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RRIOC Tables of Contents: 01020304050607

Romanian Journal of Human-Computer Interaction 7

Editors:Dorian Gorgan; Costin Pribeanu
Publisher:MATRIX ROM
Standard No:ISSN 1843-4460
Links:Journal Home Page | Table of Contents
  1. RRIOC 2014 Volume 7 Issue 1
  2. RRIOC 2014 Volume 7 Issue 2
  3. RRIOC 2014 Volume 7 Issue 3
  4. RRIOC 2014 Volume 7 Issue 4

RRIOC 2014 Volume 7 Issue 1

Romanian dependency parser developed based on parsers for other Romanic languages BIBAKPDF 1-20
  Iulia Maria Florea; Traian Rebedea; Costin-Gabriel Chiru
Determining the syntactic dependencies is an important task in natural language processing, as it is useful for improving the results of a wide range of applications, such as machine translation, opinion mining, question-answering systems and others. This paper presents an initial step for semi-automatically building a corpus annotated with syntactic dependencies for Romanian and enriched with information about the type of the words and the relationships between them. As Romanian lacks an open-source syntactic or dependency parser specially trained on Romanian phrases, this corpus is necessary for obtaining better results for linguistic applications that are in need of dependency parse trees. To achieve this, we have started from two types of well-known parsers, the first trained for French syntactic parsing and the second for Spanish dependency parsing, that have been modified for analyzing phrases written in Romanian. The results we have obtained using these two methods are compared with the ones returned by the single existing dependency parser trained for Romanian on a medium-size corpus, which is available at this moment as a web service.
Keywords: natural language processing, dependency parsing, parser adaptation, feature extraction, syntax
InstantPlay -- A Cloud Gaming Platform BIBAKPDF 21-36
  Serban Ungureanu; Andrei Panu; Lenuta Alboaie; Sabin-Corneliu Buraga; Adrian Iftene
Cloud Gaming is a mechanism that enables users to play various games without having them installed on their computers. Games are running on servers in cloud and graphic output is compressed and sent over network. This offer major advantages that we will underlie in Section 1. In Section 2 we present how cloud gaming has become an effervescent field in computer science and we make a brief introduction of similar solutions. In section 3 we describe our solution and in next section we present a usage scenario and the results obtained comparing our proposal with an existing trading platform.
Keywords: cloud computing, gaming as a service, video streaming
Analytical platform for the study of usage data generated by telemedicine services BIBAKPDF 37-52
  Daniela-Anca Sâu
Telemedicine researches nowadays focus more and more on the complexity of the services that can be delivered and on the development of new paradigms of healthcare delivery. The paper proposes a different approach, a study in one area that has been neglected, but might provide useful insights for optimizing telemedicine services offering and that consists in the analysis of the data generated by a telemedicine application and correlating it with the geographical area where the telemedicine services were accessed. The scope of the study is to identify the most relevant data held by a telecommunication operator and processing it to expose the results in a simple and intuitive manner. Thus, a clear imagine of the usage indicators and the manner in which this usage can be correlated with the geographical position will bring a significant contribution in decision making process of optimizing telemedicine services offering. With this purpose we propose as solution an analytical platform based on a datamart that aliments an OLAP cube for enabling queries on different axes of interest. The paper presents both the data modeling and architecture, and the way of visualizing the results. The results visualization is done in an interactive manner, through personalized dashboards that contain the aggregated information at the highest level, enabling decision making in telemedicine services offering and delivery.
Keywords: data mining, data mart, Online Analytical Processing, Call Detail Records
Interactive marketing system on Internet BIBAKPDF 53-70
  Electra Mitan; Ana-Maria Borozan
This paper presents IMM-Market, an interactive marketing system on Internet, that can be used by any organization for the future development of business in a modern manner. The system was developed as a web portal and includes the following modules: information, networking, management, marketing. Users that can access the system are divided in: authorised users (having operating function; can access the system public zone), experts (having leading function; can access the expert area), and administrators (can access the expert area and the Administration component of the system). IMM-Market can be accessed by anyone, anytime, and from anywhere. With a friendly interface IMM-Market is an interactive business process management tool that can support: the investigation of the market and consumption, testing of the products acceptability on the market, sales modeling, tracking of the consumption products, evaluation and testing of products, price research.
Keywords: Interactive Marketing, Internet, Business Administration
User Interaction Techniques with 3D Particle-based Models BIBAKPDF 71-88
  Denisa Copâean; Adrian Sabou; Dorian Gorgan
In order to develop flexible, highly-interactive applications we must ensure interaction between the user and modeled objects. Particle-based modeling introduces specific challenges with regard to interaction in the virtual environment, requiring the development of particular interaction techniques in order to simulate the user's natural operations. This paper presents user interaction techniques with deformable particle-based models, namely selection, manipulation and volume slicing. We also describe the concepts and techniques that form the basis of these interactions, such as bounding volume and the implementation of the slicing instrument. Finally we describe challenges occurring when ensuring interaction in three-dimensional scene using bi-dimensional capable input devices.
Keywords: volumetric objects, 3D, parallelism, cutting

