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2015 | Book

Human Interface and the Management of Information. Information and Knowledge in Context

17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part II

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About this book

The two-volume set LNCS 9172 and 9173 constitutes the refereed proceedings of the Human Interface and the Management of Information thematic track, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers addressing the following major topics: context modelling and situational awareness; decision-support systems; information and interaction for driving; information and interaction for learning and education; information and interaction for culture and art; supporting work and collaboration; information and interaction for safety, security and reliability; information and interaction for novel advanced environments.

Table of Contents

Frontmatter
Erratum to: Human Interface and the Management of Information (Part II)
Sakae Yamamoto

Context Modelling and Situational Awareness

Frontmatter
Multi-criteria Fusion of Heterogeneous Information for Improving Situation Awareness on Emergency Management Systems

Information Fusion is the synergic integration of data from different sources for the support to decision-making. The emergency management systems predominance of such application has driven the development to new and better sensors, new methods, for data processing and architectures that promote access, composition, refinement and information handling, with the active participation of specialists as data providers and specialists of the systems. In this scenario of data fusion, uncertainty of diverse natures can be aggregated to both data and information at different levels of the process, creating distorted information to the specialist. As a result the situation awareness and cognitive process can be affected leading to poor quality support to decision-making as a generalization of information quality, uncertainty need to be reduced to improve awareness about the situation of interest. The objective of our work is the mitigation of uncertainty propagated by other quality attributes such as information completeness, so specialists can be able to convey an improved understanding. For such, a new fusion framework fed by multi-criteria parameterization, including information quality measures and its semantics, is depicted as an engine to build more accurate information from diverse sensed possibilities. A case study with a situation assessment application is in course to validate the effectiveness of the generated solution. Preliminary and promising results are discussed as a more valuable tool to support decision-making.

Valdir Amancio Pereira Jr., Matheus Ferraroni Sanches, Leonardo Castro Botega, Jessica Souza, Caio Saraiva Coneglian, Elvis Fusco, Márcio Roberto de Campos
Situational Transformation of Personal Space

This paper describes an experimental study that investigated how interpersonal distance varied depending on situational factors, as well as postures and gender. The results revealed statistically significant simple main effects of the “task”, “combination of bodily directions”, and “devices”. Interpersonal distances were affected by the differences between: (a) “without task > with a task”, (b) “front > lateral”, (c) “lateral > side-by-side”, and (d) “front > backward” under the conditions except for “typing” task. It was considered that interpersonal space was co-constructed through an interactive process by a dyad.

Yosuke Kinoe, Nami Mizuno
A Method for Calculating Air Traffic Controller Communication Complexity

Verbal communication is currently the primary tool Air Traffic Controllers (ATCos) use to manage traffic and ensure separation [

1

]. For these verbal communications to be effective they need to be clear, concise, and use proper phraseology. Under increased workload, however, ATCos may issue multiple commands in one transmission. Pilots commonly cite message complexity and length as a potential source of frustration and error [

2

]. The current study discusses an algorithm for calculating communication complexity values. This algorithm is applied to a simulated environment involving different speeds and numbers of Unmanned Aircraft Systems (UAS), examining the communications between the ATCos and the surrounding conventional aircraft. The findings suggest that the computer program for calculating communication complexity is a helpful tool for examining ATCo-pilot communications and can be used in future studies to analyze communications in dynamic environments.

Zach Roberts, Blake Arnsdorff, James Cunningham, Dan Chiappe
Conceptual Framework to Enrich Situation Awareness of Emergency Dispatchers

