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HCI International 2019 - Posters

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

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About this book

The three-volume set CCIS 1032, CCIS 1033, and CCIS 1034 contains 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 208 papers presented in these three volumes are organized in topical sections as follows: Part I: design, development and evaluation methods and technique; multimodal Interaction; security and trust; accessibility and universal access; design and user experience case studies. Part II:interacting with games; human robot interaction; AI and machine learning in HCI; physiological measuring; object, motion and activity recognition; virtual and augmented reality; intelligent interactive environments. Part III: new trends in social media; HCI in business; learning technologies; HCI in transport and autonomous driving; HCI for health and well-being.

Table of Contents

Frontmatter
Correction to: Research on Design Process of Small Intangible Cultural Heritage Art Gallery Based on VRP-MUSEUM Technology—Taking the Art Gallery of Shanghai Style Lacquerware as an Example

In the original version of the chapter titled “Research on Design Process of Small Intangible Cultural Heritage Art Gallery Based on VRP-MUSEUM Technology–Taking the Art Gallery of Shanghai Style Lacquerware as an Example”, the given name of the corresponding author and the affiliations of the authors were corrected.

Jingyi Ji, Jianxin Cheng, Rongrong Fu

New Trends in Social Media

Frontmatter
NET-EXPO: A Gephi Plugin Towards Social Network Analysis of Network Exposure for Unipartite and Bipartite Graphs

Social network analysis (SNA) concerns itself in studying network structures in relation to individuals’ behavior. Individuals may be influenced by their network members in their behavior, and thus past researchers have developed computational methods that allow us to measure the extent to which individuals are exposed to members with certain behavior within one’s social network, and that be correlated with their own behavior. Some of these methods include network exposure model, affiliation exposure model, and decomposed network exposure models. We developed a Gephi plugin that computes and visualizes these various kinds of network exposure models called NET-EXPO. We experimented with NET-EXPO on some social network datasets to demonstrate its pragmatic use in social network research. This plugin has the potential to equip researchers with a tool to compute network exposures in a user friendly way and simplify the process to compute and visualize the network data.

Muhammad “Tuan” Amith, Kayo Fujimoto, Cui Tao
Investigating the Determinants of Users’ Willingness to Pay for Answers on Q&A Platforms

Charging for answers on Q&A platforms is gaining popularity in Mainland China. For the purpose of making profit, understanding the determinants of users’ willingness to pay for answers is crucial for Q&A platforms, yet remains unclear. To narrow the research gap, this study develops an extended UTAUT framework, which integrates trust and long tail effect. In particular, the impacts of seven antecedents are empirically investigated, including performance expectancy, effort expectancy, social influence, facilitating conditions, trust towards answer providers, trust towards the Q&A platform, and long tail effect. Data was collected from 123 Chinese Q&A platform users (all of them have paid for answers) and analyzed with SPSS 22.0. Findings indicate that users’ willingness to pay is positively influenced by performance expectancy, facilitating conditions, trust towards the Q&A platform, and long tail effect. The potential theoretical and practical contributions are discussed.

Jia Gu, Lili Liu
Internet Use and Happiness: An Updated Review of Literature

The purpose of this research is to review the literation on the relationship between internet use and happiness, updating a previous review [1], and building upon a series of longitudinal studies following this initial review [2–4]. Reasons for studying happiness, and happiness definitions and measurement are discussed. This is followed by a discussion of early research which found a negative relationship between internet use and happiness, followed by studies indicating a more positive relationship, supporting a “stimulation hypothesis” that poses that the internet can act to facilitate face-to-face interactions. More recent research has focused on social networking. With some important exceptions, these most recent studies continue to find that internet use is positively related to happiness, while identifying a number of important mediating and moderating variables, such as experience with the internet and social networking; wealth; health; number of “friends”; the nature of interactions; extroversion, and the ways in which users represent themselves online.

Richard H. Hall
HCI Design Principles and Visual Analytics for Media Analytics Platform

Media industries and advertisers are increasingly turning to big data analytics to better understand audience media consumption patterns, as evidenced by Canada’s Globe and Mail’s applications Sophi and TasteGraph [1, 2]. Data analytics and interface design provide complementary perspectives for large datasets. HCI design principles have been applied to Business Intelligence (BI) platforms, including techniques which filter and summarize large data sets, and are equally relevant to media informatics platforms for advertisers, buyers, sellers, and planners [1, 7–9]. This analysis becomes more challenging when managing highly scalable and multi-dimensional audience survey data [3–6]. According to Dewdney and Ride visualization tools are essential for effective decision making in the communications industry as these ease cognitive load and decision-making [15]. Kirk proves that a visualization system becomes a successful tool when it builds on the user’s extant domain knowledge, providing enhanced insights [13]. The research aims to leverage visualization design principles as defined by Tulp and Meirelles [6, 7] and in order to improve the UI/UX and visual analytic capabilities of a leading media analytics platform providing planners, advertisers, and media buyers with an interface to better understand their audience. We have analyzed and assessed the different application report parameters that explore television and radio survey datasets from a leading analytics firm. We propose design prototypes which are comprised of enhanced symbolic icons [9] through badges and glyphs, consistent colours [10], and layouts which maintain a visual hierarchy and filtration techniques [10, 11, 14] in order to minimize information clutter and cognitive overload. We propose a variety of interface designs that address user needs using HCI, heuristic design principles and novel visualization techniques [6, 7, 12, 15]. Next steps include validating our design prototypes through rigorous user testing and building high fidelity prototypes.

Ajaz Hussain, Sara Diamond, Steve Szigeti, Marcus A. Gordon, Feng Yuan, Melissa Diep, Lan-Xi Dong
Beautifying Profile Pictures in Online Dating: Dissolving the Ideal-Reality Gap

With the drastic expansion of the online dating service market, attractive profile pictures are vital in the competitive world of dating. To attract others using these pictures, photo editors are helpful. However, enhanced profile pictures produce an ideal-reality gap. The more a profile picture is beautified, the wider is the gap between the image and the actual person, which can cause discomfort when two users meet in person. A solution to the gap problem is the gradually reversing the beautified image to the non-edited image over time, which was supported by our first experiment which tested if subjects could notice the gradual changes in given profile pictures over certain time. Additionally, we conducted an experiment, where one group saw gradual changes of a beautified image while another just saw the beautified image, and finally, the subjects’ minds to meet the model on the image was compared. This paper discusses both the experiments.

Takuya Iwamoto, Kazutaka Kurihara
Emotion Recognition in Social Media: A Case Study About Tax Frauds

Analyzing and understanding the relation of emotions and human computing interaction has become a necessity today. Indeed, sentiment analysis tools have gained special attention during the last years in order to facilitate and support the understanding and study of human affections. In this paper, we analyze an important Chilean tax fraud case by combining sentiment analysis and critical discourse analysis. We take as a case study, the tweets of the year 2018 that contain the #SQM hashtag. This case involves tax fraud and violations of political campaign laws. People from different political parties created fake invoices, which are then paid by SQM to be illegally used onto political parties violating campaign finance laws. Interesting results are obtained where we identify which topics and persons have a negative or positive connotation in the readers.

Stefanie Niklander
Investigating the Usage Patterns and the Implications of Young Adults’ Social Media Usage in South Africa

Social media has rapidly grown and become a prominent and integral part of our daily lives. Social media usage has various effects on users. The purpose of this research is to provide an insight on the current social media usage patterns of young adults in South Africa and to explore the implications of social media usage on social interactions. A survey was conducted and the data gathered from 103 participants was analysed. The usage pattern analysis found that most users are followers rather than posters. The following factors were found through exploratory factor analysis: social media dependency, social interaction impact and false self-comparison/impress. It was found that social media usage affects face-to-face conversations and therefore affects the quality of relationships. It was also found that these factors are linked to social norms.

Shanay Paideya, Adheesh Budree, Shivani Arora

HCI in Business

Frontmatter
Human Computer Interaction with Multivariate Sentiment Distributions of Stocks Intraday

In this work we show that the sentiment of the broader stock market, namely the S&P 500, is related to the activity of individual stocks intraday. We introduce a concept we term as embedded context which is an approach to improving unigram language models for restricted use cases. We use a Gaussian Mixture Model to create different sentiment regimes (i.e. distributions) of the broader market over our training period and perform an analysis of the return and volatility characteristics of each stock per each regime. We create an intraday momentum trading strategy using a moving average and Relative Strength Index (RSI) over our testing period with no consideration to our prior sentiment regime analysis which serves as our baseline model. We then create an updated version of our intraday trading strategy which considers the sentiment regime of the broader market. Our results show an improvement in each stock’s intraday strategy performance as a result of considering the broader market’s sentiment regime.

Lamarcus Coleman, Mariofanna Milanova
Research on Design Service Mode of Industrial Transformation and Upgrading Driven by Design—Setting China’s Yangtze River Delta Region as an Example

Under the background of economic globalization, knowledge economy and service economy play increasingly important roles in the process of social development. China is the most representative developing country in the world where traditional manufacturing enterprises are transforming from OEM and ODM to OBM and OSM. It will have more chances in China to drive the transformation and upgrading of various industries and help more regions achieve the goal of overall upgrading and balanced development through by design.This paper will explore and study the mode of design driving industries transformation and upgrading from the perspective of service economy. Firstly, this study summarizes and analyzes the relevant modes of design driving industries transformation and upgrading at home and abroad through literature retrieval, market research and analysis. Based on above description and discussion, the industrial design service mode which is suitable for the transformation and upgrading of the Yangtze River Delta industry is been put forward. Secondly, the mode includes four domains: government, industry, university and research institute. Different transformation tasks of the four domains and the logical relationship of the interactions between the four domains are brought forward, which will produce effective ways and means to help the traditional manufacturing enterprises achieve the goal of transformation and upgrading driven by design. Finally, the advanced enterprise of the Yangtze River Delta of China-SAIC Group is taken as an example to verify the scientificity and operability of the mode.In conclusion, effective mode reference and method of application are been provided for traditional manufacturing enterprises to realize industrial transformation and upgrading through innovative design.

