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2019 | Book

HCI International 2019 – Late Breaking Posters

21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings

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About this book

This book constitutes the extended abstracts of the posters presented during the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, in July 2019.

The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions.

The 55 papers presented in this volume are organized in topical sections as follows: interaction design; cognitive issues in HCI; accessibility and universal access; learning and games; HCI in health and rehabilitation; HCI in business and society; big data, machine learning and visual analytics; and user studies.

Table of Contents

Frontmatter

Interaction Design

Frontmatter
Design Considerations for Developing a Mobile Storytelling Game Application

In this paper we explore design issues in developing a mobile storytelling game application for young children. As a prototype, we have developed a digital story-reading game application based on Aesop‘s fable titled “The lion and the mouse”. The prototype features chapter-divided storytelling sequences, mini games including quizzes and puzzles, player interaction, and voice recording. These features are designed and implemented based on the concept of Lazzaro’s four keys to fun.

Duck-Ki Ahn, Yun-Gyung Cheong, Byung-Chull Bae
Co-creation in the Localization of Interactive Systems Designed for Communicating Science to the Public: An Experience Report

This study describes the design iteration in the localization process of Nasa’s Eyes on the Earth which was aligned with co-creation. The paper provides insights from an experience report on project-based learning (PBL) conducted in the context of a collegiate course for Human-Computer Interaction (HCI). We will highlight how co-creation and collaborative work on an existing real-world project was aligned with increased levels of students’ engagement and markedly improved interaction design in prototypes. The implications of the co-creation and design shift for the education of designers and researchers in HCI will be discussed.

Lama Alluwaymi, Lama Alrashed, Hailah Alqaffary, Lamia Alabdulkarim, Nouf Alaloula, Rasha Alruwaili, Amal Alabdulkarim, Lamees Alsuhaibani, Areej Al-Wabil
Themes Validation Tool

When themes for smartphones are created, several elements can be customized. They are usually colorful and with artistic drawings in the background. One of the main challenges in creating themes is the validation of the color contrast between the fore- and background elements, so people with visual impairments can perceive the difference between them. Human validation of low visibility issues requires a lot of effort and can generate undesirable bias. Thus, an automated bias-free system is necessary for validation of smartphone themes. In this context, we propose the use of a machine learning technique known as automatic object detection to identify and classify elements with contrast issues. We used a dataset of 1,500 artificially generated Android OS homescreens to train a Faster-RCNN, each screen with at least ten elements (icons) and a balanced distribution between four levels of contrast. Our tool obtained high performance when detecting objects and high accuracy when classifying them.

Everlandio Fernandes, Rodrigo Correia, Adriano Gil, Juliana Postal, Mikhail R. Gadelha
Designing a Bulletin Board-Type Art Game for the Collection and Resolution of Conflict

In this paper, we present a new type of bulletin board game designed for the collection and resolution of various types of conflict or personal concerns that can occur in organizations or groups. Particularly, we focus on visualization of conflicts that students may encounter in schools. In the proposed bulletin board game, individual problems and suggested solutions form a set of clusters consisting of cards with images and texts. We exemplify three aspects that the players can choose when attaching a card for clustering - shape, color, and typeface. We envisage that our game design can promote players’ interactions, and contribute to inducing positive aspects of games, as well as visualizing the players’ problems through design.

Hyun-Jee Kim, Byung-Chull Bae
Babel VR: Multimodal Virtual Reality Environment for Shelf Browsing and Book Discovery

This paper presents the results of the development of a system called Babel VR, part of a work-in-progress research project aimed at obtaining insights into how a multimodal virtual reality environment can enhance shelf browsing and the discovery of books that exist in a physical library. Babel VR provides a virtual browsing experience of library items which display bibliographic attributes such as title, author, topic and location in a library, aided by the use of voice commands. The representation of physical library shelves enables the possibility of having some affordances of physical browsing within a virtual environment, while at the same time providing readers with a browsing experience enhanced by multimodal features such as the use of voice commands for searching and browsing.

Jonatan Lemos, Ed Finn
Cross-Cultural User Design: Divergences in Chinese and Western Human Computer Interface Interaction

In this paper, the authors examine how cultural background informs human-computer-interactions, particularly as pertaining to user experience (UX) and user interface design (UI). Prior studies suggest that East Asians are more likely to process information holistically while Westerners tend to engage with visual stimuli analytically. It is believed that such differences in information processing may inform web design and user experience as well. In this research, the authors took inspiration from a news site from China (i.e., QQ.com ), reflective of holistic thinking, and a Western-based news site (i.e., BBC.com ), representing analytical thinking, to investigate how the design of these pages would affect the perceived user experience. We find that both Chinese and Western participants found the design of the BBC site to be more aesthetically appealing. However, Chinese participants exhibited greater ease of navigation relative to Western participants on the QQ-inspired site.

Marcus Liljenberg, Kathy Tian, Mike Yao
Guidelines for Evaluating the Completeness of the Portfolio

Design has been expanding its position. The design has been expanding its position. because, the development of technology, to grow demand that solving problems using design methodologies [9, 13]. As a result, the capacity of individual designers is becoming more important, and the importance of ‘portfolios’ expressing and evaluating their capabilities is increasing. In the industrial society, the portfolio is used as an indicator of competence of designers, but the evaluation method and criteria depend on the subjective view of the evaluator so that the competence of the designer is not objective. Although both designers and evaluators agree on this problem, research on the portfolio itself, as well as the portfolio evaluation area, is very limited [3]. Therefore, this study is based on the priority of the components that should be considered in the evaluation of the completeness of the portfolio by analyzing the components of the portfolio so that the portfolio can be evaluated as an index for evaluating the individual competence of the designer Evaluation guidelines were presented. In order to do this, we conduct surveys and in-depth interviews with designers engaged in the business to understand the needs of the portfolio, and analyze the component data of the portfolio extracted based on the analysis, and prioritize the portfolio components that should be considered for completeness determination This study has significance in that it is presented through data analysis.

Ji Min Ryu, Keeheon Lee
CasandRA: A Screenplay Approach to Dictate the Behavior of Virtual Humans in AmI Environments

Intelligent Conversational Agents are already employed in different scenarios, both in commerce and in research. In particular, they can play an important role in defining a new natural interaction paradigm between them and humans. When these Intelligent Agents take a human-like form (embodied Virtual Agents) in the virtual world, we refer to them as Virtual Humans. In this context, they can communicate with humans through storytelling, where the Virtual Human plays the role of a narrator and/or demonstrator, and the user can listen, as well as interact with the story. We propose that the behavior and actions of multiple, concurrently active Virtual Humans, can be the result of communication between them, based on a dynamic script, which resembles in structure a screenplay. This paper presents CasandRA, a framework enabling real-time user interaction with Virtual Humans, whose actions are based on this kind of scripts. CasandRA can be integrated in any Ambient Intelligence setting, and the Virtual Humans provide contextual information, assistance, and narration, accessible through various mobile devices, in Augmented Reality. Finally, they allow users to manipulate smart objects in AmI Environments.

