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2021 | Book

HCI International 2021 - Late Breaking Posters

23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II

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About this book

This two-volume ​set CCIS 1498 and CCIS 1499 contains the late breaking posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021.

The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters).

The posters presented in these two volumes are organized in topical sections as follows: HCI Theory and Practice; UX Design and Research in Intelligent Environments; Interaction with Robots, Chatbots, and Agents; Virtual, Augmented, and Mixed Reality; Games and Gamification; HCI in Mobility, Transport and Aviation; ​Design for All and Assistive Technologies; Physiology, Affect and Cognition; HCI for Health and Wellbeing; HCI in Learning, Teaching, and Education; Culture and Computing; Social Computing; Design Case Studies; User Experience Studies.

Table of Contents

Frontmatter

Design for All and Assistive Technologies

Frontmatter
Prototyping-Based Study of Designs for Eye-Tracking Interface in Augmentative and Alternative Communication Applications

This establishes a basic template for the interface design of augmentative and alternative communication (AAC) software that use eye-gaze tracking technology as input. The main aim is to highlight desirable and undesirable characteristics in the user interface regarding usability. To do so, we conducted a systematic evaluation of the commercially available products and from that drawn design criteria, which combined with modern usability requirements, were used to develop an user interface prototype. This prototype was refined through evolutionary prototyping methodology. Several usability tests were performed to evaluate the design regarding: consistency, comprehensibility, clarity, flexibility, efficiency, consistency and potential for customization. The feedback from the users was integrated in subsequent iterations of the design. The prototyping process is used as the process for a critical analysis to address drawbacks in standard designs. As result, we provide a basic template that aggregate qualities of previous designs and minimizes drawbacks whenever possible, and that can be used as guideline for further development of tools for AAC.

Nayan Adhikari, Pedro G. Lind, Gustavo B. Moreno e Mello
Wearable Device to Aid Impaired Vision People Against Covid-19

The year of 2020 was greatly affected by COVID-19 pandemic, it was necessary to change the work routine, study and social life and adapt to the new world scenario that was suddenly established. The technology, and especially the software, contributed a lot for these changes to be managed and carried out efficiently, mainly in the scope of communication and information. To prevent the pandemic from advancing, protective measures were taken by the state and federal governments, including recommendations for social distancing, wearing masks in a public environment and avoiding people in a feverish state, so the world policed itself and tried to comply with the new guidelines. However, a visually impaired person would not be able to comply with these determinations, how could he know if the person in front of him is wearing a mask or not, or even far enough, not respecting the recommended minimum distance of 1.5 m, or even checking the temperature of someone entering the same environment as him. Motivated by this problem, this research was initiated, with the goal of the development of a case to be coupled to an eyeglass, with processors and sensors, that will detect if the person in front is wearing a face mask, is 1.5 m far and in a possible feverish state, being processed by an Artificial Intelligence software with 95% accuracy. The functional status of the project was successfully executed, the results were satisfactory, with improvements in terms of embedded technology and tests on the impaired resulted in hope and excitement for them.

Sandro Costa Mesquita, Tiago Diógenes de Araújo, Victor Hazin da Rocha
An Evaluation of Foot Rowing Type Wheelchair for Elderly People by Using Questionnaire with Experiments

Providing useful and affordable mobility is one of the most important points for ideal aging society. Especially, mobility device for elderly, disabled and handicapped people should be provided. Current type of wheelchair is useful for those who can use their arms and hands. But, if their arms and hands are disabled or difficult to move, current type of wheelchair is not useful. In order to solve the problem, we developed the new type of wheelchair. The feature of the developed prototype wheelchair is foot rowing. We have developed the prototype considering elderly people and finally performed experiments for evaluation. In the experiments, the differences were evaluated between the developed wheelchairs and ordinary type of wheelchair, which is turned by user’s hands. The contents of questionnaire are ease of movement, comfortability of riding and getting on and off, each movement including forward, backward, braking, right and left turning, traveling on bump road, slope and slalom. Also, comments about every content and indoor and outdoor locations to use this wheelchair were obtained. From the experimental results, interesting points were found and these points are valuable for the future developing.

Naohisa Hashimoto, Yusuke Takinami, Nobuhito Kakuta
An Electronic Guide Dog for the Blind Based on Artificial Neural Networks

This paper presents a feasibility study of an electronic assistance system to support blind and visually impaired people in finding their way in the area of public traffic. Optical recognition of walkways is implemented. For this purpose, a neural network for semantic segmentation is trained from scratch. In the practical test, an NVIDIA® Jetson NanoTM is used as the computing unit. A voice output gives the user feedback for orientation on the pavement.

Sergej Lopatin, Florian von Zabiensky, Michael Kreutzer, Klaus Rinn, Diethelm Bienhaus
Exploratory Study into the Disability Awareness Through an Inclusive Application Development Process Driven by Disabled Children

【Background】“Digital Interactive Rehabilitation System” (Digi-Reha), developed by Non-profit Organization Ubdobe, is a support tool for pediatric rehabilitation. Digi-Reha is a platform of applications which utilize several sensors to detect physical information such as acceleration and joint movements, and generate interactions of digital art and sound effects. The aim of this interaction is to improve children’s motivation for rehabilitation.【Objective】One of the unique aspects of Digi-Reha is the Digi-Reha LAB (LAB), where children’s ideas are used as a starting point for the application development process. As a new approach, a child with a diagnosis of Autism Spectrum Disorder (ASD) has been included as a participant in LAB. The aim of this report is to explore whether involving disabled children in the process of application development contribute to positive influence on the children as well as improving the quality of applications.【Intervention】A total of four sessions of LAB were carried out in a month. Three children, including a boy with ASD were recruited as participants. They learned to develop their original applications by using Scratch, a programming language. The participants’ words and actions during the Lab were recorded and exploratively analysed.【Result】During LAB, the boy with ASD expressed his opinions about universal design (“I want to add some sound effects for blind people”) and the awareness of his own symptoms through application development (“By creating applications that I enjoy, I can make people with the same disease enjoy too”).【Conclusion】Joining LAB can be an opportunity for disabled children to learn about their impairments and reasonable accommodation for people with different needs in addition to improving Digi-Reha applications’ quality, within the process of application development. In the coming years, its effectiveness will need to be further tested.

Kanako Nakamura, Daisuke Kumagai
Evaluation and Classification of Dementia Using EEG Indicators During Brain–Computer Interface Tasks

The rapid increase in the number of patients with dementia is currently a concern. According to a survey, the number of patients with dementia in Japan would exceed 10 million by 2060. Thus, there is a need to develop simple techniques for early diagnosis of dementia to suppress the increase in patients with dementia. In our laboratory, we are developing a dementia-screening tool using character input-type Brain–Computer Interface. In this study the electroencephalogram (EEG) data obtained using the tool were analyzed in the frequency band. The purpose is to find the difference in EEG between healthy people, patients with mild cognitive impairment (MCI), and patients with Alzheimer's disease (AD). The results show that the mean value of the ratio of β to α wave (β/α) significantly differs between healthy subjects and MCI patients. The mean value of β/α was lower in the MCI patients than in the healthy subjects. In addition, there was also a significant difference in the range of β/α between β/α for patients with MCI and that for the patients with AD; that of AD patients was higher. From the results, it is considered that the degree of concentration decreases, and its variation becomes remarkable as the cognitive function declines. With these indicators, the three states are expected to be classified. In future studies, we shall verify whether the classification accuracy can be improved by using these indicators in machine learning.

Yuri Nishizawa, Hisaya Tanaka, Raita Fukasawa, Kentaro Hirao, Akito Tsugawa, Soichiro Shimizu
Ideating for Co-designing with Blind and Visually Impaired Users:
Exploring Possibilities for Designing User-Centered Healthcare Information in Pandemic Conditions

Access to information about the pandemic has been a major invisible barrier for people with visual impairments. As governments around the globe rush to distribute guidelines for the prevention of COVID-19 infections, the websites neglected to follow accessibility standards; thus, leaving out millions of users. Similar problems have been reported in acquiring information about medical help, such as locations for getting tested for COVID and even information about hospitals that accepted infected patients. On the other hand, digital-economy based rideshare services in many cases refused blind passengers, particularly if their destination was a medical facility. This problem has particularly been aggravated due to the absence of an easy-to-use, accessible reporting mechanism for the denial of such services by individual drivers. Those of us who have worked side by side with blind colleagues as participants in our design work, or as co-designers, are not unfamiliar with expressions of serious concern about the availability of information and reliability of technological infrastructure. Life for a majority of blind people, users, designers, academics, and citizens, was always unpredictable and it is definitely so in these pandemic times. This late-breaking poster paper presents the preliminary results of an in-progress survey of blind and low vision users in the United States which gauges the accessibility of healthcare information and related services during this pandemic. The results thus far reveal major identifiable access barriers to healthcare information on websites, HCI issues with telemedicine, information and reservation process about accessing COVID-19 vaccine sites, and digitally-dependent transportation.

Sushil K. Oswal, Lohitvenkatesh M. Oswal
A Domain-Specific Language for Model-Driven Development of Networked Electronic Travel Aid Systems

This work introduces a domain specific language for the development of networked electronic travel aid systems (ETAs). ETAs help people who are visually impaired to move independently and safely in unfamiliar environments. They are usually developed as part of research projects or by small companies for specific tasks as a proprietary overall system. ETAs would benefit from a unified development process as well as interoperability between products. These systems usually consist of similar human-machine interfaces, but provide different information to the user. In order to focus more on this information presentation, new industrial or research projects should not have to re-engineer such systems. This problem can be solved by means of interoperability, interchangeability and a component-based development of ETAs. Hence components can be reused or even exchanged between products and prototypes. To keep the barriers of developing such systems low, a supporting framework was initiated [6]. This work presents a domain-specific modeling language as part of such a framework that supports component-based development of ETAs.