Wei Ding, Defang Chen, Yan Wang, Junnan Ye, Dadi An
Lexicon-Based Sentiment Analysis of Online Customer Ratings as a Quinary Classification Problem

Online customer reviews are not only an important decision-making tool for customers, they are also used by e-commerce providers as a source of information to analyze customer satisfaction. In order to reduce the complexity of evaluation comments, written reviews are additionally represented by evaluation stars in many evaluation systems. Numerous studies address the sentiment recognition of written reviews and view polarity recognition as a binary or ternary problem. This study presents the first results of a holistic approach, which takes up the combination of customer reviews with evaluation points realized in platform-dependent evaluation systems. Sentiment analysis is regarded as a quinary classification problem. In this study, 5,000 customer evaluations are analyzed with lexicon-based sentiment analysis at document level with the target to predict the evaluation points based on the determined polarity. For sentiment analysis the data mining tool RapidMiner is used and the categorization of the sentiment polarity is realized by using different NLP techniques in combination with the sentiment dictionary SentiWordNet. The supervised learning algorithms k-Nearest Neighbor, Naïve Bayes and Random Forest are used for classification and their classification quality is compared. Random Forest achieves the most accurate results in conjunction with NLP techniques, while the other two classifiers provide worse results. The results suggest that a stronger scaling of polarity requires a stronger differentiation between classes and thus a more intensive lexical preprocessing.

Claudia Hösel, Christian Roschke, Rico Thomanek, Marc Ritter
Exploration of Virtual Reality-Based Online Shopping Platform

The first online shopping transformed traditional shopping experience with the development of computer and network in 1984. In traditional shopping, people are able to physically interact with the products by multitude of senses: sight, hearing, taste, smell, and touch before making a purchase. In contrast, online shopping is totally different: people are restricted by the size of 2D screen and can only use the “browser to search keywords” or the “classification” to find the products of interest. Both shopping behaviors have their advantages to satisfy human beings. Therefore, the challenge of this research lies in how to create a more natural online shopping platform by incorporating online shopping and physical shopping? This research aims to use Virtual Reality (VR) device as an alternative bridge to break the boundaries between physical and virtual shopping stores. Our long term project is to create a “VR online shopping platform system”. While this research focuses on the preliminary stage to explore the simulation of VR online shopping platform, the future study will implement the system and apply it to Amazon and evaluate the possibility and feasibility.

Yu-Chun Huang, Shan-Ya Hu, Ssu-Ting Wang, Scottie Chih-Chieh Huang
Smart Omni-Channel Consumer Engagement in Malls

Retail stores and in particular malls are going through a recession period, resulting among others from the change in customers’ shopping habits and the shift towards e-commerce. Proposed strategies to alleviate this situation require manifold solutions, especially for malls, as they constitute ecosystems featuring both commercial and social activities. This paper proposes a model following an omni-channel consumer engagement approach, and blending at the same time the physical and digital shopping experience through an extended reality technology framework. The main benefits of the proposed approach are that it can be easily deployed in existing malls, as well as that it combines benefits from both physical and virtual shopping, being flexible to serve in the best possible way the evolving needs of customers. In this respect, malls of the near future can become appealing again to a wide consumer base and regain their lost allure.

George Margetis, Stavroula Ntoa, Constantine Stephanidis
TradeMarker - Artificial Intelligence Based Trademarks Similarity Search Engine

A trademark is a mark used by a company or a private human for the purpose of marking products or services that they manufacture or trade in. A restriction on the use of the trademark is necessary to enable sellers and manufacturers to build a reputation for themselves, to differentiate themselves from their competitors and thereby promote their businesses. In addition, the restriction also serves consumers and prevents their misuse by a name similar to another product. This restriction is done through the formal examination and approval of the trademarks. This process entails trademark examination against other approved trademarks which is currently a long manual process performed by experienced examiners. Current state-of-the-art trademark similarity search systems attempt to provide a single metric to quantify trademark similarities to a given mark [6–11]. In this work we introduce a new way to carry out this process, by simultaneously conducting several independent searches on different similarity aspects - Automated content similarity, Image/pixel similarity, Text similarity, and Manual content similarity. This separation enables us to benefit from the advantages of each aspect, as opposed to combining them into one similarity aspect and diminishing the significance of each one of them.

Idan Mosseri, Matan Rusanovsky, Gal Oren
Analysis of the Relation Between Price Range, Location and Reputation in Japanese Hotels

Recently, in response to the spread of the CGM, reputation such as numerical online rating and textual online review has begun to exert a big influence on hotel conversion rate and room rate. Therefore, hotel manager must consider not only factors such as the facilities, brand, competitors, and sales channels but also its reputation when formulating hotel’s sales strategy. However, it is not clear how reputation affects hotel management practices in Japanese hotels. In this research, we analyzed the relation between price range, location, and reputation to clarify the impact on reputation. We collected the hotel information from “Travelko”, the typical Japanese travel comparison site. Additionally, we use statistical data on tourism resources possessed by each prefecture for analysis. First, we tried to categorize prefectures using statistical data. Moreover, we conducted the multiple regression analysis to clarify the impact on the reputation for the four clusters. Based on our analysis, we clarified the relation between price range, location and reputation in Japanese hotels.

Kohei Otake, Tomofumi Uetake
Adopting an Omnichannel Approach to Improve User Experience in Online Enrolment at an E-learning University

In this research article, we present the initial results of our case study on improving user experience (UX) in a fully online enrolment process at an e-learning university, the Universitat Oberta de Catalunya (UOC). Our main conclusion is that an omnichannel approach is necessary for improving prospective students’ UX. To obtain our results, we made use of three different data sources, which allowed us to map a current and future customer journey. These sources were: (1) quantitative data on the main stages in the process at which prospective students drop out; (2) field diaries compiled by prospective students over the course of the enrolment process and a co-creation workshop with the same prospective students; and (3) the UOC’s perspective, gathered from workshops and interviews with University staff responsible for the enrolment process. Comparing the current journey with the ideal journey, we will demonstrate that significant improvements can be made to prospective students’ UX in online enrolment via an omnichannel approach. We discovered a need for improved channel coordination (e.g. information transfer between channels), greater availability and a wider range of channels (inbound and outbound, telephone vs. chatbot), personalization and adaptation of channel content according to the stage prospective students have reached in the process, and the ability to choose the channel that best meets their needs (chatbot for commonly asked questions vs. real people for more complex or specific queries). In view of our results, we would especially highlight technological and organizational changes as the next steps to take.

Pablo Rebaque-Rivas, Eva Gil-Rodríguez
An Approach to Conversational Recommendation of Restaurants

In this paper, we propose an approach based on the integration of a chatbot module, a location-based service, and a recommendation algorithm. This approach has been deployed for restaurant recommendation, tested on a sample of 50 real users, and compared with some state-of-the-art algorithms. The preliminary experimental results showed the benefits of the proposed approach in terms of performance. An ANOVA test enabled us to verify the statistical significance of the obtained findings.

Nicola Sardella, Claudio Biancalana, Alessandro Micarelli, Giuseppe Sansonetti
Differences in Customers’ Interactions with Expert/Novice Salesclerks in a Bespoke Tailoring Situation: A Case Study on the Utterances of Salesclerks

When we make decisions, we do not always decide by ourselves, but sometimes rely on recommendation systems. Previous recommendation systems focused on the accuracy of the recommendation. More recently, human-centered recommendation systems have garnered attention. The human-centered recommendation is especially important in a context wherein mass customization lets users personalize what they buy. However, how people tackle a vast amount of decision-making in the context of personalization has not yet been revealed. In this research, we focused on bespoke tailoring, which relies on salesclerks to help customers acquire what they want. We investigated the ways that customers interact with human recommenders (salesclerks). The results showed that expert salesclerks limited the number of options which customers have at a time, and that they reassured the customers about the suitability of their choices after they made their decisions. These results indicate that qualified recommenders in bespoke tailoring help customers by avoiding choice overload and evoking the customers’ positive emotions. These findings are especially helpful for a recommendation system in a situation in which personalization can lead to the realization of customer needs and wants.

Masashi Sugimoto, Yoichi Yamazaki, Fang Zhang, Saki Miyai, Kodai Obata, Michiya Yamamoto, Noriko Nagata
Empirical Research on New Retail Servicescape Based on Experience Perspective

Verify the impact of each dimension of the new retail servicescape on customer experience, and then propose the optimization strategy of the new retail. Firstly, the existing research results of business servicescapes are extracted. Secondly, the characteristics of new retail servicescapes are integrated. Then, based on physical variables, perceptional variables and social variables, data are obtained through questionnaire survey. The three dimensions all have different degrees of influence on the new retail servicescape, among which physical variables are the most important, followed by perceptional variables and social variables. Based on the research results, it is found that the application of new technology has changed those elements of the servicescape such as the layout, the combination of different business etc. The expansion of virtual servicescapes also changes the role of physical servicescapes in the retail ecology, making the physical retail servicescape more inclined to serve the daily life of the community. In addition to being a fast logistics stronghold, the physical servicescape is also a place to enrich user experience and enhance user stickiness.

Ruiguang Tan, Jiayi Liu
A Comparative Study of Servicescape in the Mobile Internet Era – Taking Carrefour and Hema Fresh Store as Examples

The servicescape strategy in the mobile Internet environment has created new opportunities for enterprise operation. Through comparative studies of two enterprises—Carrefour and Hema Fresh Store, the paper explored the impacts of scene technologies and servicescape construction to customer experience under the mobile internet environment. The study is developed through the aspects of servicescape dimension, customer sensory perception and behavior intention. The results showed that the connotation of physical dimension, perceptional dimension, social dimension of servicescape have been extended under the applied of context technologies. With the help more sensory perceptions of customers, and then impact customers’ psychological and behavioral intentions, thus enable enterprises to achieve better market performance.