Evropi Stefanidi, Asterios Leonidis, Nikolaos Partarakis, Margherita Antona
A Multi-stage Approach to Facilitate Interaction with Intelligent Environments via Natural Language

Due to the proliferation of Internet of Things (IoT) devices and the emergence of the Ambient Intelligence (AmI) paradigm, the need to facilitate the interaction between the user and the services that are integrated in Intelligent Environments has surfaced. As a result, Conversational Agents are increasingly used in this context, in order to achieve a natural, intuitive and seamless interaction between the user and the system. However, in spite of the continuous progress and advancements in the area of Conversational Agents, there are still some considerable limitations in current approaches. The system proposed in this paper addresses some of the main drawbacks by: (a) automatically integrating new services based on their formal specification, (b) incorporating error handling via follow-up questions, and (c) processing multiple user intents through the segmentation of the input. The paper describes the main components of the system, as well as the technologies that they utilize. Additionally, it analyses the pipeline process of the user input, which results in the generation of a response and the invocation of the appropriate intelligent services.

Zinovia Stefanidi, Asterios Leonidis, Margherita Antona
Steering Wheel Interaction Design Based on Level 3 Autonomous Driving Scenario

With application and development of advanced technology such as Internet, big data and artificial intelligence in the field of transport vehicles, autonomous driving technology and human-machine interaction (HMI) design for smart vehicles has become the focus of major car companies and technology companies at home and abroad. Before maturation and popularization of autonomous driving technology, the traditional driving devices can be retained to a large extent. Thus, the entity equipment inside a car has great potential of becoming efficient interactive medium. After relevant research and analysis, this paper sorted out the structure of mainstream users’ demand for steering wheel interaction of the smart vehicle, and proposed a set of conceptual design to optimize user experience based on the Level 3 autonomous driving scenario, which is likely to be universal in next five years.

Xiyao Wang, Jiong Fu
How to Optimize the Input Efficiency of Keyboard Buttons in Large Smartphone? A Comparison of Curved Keyboard and Keyboard Area Size

Smartphone has been constantly optimizing the user experience of viewing content by increasing screen size. However, larger screen brings about unsatisfactory input issue, especially for one-handed users. Curved QWERTY keyboard and reduced soft keyboard area are proposed to solve the input inefficiency issue of application design in the large smartphones. Following the design of existing curved keyboards, we designed a keyboard application, which could collect all the usage data, to test whether the curved keyboard or reduced-area keyboard could indeed solve the input inefficiency issue. By using within-subject design. we compared 2 screen sizes (5.0 in. vs. 6.5 in.), 2 area sizes (small-area: letter key area is 4.9 mm × 7 mm vs. large-area: letter key area is 6.3 mm × 9 mm), and 2 keyboard layouts (curved QWERTY vs. traditional QWERTY). The results show that the large-area keyboard is significantly better in terms of pairs per minute and reaction time between two keys, at the same time, the curved keyboard performs worse than the traditional keyboard. It indicates that the two design elements are not a common practice.

Yincheng Wang, Hailin Ai, Qiongdan Liang, Wenjie Chang, Jibo He

Cognitive Issues in HCI

Frontmatter
Attitude-Behavior Inconsistency Management Strategies in MTurk Workers: Cognitive Dissonance in Crowdsourcing Participants?

Crowdsourcing refers to an online micro-task market to access and recruit large groups of participants. One of the most popular crowdsourcing platforms is Amazon’s Mechanical Turk (MTurk). MTurkers are as reliable as traditional workers yet they receive much less monetary compensation (Pittman and Sheehan 2016). Many MTurk workers consider themselves exploited (Busarovs 2013), yet, despite this, many continue to complete tasks on MTurk. The purpose of this study is to investigate how MTurk workers dealing with inequities in effort and compensation. We experimentally manipulate expected effort and worker payment in order to compare how effort verses wage inequity affects workers’ attitudes towards a series of tasks. We found that those paid more rated the task as more enjoyable and important than those paid less. Implications of this study are discussed.

Katherine Fritzlen, Dania Bilal, Michael Olson
On Two Types of Thinking Patterns in Aviation Safety

The theories of flight safety are examined from the thinking pattern point of view. Due to the different evolving environments of western and Chinese cultures, the basic thinking patterns are fundamentally different. The western linear thinking, based on the “event” of flight operation, results in the causal sequential type of flight safety theories such as the domino, accident chain, cheese theories. The Chinese pictographic thinking forms the different theory like the Flight Safety Margin based on the “feature” of flight situation, although which can only represent a very preliminary trial. The flight situation composed of features with many interacting factors included is used to comprehend the accident by the Chinese. How the features are extracted from flight operation still needs to be studied scientifically. How the features are correlated to form the significance of safety is another difficult problem. To clarify the Chinese thinking patterns in aviation safety will be a valuable research field especially after the Chinese C-919.

Hung-Sying Jing
Detecting and Identifying Real and Decoy Tanks in a Computer Screen: Evidence from Stimuli Sensitivity and Eye-Tracking

In a modern warfare as well as in reconnaissance operations it is on one hand highly important to hide and protect own troops but on the other hand find and target the enemy. Target identification is often based on visual examination of video or still images produced by for example by Unmanned Aerial Vehicles (UAVs) or other means of Intelligence, Surveillance, and Reconnaissance (ISR). In the present study we examined the perception, detection and identification of real and decoy tanks among a total of 28 participants using reaction time tests and eye-tracking recordings during categorizing tasks of images of tanks (real vs. fake; without vs. with camouflage). We found, among other things, that fake and camouflage images of tanks as compared to real and non-camouflage images decreased identification speed. We also found that camouflage images elicited more attention shifting between image and background as compared to non-camouflage images. We argued that this is probable due the fact that as camouflage blurs the image contour and sharpness people seek cues for categorization by switching between image and background. The results are important in understanding the perception and identification of military visual objects in displays and can be used for example in optimization of decoys as well as, in connection with detection, configuring display settings.

Kari Kallinen
How Important Alarm Types for Situation Awareness at the Smart Factory?

In recent years, manufacturing engineering has been changed rapidly through different parallel running developments. According to the needs of customers have become vary and the market has become being expanded through e-commerce development, manufacturers are willing to produce customized products globally, it induces a higher proliferation of variants, and shorter product life cycles. Endsley (2016) suggested that many systems involve various types of alarms or alerts function in order to call operators’ attention to important information. In order to increase the operator’s situation awareness, gathering and integrating all kinds of data from the machine are not sufficient. The system applied in the smart factory should involve the specific alarm system which analyses the cognitive processing of the operators, thus it should inform contexts of problems to operators effectively. In this paper, we more focus on designing and evaluating the alarm system, thus, how the system might have an effect on operators’ situation awareness that researched in detail level.