Florian von Zabiensky, Christian Loosen, Michael Kreutzer, Diethelm Bienhaus
The Packaging Design of Braille Beverage Bottle Based on Universal Design Thinking

In 2018, the number of visually impaired people in China reached 17.31 million. With the development of universal design thinking, a series of design works have greatly improved the quality of life of blind people. However, in more life scenes, the convenience of blind people's life is still far from the level of normal people. Therefore, this study focuses on the packaging design of Braille beverage bottles, based on the universal design thinking, with the analysis of the principles of Braille composition and experimental research, to ensure the readability and decoration of Braille. In this way, both ordinary consumers and blind consumers can directly understand the main information related to the product, and help blind consumers to improve their shopping convenience and initiative, reduce the “specialization” treatment, so as to help the blind group better integrate into social life.

Zhou Yang, Shuyi Chen, Tianhong Fang, Yifei Zhu

Physiology, Affect and Cognition

Frontmatter
Obtaining External Motivation from Strangers: A Study on Customer-to-Customer Interaction in Gymnasiums

Many government-owned gyms in Taiwan consider coaches’ conflicts of interest and often the communication between customers is not encouraged. However, from the perspective of gym users, exercisers have expectations for interaction. Through a service design case study, the research explored how the customer-to-customer interaction service in the gymnasium can fulfill users’ needs and have a positive impact on the atmosphere of the gyms.The objectives of this research are as follows. (1) To propose digital and physical on-site services that help initiate the interaction between strange customers smoothly, and services that continue the connection between strange customers after exercise. (2) From the perspective of social exchange theory, to review the case and propose service suggestions that promote positive customer-to-customer interaction services.There are three findings in this research: (1) When providing customer-to-customer interaction service, gyms need to consider the familiarity of customers and help customers to establish trust relationships; (2) Services that trigger internal motivation of exercisers to interact helps to maintain a long-term and positive cycle of customer-to-customer interaction services in gyms; (3) Providing a medium to trigger interaction and heating an interactive atmosphere help to improve the quality of customer-to-customer interaction service.

Ying-Yu Chiang, Hsien-Hui Tang, Shu-Yi Chen
Real-Time Feedback of Subjective Affect and Working Memory Load Based on Neurophysiological Activity

We investigated the effects of feedback on users’ performance during a cognitive task with concurrent emotional distraction. Our aim was to provide participants with insights into their current affective and cognitive state by measuring and decoding brain activity. Therefore, a real-time preprocessing, analyzing, and visualization routine was developed based on electroencephalographic (EEG) data measured during a primary study. To explore users’ behavioral and neurophysiological reactions, error-tolerance as well as possibilities to improve feedback accuracy by the means of feedback-based event-related potentials (ERPs), we provided either legit or inappropriate sham feedback in a second study. The kind of feedback (legit or inappropriate) had only marginal influence on participants’ subsequent performance. On a neuronal level, we did not observe differences in the ERPs evoked by the legit and inappropriate feedback. In qualitative interviews, participants evaluated the feedback as interesting but also sometimes irritating due to odd feedback trials. Our study emphasizes the importance of performance accuracy and transparency towards users regarding the underlying feedback computations.

Sabrina Gado, Katharina Lingelbach, Michael Bui, Jochem W. Rieger, Mathias Vukelić
A Hierarchical Classification Scheme for Efficient Speech Emotion Recognition

The current study focuses on speech emotion recognition based on a hierarchical classification scheme. The study aims at overcoming the problem of low accuracy in the case of a large number of emotions that are considered in a specific task. In the proposed method, the emotions are classified based on the valence-arousal 2-dimensional map, and models are trained for each group. In a second pass, with-in group recognition is performed for the group selected in the previous stage.

Panikos Heracleous, Kohichi Takai, Keiji Yasuda, Akio Yoneyama
Research on the Finger Contact Force of Persons of Different Gender as Grasping Bottles

In order to explore the contact force characteristics of fingers in grasping objects, this paper invited persons of different gender and studied their finger contact force distribution when they grasped bottles with 500 g water and 4 different surface materials. Experiment data of 54 subjects (27 male, 27 female) were collected by a thin film pressure sensor. Analysis indicated that the mean value of contact force (MVCF) of the thumb and middle finger was significantly higher than that of the index and ring finger, and the MVCF of the four fingers of male was higher than that of the female. And the independent samples t-tests and variance analysis results showed that the MVCF of thumb, index and middle finger was affected by the bottle material (p < 0.01). The MVCF of the ring finger was not affected by the material of bottles since its result was not significant (P = 0.258 > 0.01).

Ru Ji, Zhellin Li, Jiaxu Fan, Yongyi Zhu, Lijun Jiang
Sensorimotor EEG Rhythms During Action Observation and Passive Mirror-Box Illusion

The mirror therapy and the action observation therapy are widely used post-stroke rehabilitation techniques. Both action observation (AO) and the mirror feedback (MF) lead to the activation of the motor and sensorimotor areas, but differences in the mechanisms of their impact on the motor cortex remain unknown. To investigate that the EEG was used to study the sensorimotor rhythms dynamic of 25 healthy participants during AO and mirror illusion with the passive right-hand movement. Functional electrical stimulation was used to perform involuntary movements. We found a significant increase in beta-desynchronization during the third-person AO in both hemispheres, whereas mirror illusion observation led to the beta-synchronization decrease. Our results suggest that AO and MF lead to the motor-cortex activation through different neural networks. Beta-desynchronization is likely to reflect the sensorimotor cortex activity, while the MF, in contrast to AO, affects the motor and premotor cortices.

Nikolay Syrov, Anatoly Vasilyev, Alexander Kaplan
Multiple Regression Model for Cognitive Function Evaluation Using P300 Based Spelling-Brain–Computer Interface

Early diagnosis is important in the treatment of dementia; however, many dementia patients are resist seeking medical attention. In our laboratory, we are developing a dementia-screening device using a P300 based spelling-brain–computer interface (spelling-BCI) for early diagnosis of dementia. We believe that by estimating the results of neuropsychological examinations through measurements using the spelling-BCI, it would be possible to realize tests similar to those performed by medical specialists. According to a previous study, a multiple regression equation with Mini-Mental State Examination (MMSE), the Japanese version of the Montreal Cognitive Assessment (MoCA-J), and Frontal Assessment Battery (FAB) scores are objective variables, and the features obtained using the BCI and age are explanatory variables. In multiple regression analysis, variable selection was performed via the forward–backward stepwise selection method and the data exceeding the 95% confidence interval of the estimation error were excluded. As a result, the measurement data were removed using 95% confidence intervals for the estimation errors so that the multiple regression equation was identified using only about 30 of the more than 200 measurement data. In this study, we evaluated the estimation model of neuropsychological examinations using errors and investigated the effect of excluding outliers. As a result, in the estimation model of each neuropsychological examination, there was little change in the root mean squared errors before and after outlier removal. Therefore, the effect of outlier removal on the estimation model was insignificant.

Kohei Yoshida, Hisaya Tanaka, Raita Fukasawa, Kentaro Hirao, Akito Tsugawa, Soichiro Shimizu

HCI for Health and Wellbeing

Frontmatter
Co-Designing M-Healer: Supporting Lay Practitioner Mental Health Workers in Ghana

Mental health is a vast problem around the globe and is one of the key population health issues in the world today. At any given time, up to 6.8% of the world’s population suffers from a serious mental illness (SMI) such as schizophrenia or bipolar disorder. The impacts of SMI on a population are especially challenging in low and middle-income countries (LMIC). Mobile healthcare application research is a growing area of research aiming to ameliorate these challenging impacts. In Ghana, a LMIC in West Africa, mental healthcare systems are severely under-resourced and people with SMI often receive care from lay practitioners such as traditional and faith healers rather than trained mental health clinicians. These challenges exist alongside developed wireless infrastructure. In these contexts, mobile applications can substantially increase access to health information. This is the basis for our work developing a mobile health (mHealth) application to support mental health lay practitioners in Ghana. We describe the ways that our principled design research practice is intersecting with local faith-based practices, vernacular expertise and values, and the practicalities of technology adoption in Ghana.

Liam Albright, Hoa Le, Suzanne Meller, Angela Ofori Atta, Dzifa A. Attah, Seth M. Asafo, Pamela Y. Collins, Dror Ben Zeev, Jaime Snyder
Using Experience-Based Co-design to Develop mHealth App for Digital Pulmonary Rehabilitation Management of Patients with Chronic Obstructive Pulmonary Disease (COPD)

Chronic obstructive pulmonary disease (COPD) is a progressive life-threatening lung disease that causes breathlessness, chronic cough, and overall decrease in patients’ quality of life. Pulmonary rehabilitation (PR) slows COPD progression and reduces the overall economic burden of the disease. However, only a small portion of patients participate in conventional face-to-face PR due to a lack of resources, or motivation. Digital PR interventions may reduce these barriers, but only a few digital PR interventions available are rigorously designed and tested. The purposes of this study were to (1) develop a high-fidelity prototype app for digital PR using an experience-based co-design (EBCD) approach, and (2) conduct a usability testing of the PR prototype app. We engaged 15 COPD patients and 11 healthcare providers in the EBCD process. Following the development, 7 patients participated in the usability testing and a semi-structured interview to provide their feedback on the prototype app. The EBCD approach resulted in a prototype of a digital PR intervention – COPDTrack, with features suggested from patients and providers. These features include: digital PR exercise courses, real-time health monitoring, digital 6-min walk test, visualization of progress, patient reported outcomes, and the ability to communicate with healthcare providers. The usability testing results indicated that most participants completed tasks successfully and were able to navigate smoothly throughout the app. Our study demonstrates the feasibility of integrating EBCD into the HCD process to facilitate the design and development of the digital PR intervention for COPD patients.