Ruiguang Tan, Jiayi Liu
An Experiment of the Impacts of Workplace Configuration on Virtual Team Creativity

Enabled by advances in information and communication technologies, virtual team has been serving as an effective form to unite knowledge workers beyond various physical and social constraints for more than one decade. Nevertheless, some organizations recently started to question the effectiveness of virtual team. Scholars also argued that virtual team members remain embedded in their situated surroundings and configuration of virtual team members situating in different workplaces would be even more complicated. This study intends to solve this emerging puzzle that is not yet considered in prior work. We draw on literatures of physical workplaces and virtual team creativity and propose a research model to investigate the influence of workplace configuration on virtual team creativity and the influential mechanism of interaction balance among virtual team members. A laboratory experiment is designed to test the proposed research model and hypotheses. We discuss the potential theoretical contributions and practical implications in the end.

Xinlin Yao, Xixi Li, Cheng Zhang
Study on the Effect of App Reverse Cycle Propagation Under Multi-screen Propagation

According to the definition of thermodynamics, the transfer of heat source from a cryogenic body to a high-temperature body is called reverse circulation phenomenon. In the field of communication, App, as a representative of the flourishing new media, carries out advertising communication through the declining traditional media represented by TV media, which is also seen as a “reverse cycle” of communication phenomenon. In the era of multi-screen communication, the audience’s attention is distracted, and the effect of App’s advertising communication through TV media needs to be evaluated. Based on the situation of multi-screen communication and taking Chinese variety shows as an example, this paper explores the factors affecting the propagation effect of App’s “reverse cycle”. The corrcoef function in MATLAB is used to test the reliability and validity of variables, and then the hypothesis is verified by structural equation model. Finally, the key indicators affecting the communication effect are obtained.

Yuhui Zhang, Zhengqing Jiang, Rongrong Fu

Learning Technologies

Frontmatter
Guidelines on Context Integration: Developing Technological Solutions Communication for Education Professionals

This article presents a project that arose from the need to design applications with natural interactions for professionals in the field of education, who have long working days and who mix personal and social activities together with professional activities. The project is based on the Design Process Model for Health Applications: Integrating Contexts and Adding Abilities (ICAH, in Portuguese), developed to guide and support the work of application developers for health professionals who care for patients in need of long-term care [1–3]. Its objective is to validate the guidelines of integration of contexts proposed in the ICAH Model applied to education professionals. To fulfill the proposed objective, the ICAH Model was used for the definition and collection of requirements for an application of communication and dissemination of information in the educational environment. The application was developed from research and observations of professionals who worked in a professional education institution during the year 2018. The application provides the disclosure of information related to extracurricular events and activities and official communications that are part of the Institution. The observations and feedbacks collected by the application gave us indications that the application was effectively adopted by education professionals. The content of the information that had favorable feedback was, in its majority, information that added extracurricular contents and social events of the Institution, evidencing the mix of contexts in the educational environment.

Janaina C. Abib, Ednilson G. Rossi, Rafael S. Pena
Labenah: An Arabic Block-Based Interactive Programming Environment for Children. The Journey of Learning and Playing

From the phone alarm that wakes us up to the social media applications that keep us connected to people around the world, technology became an integral part of our daily life. Recently, communities have realized that coding is an essential skill that everybody should acquire regardless of their age and specialty. Investing in young generations has a profound effect on building communities and their digital capabilities. Coding gives children huge competitive advantages that improve logical thinking, problem solving and encourage creativity. Given the lack of high quality educational programming resources for children especially in Arabic, this could be a challenging process.Labenah is an Arabic edutainment application that provides children with an interactive environment to learn coding principles. It adopts block-programming where visual blocks are built together to control objects and create scenarios. Among all other existing applications, Labenah considers gamification and other important concepts that motivate children to practice important skills through an enjoyable journey between learning and playing. Children can create their own media-rich projects and undertake multi-level challenges to practice important programming concepts. Attracting such a young age requires extensive validation and user involvement; therefore the team adopted User-Centered Design (UCD) development model where potential users and stakeholders are actively engaged during each phase of the development. We discuss the participatory design approach that we followed while developing Labenah and how it affected the outcomes. Children, parents, and teachers were involved through semi-structured interview and observation sessions and surveys. Design considerations to be taken into account while designing for children are also discussed.

Bushra Alkadhi, Sarah Alsaif, Alhanouf Alangri, Fatima Alkallas, Hatoun Aljadou, Noura Altamimi
Creating a Community of Scholars: Outcomes and Interventions of a Four-Year Community College STEM Scholarship Program

This project describes degree and other outcomes after four years of a specific S-STEM scholarship program at the Community College of Baltimore County (CCBC), located in Maryland USA [1]. This scholarship program was aimed at increasing degree attainment at the community college level in Science, Technology, Engineering, and Mathematics (STEM) related fields. From Fall 2014 through Spring 2018, 101 fulltime CCBC students majoring in specific STEM fields received S-STEM scholarships for one or more semesters through NSF funding. This paper highlights previous research [1] and presents demographics of the CCBC awardees, including transfer and graduation rates. In addition, emphasis will be placed on community building and interaction, student interventions and results of spatial visualization skills testing (PSVT:R) and practice. As all students remained in the program due to its successful implementation, student success strategies will be discussed.

James Braman, Barbara Yancy, Sylvia Sorkin
Facilitating Deep Learning Through Vertical Integration Between Data Visualization Courses Within an Undergraduate Data Visualization Curriculum

There is significant research underway on pedagogical approaches to data visualization that include teaching data visualization in various classroom settings, short-form data visualization instruction, the use of active learning, and the use of design patters for teaching and learning for data visualization. Most data visualization courses are taught independent of a major which might explain the lack of research in the area of vertical integration of visualization courses. This paper shares a method for facilitating deep learning through vertical integration between data visualization courses within an undergraduate data visualization curriculum. The data visualization process, concepts and techniques are introduced in a gateway course during students’ second year of study. Students enrolled in the gateway course for the data visualization major collaborate with other data visualization majors taking a senior level course on a visualization challenge with real-world application. The collaboration facilitates deep learning through vertical integration between the two classes. Students from both classes form a team to compete in a data visualization challenge as part of an annual technology conference in Indianapolis, Indiana. Participation in the team is voluntary. Students who compete in the visualization challenge work with faculty mentors from both classes and practice near-peer mentoring. This paper will provide insight into how the curricular constructs of the data visualization process and deep learning combine to facilitate vertical integration between data visualization courses.

Vetria L. Byrd
Language Learning in a Cognitive and Immersive Environment Using Contextualized Panoramic Imagery

Immersive technologies augmented with AI for foreign language learning are currently uncommon. The Rensselaer Mandarin Project is a cognitive and immersive classroom that facilitates cultural and foreign language learning beyond a traditional classroom setting. Students perform tasks through intelligent interactions including authentic dialogues with multiple AI agents and multimodal gestures. Street View technology has the potential to further enhance foreign language learning and cultural knowledge acquisition in the Mandarin Project. Real-world panoramic scenes immerse learners in new locations and can provide richer context for more meaningful language learning. Students embark on “field trips” with cultural, historical, and lingual relevance at human-scale. Multiple learning opportunities and interactions are constructed for the various types of scenes students visit: vocabulary games, relevant AI agent dialogues, and informational lessons on cultural elements. The Mandarin Project will be assessed during a six-week classroom experience in the summer of 2019.

Samuel Chabot, Jaimie Drozdal, Yalun Zhou, Hui Su, Jonas Braasch
Perception Differences Between Students and Teachers of Undergraduate Industrial Design Core Courses

The perception of education will influence the learning and teaching process and achievement. The purpose of this study is to explore the perceptions of the undergraduate industrial design core courses. First, 32 students and 9 instructors were interviewed to collect the qualitative data for formulating the framework. The framework consisted of seven scales, including Image, Motivation, Objectives, Activities, Resources, Evaluation, and Future Development. Then, the questionnaire was designed according to the framework. There were 406 students and 24 instructors participating in the survey. The Results demonstrated that students’ perceptions are similar to instructors. The major difference is the degree of perception. The main differences of the perceptions are on the learning process/method and career development.

Wenzhi Chen
Towards an Augmented Reality-Based Mobile Math Learning Game System

Learning math is critical in every student’s life. Even though math educators designed many teaching and learning approaches, students’ low passing rates indicate that they have not found an effective methodology for studying math. In this paper, we propose an interdisciplinary approach to help students learn mathematics during and after classes, practice mathematics exercises, and increase the readiness for taking the exams in mathematics. Specifically, we design an Augmented Reality (AR) and mobile game-based mathematical learning approach for students to improve learning outcomes. Through the game, students gain the interest in the concepts of math and, at the same time, they have ongoing practice on the concepts and have gained the experience of solving math problems. The portability characteristic of the mobile game enables students to learn whenever and wherever they would like. The entertainment characteristic of the mobile game boosts and maintains students’ interest in learning and practicing mathematics. The integration of text, graphics, video, and audio into a student’s real-time environment by AR provides a rich enhancement comparing to the traditional learning and teaching approaches. Blended with our educational gamification techniques and pedagogical methodologies, our game will increase student motivation towards preparing for math exams by being highly engaging, and students will enjoy the game to help prepare for exams. We will collect experimental results and students’ feedback from our experimental study and conduct quantitative and qualitative analysis and report our findings. Eventually, this research will be a valuable avenue for mathematics teachers, students, and parents.

Lin Deng, Jing Tian, Christopher Cornwell, Victoria Phillips, Long Chen, Amro Alsuwaida
Human Computer Interaction in Education

The Artificial Intelligence Assisted Learning application has been created to help Mathematics students at primary school level and assist their teachers. The application generates classwork and homework worksheets based on each student’s ability level, corrects the worksheet, and gives immediate feedback to both the student and teacher. A crucial Human Computer Interaction concept implemented in the AIAL system is usability since the target audience is primary students and teachers who may have a basic proficiency in IT skills. Through the use of clearly partitioned sections, for classwork, homework, results and trophies, and intuitive controls, the application is easy to use and has a very low learning curve. Gamification and reinforcement elements were included in this application to further increase student engagement and enjoyment levels. The AIAL application can also be used for continuous assessment purposes. In the testing phase, it was noted that students enjoyed using the app.