Heesung Park, Daehee Park, Jeongpyo Lee
The Impact of Self-efficacy and Gender on Computer Performance
An Eye Tracking Study

This paper addresses the role of self-efficacy in human-computer-interaction (HCI) and examines whether there are gender differences in computer performance. This research study is part of the interdisciplinary doctoral program “Gendered Configurations of Humans and Machines. Interdisciplinary Analyses of Technology,” funded by the federal state of Lower Saxony, Germany and conducted by the Braunschweig University of Technology, Ostfalia University of Applied Sciences and Braunschweig University of Art. This research project aims to analyze usage contexts, expectations, and behavior in the field of information technology with regard to gender aspects. In order to investigate and identify the key gender variables affecting performance and subjective perception during interaction with a human-computer interface, an empirical study with 30 participants was designed and carried out at the Ostfalia University of Applied Sciences, Faculty of Electrical Engineering. Fifteen female and 15 male participants, aged 21–63, with different educational, social, migration, and cultural backgrounds were asked to perform three different tasks with an unfamiliar software. The participants wore an eye tracker during task processing. Our extended qualitative and quantitative research aggregated a series of potential gender differences. The results showed that there are gender differences in computer performance. Female users aged 35–64 had lower self-efficacy than male users. They were less persistent when a task became challenging and showed a tendency to attribute failure at a task to their own lack of capability, whereas male users attributed this to the difficulty of the task.

Jenny Stein, Lilia Lajmi
Research on Competency Model of Flight Operations Quality Assurance Personnel

In order to ensure the full matching of flight operations quality assurance personnel and positions, and to meet the post requirements, the job analysis method is used to study, and the competency model of flight operations quality assurance personnel is established in this paper. At the same time, the final competency model of airline flight operations quality assurance personnel is determined by questionnaire method and SPSS statistical tools analysis. The competency model includes 6 dimensions such as education level and work experience, basic competencies, attitudes, flight operations quality assurance specialty knowledge and skills, specialty knowledge, basic skills, which include 36 competency factors. These competency factors are arranged in order of importance. The competency model not only helps airlines to recruit, train, and motivate flight operations quality assurance personnel, but also provides a basis for employees’ occupation development. What’s more important is that personnel with these competency factors are more able to give full play to their professional expertise, analyze flight quality monitoring data, find safety risks, and provide a guarantee for the safety of civil aviation.

Xin Wang, Bin Li

Accessibility and Universal Access

Frontmatter
A Haptic Virtual Kitchen for the Cognitive Empowerment of Children with Autism Spectrum Disorder

Research works have been carried out on how children with autism spectrum disorder (ASD) react to different virtual environment (VE) stimuli. It is hypothesized by psychologists that children with ASD will be cognitively empowered while interacting in a VE, as it can offer positive reinforcement and a better sense of engagement to keep the child’s interests awake. This research will explore the development and refinement of virtual kitchen applications in an immersive environment by incorporating the sense of touch. A tangible VE lets users touch, grasp, and manipulate virtual objects with the help of a haptic force feedback device. The Unity game engine will be integrated with the existing haptic pipeline to build a full-fledged haptic virtual kitchen. Once developed, the software will be tested by children with and without ASD under a psychologist’s observation. Monitoring will be done by tracking users’ progress while learning different steps of cooking in a haptic VE; transfer of knowledge from a VE to the real world will be closely observed.

Erik Almaguer, Shamima Yasmin
LipSpeaker: Helping Acquired Voice Disorders People Speak Again

In this paper, we designed a system called LipSpeaker to help acquired voice disorder people to communicate in daily life. Acquired voice disorder users only need to face the camera on their smartphones, and then use their lips to imitate the pronunciation of the words. LipSpeaker can recognize the movements of the lips and convert them to texts, and then it generates audio to play.Compared to texts, mel-spectrogram is more emotionally informative. In order to generate smoother and more emotional audio, we also use the method of predicting mel-spectrogram instead of texts through recognizing users’ lip movements and expression together.

Yaohao Chen, Junjian Zhang, Yizhi Zhang, Yoichi Ochiai
A Study on the Use of Motion Graphics and Kinect in LMA (Laban Movement Analysis) Expression Activities for Children with Intellectual Disabilities

The purpose of this study is to the motion expression activities of children with intellectual disabilities using motion graphics and Kinect. In the process of recognizing movement expression activity using motion graphics and Kinect, the effect of performance was shown when the movement expression activity through the body was properly performed. The subjects were 8 children with intellectual disabilities, and conducted the program twice a week for 10 weeks. The research design utilized video screen and theme music as contents of musical works. 42 actions were performed randomly. When the movement is perfectly represented, the score is displayed along with the sound. As a research method, Laban Movement analysis was used as a motion expression activity program. It is analyzed by four elements of LMA: Body, Effort, Shape, and Space. We observed the connectivity, body structure, body movements, progress, gestures and postures of each part of the body measured by LMA and figured out what the content of movement was. When the anatomical position of the body is divided into upper/lower (vertical) (average: 34/42: total score), left/right (horizontal) (average: 23/42: total score), and front/back (sagittal) (average: 13/42: total score). Through this study, it is shown that the movement of the children with intellectual disabilities can be induced by using the motion graphics and the functional game using Kinect to train the body structure and movement direction in daily life and to induce the change of the internal attitude.

Sung Hee Hong, Tae Woon Kim
Tingling Cast: Broadcasting Platform Service for Stuttering Children

HIRA (Health Insurance Review & Assessment Service) in South Korea showed that 70% of patients treated for stuttering were children last year. In general, stuttering treatment is more effective the earlier post-onset it is provided to the child. However, several obstacles have found in standard stuttering treatment related to visual recording also limitations have found in existing digital treatment services for stuttering children. In this paper, the case study introduced “Tingling Cast” application to confirm stuttering symptoms and to help promote and maintain speech fluency in children. Based on the case study with a stuttering child and interviews with speech therapists, the case study showed that the “Tingling Cast” service had a positive impact on children’s stuttering treatment motivation and in promoting speech fluency. In light of these positive results from qualitative data, the case study proposes this service to confirm stuttering symptoms and to help promote and maintain speech fluency in children.

HyunJin Jo, YeonJi Kim, JaeYoung Yun
A Software Tool for the Deaf and Hard-of-Hearing to Learn How to Speak

This project aims towards the empowerment of the deaf and hard-of-hearing (DHH) in social communication by providing them a software tool to learn how to speak. As the DHH will closely monitor and mimic other’s facial expressions on the software, they will also explore how tongue placement is used to create the correct sounding words. The software application uses simple technologies and can be used in computers or mobile phones with the help of embedded cameras and microphones. Hence it is portable and easily deployable with everyday gadgets, i.e., laptops, mobile phones, and so on. The application also comes in handy for the DHH to develop better communication skills by providing a flexible learning environment.