Qingfan An, Marjorie M. Kelley, Po-Yin Yen
A Speech-Based Data Collection Interface for Contact Tracing

In this paper we present the design of an innovative contact tracing application, with an interface that intends to meet several goals: automatic capture of speech and its transcription into text, enabled playback capability, entity recognition and entity visualization on a timeline. We present the overall design as well as a review of the implemented components of the interface, discuss challenges and future work.

Tamara Babaian
A Feasibility Study of an ICT Based Training for Older People with Mild Cognitive Impairment: Future Perspective for Designers and Health Professionals

The aim of this study was to investigate the feasibility of a cognitive training for older people with MCI, performed through a easy-to-use platform, Myro. A 3-week study was made to test the feasibility of the cognitive training, involving three older people. A mixed-method approach, including neuropsychological tests and structured interviews was used for data collection. The effect of training was assessed by comparing outcome measures in pre- and post-test. Overall, the device was easy to use and accepted by outpatients. Use of technology in cognitive training of older outpatients with MCI was feasible and well accepted.

Roberta Bevilacqua, Elena Gambella, Elisa Felici, Patrizia Civerchia, Giovanni R. Riccardi, Susi Paolini, Sara Pasquini, Giuseppe Pelliccioni, Elvira Maranesi
Usability Optimization of National Health Insurance Express App

In Taiwan, the National Health Insurance Department has promoted the PHR “ National Health Insurance Express App, “downloaded 7.3 million times widely used by the public. However, with the mass demand of the public, the interface design and operability seem not good. To understand the experience and problems encountered by the first-time users of the National Health Insurance Express APP. We used the semi-structured interview method and usability scale to know the ranking of preference for functions and the evaluation of interfaces. We found that the most favorite function of the NHIE APP was medical records and medication records, followed by the location query of medical institutions. The core of SUS belonged to the scope of the unacceptable. Through this study, the operation behavior of the APP is understood, summarized, and quantified. “Word narrative”, “operation”, “functional classification”, and “consistent visual style” all need to be optimized. The suggestions are given to help with subsequent development optimization.

Li-Hsin Chen, Meng-Cong Zheng
Preliminary Study on the Multi-person Cooperative Training Module in the Application of Virtual Reality Technology to the Advanced Cardiac Life Support

Advanced cardiac life support (ACLS) is a first-aid procedure that is implemented by multiple individuals through collaboration within a limited time, and it is a necessary first-aid procedure in hospitals. According to the statistics, the number of patients with prehospital cardiac arrest is as high as 20000 per year in Taiwan, but no more than 3% of patients recover and leave the hospital. Hence, it could be seen that cardiopulmonary resuscitation is a first-aid procedure that should be urgently enhanced in emergency medical services, and the training of first-aid members in ACLS is very important. Those ACLS team members also need high communication, tacit understanding and cooperation abilities, in the team besides the professional ability in first-aid.Besides traditional training, this study hoped to integrate the two different VR immersion technologies into ACLS clinical first-aid training, including: (1) fully immersive virtual reality technology; and (2) semi-immersive virtual reality cave technology (VR-CAVE).Finally, it could be seen from the interview results that the incorporation of the VR and VR Cave training structures into ACLS clinical first-aid training could make up for the defects of current ACLS first-aid teaching methods and reach the object of multi-person ACLS training. It could be a new multi-person cooperative training method for ACLS teams in clinical first-aid treatment.

Hsu-Wen Hung, I.-Jui Lee
Study on the Step-By-Step Service Design and Service Strategy of CoVID-19 Prevention and Control Medical Products

Purpose: Through service design concepts, explore the system operation and service experience of medical prevention and control products and services in large-scale public infectious diseases, and analyze service design touch points based on the principles of ease of use, satisfaction, and effectiveness, so as to achieve product service design and strategy Optimization and collaboration. Method: Taking service design as the concept, adopting “distributed service design” as the method from users to service products to user feedback, deconstructing product design in a way of analysis and comparison, realizing the re-empowerment of the product, and breaking through the recognition of the product itself Know the barriers and improve the service value of products. Result: Constructing a modern medical product service model based on service design and service strategy, combining intelligent design and interactive design experience model, analyzing the user experience and usage needs of medical products in large-scale public infectious diseases from both internal and external service ends. To achieve the optimization of products and services. Conclusion: Describe the service ecology and service blueprint of medical products based on large-scale public infectious diseases, combine service touch points, optimize the service experience from “user” to “design” itself, and improve the overall service design.

Jinze Li, Mingming Zong, Kamolmal Chaisirithanya
Exploring the Role of Cognitive Empathy and Emotional Empathy in Medical Crowdfunding

Medical crowdfunding is booming in recent years, especially as patients with little or no health insurance turn to appeal for help online in covering medical costs. However, most of medical crowdfunding campaigns fail to reach their goals, and we rarely know the reason. Therefore, this study seeks to explore what determines users’ donation behavior in medical crowdfunding. Drawing on the S-O-R model, this study explores how certain stimulus (altruism, trust, and strength of social relationships) induce individuals’ cognitive empathy and emotional empathy (organism), which in turn affect their donation behavior (response) in medical crowdfunding. Data was collect from 142 respondents and analyzed with SmartPLS 3.2.9. Findings indicate that individuals’ donation behavior is positively influenced by their cognitive empathy and emotional empathy, which are positively related to altruism, trust, and strength of social relationships. The potential theoretical and practical contributions are discussed.

Lili Liu, Qianyi Tao, Shanjiao Ren
Advancing Reminiscence Therapy Using Virtual Reality Applications for Persons with Dementia

Reminiscence therapy relies on pictures, images, and videos organized and presented by the caregiver. However, such traditional media may be lack of immersion and engagement to help with reducing anxiety and improving recollection of events. Virtual Reality (VR) has seen a surge in applications related to elderly care associated with social connectedness, physical and mental stimulation. This paper presents the development of a VR framework that presents immersive and non-immersive VR environments for reminiscence therapy employing facial and head tracking to ease navigation and visualization of content. We have developed two non-immersive and one immersive VR prototypes based on feedback collected during the stress test sessions with the end-users.

Daniel Presas, Rob Shewaga, Alvaro Uribe-Quevedo, Winnie Sun, Sheri Horsburgh
Information Chaos in the Electronic Health Record as a Threat to Patient Safety

Information chaos refers to the chaotic presentation and subsequent suboptimal reception of information in the electronic health record (EHR). Prior work in ambulatory settings identified a group of hazards that were described collectively as information chaos. These hazards include information overload, information underload, information conflict, information scatter, and erroneous information. This pilot project examined four inpatient EHR records in a pediatric intensive care unit (PICU) to investigate whether information chaos was present. All four patient charts revealed numerous information hazards, suggesting the presence of information chaos within PICU patient charts. All charts demonstrated information chaos and information overload. We also identified three novel hazards: non-intuitive abbreviations, non-intuitive access of information, and copy & paste. Information chaos may confound information intake and processing, which raises mental workload and lowers situation awareness. Thus, PICU physicians may be at heightened risk for impaired performance of clinical tasks, which may jeopardize the safety of critically ill pediatric patients.

Emily Schaefer, Nicole Werner, Matthew Scanlon
Rewards in Mental Health Applications for Aiding with Depression: A Meta-analysis

The combination of technology and therapeutic techniques has shown promise of providing people relief through mental health applications (MHapps). Previous research shows that computerized cognitive behavioral therapy can effectively reduce depressive symptoms. Anhedonia, a common symptom of depression, often leads to blunted sensitivity to reward. However, technology-based reward elements have been suggested as a way of increasing motivation and adherence towards treatment and app usage, yet it is unclear whether reward elements also help reduce depressive symptoms. We hypothesize that MHapps with reward elements will provide a greater reduction in depressive symptoms than MHapps without reward elements. Utilizing the PRISMA guidelines, a total of 5,597 articles were collected from 5 different databases. After duplicate removal, 2,741 articles remained to be manually screened by two independent researchers based on their titles and abstract. Once the screening phase concluded, 2,640 articles were excluded for failing to meet inclusion criteria or engaging in one or more of the exclusion criteria with an inter-rater reliability k-value of 0.85. Ultimately, 41 articles remained for data extraction. From these articles, 58 total comparisons between post-intervention MHapp interventions groups and control groups were included in the meta-analysis. We conducted three random effects models to compare the results of all studies (n = 58), the studies which included reward elements (n = 14), and the studies which did not include reward elements (n = 44). Results showed a small to moderate effect size across all MHapps in which the MHapp intervention effectively reduced depressive symptoms compared to controls (Hedge’s g = −.28). While reward-based MHapps (g = −.32) elicited a numerically larger effect size than MHapps without rewards (g = −.27), there was no significant difference in effectiveness between MHappps with and without rewards. This research has important clinical implications for understanding how reward elements influence the effectiveness of MHapps on depressive symptoms.

Stephanie Six, Maggie Harris, Emma Winterlind, Kaileigh Byrne
Discussions About Covid-19 in Indonesia. Bibliometric Analysis and Visualization Article Indexed in Scopus by Indonesian Authors

The Covid-19 pandemic has become a trending topic among researchers in the publication of article journals indexed in Scopus. This study aims to explain the trends and characteristics of Scopus indexed journal articles by Indonesian authors and map Scopus indexed journal articles’ topics about the Covid-19 pandemic in Indonesia. In this study, the bibliometric analysis approach was used with two analysis models: analyzing search results and VOSviewer. This study found that the trends and characteristics of the Scopus indexed journal articles published by Indonesian authors have developed quite rapidly since 2020, which is because the issue of the Covid-19 pandemic is the most prevalent in Indonesia. This study also found that the theme and subject of Covid-19 in Indonesia were not based on increasing literacy and education for the public but were more focused on topics and issues that tended to be threatening and sporadic and not substantive. The issues and topics built not based on increasing literacy and education will create new problems in society.

