with GPS capabilities, camera and Internet access. And by this, we foster and create an increasingly active citizenship.
KAU e-health mobile system BIBAFull-Text 28
  Antonio Paules Ciprés; Habib M. Fardoun; Daniyal M. Alghazzawi; Mouath Oadah
E-Health is referred to the application of Information and Communication Technologies (ICT) to the wide range of issues affecting the health care field. For example this may include the process starting with the registration and the diagnosis, to patients' follow-up as well as the organizational management related to each of these activities. From a citizen' viewpoint, e-Health provides considerable advantages related to information personalization which in some cases can include alternative diagnoses. From a health professional's viewpoint, e-Health refers to the actual improved access to relevant information, which, for example, can be directly associated with major medical journals and associations, electronic prescribing and overall accessibility to patients' personalized health information by ease of access to Medical Records (MR). However, current solutions do not provide real time access to such MRs especially in cases of emergency such as accidents. Therefore, in this paper, we present a new solution for e-Health, named KAU-Health; KAU-Health is a new system based on cloud computing which allows hospital users to interact in real time, and obtain critical information, which is crucial for immediate decisions making.
Mecca access and security control system BIBAFull-Text 29
  Habib M. Fardoun; Abdulfattah S. Mashat; Antonio Paules Ciprés
Mecca (Makka al-Mukarrama) is a city in Saudi Arabia. For Muslims, the pilgrimage to Mecca is part of one of the fundamentals of their faith, so-called pillars of Islam. Each year, nearly five millions of pilgrims go to the holy city, to perform the Hajj during the Muslim month of Dhu al-Hijjah. The existent of this big number of people in such a small enclosure make the occurrence of incidences happened so often. For this, in this paper we present an access and security control system, to prevent the suffering of these incidences. This is done thanks to the use of ICT, this system will perform image tracking and pilgrims monitoring, to help these pilgrims, and provide them all the needed attention in an effective and technological way.
Adaptation mechanisms based on quality properties: a case of study of a positioning service BIBAFull-Text 30
  Tomás Ruiz-López; Carlos Rodríguez-Domínguez; Manuel Noguera; María José Rodríguez; José Luis Garrido
Satisfaction of Non-Functional Requirements (NFR) in Ubiquitous Systems is specially important to guarantee the success in the development of those projects. However, the variety of existing solutions, each of them with different quality properties, together with the variability of the environments, force the designer to deal with a complicated task for their fulfillment. This paper presents the need for a design solution that enables the reconfiguration to obtain a set of adaptations for an indoor positioning service, with the purpose of satisfying the NFR that are expected at every moment. The proposal is illustrated through an application example where different scenarios are presented together with the corresponding adaptations that can be carried out.
A VRPN server for haptic devices using OpenHaptics 3.0 BIBAFull-Text 31
  María Cuevas-Rodríguez; Matthieu Poyade; Arcadio Reyes-Lecuona; Luis Molina-Tanco
This paper presents an implementation based on the Virtual Reality Peripheral Network (VRPN 7.18) to handle connectivity between Virtual Reality (VR) applications and SensAble Technology Phantom Haptic Devices using the OpenHaptics 3.0 Haptic Library Application Programmable Interface (HLAPI). VRPN offers a client-server based architecture to support network transparent connectivity between VR applications and a set of physical interaction devices. VRPN suggests a set of classes to handle various physical devices types. Originally, the haptic rendering was supported by the obsolete GHOST API, provided by SensAble Technologies, within a specific VRPN class dedicated to Phantom devices.
   The proposed implementation consists of a) new classes that support haptic device server and VR applications connectivity, allow to specify arbitrary 3D object information to haptically render geometries and report applied force, angle at contact point, Surface Contact Point (SCP) and Depth of Penetration (DOP); and b) an upgrade of the Phantom dedicated VRPN class to handle haptic rendering using OpenHaptics HLAPI functionalities to manage device state and forces calculation. Moreover, the integration of the HLAPI implementation in VRPN remains respectful to VRPN inheritance and architecture standards: Tracker and Button classes remain unchanged.