Robert Moreno, Shamima Yasmin
A Systematic Literature Review on User-Centered Design (UCD) Interface of Mobile Application for Visually Impaired People

In modern mobile application development, User-Centered Design (UCD) is a key success. Mobile devices are becoming an integral part of daily life. Nowadays it is very much difficult and tricky to use the mobile application. A task like sending data from one application to another application is too much difficult. Normal people who use these mobile applications, sometimes they feel difficult to use them. Hence, there is a clear point that visually impaired people need much more efforts to use these applications. In the past years, there are many types of research try to improve the mobile application for visually impaired people. All the mobile applications produced from these researches are focusing in technocentric approach, in which they ignore the analysis of actual needs from visually impaired people. In order to improve the quality of mobile application for visually impaired people, the UCD interfaces are more valuable. It can provide more freedom for visually impaired people to perform their daily tasks. It is really helpful for visually impaired people who access their needs with minimum physical and mental effort, and least effect on their natural activity. This paper provides a Systematic Literature Review (SLR) of the present studies on UCD interface of mobile application for visually impaired people. The first aim is to identify current problems facing by visually impaired people when using the mobile applications. The second aim is to summarize the possible solutions to resolve the problems facing by visually impaired people when using the mobile applications. The third aim is to find the problem in UCD interface of mobile application manufacturing. This research will also beneficial for future research in UCD interface of a mobile application for visually impaired people. UCD of a mobile application can bring marvelous changes in the life of visually impaired people. These interfaces and new strategies expected to improve the quality of life for visually impaired people.

Hammad Hassan Qureshi, Doris Hooi-Ten Wong

Learning and Games

Frontmatter
Focus on the Human Dimension: Constructing Sustainable Experiential Learning Solutions for Small Unit Leaders

The US military is committed to an Information Age strategy that focuses on how to advance the state-of-the-art in training by leveraging adult learning theories, instructional technologies and talented trainers. Adult learning solutions and advanced instructional technologies are an investment that prepares Service members for the challenges of the Future Operating Environment (FOE) more effectively and more efficiently. Because the FOE is dynamically complex, simply training or preparing small unit leaders using an Industrial Age, crawl-walk-run approach to training just doesn’t result in necessary critical thinking or more adaptive leaders. This pivot from knowledge and skill acquisition to the development of cognitive performance is critical for overmatching the near-peer threats and takes off the gloves when sparring with a thinking Opposing Force (OPFOR) at the live training sites and the virtual training battle space. This paper describes methods and processes for creating experiential learning cases, which result in more adaptive behaviors, more effective performance and more sustainable results among small unit leaders. Effective experiential learning means more than using a virtual simulation or conducting a live training simulation. To improve human performance, training solutions must incorporate rich content, create relevant contexts, and implement meaningful measures.

Lauren Hallal-Kirk, William A. Ross, Roger N. Daigle
Atlanta Code Warriors: A CS Engagement Pilot Initiative

The STEM workforce is vastly growing, however, underrepresented groups only account for under 12% of those in science and engineering occupations and for many in these jobs and industries, a 4 year degree is the most reasonable path. It is through this research that we seek to focus and address the challenges that inhibit minority populations in K-12 levels from the motivation and preparation that will align them with future computer science/IT college and career pathway (C-STEM) career fields. Prior research has shown that beliefs around self identity in STEM fields can positively impact behavior and achievement of students in computing disciplines, while increasing African American students belonging can decrease the student achievement gap. The initiatives presented in this paper seek to leverage the inherent value of minority student presence on the campus of a Historically Black institution as a means to normalize student perception of college access and future C-STEM identity.

Earl W. Huff Jr., Jaye Nias, Robert Cummings, Naja A. Mack, Kinnis Gosha
Using Multi-touch Multi-user Interactive Walls for Collaborative Active Learning

Active learning has been advocated for enhancing students’ higher order cognition in social constructivist learning settings. However, with the increasing use of student-owned computing devices in face-to-face classrooms, there are risks of limited student-student interactions. Students are likely to be distracted by non-academic activities, hence becoming inactive with regards to the learning tasks. This article presents a technology enhanced learning approach, in which students perform group learning tasks using shared digital workspace while in a physical classroom. The workspace comprises of a 9-m wide screen wall with multi-touch, multi-user interfaces supporting multimodal interactions with and among learners through tactile, visual and auditory perceptions. While using the interactive wall to support group learning activities, the learners also perform various motoric actions, including gestural communications about the learning content as well as full body motion. An investigation into the role of interactive learning surfaces for supporting in-class collaborative learning and the user experience was conducted at University of Agder. The findings indicate that, through the use of the shared workspaces, students were more actively involved in collaborative learning. The practice of using an interactive wall contributed to increased interactions among students, critical thinking abilities and creativity. The study participants expressed satisfaction with regards to the usefulness of the interactive wall as a technology solution. It is suggested that designing relevant learning tasks for optimum technology use could potentially increase student engagement and the quality of user experience in collaborative learning.

Ghislain Maurice N. Isabwe, Renée Schulz, Frank Reichert, Morgan Konnestad
Shaping the Intelligent Classroom of the Future

This paper explores the general concept of the classroom of the future from a technological perspective, and proposes a set of indicative key facilities that such an environment should incorporate. Over the years, there has been an abundance of related research work aiming to build a “smarter” classroom, initially incorporating distance learning, educational games, and intelligent tutoring systems. More recently, many approaches have revolved around the advancements in the domains of Ambient Intelligence and Internet of Things, resulting in the enhancement of the traditional classroom equipment and furniture with processing power and interaction capabilities (e.g. intelligent desk, smart whiteboard) and the integration of emerging solutions in teaching and learning methods (e.g. AR, VR). The proposed intelligent classroom though is a holistic approach towards a student-centric educational ecosystem, which will incorporate state-of-the-art technologies to support (among others) alternative pedagogies, learning through immersive hands-on experiences and collaboration via flexible class layouts. To that end, this paper reports the various ambient facilities of the classroom and the accompanying software, while a prototype of this environment is currently under development in the AmI Facility of FORTH-ICS.

Maria Korozi, Eleni Stefanidi, Georgia Samaritaki, Antonis Prinianakis, Antonis Katzourakis, Asterios Leonidis, Margherita Antona
Exploring the Needs and Preferences of Underrepresented Minority Students for an Intelligent Virtual Mentoring System

Many reports highlight a significant lack of minority representation in graduate computing programs. However, effective mentorship has been heavily documented in research as pivotal for students aspiring to persist and excel in computing. Research suggests that virtual mentoring, a form of mentorship between a human user and a computer/software agent, viably supplements existing mentoring practices, which removes the inconveniences of meeting in-person and addresses the lack of willing and suitable mentors. The aim of this research is to develop an intelligent virtual mentoring system (VMS) and to help prepare minority students for matriculation through graduate computing school. In order to design and develop an effective intelligent virtual mentoring system, it is critical to improve the understanding of existing mentoring relationships and user preferences. This paper presents findings from focus groups with minority graduate students and explores their needs and preferences in a mentor.