M. Syamsurrijal, Achmad Nurmandi, Misran, Hasse Jubba, Mega Hidayati, Zuly Qodir
UI/UX Design of Portable Simulation Pet ‘KEDAMA’ Hairball for Relieving Pressure

Nowadays, the number of people who keep pets is increasing, and keeping pets is entertaining and relieves the stress of life. However, since the owner has less time to meet his pet on business trips or overtime, we would like to make a hairball which is called ‘KEDAMA’ in Japanese that can be near the owner instead of the pet at such times. This research is a UI/UX design aimed at relieving stress that acts on the five senses. We would like to select the effect of pets on the five senses of people and reduce the stress of people of the present generation. This KEDAMA system in addition to allowing users to choose existing options, can also be customized in the hair length, color, curl and other aspects. After the practical application of the system to the target people and the customized use of the KEDAMA, through our subjective questionnaire survey, the results show that 85% of the people would relieve the pressure to a certain extent after using it.

Jiang Wu, Yihang Dai, Jiawei Li, Yuan Yuan
A Usability Testing of COVID-19 Vaccine Appointment Websites

While COVID-19 caused a huge number of casualties, many people rushed to register for a vaccine appointment when the vaccines were available. However, the existing vaccination appointment websites were confusing and hard to use. To help alleviate this problem, this usability study was conducted to understand the major challenges users faced in order to provide possible design solutions. Three U.S. government vaccine appointment websites were chosen: one state government, and two local government websites. In order to properly evaluate the usability of these three websites, a triangular approach with Heuristic Evaluation, Persona Design, and Cognitive Walkthrough was used. The study revealed many usability problems for each chosen site. 1) For the New York State (NYS) site, the clustering of information was not organized well. Vaccine status was displayed inconsistently between parent and child pages. 2) For the New York City (NYC) site, there was a major lack of error prevention in many different aspects. Vaccine brands were not attached to vaccine sites, which can lead to people who have conflicting medical issues with one vaccine but not another. 3) For the Nassau County site, there was a poor organization of information, as everything was linearly displayed with a lack of visual organizations to facilitate navigation. The most fatal problem was there was no local vaccine system to book an appointment at Nassau County site. Corresponding design solutions were discussed based on these findings.

John Xie

HCI in Learning, Teaching, and Education

Frontmatter
Student eXperience: A Survey in Argentinian Universities About Education in the Pandemic Context

The spread of the coronavirus (COVID-19) caused institutions to adapt to virtuality around the world. With the social changes brought by new technologies, universities must adapt and get to know their students. Student eXperience (SX) refers to the totality of experiences that students live in higher education, incorporating academic and pedagogical resources, research, information systems, libraries, study rooms, as well as extracurricular activities such as social, recreational, cultural activities, among others. Therefore, SX is associated with the institution’s sense of identity. Our exploratory comparative study was conducted to know the experiences of students in the context of pandemic in several Argentinian universities. The survey includes students from different universities, both public and private. The aim is to know what kind of experiences students had in 2020 with virtual learning environments. The results indicate that students show a rather significant satisfaction with online learning.

Iván Balmaceda Castro, Cristian Rusu, Silvana Aciar
Development of a Digital Collaborative Whiteboard

Nowadays, products and services are commonly developed by cross-functional teams in collaborative approaches. In course of these, individual team members bring expertise in various areas, e.g., product management, UX design, implementation, testing, marketing, to the table. Hence, collaboration in projects is more important than ever and design thinking or design processes cannot be done without collaboration.But since the outbreak of the COVID-19 pandemic, many institutions from the academic and the business sector are still facing the challenge of converting the usual on-site workday to remote work settings. This challenge includes issues such as finding appropriate tools, which are capable of replacing or replicating the on-site workflow. The problem with such tools is mainly that they are often too expensive or come with issues regarding data privacy. Our proposed approach aims to solve these challenges especially for one activity: working together on a whiteboard. The resulting solution is Whitebird, a collaborative, digital whiteboard built with Nest.js, Nuxt.js, Fabric.js and MongoDB.Our poster presentation discusses the pros and cons of embracing the principle of web-based skeuomorphism, i.e. mimicking real-world objects and applying them to the whiteboard in order to foster a sense of familiarity in users. From the web development perspective, we discuss the use of free and open-source web application/front-end development web frameworks such as Nest.js and Nuxt.js along with illustrating the implementation of JavaScript library Fabric.js which provides an object model on top of HTML5 canvas methods.We conclude by showing how the results obtained within the scope of this project can be used for further open-source web service development.

Armin Beckmann, Marc Bollmann, Tim Buchholz, Rafael Geiser, Daniel Kerpen, Jan Conrad
Computational Thinking and Language Immersion with Umwelt

To improve computational thinking skills and second language acquisition in primary schoolers whose learning has been impacted by COVID-19, Umwelt presents a game that simulates real-life interactions and simple tasks (e.g., collecting several items given in the form of a computation problem, selecting an object with an identified color) to demonstrate the place of computation and language in everyday life through an XR system. The game consists of challenges that test the abilities of kids to break problems down into smaller parts, recognize patterns and important details amongst them, and develop step-by-step strategies to solve these challenges. These problems will require sizable amounts of interaction where kids will gain language learning skills in addition to computational thinking skills. Umwelt is built on the fundamentals of Krashen's Theory of Second Language Acquisition (SLA) and Natural Language Processing (NLP) systems. Noting the portability of Umwelt, children will have the opportunity to tackle problem sets and immerse themselves in new languages wherever they feel most comfortable and confident. The implemented Interactive Voice Response (IVR) system will guide users as they continue to understand the given questions, solve the tasks and familiarize themselves with these applications. Children will be able to enhance their computational abilities through these interactive activities. This method of gamification takes advantage of XR technology to provide all the necessary grounds for learning through games, a channel common amongst children. These principles, coupled with creative problem sets, prepare students for the immediate future based on Computer-Human Interaction while simultaneously raising them as world citizens. Considering the impact of COVID-19, houses have become the new learning environments of primary schoolers, and Umwelt’s XR based structure builds on this by bringing the world to these children.

Zeynep Büyükyazgan, Demir Alp, Elif Selin Kozanoğlu, Rana Taki, Arda Eren, Sedat Yalçın
Usability of Digital Numeration Training for Students at Primary School

This article report the principles and the design of usability method used on HMK-Learning application. It is a digital tool for students at primary schools in France based on Mounier's numeracy work in didactics. Firstly, the design method of HMK-Learning is described. Then, we describe the survey design method to study the usability of HMK-Learning. This questionnaire is based on Nielsen’s and Alsumait’s heuristics. Next, we present the survey results answered by four teachers of primary schools. We mainly report them from the point of view of the design interface elements. The study underlines the importance of offering interaction and feedback techniques adapted to the motor and cognitive abilities of elementary school students.

Ningxi Chen, Adrian Roussel-Fayard, Nadine Vigouroux, Jean-François Camps, Charlotte Tabarant, Frédéric Vella
LABS ONLINE – An Opportunity to Access High Quality Laboratory During COVID Breakout

Context: Students and job seekers are not getting any labs or practical experience using machines to be industry ready during the lockdown. Expensive machines are not accessible to these in general resulting in missed opportunities. Holistic remote learning of theory and lab is the need of the hour. With no proper remote training, their entire career will be at stake possibly causing damage to the machine or personal safety.How can a great lab experience be offered remotely? The skills that Aarush has to acquire is challenging without good lab experiences. Solution Approach: OpenGL on the web browser provides a 3D lab like experience to users from the comfort of their home. Using open source technology makes the solution cost effective. Technologies like Blender to create 3D models, A-frame for web framework for VR, Skectchfab for 3D marketplace, WebAR, Coffeescript etc. Users who are students and job seekers get an effective lab experience and worry less about burdening parents financially. Using Google cardboard can be an alternate solution for development in the future. Viability: Futuristic technology that is not too expensive. The solution is viable for any time, however the lockdown has accelerated the urgency of such learning platforms. Collaborative and team learning features in the product stresses the fact “during lockdown, remote learning need not be learning alone, it can be learning along” It is the design for the new normal. The product is driven “by the community - for the community” to reach the masses in general. For example, 3D modellers develop the models, The teachers use the solution to enhance experience, students benefit with the viable solution and be confidently career ready.

Romi Dey, Kailash Manjhi
Conversational Agents in Language Education: Where They Fit and Their Research Challenges

Conversational agents (or dialogue agents or Artificial Intelligent AI agents or chatbots) can provide a foreign language learner with otherwise hard-to-find conversational exposure to a new language. Such agents that teach languages differ significantly from their general-purpose counterparts in their goals, their approach, and their users’ characteristics, thereby effectively creating a new interaction paradigm for which little literature exists in the HCI of Conversational Interfaces community. The difference from general-purpose agents comes from two themes highlighted in this work: the user is not expected to know the language of interaction, and the purpose of the conversation is language education through task completion rather than task completion itself. This paper highlights the role and the research challenges of interactions with dialogue agents that allow people to learn and practice new languages.

Rahul R. Divekar, Haley Lepp, Pravin Chopade, Aaron Albin, Daniel Brenner, Vikram Ramanarayanan
Digital Tool to Detect the State of Languishing of Students During the Covid-19 Pandemic

This paper presents a mobile application prototype that pretends to identify the state of languishing in postgraduate students, who have been dealing with social distancing due COVID-19 pandemic. In order to make visible the social significance of tools that encourage students and other users to understand their emotions and to look for a good mental health accompanied by specialists, with the knowledge that no one is spare of suffering from an emotional problem. In addition, the data obtained may be used to take appropriate measures by the corresponding authorities by the hand of mental health specialized. The presented prototype development process in this paper responds to an interface design based on human-computer interaction methods and tools and shows some suggested improvements after the evaluating phase.