RRIOC 2014 Volume 7 Issue 2

User interface standardization BIBAKPDF 89-92
  David Faure; Jean Vanderdonckt
The UsiXML ITEA 2 project developed an innovative model-driven engineering method to improve the user interface design for the benefit of both industrial and academic end-users in terms of productivity and reusability. The goal of UsiXML was to define, validate, and standardise an open user interface description language (UIDL), increasing productivity and reusability, and improving usability and accessibility. The development efforts in UsiXML resulted in a draft submitted to W3C and were rewarded with the ITEA Excellence Award 2013 for standardization.
Keywords: user interfaces, model-based engineering, meta-models, standardization
Multi-User Interaction Meta-Model BIBAKPDF 93-116
  Josefina Guerrero-Garcí Juan Gonzáz-Calleros
In recent years, there has been a wide interest on how groups of people work together, and on how collaboration might be supported. Many authors, rely on Task Modeling to design collaborative information systems. Task models can be represented at various abstraction levels. When designers want to specify only requirements regarding how activities should be performed, they consider only the main high-level tasks. On the other hand, when designers aim to provide precise design indications then the activities are represented at a small granularity, thus including aspects related to the dialogue model of a user interface (which defines how system and user actions can be sequenced). In this paper a comparative analysis of selected models involving multiple users in an interaction is provided in order to identify concepts which are underexplored in today's multi-user interaction task modeling. This comparative analysis is based on three families of criteria: information criteria, conceptual coverage, and expressiveness. Merging the meta-models of the selected models enables to come up with a broader meta-model that could be instantiated in most situations involving multi-user interaction, like workflow information systems, CSCW.
Keywords: Computer Supported Collaborative Work, Task Modeling, User Modeling, Business Process, Workflow
A model-based approach to generate connection-aware applications for the mobile web BIBAKPDF 117-138
  Javier R. Escolar; Cristina G. CachóIgnacio Marí Jean Vanderdonckt; Vivian Motti
The development of context-sensitive applications for the mobile web implies significant challenges for developers, mainly due to device diversity and the variability of the Delivery Context. One specific challenge is to create applications able to work not only when connection is available but also when disconnected. The effort required to create such applications is excessively high in spite of the facilities provided by emerging technologies. A model-based approach for the development of this type of applications is presented in this article. We present a navigation model described by means of an extended version of the State Charts eXtensible Markup Language (SCXML) proposed by W3C.
Keywords: mobile, web, offline applications, model-based, SCXML, navigation model
UsiGesture: Test and Evaluation of an Environment for Integrating Gestures in User Interfaces BIBAKPDF 139-160
  Francois Beuvens; Jean Vanderdonckt
User interfaces allowing gesture recognition and manipulation are becoming more and more popular these last years. It however remains a hard task for programmers to developer such interfaces: some knowledge of recognition systems is required, along with user experience and user interface management knowledge. It is often difficult for only one developer to handle all this knowledge by itself and it is why a team gathering different skills is most of the time needed. We previously presented a method along with a tool in order to ease the collaboration between members of such a team. In this paper, we present results and feedbacks collected by observing different teams that followed the method and/or used the proposed tool.
Keywords: HCI, recognition, pen-based interaction, User interface modeling
Towards a Culture-Adaptable User-Interface Architecture BIBAKPDF 161-194
  Iyad Khaddam; Jean Vanderdonckt
Culture plays a role in the way humans interact with the machine. It implies changes on the UI to fit cultural needs, practices and preferences. Knowledge on these implications are sparsed and insufficient until the moment. Employing culture knowledge as rules in the design and development of software user interfaces looks far to achieve. Even though, user interface designers and developers still need to consider differences in user interfaces. Our approach to support user interface developers and designers is to propose a user interface architecture that enhances their ability to apply changes imposed by culture. Our contribution is to analyse culture studies to identify concerns and requirements for such architecture, propose an architecture that satisfies some of these requirements and discuss an idea towards an enhanced one.
Keywords: Culture, UI architecture, HCI, culture models