Alexiei Dingli, Lara Caruana Montaldo
Human Factors in New Personal Learning Ecosystems: Challenges, Ethical Issues, and Opportunities

This paper highlights over a decade of research on emerging technologies and learning innovation by the National Research Council, starting in 2008 with Personal Learning Environments (PLEs), connectivist-type MOOCs (cMOOCs) and more recently, new learning ecosystems. Late breaking research on human factors involved in critical learning on an open network will highlight participants’ experiences in a recent cMOOC on distributed learning technologies - E-Learning 3.0. Human factors research is essential in identifying the types of support structures needed to create a place or community where people feel comfortable, trusted, and valued, as part of critical learning on an open network. Gaps and limitations in current research and development efforts in the area of new learning ecosystems are addressed as well as future areas of research worth exploring.

Helene Fournier, Heather Molyneaux, Rita Kop
A Supporting System for Teaching Assistant to Control Assistant Behavior by Adjusting Instruction Time

In this study, we propose a Teaching Assistant (TA) support system to assist the TA in instructing students more effectively. The TA is expected to support students properly without decreasing the learning impact of the students. Hints for exercises should not be given excessively to let the students work by themselves. The proposed system controls the TA’s behavior by preventing the TA from overrunning the instruction time. To measure the instruction time, the position data of the TA in the classroom is used. The system detects the beginning of a TA instruction based on the still position in a fixed period. When the instruction time overruns a specific time, the system notifies the TA by sending a signal to vibrate the mobile device worn by the TA. The TA is assumed to conclude the instruction and leave from the student when the mobile device vibrates. We introduced the experiment in the classes of basic programming course. From the results of the experiment, the notification affected the TA adequately and the instruction was concluded as anticipated.

Ryuichiro Imamura, Yuuki Yokoyama, Hironori Egi
A Gamified Mobile-Based Virtual Reality Laboratory for Physics Education: Results of a Mixed Approach

Virtual reality has an important role in learning physics since it provides students a virtual environment that simulates real-world situations. Virtual laboratories are a new alternative for teaching, as they provide safe environments where the student can repeat a practice without risk of damaging the equipment. Gamification allows motivating students through the application of game-design elements. The objective of this paper was to perform a mixed evaluation of the influence of immersive virtual reality and gamification on the learning of physics in a mobile learning environment. The proposed application is a low-cost alternative for both schools and universities that do not have the infrastructure to create a physics laboratory and a tool for distance learning in physics. 86 students of university education were tested and we analyzed the information generated by the students.

Diego Iquira, Briseida Sotelo, Olha Sharhorodska
Providing Recursive Functions to the Tangible Programming Environment for Smartphones

This paper reports an implementation of functions including recursive functions in a tangible programming environment. In the previous paper, we proposed a tangible programming environment which the users use on a smartphone. Our goal was to provide those who possess only a smartphone programming environment so that they can start learning programming without any preparations. It is well known that visual programming languages are suitable for young programmers. The most famous one is Scratch. When programming, users manipulate visual joining blocks that represent syntax elements. Today, almost everybody has a smartphone and it has significant computing power. On the other hand, what hinders users from widely using it in programming is its small screen. It is not suitable for fine operations because of the poor operability, which causes frequent recognition errors. Therefore we proposed a tangible programming environment where the user can program not in a screen but on a table by using physical cards. Scratch 2.0 and 3.0 provide recursive functions. Therefore we have expanded our previous implementation to provide functions including recursive functions. As the other syntax card, the user can define a function as a series of “function” card and “argument” cards, and can store entire function definition in one QR code. After creating the function QR code, the user can print that card and use it as a part of his or her program. Thus, the user of our programming environment can construct any program as the current Scratch user can without using personal computers.

Yasushi Kambayashi, Katsuki Tsukada, Munehiro Takimoto
Visual Poetry: Nurturing Children’s Creativity Through Appropriate Blank Spaces

This design study focuses on the importance of primary school students’ reading and visual association. According study of the readability of Chinese books, to help establish the background information of the primary school children reading comprehension. However, among the styles less discussed is children’s poetry which is often used in primary school education to nurture children’s creativity. Described by Lin Liang as “the art of plain language”, the verse’s legibility and readability are explained and underwritten by rhyming or easy to understand sentences. The poet often uses the technique of “constant meaning, not text”, whilst deliberately fragmented text represents the poet’s “blank” space. This blank, or imaginary space, is the part that the reader can infill. This process demonstrates the reader can read between the line. This pilot study through the children’s poetry of Lin Liang, aims to present the pictures that children see, along with the appropriate blanks will become elements in illustration through looking at the picture to practice illustration communication and inspire young readers’ poetic imagination.

Ying Tung Liu
Implementation of a Design Thinking Didactic Strategy Aimed at Challenges and Their Impact on the Development of Generic Competencies: Bootcamp #PascualChallenge

Competency-based training is a trend in the university context, as well as an effort to educate professionals capable of solving current and real world problems. Under this perspective, competencies are developed at the conceptual, attitudinal and procedural levels, interacting with environment socio-cultural factors. In this requirement the Institución Universitaria Pascual Bravo, based on experiences from other universities, worked on a learning strategy based on challenges through an event called Bootcamp #PascualChallenge, which allows students to discover and develop alternatives to improve specific situations in an interdisciplinary manner and thus train in generic skills. Likewise, in the event, a 3-day contest, Design Thinking elements were implemented to solve complex problems in a creative way, from systemic perspectives, in which a set of solar recharge systems for mobile devices were conceptually redesigned, these systems were in a critical functional and aesthetic state, due to the deterioration of their structures, technical faults and obsolescence. In this way, the Boot-camp #PascualChallenge event is proposed as a pedagogical alternative that enhances significant learning experiences in tune with the development of generic competencies, under a perspective of Challenge-Based Learning.

Carlos Ocampo-Quintero, Carlos Moreno-Paniagua, Sara Ibarra-Vargas, Rocío Torres-Novoa, Nicolás Restrepo-Henao, Francisco Gallego-Escobar, Juan Henao-Santa, Luis Muñoz-Marín, Saúl Emilio Rivero-Mejía
Impact of Motivational Factors on the Learning Process in the Use of Learning Management Systems: An Empirical Study Based on Learners’ Experiences

Learning management systems (LMS) are increasingly being used in the academic field as a supplement to face-to-face learning and are intended to effectively support knowledge transfer through individually integrable e-learning modules. In practice, however, it can be observed that LMS often does not live up to these expectations. Although the learning effectiveness of LMS is discussed in the literature, it is sometimes limited to the system level. Previous studies on the learning effectiveness of LMS have dealt in particular with the usability and adaptivity of the system. However, the one-sided focus on the system seems insufficient in the context of learning effectiveness, since motivational factors at the learner level are largely ignored. This study addresses the motivational factors in the use of LMS by students and uses a prototype to determine which e-learning modules have a positive effect on learning motivation. For this purpose, an e-learning prototype is developed on an LMS with various e-learning modules, and the extent to which the individual modules have an effect on learning motivation is investigated. The results of the study show that e-learning modules which demonstrate individual learning progress are suitable for promoting the learning motivation of students when using LMS.

Melissa Rau, Claudia Hösel, Christian Roschke, Rico Thomanek, Marc Ritter
Development of Instructional Model App Design for User Experience

This study aims to develop an instructional model App design for effective user experience in self-learning acquisition of origami. In order to develop effective app design, this study conducted a pilot study to compare three formats of instructional models: printed, time-based video, and App instruction. To make the comparison, the study evaluated user tasks in three main areas: (1) time required to complete the given task, (2) number and kinds of errors, and (3) frequency of misunderstanding the instructional information. With an analysis of the result of the usability and exit interview, the findings suggest that users completed the task more effectively in the video and App instructions compared to the printed instruction. However, participants using the App instruction appeared more focused on the performance of each task and worked without interruption. According to both positive responses from the video and App instructions, this study proposes a conceptual framework for the new App design which provides an interactive user interface between static (graphic illustration) and kinetic (video simulation). The App also provides an effective learning acquisition through the online community where users can share their works and instruction model with other online users.

Sang-Duck Seo
Interaction of Low Cost Mobile Virtual Reality Environments – Using Metaphor in an Astronomy Laboratory

The virtual reality VR has become a tool to simulate events and situations that would be inaccessible for people such as travel in space and visit different planets, it is for this reason that the VR has become a new alternative for the teaching of courses such as astronomy. In this research a low cost VR environment has been created for the teaching of astronomy where metaphors are used to teach complex concepts, working with professors and experts in the area of virtual reality to create an intuitive environment for new users to VR technologies, tests were conducted with two educational institutions of 150 students where a comparison of four virtual reality environments was made.

Olha Sharhorodska, Diego Iquira
An Assistant Device for Piano Keyboard Self-learning

This is a multidisciplinary study involving the areas of computer engineering, electronics, musical education, playful learning and entertainment. This article shows the device design process for the assistant device for piano keyboard.

Adhemar Maria do Valle Filho, Claudia Regina Batista, Gabriel Vinicius Teixeira Kanczewski
“Do You Care Where I Come from?” Cultural Differences in the Computer Literacy Classroom

We live in a globalized world and multicultural environments are everywhere. Academic environments and classrooms are no different: students come from all over the world and participate in multicultural classes. The impact of cultural differences is receiving increased attention in many fields, including education. However, computer literacy classes are often excluded, with the so-called “computer language” considered universal, and not culturally dependent.This work will focus on the cultural differences in the computer literacy class, on the perception of students with regard to these differences and on possible approaches by educators.The results show that students are acutely aware of cultural differences in the classroom. Moreover, they believe that these differences are relevant when learning computer literacy, as much as they are in any other subject. The suggestions, comments, as well as the teacher’s empirical observation reinforce the belief that, in an international environment, a culturally-adapted classroom style is needed in naturals science subjects, as much as in social science subjects.