Towards a unified interface in the field of assistive technologies BIBAFull-Text 32
  José Alberto Fuentes; Miguel Oliver; Antonio Fernández-Caballero
Currently, there are many solutions in the field of assistive technologies addressing some kinds of disabilities. Each solution has opted for very specific and incompatible technologies. Recently, new devices initially destined to electronic entertainment are appearing. These kind of devices have joined in a single sensor various types of technologies typical for assistance. In this paper, we show how theses kind of sensors also called RGB-D sensors are capable of replacing traditional heterogeneous technologies and a single device covers several solutions in the field of multimodal human-computer interaction and assistive technologies. Furthermore, a prototype of a software equivalent to a traditional assistive technology product is shown.
Interactive case based learning in teaching decision support systems and business intelligence BIBAFull-Text 33
  Salma Mahgoub; Farrukh Nadeem
An important learning outcome in teaching Decision Support Systems and Business Intelligence is understanding the decision making processes in real-life. Classroom discussion can be an effective tool for understanding how different factors affect the decision making but reality of the real-life business is so complex to be understood with simple discussions. In such a scenario, real-life case studies can be very helpful. The real-life case studies offer experiential learning that can improve the learning outcomes of the course. This paper aims at describing how interactive action oriented case studies, with student participation, aid in the process of learning in the Decision Support Systems and Business Intelligence course for undergraduate students, and make it more dynamic and interesting.
Long-distance runner training system for smartphones BIBAFull-Text 34
  Samuel Sandru; Miguel J. Hornos; Maria Luisa Rodríguez
For many people nowadays, sports is a vital part of their physical and mental well-being and there is a certain sport that each day acquires more adepts, running. The proposal presented in this paper tries to help runners by offering assistance for those interested in competing in long distance running, and more specifically in marathon distance. Our objective therefore consists in analysing the necessities of long distance runners, designing and proposing a system that aims at assisting sportsmen in their decision making on the planning of their training sessions and thus avoiding injuries caused by overtraining. The system should be able to offer training advices, make route recommendations based on the user location context and provide feedback during the specific training.
From augmented reality to mixed reality: technological options BIBAFull-Text 35
  Hector Olmedo; Jorge Augusto
This paper introduces the most popular HW and SW tools and technologies to develop AR and MR applications, in order to serve as starting point to anyone interested in developing such systems.
Interaction modeling on heterogeneous spaces BIBAFull-Text 36
  Ricardo Tesoriero; José A. Gallud; Pedro G. Villanueva; Gabriel Sebastián
This paper presents a metamodel that defines an abstract syntax to represent the interaction between entities and their environment through heterogeneous interactive spaces. It also presents a concrete syntax that defines a domain specific language supported by a case tool that allows developers to model space specific concerns independently from the rest of the application.
Evaluation of web browsing experience by people with cognitive disability BIBAFull-Text 37
  Frank Moreno; Javier Coret; Esteban Jiménez; Sebastián Márquez; Francisco Alcantud
After a review of research in last 10 years we have seen the low output of work on the usability of the web, with respect to users with cognitive disabilities. This time we intend to explore the problems faced with mild or moderate intellectual disabilities when using the World Wide Web. We conducted a study to assess the Web site navigation experience using the Usability Lab of Access Research Unit, University of Valencia, where we recorded and analyzed the Web-user interaction using the technique of Thought Manifesto and Interview, from a qualitative methodological approach, to thereby detect the problems they have when surfing the Web sites for people with cognitive deficits.
Combining InterMod agile methodology with usability engineering in a mobile application development BIBAFull-Text 38
  Begoña Losada; Maite Urretavizcaya; Juan-Miguel López-Gil; Isabel Fernández-Castro
This paper focuses on applying usability engineering in the agile methodology called InterMod. The aim of InterMod is to help with the accurate development of high-quality interactive software. This is realized by means of software engineering model-driven activities and continuous assessment in which some usability evaluation techniques have been suitably integrated. The approach here presented has been used in the development process of a mobile application. So, we have proved it is possible to appropriately integrate usability evaluation techniques in agile methodologies, such as InterMod. Furthermore, improvements have been produced since early steps of the development process. On the one hand this integration promotes a development tailored to users' expectations; on the other hand it helps to plan the agile process of activities.