RRIOC 2014 Volume 7 Issue 3

Using social networks among Romanian students -- variable, advantages and limits BIBAKPDF 195-208
  Dragos Daniel Iordache
Social Networking Sites (SNSs) allow people to present themselves, join interest groups and establish or maintain connections with others. Most social networks are for teenagers and adults, although some have no lower age limit. These sites can be oriented towards work-related contexts (LinkedIn.com), connecting users with common interests or for university students (original destination of Facebook.com). The goal of this paper is to identify the main factors that motivate students in Romania to use various social networks, the people encouraged to use them as well as the limits and possible risks associated with use of SNSs. Results are based on content analysis of the responses to the open questions of the instrument applied to 172 students from the University of Bucharest and Academy of Economic Studies in Bucharest.
Keywords: Social Networking Sites, students, advantages, limits, determinants
The modeling, analysis and classification of conversations in collaborative environments BIBAKPDF 209-224
  Alexandru Bardas; Mihai Dascalu; Stefan Trausan-Matu
The classification of conversations in collaborative environments is needed for a better understanding of discussed subjects. Ontologies represent an efficient and representative method of conceptualising a domain. Starting with a predefined set of ontologies for multiple domains, a precise conversation classification between multiple members is wanted. To facilitate this process, the language in which the messages are written must be detected and there should be as little grammatical errors as possible. In this manner, the keywords used by the conversation's participants can be found among the concepts from the ontologies, while the dominant and central concepts determine the domains on which the conversations are classified. For doing this analysis, we built a web collaborative platform that enables realtime communication between users, the visualisation of keywords within ontologies using radial graphs and the transcript export in an accessible format for further analysis. The platform is accessible on any type of device, being capable of displaying the minimal needed information for a mobile device and automatically rescaling on a bigger screen. In this paper we provide details regarding the application's implementation, the advantages of using it and its classification system, as well as the benefits of integrating it in different educational contexts.
Keywords: instant messaging, conversation, collaboration, classification, spell checking, ontology
A short classification of audio games in the context of improving interaction and accessibility for visually impaired people BIBAKPDF 225-238
  Oana Balan; Alin Moldoveanu; Florica Moldoveanu; Oana-Maria Ferche
Making computer games accessible to blind people is a very difficult task. As the majority of computer games available on the market today are graphics-based, the visually impaired part of the population is highly deprived of this useful technological means of entertainment and education. This lack of accessibility has led to the development of adaptable and entertaining audio-based games, since the late 1970s. As hearing is a relatively reliable sense that can, to some extent, replace sight, these ludic virtual environments render their complete experience through auditory cues. Even if at the moment audio games do not draw the attention of developers as much as their video counterparts, we believe that they present obvious advantages. They should be studied more intensively in order to lead to the development of useful and accessible applications that would improve the interaction between the computer and the blind users. This paper aims to present a brief classification of the most significant audio games and to discuss their functional aspects, the most used means of interaction and the best design strategies related to the development of alternative game approaches towards facilitating the connection between the visually-disadvantaged players and the computer.
Keywords: virtual reality, HCI, audio game, 3D sound, visually-impaired people
Practical implementation of a hand gesture recognition application for use in human-computer Interaction BIBAKPDF 239-258
  Bradi Rares; Dorian Gorgan
The task of hand gesture recognition is actively researched and challenging because of complex backgrounds, different lighting environments and unpredictable hand movements. This paper presents an analysis along with an implementation of a system that can recognize the hand center, the fingers and the hand wrist. Hand center recognition is done by finding the minimum inscribed circle in the hand contour. Fingers are detected using the k-curvature algorithm. The hands positions along a trajectory are analyzed and based on those a general direction is established. The features are tracked in time using Kalman filter in order to achieve robustness in use and have stability in the features locations. The hand gestures are made out of a desired direction and a certain positioning of the fingers. An analysis is performed on three levels with the purpose of: quantifying the robustness of the system to lighting and background, determining the error rate and the processing rate.
Keywords: gesture recognition, hand gesture, k-curvature, real-time systems, image segmentation, cameras, computer vision, feature extraction, tracking, fingertips
Beta testing of a dynamic language identification software component -- preliminary results BIBAKPDF 259-272
  Costin Pribeanu; Paul Fogarassy-Neszly
Automatic language identification in a given text belongs to a general category of algorithms of text classifications with many applications. Some recent developments concerns language dependent speech synthesis. For such application, dynamic language identification is required, involving special algorithms, capable to dynamically recognize the language in texts received as a continuous stream of data. This paper presents some preliminary results during the testing of two different versions of the dynamic language identification implementation (alpha and beta), with emphasis on the second one. Two parameters were manipulated during testing: the amount of analyzed text and the inertia in changing the language. The evaluation has been done from a usability perspective with a focus on the effectiveness and efficiency of language identification. Beta testing results are useful to reveal the optimal level of parameters and suggest new directions to improve the method and algorithms.
Keywords: automatic language recognition, dynamic language recognition, beta testing, speech synthesis, usability, assistive technologies