Naja A. Mack, Robert Cummings, Earl W. Huff Jr., Kinnis Gosha, Juan E. Gilbert
Leaving Hints: Using Player In-Game Hints to Measure and Improve Learning

Student reflection has been shown to be important for learning in educational domains. In this study, we embedded a student reflection task into a video game to diagnose how players were constructing new knowledge. The game took place in a space station in which odd things had been happening. In order to secure a position on the space station, players had to improve their decision making and solve the mystery. As part of the game narrative, players reflected on each learning opportunity or mini-game by providing hints for future players at the end of each round. A corpus of 674 hints from 41 players, playing a 60-min version of the game were coded independently by two coders. Coding covered four levels of understanding in the hints and ranged from a simple restatement of information to a deeper reflection that integrated ideas and created new knowledge. Analyzing hints provided an in-game learning measure that may complement other measures and a way to understand game play experience that did not interrupt game flow. This study provides some recommendations for the design of embedding user hints into video games.

Elizabeth S. Veinott, Elizabeth Whitaker

HCI in Health and Rehabilitation

Frontmatter
The Long-Term Effect of Health-Related Online Use on Healthcare Utilization and Expenditures Among Older Adults

The study objective is to assess the long-term effect of registering for an online-based wellness program on healthcare utilization and expenditures among the elderly. The associational relationship was measured using a combined propensity score matching (PSM) and interrupted time series (ITS) method. We utilized expansive data—online activity data of the wellness program, administrative claims data, and consumer data—of 332,911 adults aged 65 and older with Medicare Advantage coverage from a health plan, who had one year of data from the pre-registration period (2016) and two years of data from the post-registration period (2017–2018). After using PSM to control for demographic and health characteristics, and insurance type between registered persons and persons without online access (reference group), we found lower costs of $86 per member per month (PMPM) among registered seniors in the second year of online registration, compared to seniors without online access (p < 0.001). We also observed fewer emergency room visits among the registered group (p < 0.001), but no significant difference in hospital admission rates.

Soyeon Guh, Tae Hyon Whang, Betsy Keller, Phil Fiero
Emotion Aware Voice-Casting Robot for Rehabilitation Evaluated with Bio-signal Index

As part of nursing care, there is physiotherapist’s physical exercise recovery training (walking training, etc.), which is aimed at restoring athletic ability that is called rehabilitation. In rehabilitation for the practitioners, there is a problem that it is difficult to maintain motivation trough their work. In this paper, we propose “voice-casting robot” that provides support for guide the route of the practitioners and to main their motivation, select the appropriate phrase for voice-casting based on the emotion estimation with pulse sensor’s data analysis result of them. The previous voice-casting robot was not considered the arousal revel of arousal, and would not obtain the effectiveness. In this study, we consider the arousal degree of the rehabilitation, and the effect measurement of performing the corresponding vocalization. As a result, it was suggested that it is more effective to consider the degree of arousal and to make a voice-cast than to the case of voice-cast only when negative valence.

Kodai Matsumoto, Reiji Yoshida, Feng Chen, Midori Sugaya
Cities for All Ages: Singapore Use Case

Healthcare & well-being needs a revolution - and it is needed now. In the coming years, the relationship between people and digitized systems is going to change due in large part to the adoption of ambient technologies in daily life and to the considerable development in AI (Artificial Intelligence). This includes emerging 5G technologies, small medical devices, non-invasive new sensing technologies, collaborative robots (e.g. Amazon Echo, Google home, etc.), Internet-of-Things (IoT) applications, and secured data exchange mechanisms (e.g. Blockchain). Over the next 20 years there will be demographic shift from predominantly younger populations to older ones. Current models of care and pathways need to be transformed to become more citizen focused as well as to support greater community resilience and sustainability. This will require different approaches to innovation in information technologies to improve quality of life for people as they age, to reduce onset of frailty as well as to better support those with long term conditions employing self-management and prevention strategies. This paper describes on-going project between NUS, IMT, HDB (Housing Development Board), and AXA Insurance, and aiming at preserving patient health and avoid deterioration of their quality of life (and also of their families) by fully utilizing disruptive information & communication technologies. Additionally, the goal is to help improve the quality of life of citizens while reducing the health-care expenditure.

Mounir Mokhtari, Antoine de Marassé, Martin Kodys, Hamdi Aloulou
The Development and Usability Testing of a Decision Support Mobile App for the Essential Care for Every Baby (ECEB) Program

mHealth is a pervasive and ubiquitous technology which has revolutionized the healthcare system for both health providers and patients (Wang et al. 2016). Each year, globally, about 15 million babies are born too soon (premature) or too small (low birthweight small for gestational age); among these 2.7 million newborns die every year due to complications from prematurity (Every New Born 2014). Common complications of prematurity like feeding problems, and hypothermia lead to high rates of morbidity and mortality among prematurely born babies each year. Delivery of evidence-based essential newborn care interventions, from birth through the first 24 h of postnatal life, has been shown to improve health and well-being, and reduce mortality, among newborns. However, due to a variety of barriers, bottlenecks, and challenges, many babies born in resource-limited settings do not receive the full complement of these lifesaving interventions. In order to address these challenges, the American Academy of Pediatrics (AAP) has developed an integrated educational and training curriculm for health care providers and family stakeholders in LMICs called Essential Care for Every Baby (ECEB). ECEB has an Action Plan, which serves as a decision support tool and job aid for health care providers. (Figure 1), by synthesizing research over a decade on helping babies survive (Essential Care for Every Baby 2018). This program teaches health care providers essential newborn care practices to keep all babies healthy from the time of birth to discharge from the facility. Yet, the nuances of monitoring, tracking and taking care of multiple babies simultaneously in neonatal wards has a big cognitive load on nurses, who must perform tasks every few minutes on each baby. The care is divided into three phases based on the time after birth: Phase 1 (0–60 min), Phase 2 (60–90 min), Phase 3 (90 min-24 h). We iteratively developed and tested the usability of the ECEB action plan, as part of the mobile Helping Babies Survive (mHBS) suite of apps, and plan to field test the app in the near future. Fig. 1. Essential Care for Every Baby (ECEB) action plan

Siddhartha Nuthakki, Sherri Bucher, Saptarshi Purkayastha
The HARP App: Tracking Hypoxia Made Simple

Hypoxia is a dangerous and impaired state [1] that is a highly idiosyncratic experience (i.e., can present differently from person to person or experience to experience), making it especially challenging to study. In an effort to understand the nuanced effects of hypoxia, research was conducted to investigate the relationship between its physiological and subjective indicators. The research design included the tracking and recording of 21 possible symptoms and their associated severity, self-report data, continuous physiological data, and system data. In a quasi-experimental design, observing and recording a large number of variables presented a significant challenge for researchers. To help decrease the load on the researcher, a unique application was created to time stamp, synchronize, streamline, and import/export the numerous variables of the research. The team developed the Hypoxia Assessment and Recording Program (HARP) application to streamline the collection of symptomatic data. An efficient and lightweight scripting engine processed the data gathered from the test subjects. A browser-based interface made the application platform independent and provided native support for the convenient, touch enabled interface. The HARP has practical applications for cross-discipline research beyond this study, especially for researchers interested in collecting subjective and physiological data in applied settings. HARP can be tailored for use in either clinical or applied settings for both experimental and quasi-experimental designs. The technology used in this study enables the user to collect more data reliably while also decreasing the burden on the user. Ultimately, HARP has the potential to increase the efficiency and quality of data gained from observational research.