Plataforma virtual de apoyo al envejecimiento activo BIBAFull-Text 39
  Carlos Rodríguez-Domínguez; Alfonso Caracuel; Sandra Santiago-Ramajo; María José Rodríguez-Fórtiz; María Visitación Hurtado; Álvaro Fernández-López
This paper describes a web-accessible platform that is being developed right now for contributing to active healthy aging. The so called platform VIRTRA-EL (Virtual Training in Elderly people) has the main aim of support performing exercises for cognitive and functional stimulation. All designed tasks will be planned and supervised by a therapist. VIRTRA-EL also allows for previous and continuous assessment of users. Platform uses either virtual or augmented reality for some exercises.
A platform supporting the development of applications in ubiquitous systems: the collaborative application example of mobile forensics BIBAFull-Text 40
  Carlos Rodríguez-Domínguez; Kawtar Benghazi; José Luis Garrido; Aurora Valenzuela
Ubiquitous systems generally consist of a set of devices, services and applications that should interoperate in order to provide context-dependent information to the users. Interoperability requirements are usually fulfilled by establishing shared communication protocols (SOAP, JSON, IIOP, and so on) and connection mechanisms (for instance, Wi-Fi or BlueTooth). Therefore, software solutions in ubiquitous systems trend to be highly bond to specific communication-related technologies, making it increasingly complex to incorporate new communication technologies used by end users who are added to the system. In this paper we present various technology independent models and a platform to overcome this problem by decreasing the level of cohesion between communication technologies and software applications to be developed in heterogeneous ubiquitous systems. In fact, this mobile platform is built by instantiating the proposed models to support the development of collaborative applications on scenarios of mobile forensics.
Evaluating emotions in educational videogames: the particular case of children BIBAFull-Text 41
  Natalia Padilla-Zea; José Luís González Sánchez; Francisco L. Gutiérrez Vela; Ana Abad-Arranz; José Rafael López-Arcos
Evaluating games with young children presents a set of features that makes the techniques used for adults may not be completely effective. For this reason, although there are methods to analyze the emotional impact a game causes in the player, changes are needed in order to be used when players are between 3 and 5 years. Furthermore, the use of these techniques when using an educational video game may require some additional adjustments. Here we present a method to perform this evaluation and results obtained from experimentation.
Proposal of a distributed events model for the development of collaborative search systems BIBAFull-Text 42
  Juan M. Fernández-Luna; Juan F. Huete; Humberto Rodríguez-Ávila; Julio C. Rodríguez-Cano
Collaborative Information Retrieval is a research emergent domain that uses computacional advances in both of Web technologies, and computer hardware, to enable users with sharing information needs to collaborate on many computer-related tasks. Many systems and prototypes have been developed to allow this behavior. Notwithstanding, these systems do not employ the resources of their users into search process. In this article we outline the propose of a distributed events model to develop synchronous collaborative information retrieval into peer-to-peer environments. We propose two methods of query propagation based on Latent Semantics Analysis, to guide the knowledge discovery inside the explicit collaborative search sessions, in order to make seeking process more context-sensitive by leading queries to their potential targets.
A framework for the development of organizational collaborative systems BIBAFull-Text 43
  Sergio L. Antonaya; Crescencio Bravo; Jesús Gallardo
It seems that the future of collaborative systems implies the incorporation of End-User Development processes and new mechanisms for adaptability, so that each user could be able to fit this specific type of software to their particular needs in a given time. In the case of organizational systems, adaptability characteristics should also cover concrete aspects associated to the nature of organizations. Therefore, this article presents a framework that simplifies the creation of adaptive organizational collaborative systems by means of models and components.