M. Guzmán, P. Manzanilla, J. Martínez, T. Tapia, A. Núñez, S. Zepeda
Use of Virtual Resources as a Tool for Teaching Language Skills at the Colombian Caribbean Region Primary Basic Level

In recent times, education in general faces great challenges due the constant changes in the economic, social, and political spheres, as a product of globalization; therefore, it is essential to improve education and interaction during the teaching and learning processes. However, as a consequence of technological and scientifical development, every aspect of human life has been transformed, immersed, and influenced by it; the individual’s learning must be attached to the revolutionary changes brought by new technologies, Constant updating is essential, for the best use of technological applications and tools in educational institutions. In order to analyze JueduLand software, for teaching language skills in elementary educational institutions in the Colombian Caribbean, the results of a study with descriptive statistical analysis of variables are shown. The results allowed respondents to recognize each of the components that make up the variable, having a high presence in the use of JueduLand as a tool for teaching linguistics skills.

Maria Moreno, Sonia Duran, Margel Parra, Irmina Hernández-Sánchez, Javier Ramírez
Establishing Cyberpsychology at Universities in the Area of Cyber Security

Cyberpsychology deals with the question of the extent to which people interact with technologies, such as computers, and how this can lead to different types of behavior. It also investigates the extent to which behavior and one's own identity can change, depending on the current sphere of activity - either online or offline. Therefore, Cyberpsychology can be a powerful addition to the currently technical oriented Cyber Security. In addition, an overview is provided of what other universities and colleges in and outside Europe offer in the field of cyberpsychology in terms of modules.To the end of the methodology module contents, learning outcomes and the final implementation are discussed. This includes a model with different phases like call for lecturers, preparing transcripts and presentations. Additionally, the European ECTS to hour ratio will be used to determine an appropriate number of working hours.In conclusion, the design of the branch of cyberpsychology at universities is described as future-oriented and promising, while the development at other colleges and universities is undergoing similar changes. Although not necessarily in the field of cyberpsychology, the technical courses of study, and especially computer science, are increasingly oriented towards cyber security and the like.

Paulina Ruh, Holger Morgenstern
Using a Mobile Augmented Reality APP on Mathematics Word Problems for Children

Augmented reality provides students a presence and an immersive learning environment. The purposes of this study were to develop an augmented-reality mathematics word-problem (AR-MW) learning system and to explore its effects on students’ learning. The study had a pre-test–post-test quasi-experimental design. It was conducted with 37 fourth-grade students in Taiwan. Nineteen students used the AR-MW system and 18 students used the traditional approach to learn mathematics word problems about decimal concepts. Overall mathematics achievement scores did not differ between groups. On the post-test, students in the experimental group, but not those in the control group, showed improvement in the word problem score. The overall number of errors decreased significantly in both groups. The number of misunderstood sentence errors decreased significantly in both groups, and the number of computing errors decreased significantly in the experimental group. These findings demonstrate that the AR-MW system effectively enhances students learning of mathematics word problems.

Mengping Tsuei, Jen-I Chiu
Implementation of ICTs in a University Curriculum for the Development of Math and Critical Reading Skills During COVID-19 Pandemic

This research was developed to determine the effectiveness of using ICT as part of the curriculum of Colombian university students in the areas of mathematics and critical reading during the COVID-19 pandemic. The University Academic Accompaniment Plan (AAP) was aimed at freshmen students whose ICFES test results were below the national average. The study's approach was quantitative, where two semesters were analyzed 2020-I and 2020-II consisting in 189 and 146 surveyed students, respectively. The SPSS version 22 statistical program and the Academic Valuation Software were used, and results were parameterized by two tests a pre-test and post-test. Mann Whitney's U-test was applied to contrast the two semesters, to analyze the effectiveness of each semester, the T-Student test was used for related samples and the Wilcoxon test in cases where there was no normality; finally, an exploratory factorial and reliability analysis was carried out through the Cronbach’s alpha statistic to determine how related the questionnaire questions were in terms of quality of service and methodologies. According to the results of this study, it was found that the AAP in the two semesters managed to be statistically effective and the methodologies implemented for the approach and development of skills through ICT in both semesters resulted to be statistically significative, reliable, and adequate. These findings lead to the conclusion that the AAP in mathematics and critical reading was effective for skills development, through the working process in remote access during the COVID-19 pandemic.

Derlis Aminta Villadiego Rincón, Alex Alberto Castellar Rodríguez, Harold Gamero Rodríguez, Adriana del Rosario Pineda Robayo

Culture and Computing

Frontmatter
An Exploratory Study of the Business Strategies for Virtual Idols in the Era of Phygitalization—Analysis in the Perspective of Cases in China

With the breakthrough of technologies such as VR and AR, the virtual idol has become an emerging topic in the idol industry in the digital age. Comparing to Japan where acquires more-industrialized models of the virtual idol, nowadays, there has less-strict definition of the term in the field of virtual idols in China, the notion of the virtual idols in the Chinese market has been extended, and the industry is gradually changing from classical artist-pattern-oriented to internet-celebrity-pattern-oriented, which brings out larger complexities for business strategies. Regarding this issue, this paper analyzes three major types of virtual idol in China combining with relevant cases, explores and sorts out their corresponding commercial approaches. It is expected to summarize some innovative suggestions of relevant business patterns, and to provide the feasible strategies for the future development of virtual idol industry in China.

Han Han, Minling Lin, Francesco Zurlo
Mobile Application to Disseminate the History of Historical Buildings

Most of the cities around the world have historical buildings, some of them are usually constituted as tourist places that people can visit; however, many others are not so well known and the inhabitants themselves tend to be unaware of their historical value and significance to the heritage of the city or the country. This paper presents the process of development of a mobile application prototype that pretend to help to disseminate the history of places or buildings with historical value. In this first case, the prototype was designed for an old building that used to be a cinema. The prototype aims to use Augmented Reality to disseminate the history of buildings, and at the same time preserve the history of the city through a mobile application that shows various audiovisual materials, like a timeline and a photo gallery and videos, which allow people to know the historical context of the building when it was in splendor.

A. Méndez, C. Borja, D. González, A. Núñez, S. Zepeda
Digital Representation of Virtual Reality Environments of Gothic Choirs Using Photogrammetric 3D Models: Monasteries of Yuste and Nájera

Digital capture of real environments requires a series of techniques that brings together photogrammetry and 3D modelling to create Virtual Reality environment (VRE). In the specific case of the Gothic choirs, the capturing process requires a concrete systematization of all the areas through overlapping series of pictures of multiple sculpted details to avoid areas the complex environment of the church in which the stalls are located. Yuste and Nájera not covered or poorly lit areas. The complex environment of the church in which the stalls are located needs systematic and comprehensive planning approach to get operational data for its representation. This paper reports on the project to digitize the Yuste and Nájera monasteries which have been created using high resolution pictures and graphical documentation to complete disappeared areas. The work suggests that complete sequences from many different angles and distances should be performed from general shots to series of details by very repetitive overlapping. It contributes to create multiple control points and, therefore, an effective and accurate point cloud to be processed for the conservation and enhancement of the cultural heritage.

Carles Pàmies, Isidro Navarro, Alberto Sánchez Riera, Ernest Redondo
Visualization of Patterns and Impressions in YOSAKOI Costumes

YOSAKOI is a very famous festival held in Sapporo, Hokkaido. Since the costume used in the YOSAKOI require originality of expression, each time’s costume is different from the others. So, the dancers themselves are often involved in the production of costumes for their team. However, it is not easy to share vague costume patterns when the dancers determine patterns and create costumes with other dancers. And the determining pattern takes a lot of time also. Therefore, in this study, we focused on the costume patterns used in YOSAKOI and conducted experiments to visualize the relationship between patterns and impressions. We performed the SD method and Factor analysis using 12 types of paired adjectives in the experiment, with ten patterns as impression evaluation stimuli. As a result of Factor analysis, we could extract the following three factors: “Luxury feeling,” “Powerful feeling,” and “Casual feeling.” We could also visualize the ten patterns based on the average of the factor scores and the significant difference of each pattern, the impressions of patterns. This visualized information becomes a standard to understand each costume pattern. This standard helps the dancers understand the various costume patterns and sympathy with others to determine a final costume pattern for the YOSAKOI festival on the co-creation process.

Yuka Takahashi, Namgyu Kang
From Text to Image: Image Application and Design Transformation of Traditional Cultural IP Resources – A Case Study of the Classic of Mountains and Seas

Traditional culture needs to be re-disseminated via visual design to achieve enhanced value, particularly in the era of popular new media communication and crossover cooperation. There is much important text in historical books and records that contains abundant historical and humanistic tradition and values. However, due to its professional nature in terms of literal expression and knowledge background, such extremely valuable historical text only circulates in a limited academic community. In fact, such text could serve as excellent materials for cultural mining in the era of new media communication. In this Article, the author takes the example of The Classic of Mountains and Sees whose text exerts profound influence on description of mystical images in literary works through the ages. After going through the main processes i.e. close reading of text, encapsulation of the theme, innovative design and crossover cooperation, the author completed the transition from text to images, from academic level to arts, from theories to practice, hoping to create a research approach and paradigm for image conversion of traditional culture.