Mitch Tindall, Eric Peterson, Jacob Entinger
The Service Design of Medication Administration System Based on IoT

Medication is the most common way for patients to combat illness, and following the doctor’s advice on taking medication has a tremendous impact on a patient’s healing speed. But due to a variety of conditions, many patients’ medication compliance is less than optimal, which will not only result in less effective treatment but also in a significant waste of medical resources. In addition, the medical system that is closely related to patients gradually exposes some problems in the process of social development. For example, the policy of benefiting nationals and people like medical insurance often gives some criminals opportunities to do something illegal. Han Zheng, party secretary of Shanghai, once said that it is necessary to push forward the reform and development of the city’s health care system in a down-to-earth manner. The goal of this project is to design a new medical service system to solve the existing problems. An excellent service design should proceed from the overall situation of the society and emphasize the independence and initiative of design. Furthermore, it should seek for the possibility of building a better society and aim at maximizing the overall social benefits, while reducing total costs and creating new values. This is also the guiding principle of service design for this project. In addition to the design of the service system, the project also studied the design of user terminals, including a service terminal device for reminding users and monitoring user behavior, as well as a mobile App visualizing various information and facilitating user operations.

Xiu Fan Yang, Zhen Yu Gu, Rong Jiang, Dong Wang, Cheng Hong Yang

HCI in Business and Society

Frontmatter
Affordable Rideshare Service for Female Urban Corporates in Developing Countries: A Case Study in Dhaka, Bangladesh

This paper introduces a rideshare model for Small and Medium Enterprises (SMEs) and their employees for their daily commuting needs in emerging cities providing them with staff bus, SME corporate errand service, SME rental car and Holiday rental car services. The model offers a safe, more comfortable and affordable commuting service. We conducted experiment in two phases. In the first phase, we surveyed 315 employees of 20 SMEs located in Grameen Bank Complex about their traveling need and pattern. In the second phase, we designed a pilot from the gathered data and run 2 10-seat cars in two routes for 2 months with 18 participants from those SMEs. We conducted another survey end of the pilot regarding changes in travel experience while using SSW Staff bus service. We have discussed the experiment method and design and demonstrated the findings. We have also discussed affordability aspect of such ride share. SSW staff bus service is slightly expensive than local transports, but cheaper than commercial rideshare services. This service brings many benefits including adding approximately 7.7 h for work and 11.3 h for personal work s month to employees. Participants reported to enter work place with a stable mental condition when they travel by SSW Staff bus. Incidents like robbery, theft, accidents, sexual harassment could significantly be reduced.

Nuren Abedin, Kenji Hisazumi, Ashir Ahmed
HCI Technologies in National S&T Master Plan of Korea

The Korean government establishes a S&T master plan to set the direction of national S&T policy every five years. It also suggests ‘120 Key Technologies’ that need intensive investment and cultivation to create economic and social value at the national level. Technologies in the HCI field are also included as key technologies for improving quality of life and creating new industries. This paper analyzes the characteristics of HCI technologies in the national strategy, technology competitiveness, technology life cycle, etc., and also suggests policies that the government should implement first. The role of the government was classified into four categories considering the market and private capacity of the technology sector. Based on the classification, I introduced customized policy measures such as intensive investment, improvement of regulations, training of manpower. Different strategic directions have been derived depending on the characteristics of the technologies in HCI field. This study can be used as a basis for establishing R&D policy in HCI technology field in the future. It will also help to identify trends and levels of HCI research in Korea.

Changtaek Choi
Transforming a Specialized Q&A System to a Chatbot System: A Case of a Simplified Taxation in Korea

In this paper, we propose a way to transform traditional Q&As into conversational Q&As for an efficient information retrieval in special knowledge. Special knowledge involves difficult words. It requires users to raise a series of questions and get the answers to them to pinpoint the desired information. And, conversational Q&A is appropriate than the traditional Q&A because it allows a user to narrow down searches in a solution space. To transform a given set of Q&As to conversational Q&A system for special knowledge search, we first explore not only the present traditional Q&A systems and conversational Q&A systems for general knowledge search, but also those for special knowledge search. From this, we induce an appropriate search process in conversational Q&A systems for special knowledge. Secondly, we build an ontology with the help of machine learning to support the navigation in special knowledge. Finally, we give a way to evaluate performance after embedding the ontology on our search process of conversational Q&A. We apply this procedure to the case of Korean simplified taxation in a Korean Q&A system, Naver Jisik-In Q&A. We found that searching through Jisik-In Q&A with ontology has better usability than using Jisik-In Q&A only. Therefore, this study aims to improve the usability of special knowledge search, lower the threshold of special knowledge, and develop special knowledge as general as common knowledge using conversational Q&A based on ontology. However, as the number of user experimented is limited and the classifier for the extracted words from existing Q&A system should be reviewed by tax expert, so the future work is demanded.

Jihye Jang, Keeheon Lee
The Relationship Between Video Game Play and Suicide Risk Among Japanese Young Adults

The current study aimed to explore the relationships between game playing and suicide risk among Japanese young adults. A sample of 310 players aged 20–39 years were recruited through an Internet research company and completed a questionnaire. The questionnaire contained several items measuring game addiction, violent game play, time spent on games, suicide proneness, perceived burdensomeness, thwarted belongingness, acquired capability for suicide, and demographic variables (including age and gender). The result of correlation analysis revealed that game addiction was associated with suicidality, perceived burdensomeness, thwarted belongingness. However significant correlation between violent game play and suicidality, depression were only for males.

Yoshiki Koga, Daisuke Kawashima
The Role of Image Sharing and User’s Interactions on Social Media to Promote Handloom Fashion Industry

Handloom industry has a rich history in Bangladesh and almost all regular clothes used to make in local handloom manufacture. However, these manufacturers have declined due to its obsolete business model. The development of information technology and the rise of social media is playing an important role to overcome various challenges related to the promotion of the handloom Jamdani business. The case analysis of ‘Jamdani Ville’ revealed that the main factor to the handloom fashion industry is the emergence of internet and communication technology. ‘Jamdani Ville’ share the products image with the followers; this is the way how they advertise, promote and understand the customers demand by connecting through social media. Image sharing service on social media helping to connect customers, fulfilling the demands of customers, promoting the traditional handloom Jamdani and empowering the handloom Jamdani weavers. This research explores how the image sharing service and the user’s interactions in social media contribute to promoting the handloom fashion industry. We conducted a case study with the owner and online customers of Jamdani Ville. To collect data, the study employed a semi-structured interview and questionnaire survey.