Simona Vasilache
How Parents Guide the Digital Media Usage of Kindergarten Children in Early Childhood

In our modern society young children are getting in contact with digital media already in the early stages of childhood. Uncontrolled consumption of screen media and the media’s content may have a variety of negative effects (e.g. social isolation) on the child’s development. Parental mediation, the controlled, limited and supervised use of media plays an important role and may encourage positive effects of using media. The American Academy of Pediatrics (AAP) provided a list with some recommendations and tips about media and young children. Also, it is discussed that digital media literacy teaching should already start in Kindergarten. What are parents doing to mediate the media usage of their children? Are they setting limits? Do they act like a role model? And, what do parents think about digital media literacy instruction in Kindergarten? This study’s researchers asked parents of 3 to 6-year-old Kindergarten children from Germany through a questionnaire as well as interviews about the mediation of their child’s media contact. Likewise, parents were asked if digital media literacy should start in Kindergarten. A content analysis based on the tips from AAP was conducted as well. The results show that parents indeed try to limit the contact with media and are watching the usage. Kindergarten should be a tech-free zone according to nearly all parents.

Franziska Zimmer, Katrin Scheibe, Maria Henkel

HCI in Transport and Autonomous Driving

Frontmatter
Plugin: A Crowdsourcing Mobile App for Easy Discovery of Public Charging Outlets

Nowadays, the growth of mobile apps is so fast and viral; they have the potential of transforming our everyday lives by creating huge opportunities to individuals and businesses. This translates into a growing demand for developing such apps, which need to be easy to learn and use. In this paper, we conduct an evaluation of an android mobile app, which we designed and developed to find and register power outlets in public spaces. Our evaluation of the prototype consisted of two stages. First, we provided the users with two tasks, with an additional option to indicate their perception of how easy it was to complete these tasks. Second, upon completing both tasks and offering their comments, participants were asked to take the SUS (System Usability Scores) questionnaire. The results of the evaluation indicate that the app usability and learnability is acceptable despite being a prototype. The findings and participants’ comments give us a direction on how this app can be improved in the future.

Salah Uddin Ahmed, Fisnik Dalipi, Mexhid Ferati
Smart Traffic Light Request Button – Improving Interaction and Accessibility for Pedestrians

The aim of this paper is to test the suitability of a smart traffic light request button, equipped with a contactless pedestrian detection and a green time extension for certain target groups. Within a preliminary analysis the primary factors hygiene, usability and comfort are considered. Based on this groundwork, a concept of a smart traffic light request button is developed, which includes a pedestrian detection with ultrasonic technology and the extension of the green light time via radio frequency identification. Furthermore, the technical implementation is finally composed in a drafted prototype. With the help of a sample group an experimental evaluation of the prototype is carried out. The evaluation results show, that the smart traffic light request button is widely accepted, and a benefit is generated for pedestrians. In addition, the hypothesis, which is developed in the preliminary analysis and assumes the benefit of a smart traffic light button, is confirmed by this evaluation.

David Barabas, Daniel Banzhaf, Waldemar Titov, Thomas Schlegel
Tinted Windows Usage in Vehicles: Introducing a Game that Evaluates It’s Impact on Driver’s Vision

In this paper we present our experience with the development of a simulation software for evaluating the use of tinted windows on the vehicle windshield as well as their effects on drivers’ vision. The motivation for the development of this study lies in the fact that simulation software can contribute to studies of human performance and its consequences in the area of vehicular technology. We present the specification of the application and the details of its implementation, as well as an analysis of the quantitative and qualitative results of the use of the simulation software.

Luiz C. Begosso, Luiz R. Begosso, Cristiane Freitag, Gabriel B. Berto
Using Simulation to Accelerate Development of User Interfaces for Autonomous Vehicles

This paper outlines work being conducted at the Center for Advanced Vehicular Systems at Mississippi State University using simulated data to enable interface development for real world vehicles when hardware systems are not available. The ANVEL modeling and simulation tool was used to generate simulated video feeds. These videos feeds were provided to an information server, which was written to accept both simulated and real world camera data, and convert that data into an MJPEG over HTTP stream. An interface was written in Unity 2017 using simulated camera data received as an MJPEG from the information server. This user interface was then tested on a real world autonomous vehicle project, by passing camera data to the information server for conversion to a common vehicle interface format as the simulated camera data. This method allowed for the parallel development of user interface, without the need for physical hardware for testing, while maintaining real-time video capability.

Christopher R. Hudson, Ryan Lucius, Robert Gray, Brandon Powell, Matthew Doude, Daniel W. Carruth
Spaceship, Guardian, Coach: Drivers’ Mental Models of Advanced Vehicle Technology

Advanced driver assistance systems (ADAS), including automated driving features, can reduce the driver’s workload by assuming control of driving subtasks such as steering (lane centering system), or maintaining speed and safe following distance (adaptive cruise control). Although these systems show promise for improving safety and efficiency, they also pose challenges regarding consumer understanding of their operation. Little is known about how new vehicle owners learn about the capabilities, limitations, and operational design domains for ADAS and how their personal understanding (mental model) influences their use of the systems and their driving behavior. This paper describes empirical work-in-progress aimed at delineating the dominant characteristics and changes over time in users’ mental models of ADAS. We discuss results of the first phase of the research (user focus groups), along with the methods and preliminary findings for two additional phases of research. The second phase is a longitudinal study of 2018/2019 passenger vehicle owners (n = 41) who were interviewed nine times during their first six months of ownership. The third phase includes new Toyota owners (n = 12) who were video recorded while driving, and interviewed periodically. All interviews were audio recorded and analyzed to extract information about participants’ understanding of the operation, capabilities, and limitations of ADAS. The objective of the analysis is to determine the characteristics of mental models that best describe differences observed between individuals. Two candidate characteristics are levels of complexity and anthropomorphism. User generated analogues such as “spaceship,” or “elderly aunt” also show promise for distinguishing mental models.

James Jenness, John Lenneman, Amy Benedick, Richard Huey, Joshua Jaffe, Jeremiah Singer, Sarah Yahoodik
Peripheral HUD Alerting and Driving Performance

We examined driving performance using the Lane Change Test combined with a Peripheral Detection Task (PDT) that approximated stimuli crossing in front of the driver’s vehicle, in order to measure performance on driving and critical event detection. For the PDT task, critical events were signaled by either a color cue, a flashing cue or combination color-flashing cue. These were compared to a no-cue condition. Driving performance and event detection were measured. All effects of the PDT on driving performance were nonsignificant. Color cues significantly reduced reaction time, but flashing cues increased reaction time. These results indicate that cues to events in the driver’s periphery did not impair driving performance, at least for the simple driving task used here. Moreover, color cueing by itself was more effective than either flashing or color-flashing cues in detecting peripheral events.

Abram J. Knarr, Alexander Nguyen, Thomas Z. Strybel
ActoViz: A Human Behavior Simulator for the Evaluation of the Dwelling Performance of an Atypical Architectural Space

The demand for atypical building shapes around the world is growing, and the use of tools, such as Rhino, for designing them is increasing in architectural design schools and firms. However, these design outcomes and processes often fail to recognize the requirements of convenience and safety for human behavior in a dwelling machine. In an architectural space, the users’ behavior is one of the dominant factors that determine the value of a building. This is why we should not ignore the role of human behavior in the process of atypical building design. Most existing user-behavior simulation technology has been developed to evaluate a structure’s emergency evacuation plans; there is no current technology to simulate the interaction of the built environment and its users based on the concept of “affordance,” which refers to the properties of an object that show the possible actions users can take with it. The purpose of this study is to develop a technology that simulates human behavior to evaluate the residential performance of the design of an atypical architectural space. The proposed technology focuses on simulating the affordance of an atypical building during the design process. The results of this study are related to the intelligence of agents who respond to various types of spaces and situations, unlike the existing human behavior simulation technology that has been used for only a limited range of situations, such as escape simulations.

Yun Gil Lee
Analysis of Barriers and Incentives for the Introduction of Electric Vehicles in the Colombia Market

The entry of Colombia into the OECD, the acceptance of the Paris Agreement and the adoption of the Sustainable Development, is an evidence of the commitment of the country with the sustainability. A feature of sustainable cities is that through their public policy mitigation of greenhouse gases is guaranteed, which implies that their inhabitants use public transport in a greater proportion. To address the issue of pollution in the world, the introduction of electric vehicles has been stimulated.Taking into account the upper lines, this project identifies some barriers and incentives for the introduction of electric vehicles in Colombia, in aspects of regulatory, economic, technological and perception by potential buyers of automobiles. The following strategy was carried out: a state of the art review was carried out to identify experiences of other countries in terms of market incentives for electric vehicles and related services. Subsequently, interviews were conducted with potential buyers of vehicles directly in some dealerships in the city of Medellin, with the purpose to know their perceptions regarding the performance, incentives and technological, economic or cultural barriers of electric vehicles in Colombia and the city. Finally, a mechanical engineer was interviewed, to determine the advantages and disadvantages of reconversion of a conventional vehicle to electric, in aspects such as performance, support costs and maintenance. Perception barriers were found among potential buyers of vehicles, in aspects with the technological infrastructure of the city and also for high prices compared to other countries in the region.