Jie Zhou, Jingyi Cui

Social Computing

Frontmatter
Social Media in Politic: Political Campaign on United States Election 2020 Between Donald Trump and Joe Biden

This research analyzes social media Twitter as a candidate campaign tool in the 2020 United States presidential election. Social media accounts studied include Republican candidate Donald Trump and Democratic candidate Joe Biden. The campaign issues seen in this research are political issues and racial issues. Twitter is one of the most used social media platforms. The number of Twitter users in the United States reaches 68.7 million and is the most significant number of users worldwide. This illustrates Twitter’s strategic role in shaping a new communication model for disseminating information in the United States. This study uses the Qualitative Data Software Analysis (QDSA) method with the NVIVO tool. Nvivo is an analytical tool that reads text and content on Twitter accounts (Kaefer et al., 2015). This study shows that Twitter as a campaign tool has a character that is influenced by the type of content and intensity generated from the account of each candidate. On Donald Trump’s account, we find political issues that characterize Twitter activity, such as the hashtags #MAGA, #VOTE, #SCOTUS, and #Obamagate. Race problems were not found. Joe Biden’s account found several tweets related to political issues tagged with multiple hashtags, namely #DemConvention, #DemDebate, and #BidenTownHall. Some hashtags can be categorized in case of race, such as #NationalBlackVoterDay, # WomenEqualityDay, and #BlackHistoryMonth. Apart from that, the themes and sentiments that the account generates are also discussed.

Paisal Akbar, Bambang Irawan, Mohammad Taufik, Achmad Nurmandi, Suswanta
Exploring the Effect of Activity Intervention on Reducing Social Media Use: Lessons Learned in a Field Study

Social media addiction has become a serious problem with more than half of teenage users finding it hard to tackle. Prior research has used varying exercise and social activities to solve phone addiction issues. In this paper, we examine how activity intervention helped reduce participants’ social media usage time. Through a two-week field study followed by interviews, participants were asked to engage in one exercise (e.g., stretching) or social (e.g., talking to friends) activity per day. A chatbot prompted participants with daily activity two times every day as reminders. In general, participants across groups all built a sense of time awareness after our intervention. We discussed potential factors influencing the effectiveness of our intervention, and proposed several directions for future researchers who would like to design similar activity intervention to reduce social media use time.

Ju-Ling Ko, Chieh Yuan, Billy Malherbe, Cheng-Han Yang, Pei-Yi Kuo
Social Media as Tools of Disaster Mitigation, Studies on Natural Disasters in Indonesia

This research tries to seek the social media role as communication media in disaster management. Since the beginning of 2021, Indonesia has been affected by various disasters. In January, floods occurred in South Kalimantan, an earthquake in West Sulawesi, a landslide in Sumedang, an airplane crash around Kepulauan Seribu Regency, and volcano eruptions in Mounts Semeru and Merapi. On social media, those disasters became a trending topic on Twitter. This research used a qualitative approach and Q-DAS (Qualitative Data Analysis Software). This research found that Twitter could spread information regarding disaster mitigation through hashtags. Also, Twitter helped report updates, distribute supplies, inform requests for help and coordination, and criticize the government. In the coordination aspect of the five disasters, plane crashes, landslides and volcanic eruptions would attract volunteers, while floods, earthquakes and landslides would collect donations. The empathy aspect dominated the parameters of understanding different perspectives, with three disasters, landslides, earthquakes, and floods.

Danang Kurniawan, Arissy Jorgi Sutan, Achmad Nurmandi, Mohammad Jafar Loilatu, Salahudin
STellaR – A Stationary Telepresence Counselling System for Collaborative Work on Paper Documents

This paper gives an overview of the ongoing project STellaR – A stationary telepresence counselling system for collaborative work on paper documents. The system consists of dedicated rooms for video counselling, which clients can use to connect to a remotely located counselor without requiring any knowledge about computers or the internet. STellaR rooms are equipped with a large monitor, high quality microphone, camera, and sound system, which represent the counselor in life size.The system enables a collaborative work on paper documents, that are still widely used in e.g., debt counselling. These documents are scanned and transmitted to the counselor. Through the use of projectors, the counselor can point, mark and annotate the paper documents. Furthermore, the digitized paper documents are archived in a block chain. This enables to track their states of editing over several counselling sessions.We describe the developments on the system that have already taken place, as well as planned, future work.

Matti Laak, Anne-Kathrin Schmitz, Dominic Becking, Udo Seelmeyer, Philipp Waag, Marc Weinhardt
Why Audiences Donate Money to Content Creators? A Uses and Gratifications Perspective

In the “We Media” era, any online user could act as a content creator, by uploading self-made texts, photos, audios and videos. In order to motivate the content creators’ contribution, many online platforms allow audiences to support content creators with cash donation or virtual currency donation. This study aims to explore the antecedents of consumers’ donation to content creators. Drawing on Uses and Gratifications theory, this study identifies and empirically investigates the impact of six antecedents on audiences’ intention to donate, including enjoyment, escapism, social interaction, social identity, content quality, and content quantity. Data were collected from 133 respondents and analyzed with SmartPLS 3.2.9. The results indicate that enjoyment, social interaction, content quality, and content quantity positively affect users’ intention to donate money, while escapism and social identity have no significant impact on donation intention. Potential theoretical and practical contributions are discussed.

Lili Liu, Jiujiu Jiang, Shanjiao Ren, Linwei Hu
Social Media and Social Movements: Using Social Media on Omnibus Law Job Creation Bill Protest in Indonesia and Anti Extradition Law Amendment Bill Movement in Hongkong

Social media has become a part of social life, social movement and protest like in Indonesia and Hongkong. This research aims to explore the social media role in Indonesia and Hongkong Protest's social movement case. This research used qualitative research and using Q-DAS (Qualitative Data Analysis Software). This research found 1) Social media users in Indonesia and Hongkong used the platform to protest towards the government policies with the nodes referring to actor and resistant contents. 2) There appeared to be a relation between Indonesia and Hongkong. However, in Indonesia's social media, Omnibus Law was more vital than Hongkong with a limit score of 0,5 higher than Hongkong with 0. This research also had limitations 1) the content and relation without knowing the popular word spread in social media; 2) the focus only based on social media data. The researchers recommend using famous words spread in social media and digital media.

Arissy Jorgi Sutan, Achmad Nurmandi, Salahudin
The Message Is Unclear: Evaluating Disinformation in Anti-Vaccine Communities

Vaccine hesitancy and speculation are persistent throughout the history of health care. This study employs situated awareness to evaluated the impact information has on decision-making. A set of frequently circulated documents called Vaccine Guide presents information from vaccine inserts, court cases, and other documents. This Guide is widely circulated in anti-vaccine communities on Facebook. A survey was conducted among university college students in order to evaluate claims about vaccine schedules and examine highlighted passages in this collection of documents and to determine how these passages impact information interpretation and personal health literacy from a situated awareness theory perspective.

Alicia J. W. Takaoka
Understanding Continuance Usage Intention of Shopping Guide Apps in Social Commerce

Shopping guide Apps emerge as a new type of social commerce tool, which provide accurate personalized recommendation functions that reduce the online shopping risk caused by information asymmetry through information sharing, and achieve the shopping requirements with “lower search cost”. Yet our knowledge on shopping guide Apps and users’ attitude and behavior is very limited. Drawing on the Information System Success Model and Expectation Confirmation Theory, we develop a research model to investigate how system quality, service quality, information quality and social interaction quality affect shopping guide APP users’ satisfaction and continuance usage intention. Data has been collected from 275 respondents and analyzed with SmartPLS 3.2.9. Findings indicate that service, social and social interaction quality positively affect satisfaction, while information, service and system quality positively affect consumers’ continuous usage intention. Additionally, satisfaction is an important predictor of the continuance usage intention. Potential theoretical and practical contributions are also discussed.

Shuo Zhang, Lili Liu, Mingzhu Li, Qianru Tao, Ruoqi Zhang, Yunguo Xia

Design Case Studies

Frontmatter
Optimizing the Information of Sport Graphics in the Major League Baseball

Baseball statistics are one of the biggest concerns of baseball fans. This information allows viewers to look at the game from a different perspective. With the development of broadcast technology, complex statistics and information are increasing. The purpose of this study was to investigate the effects of baseball mirror information on audience enjoyment and cognitive load, as well as users’ preference and evaluation of the information. This study analyzed 11 regional broadcast networks of Major League Baseball (MLB) and selected the three most-watched networks (AT&T, Fox, and NBC) as experimental samples. Each sample assigned to 10 subjects, and a total were 30 subjects joined this study. The task consisted of three parts: watching baseball clips on different screens, questionnaires, and semi-structured interviews. After viewing the clips, we asked the subjects about their perceptions of the clip. Completed the 7-point Likert Scale questionnaire, which was composed of NASA-TLX and the Measure of Enjoyment and Meaningfulness. Another scale was to examined involvement with baseball fans. Subjects with low-involved baseball spectators (2.86) had a low understanding of the content than people with high-involved baseball spectators (5.06). Enjoyment was positively correlated with meaningfulness and com-prehension (P = .003). 86% of respondents said that visual information helps to facilitate the viewing experience. This study found that users’ preferences for viewing information could be a reference for interface design of future broadcast events and improve the spectator's watching experience.

Chih-Yung Chen, Meng-Cong Zheng
Web Interface for Power Grid Database

Different stakeholders of the electric power grid sector need data for their research and decision-making tasks. However, the power grid field lacks an accessible and easy-to-use system that contains openly available data sources that is open to use for everyone. In this study we propose a prototype of an accessible and usable web interface for power grid databases, following the user-centered design (UCD) methodology and using different qualitative research methods and research methods from human-computer interaction (HCI). The prototype is gradually developed through an iterative approach, where we identify user requirements and test it for its accessibility and usability from the perspective of the stakeholders. Finally, we discuss possible future work to further extend this study and to make the software prototype more effective.