Nilima Haque Ruma, Md. Sultan Mahmood, Eunyoung Kim
For Our Cities
Sense, Behavior and Design

This article presents the research developed by the Metacity project, belonging to the UrbeLab group in the Research Program of the Senac University Center, during the year of 2018. The scope of the project includes the development of data and information mappings that seek to identify people experience the city of São Paulo in their daily activities. In the first stage, the researchers used graphic, digital, personal and urban forms of cartography to collect ethnographic, subjective, equipment and infrastructures and language data, sketches, spreadsheets, designs, models and prototypes). The content will be analyzed and qualified through three-dimensional models, date-visualizations and infographics to compose a digital and interactive platform. The aim of the researchers is to propose a reflection on our habits and behaviors in the city center of São Paulo, Brazil, starting from the social, infrastructural, economic, architectural and technological scenarios to developing proposals for redesigning our life.

Nelson Jose Urssi
Design Driven Innovation for Sustainability: An Analysis of 7 Cases

The current consumption and production pattern is unsustainable. How to make sustainable economy possible requires an influencing agent to promote. With the multi-stakeholder participation, design enhanced as a powerful driving force for the sustainable transformation and improving people’s well-being.Based on the literature review and 7 case studies, including ecosystem restoration camp, 100-mile food movement, world widely organic farms, collaborative chronic care network, participatory ground water management project, Chinese ancient cosmetics restoration project and a flax project, this paper aims to explore the role of design in promoting sustainable changes with an attempt to complete the theory of social innovation design.“Design-driven innovation” taking the understanding of the evolution process of the social culture and put forward the new perspectives in regard to the persistence of the new vision. The design-driven innovation is the result of the research process of the social action network, which need to be achieved with joint efforts of the actors ranging from the institutions, enterprises, non-profit organizations, citizens, associations. This is conducted with special emphasis placed on stimulating the bottom-up actions to enable the sustainable economic model to become the mainstream.

Jing Wang
The Trend of Governmental Investment on HCI-Related Research to Solve Social Problem in Korea

As both the demand for quality of life and the speed of social change are increasing, solving structural problems of society is becoming important. In particular, as not only the proportion of technological drivers in many social changes increases, but also searching for solutions using advanced science and technology is being actively discussed, the interaction between technology and human/society is become important research object for social problem. The purpose of this paper is to show the importance and main characteristics of HCI in Korean governmental research investment, especially relations to solving social problems. The R&D budget of FY2009, 2013, and 2017 were analyzed, and some characteristics are analyzed in terms of different indices, such as research and experimental development stages, the type of research-conducting agent, and the socio-economic purpose in view of social problem solving. In this study, HCI related categories were carefully selected using Korea’s standard science and technology classification system. These empirical analysis will provide practical implications for the role of HCI technology in the policy for solving social problems.

Seung-Kyu Yi

Big Data, Machine Learning and Visual Analytics

Frontmatter
Graph-Based Format for Modeling Multimodal Annotations in Virtual Reality by Means of VAnnotatoR

Projects in the field of Natural Language Processing (NLP), the Digital Humanities (DH) and related disciplines dealing with machine learning of complex relationships between data objects need annotations to obtain sufficiently rich training and test sets. The visualization of such data sets and their underlying Human Computer Interaction (HCI) are perennial problems of computer science. However, despite some success stories, the clarity of information presentation and the flexibility of the annotation process may decrease with the complexity of the underlying data objects and their relationships. In order to face this problem, the so-called VAnnotatoR was developed, as a flexible annotation tool using 3D glasses and augmented reality devices, which enables annotation and visualization in three-dimensional virtual environments. In addition, multimodal objects are annotated and visualized within a graph-based approach.

Giuseppe Abrami, Alexander Mehler, Christian Spiekermann
An Online Comment Assistant for a Better Comment Experience

In this study, we examined online news comment activities that are used as a key means of public opinion and interaction in modern society. We extracted keywords in comments using big data and sorted them according to frequency. Through this process, a chatbot was designed to check the ranking and contents of comments based on keywords represent the most important issues in the comment population and search for classified comments according to keywords before users read the news. Through experiments using this chatbot, we compared and analyzed the nature of the comments in the existing comment system and the characteristics of the system experience. Results shows that the chatbot designed in this study can provide more information than existing comment presentation systems, search for comments by type, and check more information than articles. In addition, assessing the nature of the existing comments reduced the number of sensational, non-slang-oriented comments.

Ju Yeon Choi, Younah Kang, Keeheon Lee
Visual Exploration of Topic Controversy in Online Conversations

Online conversations are often quite long with a lot of comments. Readers of these conversations may be interested in understanding how controversial the discussion is and how the differences of opinions arise for different topics. In this work, we are combining natural language processing with information visualization to support readers in exploring disagreements in online conversations. We present an initial prototype and discuss the possible directions for future work.

Enamul Hoque, Esha Abid
AR-VIS: Augmented Reality Interactive Visualization Environment for Exploring Dynamic Scientific Data

The AR Vis project is a general-purpose interactive data visualization platform for collaborative interaction with scientific data. The platform is designed for augmented reality displays of data supporting multi-user interaction and simulations. Methods developed include a procedural pipeline for data culling, modeling, visualization, and porting to multiuser augmented reality.A prototype interactive visualization application demonstrates the system via visualization and simulation of magnetic fields. The magnetic field visualizations are attached to physical objects or embedded in the environment. The invisible magnetic fields are transformed into tangible models of nano and geospatial scales magnetic phenomena accessible to a user’s full body (embodied) interaction.The project seeks to make a significant contribution to scientific visualization. Extending beyond the cognitive impact of traditional scientific visualization, the goal of the AR Vis platform is to additionally leverage human perception and spatial cognition and make data patterns tangible, manipulable and more accessible. In supporting augmented information cognition in scientists and learners, AR Vis design supports data discovery and learning.The prototype implementation uses physics data modeling of the invisible and largely intangible forces of magnetism across different scales. The project yields both a prototype platform and develops a data visualization pipeline. Both demonstrate a substantial and concrete implementation and demonstration of AR Vis techniques.

Hannah Hyejin Kum-Biocca, Hyomin Kim, Frank Biocca, Yeonhee Cho
Interactive Recommendation Model for Optimizing Data Visualization

The study describes a Guideline Model that allows users who want to visualize Data to generate visualizations that are tailored to their tasks and purposes as intended. Data analysis is widely used in the research design process, depending on the recent environment in which the importance of data is gaining attention, but it is not easy for users to freely design and visualize data in a cognitively optimized form. Through this study, we reviewed all of the data visualization studies published in InfoVis, and developed nine key elements for Data Visualization UX by analyzing in depth 59 of the findings that could be used in the Guideline design. We intend to innovate the Data Visualization UX by building the Guideline created through this process into an interactive recommendation interface that makes it easier and more accurate for users to understand. This was developed from a prior study called Voyager system.