Estefanya Marin Tabares, Carlos Andrés Rodríguez Toro, Sebastian Mazo García, Saúl Emilio Rivero-Mejía
Towards Flexible Ridesharing Experiences: Human-Centered Design of Segmented Shared Spaces

The increasing usage of ride-sharing and autonomous vehicles has presented a need for personalized mobility experiences. This research defines these needs through an investigation from passengers who have used or will use these services. User-behaviors and user pain-points were categorized through in-depth interviews and observations. The most pressing categories were defined to be safety, privacy, and comfort. The variety of responses and user pain points defined a need for a flexible solution that employ a safe, private, and comfortable experience during a shared ride. We present a human-centered design solution that segments the shared space and provides a sense of security through personal physical space, privacy through asymmetrical viewing of neighboring passengers, and comfort through increasing the field of view of the passenger.

Aaron Ong, Joaquin Troncoso, Arnold Yeung, Euiyoung Kim, Alice M. Agogino
Design Development of the Support Tool to Prevent Secondary Accidents on Highway

In Japan, when an accident occurs on a highway, the driver is required to move the vehicle 50 m behind the stopped vehicle and put a warning triangle and a warning flare. However, about 4,700 secondary accidents by following vehicles have occurred annually. In order to clarify the problem of the evacuation procedure, we conducted experiments to measure the working time of the process evacuating outside of the stopped vehicle. The recorded average time was 88.5 s, and only 40% of subjects completed all the steps. After the experiment, in the interview the majority opinion was that “It is difficult to grasp the accurate position of 50 m behind the stopped vehicle”. From examining the findings, this is one of the causes of the secondary accident. Therefore we conducted the other experiment to measure the error between the point expected to walk 50 m and the actual distance. Less than 30% of the subjects could walk within 3 m of the error. From examining the experiments, the drivers who do not know the evacuation procedure and have no experience using the warning triangle and the warning flare need support to accomplish the evacuation procedure in a short time without mistakes. Therefore we designed the smartphone application that is able to support the evacuation procedure. The drivers can use it from just after they get out of the accident vehicle and inform the following vehicle of the existence of the stopping vehicle, to their safety is secured.

Keitaro Sato, Wonseok Yang
Projection Mapping for Implementing Immersive User Scenarios in Autonomous Driving: Insights from Expert Interviews

We propose the use of projection mapping as a prototyping tool to create an experimentation environment to design, evaluate, and control immersion experience in future autonomous vehicles. As the first step, we conducted expert interviews with professionals in the automotive industry to understand the general implications of prototyping tools in future mobility solution development and their usefulness in concept test settings. The interview results reveal that projection mapping is one popular prototyping method for automotive professionals to demonstrate immersive future user scenarios. The paper includes additional insights from the interviews and current work-in-progress.

Jae Marie Tabuada, Tiffany Liaw, Kevin Pham, Jaewoo Chung, Euiyoung Kim, Alice M. Agogino
Effects of Time Headway and Velocity on Drivers’ Trust in the HMI of ACC System – a Simulator-Based Study

Adaptive Cruise Control (ACC) system has been gradually accepted and popularized in the market. Rational trust level in the system Human Machine Interface(HMI) facilitates the drivers to use ACC in a safe and appropriate manner. In this paper, we tested participants’ trust in the HMI of ACC system in cut-in conditions in a simulator, and aimed to investigate factors affecting the trust level. 24 participants joined in the simulator experiment in which the videos recorded in real-world driving were played as scenarios. Experimental results show that both driving velocity and time headway (THW) between vehicles affect the trust of ACC system HMI significantly. Drivers’ trust level increases with the increase of THW at certain velocity condition, and drivers’ trust level also increases with the increase of velocity at certain THW condition. Future research will focus on the HMI design of ACC with multiple modality of information output and validate the results in a varied driving environment.

Jianmin Wang, Wenjuan Wang, Xiaomeng Li, Fang You
Design Exploration for Driver in Traffic Conflicts Between Car and Motorcycle

In our work, we focused on the traffic conflict between car and motorcycle, which is common in China. In our design requirement process, we presented two traffic conflict situations and analyzed their key factors. Initial positioning and trajectory of encountered motorcycles were found to be the most important but difficult point in car driver’s awareness. Therefore, we propose two different prototypes of a LED visualization components for the car driver. This include changing color schemes and alteration of the amount of light in lamps. The goal was to design support to help the driver to detect motorcycles in the two corresponding traffic situations. The results show that changes in the amount of light in the lamps was performing better. In addition, a large set of qualitative feedback was collected and analyzed in the experiment.

Jianmin Wang, Zejia Cai, Preben Hansen, Zhenghe Lin
The Research on Basic Visual Design of Head-Up Display of Automobile Based on Driving Cognition

As a new type of vehicle vision interactive device, head up display (HUD) has a good assistant effect on alleviating the visual distraction and action distraction caused by reading vehicle information. At present, the automobile equipped with HUD mainly concentrates on a small number of high-end brands, and the promotion of HUD is in the initial stage. Most of the HUD visual interface designs do not take account the specific needs of the driver in specific scenarios, so drivers need more cognitive resources and workload to read information from these HUD, which easily causes distraction. According to this background of the industry, and based on the size of the important design elements on HUD, this paper carries out the design research of HUD visual interactive interface with the driver workload as the core. Firstly, the author of this paper investigated the HUD in China auto market in 2018, and organize the information architecture, information layout and main design elements. Then, the ISO standard illumination was simulated in the room, and different sizes of design elements were placed on the optical machine, 36 participants were tested for reaction time (RT) and workload.This experiment takes weather and age as independent variables and reaction time (RT) as dependent variables, and combines with the evaluation of the workload of the subjects, the results of the test are analyzed. This experiment puts forward a basic research method for new vehicle equipment from the perspective of visual design and cognitive workload, which is of great significance in this experiment.

Fang You, Jinghui Zhang, Jianmin Wang, Mengting Fu, Zhenghe Lin
A Survey on the Intention to Use a Fully-Automated Vehicle

Automated vehicles, with the rapid development in recent years, are closer to becoming a reality. The fully-automated bus is going to be open to the public in China this year. Thus, it is indispensable to know the public attitudes to automated vehicles. This study surveyed 725 participants on their intended use of full-automated vehicles. Particularly, nearly 200 of them had a similar experience as passengers of the fully-automated vehicles. Overall, results revealed that participants were “somewhat agree” to take an automated vehicle (mean score = 5, rang 1–7, 7 represents extremely agree). In general, 6.62% of the participants were moderately or extremely willing to use an automated vehicle (score 6–7), and 25.52% of the participants were somewhat willing to use an automated vehicle (score 5–6). 30.21% of the participants were unwilling to use automated vehicles (score < 4). Moreover, the participants with similar experience, were more willing to use an automated vehicle than those without experience. These results show that, in general, the Chinese people hold an inclusive and acceptable attitude towards fully-automated vehicles. Enhancing the understanding of automated vehicles, such as take a test ride, will help to further promote the intention to use the automated vehicles.

Liang Zhang, Jingyu Zhang, Li Lin, Han Qiao, Xiangying Zou

HCI for Health and Well-Being

Frontmatter
Comparison of Gaze Patterns While Diagnosing Infant Epilepsies

To identify differentiator of infant epilepsies diagnosis skills, eye movement data were recorded from nineteen nurses and nine nursing school students during performing clinical reasoning processes for the diagnosis. Nineteen nurses includes one expert having rich experiences in caring for infants with severe physical and intellectual disabilities, nine specialists having relatively long experience as nurses in pediatrics/obstetrics as well as research/teaching experiences in pediatrics/obstetrics department in university, and nine intermediate nurses having relatively short experiences in pediatrics/obstetrics department in hospital. Nine nursing students are in 2nd/3rd-year at a nursing school. In the experiment, twenty video movies showing an infant were exposed. Each infant in the videos showed some epilepsies-like symptoms. Each participant was asked to make his/her diagnosis whether each of infants’ body motions may be serious or not. An expert and specialists showed different visual perception patterns compared with other participants. They paid more attention to a face of an infant, which is directly connected with a major root cause of the severe epilepsies (i.e., a malfunction of neurotransmitter function in brain), but less attention to physical symptoms such as unintentional motion in hands/foot. Based on the results, possible interpretations regarding characteristics of diagnosis strategies of expert, specialist, intermediate nurses and nursing school students are given.

Hirotaka Aoki, Satoshi Suzuki, Makiko Aoki
Technology-Enhanced Training System for Reducing Separation Anxiety in Dogs

Separation anxiety in dogs is a common condition that is manifested by destructive behavior when dogs are left alone. The most successful treatment for canine separation-related problems requires dog’s behavior modification via a time consuming training. Moreover, this type of training needs a high commitment from the dog’s owner. Here, a canine wearable interface connected to a mobile application was designed to monitor and guide a training program aiming at behavior modification in dogs. The objective was to design a system that enhances user engagement while monitoring dog’s biometrical signals. Preliminary testing of the system revealed significant behavior changes. Significant decrease in dog’s overall destructive behavior was recorded. Specifically, when using the technology-enhanced vest, dogs were quieter and reduced their anxious movements. These preliminary results support the idea that technology-enhanced training is a feasible alternative to motivate and guide owners to implement separation training with their dogs.

Carlos Arce-Lopera, Javier Diaz-Cely, Paula García, María Morales
Persuasive Design Strategy of Health Education in Interaction Design for the Elderly Adults

There are three points in the current situation and problems of health education for urban elderly in China. First, the health education service for the elderly adults is simple and with low technology. Second, the service object is narrow to the sick people. Third, because of the decline of the information contact ability, the elderly adults have some difficulties in learning health education information. To use persuasive strategies to improve the educational effect with the help of the new technology is a good choice for them. Therefore, this paper focuses on using the Persuasive Strategy Design(PSD) to promote elderly adults participation in health education. Research methods: The Likert five scale was used to investigate the seniors’ perception experience evaluation on the questionnaire of interactively persuasive strategies. The evaluation data was analyzed by Spass 20. The most important strategic factors were extracted by the factor analysis for the elderly adults to accept health education easily. Then these strategies were explained to help design a health education prototype to meet needs of the elderly adults.