Emotion recognition in texts for user model augmenting BIBAFull-Text 44
  Linda Barros; Pilar Rodríguez; Alvaro Ortigosa
There are different application domains that would benefit from an approach able to automatically identify emotions in texts. In this paper we propose an approach able to improve existing systems with the ability of identifying levels of emotions in user texts. The improvement can arise either from the additional knowledge about the user interacting with the system (augmenting the user model), or from supporting the evaluation or selection of the text to be delivered by or through the system. The approach is validated through the analysis of well-known literary works, as well as semi-formal texts. Context of application, conclusions and future works are also discussed.
Where should I go?: guiding users with cognitive limitations through mobile devices outdoors BIBAFull-Text 45
  Alberto G. García de Marina; Rosa M. Carro; Pablo Haya
During our life, we are involved in different routines and decision-making tasks that we repeat daily in diverse contexts. While some people can cope with this easily, it may be harder for others. For example, travelling from one place to another can constitute a major problem for people with cognitive disabilities, which may represents a great barrier for their integration, in both social and working environments. We have developed a tool to assist users with cognitive limitations to way-finding. Guidance is provided by means of mobile devices through different media (audio, images, etc.). In this paper we present the results of the interaction of a group of users with cognitive disabilities with this tool. We show the usefulness of this type of guidance for this kind of users, as well as the interface that better suited their personal needs.
A review of accessibility requirements in elderly users' interactions with web applications BIBAFull-Text 46
  Lourdes Moreno; Paloma Martínez
For years, it has been anticipated that we will be an ageing society, yet users of TIC. Therefore, it is essential to investigate methods and technology which prevents accessibility barriers to elderly users of Internet and access to Web sites. There are valuable works in this field, and efforts to avoid the triggering of a digital gap due to ageing disability. This work provides a review study of the literature; it then presents an analysis of approaches to data indicating the current accessibility guidelines, explaining how accessibility barriers in elderly are not resolved and in which there is a need to keep working.
Efficient analysis of transactions to improve web recommendations BIBAFull-Text 47
  Enrique Lazcorreta; Federico Botella; Antonio Fernández-Caballero
When we deal with big repositories to extract relevant information in a short period of time, pattern extraction using data mining can be employed. One of the most used patterns employed are Association Rules, which can measure item co-occurrence inside large set of transactions. We have discovered a certain type of transactions that can be employed more efficiently that have been used until today. In this work we have applied a new methodology to this type of transactions, and thus we have obtained execution times much faster and more information than that obtained with classical algorithms of Association Rule Mining. In this way we are trying to improve the response time of a recommendation web system in order to offer better responses to our users in less time.
Towards the validation of a method for quantitative mobile usability testing based on desktop eyetracking BIBAFull-Text 48
  Cira Cuadrat Seix; Montserrat Sendín Veloso; Juan José Rodríguez Soler
With the fast evolution in the development of applications for mobile devices, the study and adequacy of usability evaluation methodologies in this context is becoming an increasingly demand. Current techniques and equipment particularly adapted to these types of interfaces, such as specific eyetracking equipment for mobile devices, are trying to offer a solution to contexts related to mobility. However, due to known physical restrictions, especially the limited size of displays, data registered by this kind of equipment is limited to qualitative data. These restrictions are especially strong when collecting data from eyetracking techniques. Further study is needed to assess usability in mobile interfaces quickly and comprehensively.
   This paper shows a state of the art review on the mobile usability evaluation field, specifically focused on the application of eyetracking techniques in usability testing for mobile interfaces. Once related handicaps and awkwardness's are identified, an agile method for exploiting desktop eyetracker equipment in combination with mobile devices is proposed. The point is coming into play the same facilities used in traditional usability testing in order to obtain qualitative and quantitative data.
   An experimental study of the proposed method has been carried out for two purposes. The first one is to prove the efficiency and applicability of the method, in comparison to existing options. The second one is to deeply analyse quantitative data extracted from the experiment related not only to the gaze, but also to the visual cognition issue in the exploration of the interface. Initial findings from this study are presented.