RRIOC 2014 Volume 7 Issue 4

Named entities identification BIBAKPDF 273-288
  Liviu Sebastian Matei; Stefan Trausan Matu
An important topic in natural language processing is represented by named entities recognition inside texts. This article describes a novel approach used for detecting named entities that tries to improve the results obtained with the named entity recognition module from Stanford NLP library. In order to determine and classify named entities, this new model uses the Naive Bayes classifier. Our method is focused on named entities of type person and organization but it can be easily extended to other types of named entities. As training data we are using text that is manually annotated, text annotated with Stanford NLP toolkit and a set of XML files containing rules that describe different patterns. After the training, we are using the naive Bayes classifier in order to classify new entities. As test data we are using a Reuters collection of approximate 25000 articles among which 150 articles were manually annotated and used as training data. In order to evaluate the method we are computing the precision, the recall and the F1 factor.
Keywords: named entities, Bayes, machine learning, natural language processing
Some aspects of the internet influence on the health-related behavior of the Romanian students BIBAKPDF 289-304
  Valentina Marinescu
The present article starts from the premise that the debate about the health system offers a privileged perspective to address themes that are at the intersection of media discourse, public health policies, institutions and organizations in the field of medical and social issues. "What is the influence of the Internet on the health behavior of Romanian students?" -- this was the research question at the basis of the present article. A survey on a sample 330 students from the University of Bucharest was made in order to offer an answer. The findings suggest that the Internet plays an important role in modelling healthy behaviors of Romanian students.
Keywords: health literacy, mass media, internet, health-related behavior
Using semantic resources in an image retrieval system BIBAKPDF 305-320
  Alexandra-Mihaela Siriteanu; Adrian Iftene
In the recent years, with the development of the intelligent devices, users are sharing more and more multimedia data across the Internet using social networks. This is the reason why, web search has also become the main method for people to fulfill their information needs. Nevertheless, searching for diverse data is not that straightforward, since most information retrieval systems base their algorithms on popularity, relevance, rather than dissimilarity. In the CHIST-ERA project MUCKE (Multimedia and User Credibility Knowledge Extraction), we created a multimedia retrieval system that takes into consideration both relevance and diversity. To address the problem of diversification, we explore two approaches: (1) using semantic resources (like YAGO) in the processing of the initial query, and (2) the operations of clustering the results provided by us, based on the images titles or based on their content. In this paper, we present the first approach and we compare the results of our solution with the results provided by the Google search engine.
Keywords: Image retrieval, Search diversification, Semantic resources, YAGO
The analysis of interactions in a collaborative learning session on instant messagery BIBAKPDF 321-330
  Sibel (Molomer) Denisleam; Stefan Trausan Matu
The paper analyzes the interaction in a group of students who use instant messaging (IM) Yahoo Messenger to write a sorting algorithm. This analysis aims to identify words in a natural language and the methods of extracting important words, sentences, utterances and implicit links. Words are analyzed in terms of coherence and cohesion in text followed by a combination of words based on different ontologies. Keyword Analysis, searches the words or the sets of words using PolyCAFe system. Studying the relations between words, we can determine the meaning of words using WordNet ontology. The relations between words can rely on Latent Semantic Analysis algorithm that performs association between words in different lines and in the same space. In this paper we introduce the concept of breaks in collaboration analyzed both face to face and one online. Breaks can be viewed as silences, hesitations and can be analyzed from several aspects such as time, participant response.
Keywords: CSCL, conversation analysis, extracting words, pauses
User Interaction Techniques based on 3D Graphical Annotation in eLearning Environments BIBAKPDF 331-350
  Teodor Stefanut; Dorian Gorgan
Multimedia eLearning resources (i.e. images, video files, and 3D models) allow the exemplification and intuitive representation of high complexity concepts. At the same time, the interaction with these resources cannot be efficiently implemented nu based on text communication and analysis (i.e. chat, email, forums). In order to enable the users involved in didactic activities, either trainers or trainees, to focus on the content of the materials and less on learning the interaction tools and methods, we propose the use of graphical annotations as the base of a new user interaction style. Specific interaction techniques will be described throughout the article, for each phase of the teaching process: resources creation, resources analysis, communication between participants in the context of the information presented, knowledge evaluation. In order to enable natural integration of 3D graphical annotations in the lesson model we will also describe a new modelling approach, both at the control level (e.g. creating new resources or modifying the visual structure of existing ones) and analysis/representational level (e.g. represent student answers to specific problems).
Keywords: interaction techniques, eLearning, 3D graphical annotation