Yongyan Guo, Wei Ding, Yongjing Guo
Commercial Activity Trackers Overestimate Step Count: Implications for Ambulatory Activity Monitoring

Guidelines for Physical Activity (PA) include a minimum of 150 min of moderate PA each week for adults, and at least 60 daily minutes of moderate-to-vigorous PA for youth aged 6–17 years. The burden to monitor self-compliance lies on the individual and involves tracking content, intensity, and temporal breakdown of daily activities while delineating these as light-, moderate-, or vigorous-intensity. Presenting PA recommendations as steps per day makes them more accessible. Inaccurate step counts can mislead individuals looking to meet recommendations using a step count paradigm. This research evaluated the degree to which wrist and hip worn activity trackers misattribute steps to non-ambulatory activities and overestimate total step count. An adult male (age: 41 years; height: 1.7 m; mass: 74 kg) wore a Fitbit Versa and Apple Watch on his wrist and a Withings Go and an Apple iPhone 7-deployed Pedometer++ application on his lateral hip. The participant walked and ran for a total of 84 and 100 steps, respectively, and performed 20 vertical jumps, 20 bilateral hops, 20 squats, and 20 sit-to-stand tasks. The mean step count and percent error between observed step count and total step count output from each device were calculated. Fitbit Versa, Apple Watch, Pedometer++, and Withings Go overestimated total step count by 110%, 126%, 48%, 97%, respectively. It was concluded that both low- and high-end commercial activity trackers attribute steps to non-ambulatory activities and consequently overestimate step count. This can mislead individuals who rely on these activity trackers to monitor their step count. Therefore, there is need for algorithms with improved activity recognition.

Albert Hernandez, Toyin Ajisafe, Byung Cheol Lee, Junfei Xie
iGlow: Visualizing a Person’s Energy Level Through Hand Motion

This research proposes a novel approach of providing fitness feedback in wearable devices. Current fitness wearables on the market primarily provide statistical feedback in the forms of graphical representations of the collected data such as activity tread lines, activity rings, activity bars, etc. We propose a wearable wristband with a built-in LED whose light intensity is altered according to the users’ physical activity – higher the activity level brighter the LED light. More specifically, we have designed and developed an Arduino-based prototype device that collects accelerometer data from hand motion, and then maps the hand motion data into light intensity. Such a device can have numerous applications in health and fitness as well as for entertainment purpose, as the device can emit light accordingly to hand motion, which gives users visual feedback/cues on their energy exertion.

Triet Minh Huynh, Bhagyalakshmi Muthucumar, Dvijesh Shastri
Systematic Review of Mobile Phone Apps Currently Available to Norwegian Users to Support Diabetes Self-management

Diabetes is a chronic illness that affects millions of people worldwide. Patients who find it difficult to adhere to its complex treatment regimen face severe health implications. For example, many patients find it challenging to meet diabetes self-management demands such as frequent blood sugar checks, regular insulin and/or medication use, and consistent dietary and exercise regimens. Studies have shown that mobile health (mHealth) solutions and mobile applications (apps) offer unique opportunities for meeting these challenges and achieving better treatment adherence. With increasing mobile phone adoption, many commercial diabetes self-management apps have become available. Such fast-paced developments make it difficult for patients and healthcare providers to stay current. This systematic review of diabetes apps available to Norwegian users aims to give an overview of the apps on the market. By comparing and reviewing results across various themes, this study identifies important ones for successful diabetes self-management. This will enable identifying other areas that should be considered in the design and development of diabetes self-management apps.

Julia Jacoby
Design Mobile App Notification to Reduce Student Stress

College is the first time many students spend extended time away from their parents’ homes and take on new responsibilities of independence. Encountering different lifestyles and values, they begin to define their adulthood. Newfound freedom increases stress they have not learned to cope with. This paper discusses recognizing stress, learning coping skills, and social sharing toward designing a personalized mobile application used to monitor students’ stress and help them set goals. The application uses a reward system to reduce stress levels and facilitate a healthier lifestyle.

Ann Junker
Human-Food Interaction Framework: Understanding Student-Athletes’ Extreme Food Needs

The food and kitchen technology industry is quickly growing and changing as user lifestyle preferences shift. This shift is arguably occurring most rapidly in Silicon Valley. There has been tremendous growth in every aspect of the food process, from food delivery services to cooking robots and automation to the ingredients themselves. However, are such food and kitchen technologies addressing the future needs of users? To understand the future needs of Silicon Valley users, we decided to look at extreme users: student athletes. By interviewing six athletes at Stanford University with extreme food needs, we gained insights on the broader future of food. To analyze the needs, we developed a preliminary Human-Food Interaction (HFI) Framework, which allowed us to understand the overall user journey and the specific user needs in each step of this journey (ex. delivery, storage). After analyzing needs, we categorized Silicon Valley food tech services into the different steps in HFI framework. As a result, we found that there is a significant gap between extreme user needs, which are indicative of future needs, and the services currently available in the market.

Sohyeong Kim, Da Hyang Summer Jung, Anand Upender, Sahej Claire, Ion Esfandiari, Eesha Choudhari
Computer Vision-Based System to Detect Effects of Aromatherapy During High School Classes via Analysis of Movement Kinematics

We present non-intrusive visual observation and estimation of movement parameters using RGB data for detecting the effect of olfactory stimulation (essential oils) on movement patterns of high school students during the lessons. In particular, we examine the effect of exposure to aromatherapy has on students’ movement kinetics of upper-body: velocity, acceleration, jerk and energy. The Lavender essential oil was used because of antiseptic, antimicrobial, anti-inflammatory and calming properties that may be used for treating anxiety, insomnia and depression [8, 11, 12]. Two classes were studied, as control and experimental group during two days with week of pause in between. First group had both days without aromatherapy, instead the second - two settings without and with aromatherapy for separate days. For post processing of the recorded data we use OpenPose [7] for estimation of position of joints, Matlab for processing positional data and tracking of the subjects, EyesWeb XMI for the extraction of movement features at a small time scale. Data showed significant differences in velocity, acceleration and jerk for left shoulder and elbow joints of experimental group in comparison between aroma and no aroma settings with Mann-Whitney U test at p < .05. In conclusion, this is an ongoing study shows the possibility of using movement qualities, such as kinematic movement features, extracted ecologically using non-invasive equipment, as a method to measure change of movement behavior, in the cases when no other type of data capture is possible. Future studies will involve further experiments and wider collection of movement features with higher level notations as fluidity, smoothness, rigidity of the movements.

Ksenia Kolykhalova, David O’Sullivan, Stefano Piana, Hyungsook Kim, Yonghyun Park, Antonio Camurri
Semantic Analysis of Online Dentist Review: Toward Assessing Safety and Quality of Dental Care

Safety and quality measurement of dental care is important but shows a lack of standardized measure concept set. In recent years, patient review websites (PRW) emerged as a widely used platform for health consumers, including dental patients. The massive patient online reviews (POR) are a rich data source that captures various aspects of safety and quality of dental care, such as patient experience, cost, clinical efficiency, outcomes, etc. However, PORs consist of both structured data (e.g., ratings) and unstructured data (e.g., comments in free text). The processing of textual data is costly for traditional qualitative methods. This study aims to jointly leverage automated text processing and expert evaluation to extract safety and quality related semantic information from dental PORs. As an exploratory study, we sampled dental PORs of Los Angeles, California from RateMDs. Using the National Quality Measures Clearinghouse (NQMC) domain framework as a reference, we identified salient topics relating to clinical quality measures (e.g., patient experience), healthcare delivery measures (e.g., cost, management), etc. We also identified topics relevant to safety and quality but were not covered by any domains of NQMC, suggesting a possible gap of concepts. Finally, our study demonstrated great potential of adopting informatics, specifically, social media computing in POR study of dental care.

Ye Lin, Simon Hong, Chen Liang
Toward an Integrated Situational Awareness Measuring Function for Electronic Health Records

Although Situational Awareness (SA) has been an active area of research for decades, the integration of SA system frameworks specifically within the healthcare industry is a fairly new topic of interest. Recent, rapid advances in technology, especially in the field of biomedical informatics, have introduced many SA challenges; proven links between SA and patient safety warrants further studies as to identify and address the issues associated with these newly available tools. Electronic Health Records (EHRs) are one of the most adopted tools in the U.S. healthcare system that perform various functions, capturing many kinds of medical data. One subset of patients that makes use of EHRs are insomnia patients. Insomnia is the most common sleep disorder among the general population; approximately 10% to 15% of adults in America suffer from chronic insomnia [1]. Although many researchers have tackled issues associated with EHRs including the information chaos that negatively impacts SA, none of them have measured or analyzed actual SA Measures of Effectiveness (MOEs). Developing SA MOEs for impact of EHRs on SA effectiveness for the clinician decision-making process may yield improved quality of treatment for insomnia patients.

Vida Pashaei, David C. Gross
Development of Usability Guidelines for Mobile Health Applications

The healthcare space continues to embrace the convenience of mobile health applications, yet these app are not regulated nor standardized results in suboptimal results and potential patient harm. Xcertia aims to address this need by bringing together subject matter experts, stakeholders, academics, developers, and students to develop guidelines to steer mobile health app development. These team members were divided into five key workgroups: Privacy, Security, Content, Operability, and Usability. The current paper focuses on the Usability group and its process and development of its ten guidelines. Leveraging the unique strengths of academics and industry subject matter experts, the group researched, identified, and grouped key usability components into basic usability guidelines, each including its own set of detailed performance requirements. Employing an iterative process, the workgroup rigorously reviewed these requirements to capture only those that are vital to app efficiency and effectiveness. These ten guidelines cater to a wide audience with varying knowledge of usability and human factor principles and address the topics of visual design, readability and understandability, navigation, feedback, notifications, help resources and troubleshooting, historical data, accessibility, and app evaluation. The guidelines aim to guide mHealth stakeholders in developing safe and intuitive apps while also catering to target users within specific use environments.