Jaeyong Lee, Daehee Park, Scott Song
Data Collection and Image Processing Tool for Face Recognition

Many biometric systems are being used to identify transactions and increase security levels. These systems analyze the different registers that can recognize a person, for example, fingerprint, face, voice, and iris. Face recognition systems are widely studied for security, surveillance applications, transaction, and general services. The accuracy of these systems depends mainly on two closely related factors, quality data and machine learning techniques used. In this paper, we present a data collection and image analysis tool for face recognition with evolved parameters (ergonomic and visual) setting. The proposed tool is capable of collecting face data with various poses while making the user interaction intuitive and comfortable. The details of the different stages of study, along with discussions, is presented based on results extracted from 79 users.

Francimar Rodrigues Maciel, Sergio Cleger Tamayo, Aasim Khurshid, Pauliana Caetano Caetano Martins
A Model for the Interpretation of Data from an ECU by Means of OBD Devices

The creation of a model for the interpretation and transformation of data from the computer of automobiles (ECU) will serve on a large scale to the automotive sector. The main objective of this work is to facilitate the understanding of the data provided by the ECU of automobiles, through a model composed of five phases (Connection, loading, interpretation, loading and visualization). The model has usability criteria. Each phase is comprised of the most convenient processes for the context, seeking to reduce complexity and inefficiency. Finally, with the application of the proposed model in mobile applications or desktop software, a person can perform an automotive “Diagnostic” with or without mechanical knowledge, will be able to understand and interpret the information provided and will have certainty about the mechanical state of the revised automobile.

Jefferson A. Sánchez, Juan F. Valencia, Maria L. Villegas

User Studies

Frontmatter
Index of Difficulty Measurement for Handedness with Biometric Authentication

This study attempts to identify the variance between right- and left-handed users when utilizing touch screen devices. Three experiments were created in Flutter to gather data and identify the differences in functionality by left- and right-handed users on touch screen devices. These experiments focused on speed and accuracy while also using mirrored images. Experiment one focused on Fitts’ law while two and three focused on steering law. This paper focuses primarily on the Fitts’ law experiment. The collected data were analyzed and visualizations created to provide insight into whether these biometric experiments prove or disprove the existence of deficiencies in touch screen devices for left-handed users. Data was collected from the native touchscreen and timing features for each participant. A preliminary visual analysis of the data indicates a significant variance between right- and left-handed users, but a machine learning analysis is necessary to verify this hypothesis definitively.

Kathleen Brush, Nabil El Achraoui, Jennifer Boyd, Jacob Johnson, Randy Chepenik, Tarik McLean, Sadida Siddiqui, Aditee Verma, John Sheridan, Avery Leider, Charles C. Tappert
Is Tourist Markovian Under Asymmetric Information?

This work presents a new way to formalize the serendipity in a tourism experience through an application. Tourist discovers rarely a new site during his trip other than the sites defined by some classical way (travel agency, website…). In this paper we analyze tourism behavior as a DPM Markovian process associated with a reward component.

Karim Elia Fraoua, Sylvain Michelin
Robot Sociality in Human-Robot Team Interactions

Robots are entering everyday life (e.g., TUG medical robots, Roomba vacuum cleaners) to help improve quality of life. Research shows that humans collaborate more effectively with social robots than with nonsocial robots, but does this mean that humans trust social robots more than nonsocial robots? In this study, we examined how robots’ social appearance and behavior (mechanomorphic vs. anthropomorphic) affected how trustworthy participants felt the robots were. Participants played a game in teams of two humans and two robots against similarly-composed opposing teams. After the game, participants rated how much they trusted their robotic teammates. Overall, people trusted anthropomorphic robots slightly more. In general, people had intermediate levels of trust for robots and felt low levels of uneasy around them. Therefore, future designs of robots should be more anthropomorphic and social to increase trust ratings.

Kevin Liaw, Simon Driver, Marlena R. Fraune
An Agent-Based Approach for Cleanup Problem: Analysis of Human-Like Behavior

Neural networks for solving complex tasks need not have a structure similar to a brain. From the macro perspective, it is meaningful to utilize a neural network that has the functions of an organism in order to grasp the intelligence of organisms. We focused on the fact that memory, for-getting, and the various information perception functions of humans can be represented by a self-organizing map (SOM), and we considered a SOM-based agent that autonomously changes its behavior while observing the behavior of others, like a human. In this study, we conducted a multi-agent simulation using the SOM-based agent on a cleanup problem consisting of a chain of tasks of picking up and disposing of garbage routinely carried out by humans, and verified the human-like behavior observed in the agents. Consequently, we confirmed that the comparatively optimal behavior of agents is derived and their human-like cooperative and altruistic behavior emerges when they mildly observe others.

Nobuhito Manome, Shuji Shinohara, Kouta Suzuki, Shunji Mitsuyoshi
Analysis of Drivers Information Requirements for Adaptive Cruise Control (ACC) Functions

The purpose of this study is to analyze the information requirements of the driver in using the Adaptive Cruise Control (ACC). The ACC is one of the most important function of the recently developing Advanced Driver Assistance Systems (ADAS). The ergonomic design of the ADAS display is crucial for the safe use of the ACC. That is, the system should be able to visualize and present the necessary information to the driver in a suitable form and in a timely manner. This requires an analysis of the information requirements that drivers need before considering ergonomic visualization options. In this study, the information requirements of the driver using the ACC were identified and converted into variables. Then, the availability of the information and relations between the variables were determined. First, we derived the information needed by the driver from the hierarchical task analysis and expert interview, and translated them into variables. Using the classification proposed in the literature, the derived variables were classified into five types according to availability. The relations between the variables were investigated. The information requirements from this study can be used as basic data to improve the display design of ACC and to propose a new visualization concept. In addition, it is expected that the variables that are not currently measured or inferred in the present system can be used for improving the system by adding sensors and improving the performance of the inference system in the future.

Jungchul Park
Passenger Experience Revisited: In Commercial Aircraft Cabin Design and Operations’ Sights

In recent years, Communication and transportation are more frequent owing to globalization. Civil aviation transportation are experiencing rapid growth. However, the competition among airways are getting more fierce and complicated, traditional operation methods are faced with challenges. The definition of passenger experience isn’t simple, which not only contains user comfort, but also contains passenger psychology, balance of value and comfort, and service etc. This study revisits passenger experience in the views of human needs, cabin design and operations. By collecting and summarizing research results, builds the passenger experience model in cabin design and operations’ sights.

Xinye Zhong, Ting Han
Backmatter
Metadata
Title
HCI International 2019 – Late Breaking Posters
Editors
Prof. Constantine Stephanidis
Dr. Margherita Antona
Copyright Year
2019
Electronic ISBN
978-3-030-30712-7
Print ISBN
978-3-030-30711-0
DOI
https://doi.org/10.1007/978-3-030-30712-7