Sujan Devkota, Pedro G. Lind, Norun Christine Sanderson
HyperSCADA: A Codification Framework for Improving SCADA System User Experience Design

SCADA is widely used in machine monitoring. However, most of those practices focus on the function ability rather than usability. We promoted a codification framework called HyperSCADA for SCADA systems’ user experience design. This framework helps SCADA developers structure their device data, modularize different data in widgets, organize widgets’ layout and make a new web-based SCADA with better user experience. We integrated this framework in a low-code application builder called IoT Studio and validated it. Users provide positive feedbacks for new SCADAs.

Jiachun Du, Hanyue Duan, Nan Zhao, Ruihang Tian
Study on Optimal Design of Dynamic Information Display - a Case Study of Taipei Metro

This study aims to figure out the feasibility of the current information transfer approach to the passengers and clarify the accuracy of information when passing to the passengers. This study focused on Taipei metro’s information board and aimed to analyze the information’s accuracy and feasibility and understand if the information is legible to the subject with their reviews. This study conducted several investigations, including: 1. Record the behavior and process of drawing; 2. Experiment with static image and motion video; 3. Survey research of Likert scale, usability test, semantic difference, and mental load; 4. Semi-structured interview. This study helps to understand the ease of using the Taipei Metro information display and explore the factors and behavioral differences that affect users’ search for information. This study found that: 1. The presentation of the background color of the information block; 2. Specification of information arrangement and number; 3. Identify two trains going to different destinations; 4. The status indication of train information; 5. The dynamic switching effect of different information, all of the above, will affect the reading comprehension of the test participants in searching for information. We will analyze the experimental results and summarize the user requirements to provide suggestions for future design optimization.

Hsin-An Huang, Meng-Cong Zheng
Quality Analysis of Local Government Websites (Study Case DKI Jakarta, Bali, Banten Provinces)

This study aims to determine the quality of local government websites in applying the principles of good governance and to analyze the official social media Twitter accounts of the Regional Government in conveying information to the public. Website quality assessment is measured through four aspects: website features divided into several completeness of general information on local government, geography, maps of areas and resources, regional regulations or policies, and guest books and news. The research object is the official website and Twitter account of the Provincial Governments of DKI Jakarta, Bali, and Banten. Sources of research data through surveys and observations. Website quality assessment is done by giving a score on indicators of features, transparency, accountability, effectiveness, and website efficiency with 40 units of analysis. Meanwhile, Twitter content is analyzed using the Nvivo 12 Plus with the NCapture feature to document and analyze data systematically. The results showed that the overall website of the Provincial Government of DKI Jakarta and Banten has (High Quality) with a score above (70%). The Bali Provincial Government website has the lowest score, with 65% (Low Quality). Meanwhile, Twitter social media for the Provincial Governments of DKI Jakarta and Banten has a high level of information delivery activity. In addition, social media information content as a whole has similarities in public matters. The issues surrounding COVID-19 were discussed on two local government Twitter accounts. The issues discussed by the Bali provincial government tended to be the local government’s program for the community. Problems that often develop in these three regional governments have also resulted in increased Twitter account activity.

Miftahul Jannah Jalil, Achmad Nurmandi, Isnaini Muallidin, Danang Kurniawan, Salahudin
An Experimental Analysis of Face Anti-spoofing Strategies for Real Time Applications

Face spoofing is an attack attempt to obtain unauthorized access by using photos, videos, or 3D maps of a user’s face. The development of anti-spoofing strategies evolves at the same time as facial authentication technologies. Many methods for preventing such attacks have been proposed recently [1–3], showing excellent results accuracy in fraud detection. However, most of these methods are very efficient in detecting patterns—such as fraud—present a major disadvantage: a high computational cost. This cost directly impacts the user experience of the facial authentication system, since the spoofing verification adds an extra layer of inference by artificial intelligence models, causing a longer waiting time for the authentication system’s user. This impact is most noted when the inference is performed on devices with limited computational power, such as mobile, tablets, and edge devices. In this work, we carry out an experimental analysis of the common anti-spoofing strategies considering the trade-off between correctness fraud detection and computational cost, aimed at optimizing the user experience. We also propose to use a fine-tuned Convolutional Neural Network (CNN) with a base network trained on a larger dataset and adds to our analysis.

Aasim Khurshid, Ricardo Grunitzki
A Meta-analysis of Big Data Security: How the Government Formulates a Model of Public Information and Security Assurance into Big Data

This study aims to find a model for guaranteeing the security of big data information using a bibliometric analysis approach. The data of this research are 710 international indexed scientific articles (Scopus) in the form of (Article, Book Chapter and Conference Paper). Data was collected using the keyword (“security information”) AND (“assurance big data”) and was limited to 2016 to 2020. Bibliometric indicators, such as citations, were used to identify the overall theme structure. The data analysis phase was carried out with the analysis tools of VOSviewer and NVivo Plus 12 software. The use of VOSviewer will map the main theme trends in the research area so that it can find new literature. The main theme mappings are then integrated in the Nvivo Plus12 software analysis tool, to produce large theme visualizations. The results show that the author, institution, and theme keywords infographics that: Research studies on information security and assurance for big data have an increasing trend in the number of articles in the last five years; The study of information security and assurance for big data based on network analysis reveals four important themes of concern to the authors, meaning intelligence, privacy, access, and smart cities. In addition, the Government’s big data information security model pays more attention to data security and privacy, public, social, and trends through a cyber physical social system.

Achmad Nurmandi, Danang Kurniawan, Misran, Salahudin
Website Quality Analysis in Three Ministries of Indonesia Study Ministry of Finance, Ministry of Home Affairs, and Ministry of Village

This study aims to find out how the principles of good governance are applied in Indonesian ministries. This study analyzes the Ministry of Finance, Ministry of Home Affairs, Ministry of Villages, and the Ministry’s official Twitter social media accounts. Website quality assessment is based on transparency, accountability, effectiveness, efficiency, and features of the official website. This research is a qualitative descriptive study, using research on the official websites of the Ministry of Finance, Ministry of Home Affairs, and Ministry of Villages. Researchers collect data through surveys and website observations. Website quality assessment is carried out by scoring on the indicators of features, transparency, accountability, effectiveness, and website efficiency. Website quality assessment is carried out by scoring on the indicators of features, transparency, accountability, effectiveness, and efficiency of the website with 50 units of assessment analysis. Meanwhile, Twitter content was analyzed using Nvivo 12 Plus with the NCapture feature to systematically document and analyze data. The results showed that all websites of the Ministry of Finance, Ministry of Home Affairs, and Ministry of Villages had High Quality, with a score above 85.00%. However, the Ministry of Finance website has the lowest score of 30.05 (Low Quality) due to the Interactivity assessment score, navigation system. Then the Twitter content of the three Ministries has provided information to the public and has a reasonably high level of activity.

Achmad Nurmandi, Ramaini Mei, Isnaini Muallidin, Danang Kurniawan, Salahudin
Presentation of a Three-Dimensional Image by Rotating Pepper’s Ghost

In this research, we present a three-dimensional image of a Pepper’s Ghost, and simultaneously observed from multiple angles by rotating it. Pepper’s Ghost is a technique used to produce aerial images by combining the image reflected on a transparent plate with the background. A three-dimensional image is presented at the center of the rotation by rotating the transparent plate and displaying the image according to its orientation. The proposed system consists of a display placed on its side, transparent plate with a privacy filter attached to it, and motor. The top and bottom of the pyramid-shaped transparent plate, which is often used for the Pepper’s Ghost exhibit, are switched to show a three-dimensional image. A PI-controlled motor is used to rotate the transparent plate and facilitate observation from multiple angles by following the images. Because the horizontal viewing angle of Pepper’s Ghost exceeds 45 degrees, the image of the neighboring surface will appear to leak when the surfaces are adjacent. Therefore, we used a privacy filter to reduce the leakage of images from neighboring surfaces. We use a 240-fps display as the video playback device and present several images on a rotating the pyramid-shaped transparent plate.Experimental results indicate a trade-off between the clarity of the 3D image and eye strain depending on the rotation speed.

Ryuichi Shibata, Wataru Hashimoto, Yasuharu Mizutani, Satoshi Nishiguchi
Study on Dynamic Emotional Design Expression in Interface Vision of Digital Media Art

In the dynamic expression of interface visual design of digital media art, stories can be delivered through dynamic design. These stories are not only about the spatial correlation and functions of objects, but also a kind of consciously flowing aesthetics, which can sublimate interactive design to a new height, and create more natural and flowing interactive experience so that users can feel the emotions that designers want to express. In this paper, dynamic effect design in artistic expression of digital media is taken as a research object to explore the dynamic emotional design expression, including the feedback, friendliness, transition, interest and innovation of the dynamic effect design. Revolving around emotional experience, grabbing of user attention, emotional scenario that triggers emotional response and design practice oriented towards user experience, this paper attempts to improve users’ concentration and immersion, thus bringing better dynamic emotional and interactive experience for users.

Fei Wang
Research on Furniture Design Based on Parametric Urbanism

Parameterization is not only a new design style, but also a new design pattern derived from architecture. Parameterization urbanism is the development of parameterization in urban planning, architecture and environment. Parameterized thinking logic enables us to organize and connect the dynamic and complex contemporary society on a new level, which means that the furniture design under the parameterized urbanism should follow some new design methods and principles. This paper expounds the important concepts of parametric and parametric urbanism, and puts forward the key process, significance and principles of furniture design under parametric urbanism. Parametric furniture design is of great significance to design thinking, production and innovation. Parameterized furniture, as an individual in parameterized urbanism, can form a complete urban force field with other urban components such as architecture, environment and products. Under parameterized urbanism, parameterization should become a design paradigm shared among various design fields and produce a whole thinking process logic from concept to manufacturing.