Computer-Aided Dispatch (CAD) systems provide powerful resources to support emergency operators (dispatchers) in their activity. However, these dispatchers can work under heavy stress, which can lead to failure to get necessary information, resulting in unsuccessful response to calls. One challenging issue to better support operators in stressing calls is to determine how to generate, score and represent informational quality cues to help them to reason under uncertainties and improve their understanding about an ongoing situation (situational awareness - SAW). In such a context, the poor knowledge about the entities involved in a situation and what is really going on may lead to wrong decision-making. One of the gaps in the state-of-the-art research in this area is the lack of a common ground regarding information quality. This is due to domain-specific demands and the absence of a comprehensive framework of information quality that interface with different levels of knowledge during a situation assessment cycle. Hence, in order to improve dispatchers’ situational awareness, we present a new conceptual framework to support decision making in emergency call situations by enriching situations knowledge with reliable metadata and successive reassessments of information quality. The framework’s requirements elicitation was carried out with police experts as well as the definition and application of information quality scoring criteria and the representation of such scores along with a semantic knowledge representation model. The framework application on real robbery reporting calls has indicated very positive results.

Jessica Souza, Leonardo Castro Botega, José Eduardo Santarém Segundo, Claudia Beatriz Berti, Márcio Roberto de Campos, Regina Borges de Araújo
Using Eye Movements to Test Assumptions of the Situation Present Assessment Method

The Situated approach to Situation Awareness (SA) holds that when the immediate task environment is present, an operator will form partial internal representations of a situation and offload detailed information to the environment to access later, as needed. In the context of air traffic control (ATC), Situated SA states operators store general features of the airspace internally, along with high priority information, and offload specific and low priority information. The following describes a method for testing these claims that involves combining the Situation Present Assessment Method (SPAM) with a web camera used to record eye movements to the radar display while probe questions are presented during a simulated air traffic control task. In the present study, probe queries address information specificity and information priority. Images from queries that are correctly responded to are coded for total number of glances and total glance duration. We argue that this technique is reliable for determining whether information is stored internally or offloaded by operators.

Lindsay Sturre, Dan Chiappe, Kim-Phuong L. Vu, Thomas Z. Strybel
Map-Based Linking of Geographic User and Content Profiles for Hyperlocal Content Recommendation

In this paper we describe a novel approach for map-based linking of users with content (and vice versa) based on their geographic profiles. The proposed technique facilitates hyperlocal content recommendation targeted to the user’s geographic footprint. The generation of the geographic user profiles (GUP) is based on user-logged activity analysis. The result of this analysis is a heat map of the geographic keypoints where the outdoor activities were performed. For the geographic content profiling (GCP), we use the available geotags and perform address geocoding and geographic named entity recognition to extract additional locations from the media objects. In order to link the GCP to the GUP, and to be able to recommend the hyperlocal content that fits the user’s current profile, heat map analysis is performed using geographic analyzing tools. The GEOprofiling demonstrator, which is evaluated on real activity profiles and different media types, shows the feasibility of the proposed approach.

Steven Verstockt, Viktor Slavkovikj, Kevin Baker
Scene Feature Recognition-Enabled Framework for Mobile Service Information Query System

Aiming at development of intelligent service on mobile device, this paper proposes a new travel information query method, which combines image acquisition device, image recognition, and recommendation technologies. The framework of information query consists of four components, including passive information query, active information query, trip scheduling, and information management. A prototype application is designed to demonstrate the feasibility of smart tourism guidance by mobile device. User can browses stationary information through the application program. Furthermore, the user takes pictures and transmits it to cloud server. The cloud server hosts image recognition and delivers the corresponding information to the user. For trip scheduling, the prototype recommends the proper trips to guide user easily, which is referred to user’s preferences with location based service. The resultants will demonstrate that the prototype is implemented by an application program runs on mobile device. It is powerful to search for travel information and to generate trip schedules.

Yi-Chong Zeng, Ya-Hui Chan, Ting-Yu Lin, Meng-Jung Shih, Pei-Yu Hsieh, Guan-Lin Chao

Decision-Support Systems

Frontmatter
What Methodological Attributes Are Essential for Novice Users to Analytics? – An Empirical Study

Data analytic methodologies proposed to improve the productivity of a data analytic process have failed due to user resistance for changing their existing working practices. Thus, an attempt was made in this paper to determine methodological attributes influencing user acceptance, using literature on software engineering methodology adoption, Theory of Diffusion of Innovation and Technology Acceptance Model. Through a survey carried out among novice users we found that the relative advantage and result demonstrability of the analytical model development process as well as the usefulness of knowledge management are significant attributes affecting usage intention of an analytics methodology. The theoretical and practical implications for effective implementation of data analytic methodologies too are mentioned.