The digital humanities workbench BIBAFull-Text 49
  Alejandro Bia
The aim of this project is to provide a wide collection of useful text processing tools as online services. This includes tools related to XML documents, DTDs, Schemas, XSLT processing, HTML, etc.
   Most of these tools are already available, but to be useful, they have to be downloaded and properly installed on the user's machine. The idea of having them adapted and installed as form-based web services, allows for anyone to use them from anywhere, at any time, without the need of installation. This is particularly useful for teaching Digital Humanities (DH) hands-on courses, where one of the main problems is to get all the necessary tools installed before the course takes place.
   This set of online services will also suffice for emerging or small digitization projects, and as a display and workbench for DH scholars looking for tools.
Integrating multi-source user data to enhance privacy in social interaction BIBAFull-Text 50
  Mohamed Bourimi; Ismael Rivera; Simon Scerri; Marcel Heupel; Keith Cortis; Simon Thiel
New trends in pervasive computing allow for hosting user controlled servers for integrating respective user's social spheres. One main feature of such servers is the provision of a single point for managing user's data and resources from various social interaction services (e.g., LinkedIn, Facebook, etc.). A step forward would be to include the collection and integration of different social contacts and their live streams (e.g., activity status, live posts, etc.) from these services. Thereby, various privacy issues related to linkability and unwanted information disclosure, could arise. In this paper, we address how we intend to avoid such privacy issues in the EU FP7 funded di.me project when mining users' social spheres from different sources. Our approach uses (1) the detection of semantic equivalence between contacts as portrayed in online profiles and (2) NLP techniques for analysing shared live streams both; for triggering privacy recommendations. The current status is presented and the portability to other environments is shortly discussed.
Proposal and evaluation of models with and without position for immersive FPS games BIBAFull-Text 51
  A. Olivas; J. P. Molina; J. Martínez; P. González; A. S. Jiménez; D. Martínez
The video game industry is undergoing a time of change and renewal, where new forms of interaction pave the way. Wii [4], PlayStation Move [6] or Kinect [3] are examples of this trend and mark the way forward in the coming years.
   One the most popular game form is the First Person Shooter (FPS), which use unrealistic control modes based on the controller of a console or the keyboard and mouse of a computer. In this type of games, motion capture systems could be used to achieve a highly realistic experience. The disadvantages of these systems are their high cost and the large space that often requires their installation. The aim of this paper is to study the possibility of obtaining results with a similar level of realism using devices that capture only the orientation of the user's head and hand.
   This work has involved the complete development of an immersive FPS game. Together with it, new models of control have been introduced, using both the position and orientation of the user as well as the orientation only. To evaluate these models, an experiment has been carried out with twenty-four users, who tested the system and expressed their opinion on it.
Interaction and collaboration supported by distributed user interfaces: from GUIs to DUIs BIBAFull-Text 52
  Elena de la Guía; María D. Lozano; Víctor M. R. Penichet
Nowadays, the use of a wide range of different devices is increasing at a fast pace. In order to take advantage of the benefits that multi-device environments (MDE) offer us is necessary to design user interfaces capable of being distributed among different devices in an easy way. This paper presents the distribution of user interfaces components taking into account the cognitive system of the user to provide an intuitive mechanism of interaction that simulate the natural way in which users work. Finally we describe Co-Interactive Table, an interactive and collaborative system based on Distributed User Interfaces (DUIs) according to the mental models of users.
Falls and fainting detection through movement interaction BIBAFull-Text 53
  Juan E. Garrido; Víctor M. R. Penichet; María D. Lozano; José A. F. Valls
Healthcare centers have always been an essential scenario where apply new technologies in order to improve their conditions and solve problems. New movement interaction sensors have allowed the development of new solutions to solve a critical situation: the automatic falls and fainting detection. In this paper, we present a ubiquitous and context-aware system, focused on residential care homes, which uses Kinect to detect automatically anomalous postures. The system controls residents' postures through a procedure based on alert states and advice notes. Any anomalous posture is analyzed. Then, the system may consider to activate warnings or even to ask for the most adequate employee to react urgently.