Bidisha Roy, Mark Call, Natalie Abts
Socialization of Veterans Using Virtual Reality

Real cognitive power comes from using external aids that enhance our cognitive activities; however, without such assistance, our memories, thoughts and reasonings are all constrained (Ware 2008). Exposure to trauma can cause damage to the area of the brain noted for value-based decision-making and can lead to a greater risk of mental health problems. However, evidence suggests that social support may provide a protective barrier on brain structure. A major factor in high suicide rate among military veterans is due to untreated mental illness. Unfortunately, there is a gap of service for veterans released from active duty and who are waiting to be treated by VA Medical Centers. Recently, there have been several press releases concerning the increase of suicide among veterans, and the inability of the VA to serve veterans in a timely manner. Numerous laws, blue ribbon commissions, Inspector General (IG) reports, Government Accountability reports, and hearings in both the Senate and House of Representatives Veterans’ Affairs Committees are examining ways to fix this inefficiency (Heller et al. 2014; Ducharme 2018). The main objective of this research is to describe how players experience healthy socialization within virtual reality social environments using virtual ethnography and phenomenology. This exploration of healthy socialization using the emerging virtual reality social platforms may enable both positive socialization and positive emotional states (Stephane 2007 and Savage 2014) for both the short-term gap of service, and the long-term building of resilience.

Joan Marie Savage, Lucas Stephane
Wellbeing Technology: Beyond Chatbots

Digitalization has revolutionized almost every sector of our life, including both the private and the professional one, just as the relationship between man and machine/computer is radically changing our lives.Among many sectors, the authors have chosen to explore how digitalization and new technologies are mutating the healthcare, focusing in particular on the exploitation of chatbots and on the forms of interactions with them.Human computer interfaces are becoming more important in a world whose complexity is increased by technology and in which certain groups of people risk being excluded. Fragile categories, health support services, are common keywords because one of the most important games is played on them and on the concept of social innovation through technology.In this context, social differences can be smoothed out, but can also be magnified. In sectors like education or healthcare, such a level of inequality could be reached, that there could be A-class citizens, who would have access to technological prostheses, thus increasing their capacities in some way, and B-class citizens who would be excluded.The authors start giving an overview of the main technologic innovations in the field of healthcare and explaining how they can magnify the risk of exclusion. Then the focus is shifted first on the interaction between people and chatbots used for generic purposes, and then on the central theme of health-bots. Finally, in the conclusions, the authors give a reading about the main interaction forms that can help people using these systems.

Eliseo Sciarretta, Lia Alimenti
Measurement of Tech Anxiety in Older and Younger Adults

Tech anxiety is an established barrier to technology adoption, and recent work suggests it may also impair the development of higher-order digital competencies. Researching this issue requires a reliable measure of tech anxiety. The widely-used Computer Anxiety Rating Scale was developed more than 30 years ago, but computer devices and use have changed dramatically during that time. We developed and tested a new Tech Anxiety Rating Scale (TARS) encompassing a range of modern devices, tasks, and scenarios. One hundred eight older adults and 150 college students completed the TARS and six other surveys related to computer use, anxiety, self-efficacy, proficiency, and attitudes. We present an exploratory factor analysis of the TARS for the combined datasets and separately for the older and younger adults. Overall, the EFA revealed common underlying factors for older and younger adults, suggesting that the TARS is appropriate for use with both populations.

Kelly S. Steelman, Kay L. Tislar
A Novel Wearable Mobility Device Adapting to Posture of Wearer and Environments with Steps

Personal mobility devices that can extend mobility functions of healthy person have been developed. However, conventional personal mobility device has some aspects that restrict the mobility functions of person since these devices have no ability to go up and down steps and to use freely because of portability. Thus, we propose a novel concept of mobility device that has ability to wear and to take advantage of the walking functions of person. It seems that it is possible to extend the mobility functions even in environments with steps. In this paper, we propose and develop a novel wearable mobility device that can wear, and go up and down steps. Our wearable mobility device consists of seat, frame, in-wheel motors and casters. The seat which has two load-cells is used as an interface for connecting a wearer to our mobility device and controlling our mobility device. The frame has two free joints each leg. Thus, the frame can realize states of sitting and standing. We carried out experiments to confirm that a participant with our wearable mobility device has the ability to walk, go up and down steps, and run with in-wheel motors. As the results of experiments, our wearable mobility device has the abilities to walk, go up and down steps, and run with in-wheel motors. In conclusion, we developed a novel wearable mobility device and confirmed that our wearable mobility device has feasibility to extend mobility functions of healthy person by adapting to human posture and steps.

Rintaro Takashima, Takashi Kuwahara, Masanobu Imahori

Interacting with Cultural Heritage

Frontmatter
MRsive: An Augmented Reality Tool for Enhancing Wayfinding and Engagement with Art in Museums

Most museums use printed methods to support indoor navigation and visitor engagement strategies. However, modern museum visitors’ needs are not always met using static and conventional approaches, which are commonly employed in today’s museums. This paper investigates how indoor wayfinding and visitor engagement in the museum might be improved through interactive augmented reality. We designed “MRsive”, a handheld Augmented Reality (AR) tool using a user-centered design approach. The ultimate goal is twofold: the first is to simplify the required cognitive effort in navigating the museum space, and the second goal is to boost visitor engagement with museum artifacts through multisensory interaction. MRsive uses computer vision tools to read visual features in the space and achieve accurate indoor positioning of the directions and virtual cues anchored in the physical space. To evaluate our design, we followed a human-centered design approach. We conducted user testing at the Art Gallery of Ontario (AGO) followed by semi-structured interviews. The observations and answers of participants showed a considerable improvement in the speed, accuracy and ease-of-use when completing a wayfinding or engagement task. We hope our findings and discussion will contribute to the future development of this system and other AR tools that may improve wayfinding in complex indoor spaces and engagement with points of interest in other indoor environments.

Jad Al Rabbaa, Alexis Morris, Sowmya Somanath
The Interaction of the Public with the Show Museum: A Case Study About the Museum of Tomorrow

This article discusses the interaction between the public and the Digital Museum, using as a case study the Museum of Tomorrow [Museu do Amanhã], in the city of Rio de Janeiro, Brazil. The study is based on the use of hashtag and its marking in social networks, making an analysis of the specific places, conceived in design, for the practice of selfies and later publication and marking. The study presents a typical relation of contemporary societies and their relationship with museum and technology, raising the possibility of construction and/or reconstruction of totally digital spaces earmarked for the exhibition of art and history.

Cidomar Biancardi Filho, Priscila Arantes
Interactive Edutainment: A Technologically Enhanced Theme Park

Heraklion Christmas Castle is a joint effort between ICS-FORTH and the Municipality of Heraklion-Crete (Municipal Public Service Enterprise of Heraklion), trying to pioneer and be innovative in the presentation of Christmas customs and ideas by creating a festive neighborhood governed by interactive technology. The approach followed by this research work was to employ interactive systems to give a feeling of Christmas to children and adults through the combination of education and entertainment. This work presents the innovative systems designed and developed for the Christmas Castle to augment and enhance the festive spirit through multimodal interaction techniques, such as virtual environments, kinesthetic interaction, physical object identification and serious games. All the systems were designed and integrated within art artefacts (special constructions) that match the Christmas look-and-feel and provide a user-centric design.

Chryssi Birliraki, Nikos Stivaktakis, Antonis Chatziantoniou, Vassiliki Neroutsou, Emmanouil Zidianakis, Ioanna Zidianaki, Emmanouil Apostolakis, Emmanouil Stamatakis, Michalis Roulios, Stavroula Ntoa, Michalis Sifakis, Maria Korozi, Spiros Paparoulis, Thanasis Toutountzis, Nikolaos Patsiouras, Antonis Dimopoulos, George Paparoulis, Nikolaos Partarakis, George Margetis, Constantine Stephanidis
Application Research on Human-Computer Interaction in Emotional Design of Science and Technology Exhibition Hall

Rapid developments in Information Technology drastically changes many sectors including exhibition designing. The exhibition designing has evolved from the early exhibits, where the focus was on user’s single-line interaction, to two-way interactive model which is more preferred and efficient. The physical environment layout was utilized to display the development of multi-dimensional virtual space, and the user is the sole controller of the display space. The exhibition space is not only a three-dimensional hall, but a multi-dimensional setting which can appeal to the user’s sense of vision, smell and other perceptions. Such exhibitions can even create an experience of travelling through time and space. Based on the nature of public welfare science education institutions with educational exhibition as its main function, the science and technology exhibition hall mainly caters to the youth. Modern science and technology exhibition halls must utilize science and technology related to human-computer interaction and use its target audience’s curiosity for new things to facilitate dissemination of scientific principles and technological achievements. This can be achieved through encouraging participation, creating experiences etc. through interactive exhibits and auxiliary displays means at the modern science and technology exhibition halls. This approach should be considered for its merits.

Chen Chen
Research on Design Process of Small Intangible Cultural Heritage Art Gallery Based on VRP-MUSEUM Technology—Taking the Art Gallery of Shanghai Style Lacquerware as an Example

This paper adopts the case analysis method and the field investigation method. By comparing the current situation of entity art gallery and virtual art gallery, VRP-MUSEUM technology is confirmed as the core technology of the design of intangible cultural heritage virtual art gallery. Then the design process of the virtual Art Gallery of Shanghai Style Lacquerware is developed by combining with 3D laser scanning technology, 3D modeling technology and other technologies to make the optimal final design plan. These methods contribute to develop a design process that is easy to use and can break the gap between visitors and intangible culture. The process aims to solve the problems existing in the existing art museum.

Jingyi Ji, Jianxin Cheng, Rongrong Fu
Backmatter
Metadata
Title
HCI International 2019 - Posters
Editor
Prof. Constantine Stephanidis
Copyright Year
2019
Electronic ISBN
978-3-030-23525-3
Print ISBN
978-3-030-23524-6
DOI
https://doi.org/10.1007/978-3-030-23525-3