Supunmali Ahangama, Danny Chiang Choon Poo
What Should I Read Next? A Personalized Visual Publication Recommender System

Discovering relevant publications for researchers is a non-trivial task. Recommender systems can reduce the effort required to find relevant publications. We suggest using a visualization- and user-centered interaction model to achieve both a more trusted recommender system and a system to understand a whole research field. In a graph-based visualization papers are aligned with their keywords according to the relevance of the keywords. Relevance is determined using text-mining approaches. By letting the user control relevance thresholds for individual keywords we have designed a recommender system that scores high in accuracy (

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) in a user study, while at the same time providing additional information about the field as a whole. As a result, the inherent trust issues conventional recommendation systems have seem to be less significant when using our solution.

Simon Bruns, André Calero Valdez, Christoph Greven, Martina Ziefle, Ulrik Schroeder
The Effect of Timing When Introducing a Decision Aid in a Decision Support System for Supply Chain Management

In the current research,

w

e evaluated the effect of previous experience with a task on users’ willingness to accept a suggested decision aid and their performance in a supply chain management system. Participants were randomly assigned to one of three between-participants groups: the No Aid Group, which did not receive any decision aid during the interaction; the Aid Group, which was offered an algorithm, at the beginning of the first session, to help members improve their decisions; and the Mid-term Aid Group, which received, at the beginning of the second session, the same algorithm that was offered to the Aid Group. The results demonstrated that

i

n the second session the performance of the Aid Group was significantly better in comparison to the No Aid Group. The Mid-term Aid Group’s performance did not show any gain, although both the Aid and Mid-term Aid Groups made similar use of the aid in this session. We concluded that

i

n a decision support system, previous experience with the task before introducing the decision aid is not always helpful.

Nirit Gavish, Hussein Naseraldin
Design of Framework for Students Recommendation System in Information Technology Skills

One of the problems of learners is learners do not know their own skills. Especially learners who study IT field will have different aptitudes. If learners do not know their aptitude will affect themselves such as learning without a goal, and so on. The objective of this research is to design of conceptual framework for students recommendation for Information Technology skills. The concept framework consists of five modules. (1) to introduce the pattern base module which is an analysis by data mining. (2) to explain the mapping module for students. (3) to present the forecasting module which connect to the mapping module. (4) to present the web portal module. Web portal module is the User interface (UI) to connect user with system application. (5) to describe the Information Technology skills. This module consists of four parts; (1) programming skills (2) System engineering and network engineering (3) Graphic designs (4) other skills. Information Technology skills are mapped by using Multiple Intelligence theory. The process of selection pattern base, is use to compare the algorithm which is consisted of three algorithms (1) ID3 algorithm (2) J48 algorithm (3) Bayes Net algorithm. J48 algorithm is the highest percentage of prediction. Percentage of prediction for J48 algorithm is 78.267 % which base on pattern base for recommendation systems.

Thongchai Kaewkiriya
Improving Knowledge Management in Patient Safety Reporting: A Semantic Web Ontology Approach

Patient safety reporting system is in an imperative need for reducing and learning from medical errors. Presently, a great number of the reporting systems are suffering low quality of data and poor system performance associated with data quality. For improving the quality of data and the system performance towards reducing harm in healthcare, we introduce an ontological approach with the scope of establishing a comprehensive knowledgebase. A semantic web ontology plays a crucial role to facilitate the knowledge transformation ranging from human-to-computer data entry to computer-to-human knowledge retrieval. The paper describes the theoretical foundation, design, implementation, and evaluation of the prototype ontology. Based on W3C open standard Web Ontology Language (OWL), the proposed ontology was designed and implemented in Protégé 4.3. We envision that utilizing semantic web ontology would serve as a uniformed knowledgebase facilitating information retrieval and clinical decision making.