Weijia Zhao, Maoqi Xu

User Experience Studies

Frontmatter
Old-looking yet Usable!: An Investigation of Consumer’s Usability Perception of Retro Products

As the market competition increases, brands are trying to come up with strategies that can establish a bond with the users. Using the retro style is rapidly becoming one of these strategies by targeting past emotions however, the perception of the usability of this style hasn’t been investigated. The aim of this study is to investigate the user’s perception of the product’s usability features of retro consumer electronics from the appearance compared to non-retro products. A 5-factor scale was developed to measure the perception of the usability, including aesthetic, durability, reliability, serviceability, and learnability, was applied to 60 people. Paired samples t-tests and ANOVA tests were performed to explore the data. According to the results of the study, the scores of the perception of the usability were not significant between retro and non-retro products. However, retro products have been found to be more durable than non-retro products. In contrast, non-retro products were rated significantly higher for the factor of aesthetic. It was found that the effect of style on the perception of the usability was dependent on the type of the device that retro style didn’t have any effect on the perception of usability for toasters while non-retro style was found to be more usable for refrigerators. All statistical tests involving gender or other demographics were not significant.

Nektar Ege Altıntoprak, Wei Wang
Customer Value Co-creation Behaviors Through Online Interactions in Luxury Hotels: Effect on Customer Loyalty

The proliferation of information and communication technologies has profoundly changed the way people travel, behave and enjoy experiences. This research aims to examine the influence of interactions in online engagement platforms on tourists’ value co-creation behaviors that affect their loyalties. In order to do this, the current study uses a mixed-method approach, including 14 semi-structured interviews, and a 159-respondent survey. The research model was tested using structural equation modeling with SMARTPLS. The results show that tourists’ value co-creation behavior is mostly determined by engagement in online platforms, and confirm a significant relationship between value co-creation behavior and loyalty. Our research aims to contribute to the knowledge of value co-creation, and provide managerial implications for tourism and hospitality management.

Zineb Bouchriha, Sabra Farid, Smail Ouiddad
Perceptions in Two-Dimensional and Three-Dimensional Aperture Problems

The two-dimensional (2D) and three-dimensional (3D) aperture problems are different forms of display in which moving stripes induce illusory perceptions of motion. From the viewpoint of visual psychology, this study applied a psychophysical method to determine the similarities and dissimilarities between the induced motion perceptions caused by the 2D and 3D aperture problems. The results indicate that for the 3D aperture problem, more time is required to induce motion perceptions than is required in the 2D aperture problem. The velocity thresholds of the 2D and 3D aperture problems also revealed that a certain velocity must be reached if induced motion perceptions are to occur, and the perceived motion in both cases appears to be toward the aperture edge that has the most terminal points. Generally, the 2D aperture problem is more effective at causing induced motion perception than the 3D aperture problem.

Guang-Dah Chen, Hsiwen Fan
A Pilot Study on Navigation for Information Acquisition Using Eye Tracking

With the increasing number of opportunities to search for the desired content from a large amount of information, it is required to improve the efficiency of information search. Therefore, we propose a support method for information search using eye movement. In information search, the gaze moves quickly during the search, and the gaze stops when it is judged whether the content is the desired content or something close to it. From this, it was thought that by coloring the stopped part in real time, it would be possible to read back quickly, and it would be easier for the gaze to go to similar contents. A pilot experiment was conducted on four subjects and it was found that the total distance of eye movements and elapsed time to complete information search were shorter and more efficient.

Fumiya Inoue, Makio Ishihara
A Comparison of Multiple Selections Using Multiple Checkbox Selections and List Boxes

Website forms are commonly used for collecting information from users. Users choose one or more alternatives from a list. However, data input can be time-consuming. We therefore set out to explore which multiple selection method is the fastest and perceived most positively; the ones relying on multiple checkboxes or list boxes. An experiment with 24 participants was conducted involving 20 multiple selection tasks. The result shows that the mean response time to select three options in each question of multiple checkboxes was faster and more positively perceived than multiple list boxes. The results thus suggest that web developers should use multiple checkboxes instead of multiple list boxes.

Wasana Leithe, Frode Eika Sandnes
The Influence of Team Workload Demands During a Cyber Defense Exercise on Team Performance

Cyber defense is dependent on individual functioning as well as teamwork. Research has identified teamwork factors, such as communication and coordination, that increase performance, while more supporting behaviours, i.e. emotional and team support, have shown to inhibit team performance but currently the understanding of impact workloads have on performance is still limited. This study investigated the role of team workload demands on team performance.Methods: Data was collected during the Norwegian Defense Cyber Academy’s annual Cyber Defense Exercise. We investigated how team workload demands influenced performance outcomes (Team Effectiveness and Team Dissatisfaction).Results: Teamwork demands, i.e. communication, coordination, and team performance monitoring could predict Team Effectiveness, while Task-team workload demands, i.e. team support, team emotion, and time-share demands could predict Team Dissatisfaction.Discussion: Results support the hypotheses that teamwork demands could predict team effectiveness while task-team demands could predict more negative aspects of team performance and the results are in line with previous research.Future research in cyber security operations should incorporate team workload demands to assess performance.

Ricardo G. Lugo, Torvald F. Ask, Stefan Sütterlin, Benjamin J. Knox
Estimation of Consumer Needs Using Review Data in Hotel Industry

Recently, utilization of word-of-mouth data in business represents an important issue for all companies, and it is necessary to consider a marketing approach using mathematical technology. This study focused on the hotel industry in Japan and attempted to clarify the relationship between services provided by companies and consumer needs for each service in the hotel industry. Concretely, using review data that posted on reservation sites by customers who had previously used the hotel, we obtained the emotional evaluation of consumers for each service by natural language processing. Moreover, using the emotional evaluation of each service and rating score, we constructed the model for each hotel type based on the Random Forest and compared the differences between the important services of the customers. From these results, it became clear that the evaluation criteria differ depending on the needs and the factors that are important for each hotel to improve the service.

Shin Miyake, Kohei Otake, Tomofumi Uetake, Takashi Namatame
Influence of the Contact Surface Size on the Illusory Movement Induced by Tendon Vibrations

In human limbs, tendon vibration evokes the feeling of illusory movement, which is a kinesthetic sensation experienced in the absence of any actual joint movement. This phenomenon can be effectively used to generate kinesthetic sensation in virtual-reality settings, which can solve a variety of problems. However, its implementation remains limited due to the hitherto-unclear relationship between stimulus and perceptual characteristics. This study is aimed at examining the effects of the size of contact surfaces on the illusory kinesthetics evoked by tendon vibration. Tendons of the biceps brachii in the dominant-side arm of five participants were stimulated for 30 s at 100 Hz and 120 m/s2 by a vibration device. Contact heads of different sizes (φ5, φ10, φ15, and φ20 mm) were tested on subjects. The shoulder was held stationary on an armrest at a flexion of 90° while the elbow was flexed at 0°—both in the midsagittal plane, with palms facing upwards. After the experiment, participants were asked to take two subjective evaluations based on the visual analog scale, pertaining to the vividness (1: weak, 5: clear) and range of extension of their elbow-joint angle (1: slight, 5: significant). During the illusory motion, both these parameters increased with the size of the contact surface. Thus, we concluded the perceptual characteristics of the illusory movement to be affected by the size of the contact surface.

Hiroyuki Ohshima, Shigenobu Shimada
Training and Learning for Long Duration Spaceflight

Living and working in outer space introduces unique physiological, psychological, and psychosocial stressors to the human body. While most stressors are known and well researched, Long Duration Spaceflight creates additional and more worrisome stressors. This paper describes preparation and research plans for a 30-month repeated-measures, cognitive decay, and memory recall study utilizing ten practical space mission tasks performed by 32 astronaut-like subjects in an Isolation, Confined and Extreme (ICE) analogous environment.

Terry Rector, Curtis Cripe, James Casler
Changes of Multiple Object Tracking Performance in a 15 Days’ - 6° Head-Down Tilt Bed Rest Experiment

Human-computer interface (HCI) design should fully consider the basic human visual ability including multiple object tracking (MOT). A MOT test was conducted in a 15 days’ - 6° head-down tilt bed rest (HDTBR) experiment to investigate effect of weightlessness environment on MOT performance. During 15 days’ HDTBR, subjects were asked to stay in bed and hold the specific postural all the time even when they were being tested, taking meals and relieving themselves. A computer program which lasted for about 25 min to measure the MOT performance was used. MOT performance was represented by the selection accuracy. MRM ANOVA results showed that the main effect of the number of target balls was significant (P < 0.001) and the main effect of test time was significant (P = 0.002). Back testing of paired test showed that the selection accuracy of 4 target balls (79.324 ± 3.147) was higher than selection accuracy of 5 target balls (70.918 ± 3.175) and selection accuracy of 6 target balls (66.118 ± 2.715) significantly (P < 0.001). Also the selection accuracy of 5 target balls was higher than selection accuracy of 6 target balls significantly (P = 0.002). The above results means that when the number of tracking targets is from 4 to 6, the smaller the number to be tracked, the higher the tracking performance. In addition, selection accuracy after 13 days’ HDTBR (75.840 ± 3.113) was highest than others and was higher than selection accuracy at one day before HDTBR (68.857 ± 2.602) and 3 days’ HDTBR (71.206 ± 2.351) significantly (P = 0.008, P = 0.043), which means best tracking performance appeared after head down tilt bed rest 13 days in the experiment. The weightlessness environment may improve the performance of MOT by some mechanism.

Hongqiang Yu, Ting Jiang, Bingxian Zhou, Chunhui Wang
Backmatter
Metadata
Title
HCI International 2021 - Late Breaking Posters
Editors
Prof. Constantine Stephanidis
Dr. Margherita Antona
Dr. Stavroula Ntoa
Copyright Year
2021
Electronic ISBN
978-3-030-90179-0
Print ISBN
978-3-030-90178-3
DOI
https://doi.org/10.1007/978-3-030-90179-0