Chen Liang, Yang Gong
Human Error and e-Navigation: Developing the Nautical Chart as Resilient Decision Support

Recent development of HCI on the ship bridge has led to a discussion of deskilling and out of the loop syndrome; of the “navigating navigator” versus the “monitoring navigator”. In this paper work done on some new design concepts for decision-support systems on the ship’s bridge is presented. The work has focused on keeping the navigator in the loop while sharing information to the wider maritime system: route exchange.

The paper offers an overview of the route exchange concept developed in the ACCSEAS and MONALISA projects as well as the results of recent tests done in a ship handling simulator at Chalmers University of Technology and in ship trials in Korea.

The results of the concept development have so far been mostly positive and professional actors participating in user tests have mainly been positive.

Thomas Porathe
Dealing with Data Deluge at National Funding Agencies: An Investigation of User Needs for Understanding and Managing Research Investments

This paper provides in-depth, applied and contextualized insights about the particular challenges members of federal government funding agencies face when dealing with data deluge. We present the findings of qualitative research conducted with members of a federal US funding agency. The findings point out specific needs for understanding investment portfolios broadly and tracking the evolution and impact of ideas. They show limitations of existing solutions and their negative effects on labor, time, and personal stress. Based on these findings, we make specific suggestions for the design of automated tools that can help funding agencies understand and manage their portfolios.

Mihaela Vorvoreanu, Ann McKenna, Zhihua Dong, Krishna Madhavan
Dot Matrix Analysis of Plant Operation Data for Identifying Sequential Alarms Triggered by Single Root Cause

Sequential alarms are alarms triggered in succession by a single root cause in a chemical plant. In general, they occur sequentially with specific time lags within a short period of time and, if they are numerous, they reduce the ability of operators to cope with plant abnormalities because critical alarms can become buried under numerous unimportant alarms. In this paper, we propose a method for identifying sequential alarms hidden in plant operation data by using dot matrix analysis. Dot matrix analysis is one of the sequence alignment methods for identifying similar regions in a pair of DNA or RNA sequences, which may be a consequence of functional, structural, or evolutionary relationships. The proposed method first converts plant operation data recorded in a Distributed Control System (DCS) into a single alarm sequence by putting them in order by alarm occurrence time. Then, similar regions in the alarm sequence are identified by comparing the alarm alignment with itself. Finally, the identified regions, which are assumed to be sequential alarms, are classified into sets of similar sequential alarms in accordance with the similarities between them. The method was applied to simulated plant operation data of an azeotropic distillation column. The results showed that the method is able to correctly identify sequential alarms in plant operation data. Classifying sequential alarms into small numbers of groups with this method effectively reduces unimportant sequential alarms at industrial chemical plants.

ZheXing Wang, Masaru Noda
An Analysis of the Synergistic Effect in the Advertisement
Between the Television Commercials and the Internet Commercials

In recent years, in the advertising market in Japan, the Internet commercials have expanded to the second media following the television commercials. The consumers came to refer to more information when they take the purchasing action. It is said that the Internet commercials have the synergistic effect by combining with the mass media such as the television commercials. The authors analyze the effect of the advertisement and the promotion including the synergistic effect between the Internet commercials and the mass media such as the television commercials by using the single source data. For example, the percentage that the consumers who watched the television commercials are led to the Internet commercials is analyzed. As a result of the analysis, it becomes possible to clarify the effect that the contact to the advertisement gives to the purchasing process. And it will become a key of planning the marketing strategy in the companies.

Tadahiro Yamada, Yumi Asahi, Katsuhiko Yuura

Information and Interaction for Driving

Frontmatter
Development of a New Low Cost Driving Simulation for Assessing Multidimensional Task Loads Caused by Mobile ICT at Drivers’ Workplaces. – Objective-Fidelity Beats Equipment-Fidelity?

Digitization of the world of work has led to drivers’ workplaces frequently being equipped with information and communications technology (ICT) [

1

]. These workplaces often involve the use of several such digital systems. Owing to these systems’ potential to distract the driver, they must be integrated into users’ workplaces with appropriate attention to ergonomics, and tested by risk-free methods under laboratory conditions. A driving simulator designed and constructed for this purpose at the IFA forms the subject of this paper. Particular aspects of this simulator are its design, which is low-cost and assumed to deliver low fidelity, but which enables good overall simulation quality results to be achieved owing to a special software environment. Third parties are expressly invited to copy the simulator and pool their experiences.

Michael Bretschneider-Hagemes
Differences in Driver Distractibility Between Monolingual and Bilingual Drivers

The present research sought to bridge the gap between research on driver distraction and the bilingual advantage by testing monolingual and bilinguals in a driving simulation similar to those encountered by drivers on a daily basis. The Lane Change Test (LCT) was used to test driving performance in the presence of a delayed digit recall task (2-back task) and three types of peripheral detection tasks (PDTs). Although performance came to be degraded as the complexity of tasks increased, the overall performance of the bilinguals was more negatively affected than their monolingual counterparts across the LCT, PDT, and 2-back task. Implications and limitations are discussed.

Isis Chong, Thomas Z. Strybel
Urban Driving: Where to Present What Types of Information – Comparison of Head-Down and Head-Up Displays

In this paper, a comparison is made of different categorizations of the content of information given with a warning presented, either on a head-up or head-down display, in the context of urban driving. The study shows a significant advantage of the head-up display in terms of workload. No significant difference for three warning scenarios was found in a driving simulator experiment where the reaction times and the standard deviation of the distance to lane center were compared. The results will help build a generic and integrative HMI concept in the future.

Martin Götze, Klaus Bengler
Information Sharing System Based on Situation Comprehensions of Intelligent Vehicles to Improve Drivers’ Acceptability for Proactive ADAS

This research focuses on improving elderly drivers’ acceptability for proactive collision avoidance systems by passive information sharing with drivers. In this paper, visual contents by concentric circles for informing risky areas and ones by dot line for informing predicted path of surrounding traffic participants were proposed as the prototypes for sharing situation comprehensions of the intelligent vehicle. The evaluation experiment with a driving simulator revealed the effectiveness of the proposed visual contents for improving acceptability and the further challenges relating to the mental models of functions of intelligent vehicles.

Takuma Ito, Tatsuya Shino, Minoru Kamata
An Analysis of Ear Plethysmogram for Evaluation of Driver’s Mental Workload Level

Distracted driving has emerged as a factor of road accidents. Usage of cellular phones or car navigation systems has aggravated the problem. Therefore, the detection increase of drivers’ mental workload has been a vital issue for establishing safety support systems. Studies on the estimation of driver’s mental workload have been performed using a various devices. However, an applicable and a sensitive device is still vague. The purpose of this study is to develop a method to estimate driver`s mental workload level through blood pulse wave analysis. In order to find a standard value that indicates high mental workload, two ways of analyzing pulse wave data have been studied: (1) Average Maximum Lyapunov exponent and (2) Normalized Maximum Lyapunov exponent. The result shows that, the analysis of average a Maximum Lyapunov exponent shows a significant different between the days with a secondary task and the days without the task.

Ahmad Khushairy Makhtar, Makoto Itoh
Education Method for Safe Bicycle Riding to Evaluate Actual Cycling Behaviors When Entering an Intersection

In this study, we conducted a new educational method for safe bicycle riding to improve the riding manners of bicyclists riding manners to increase adherence to traffic rules. First, we conducted an experiment in which participants rode a bicycle and passed through an intersection to collect such data as bicycle speed and the rider’s direction of glance. Next, we did a simulation in which a bicycle passed through an intersection to evaluate riding behaviors. Finally, an experimenter explained to the participants how they could improve their safe bicycle riding awareness using the data collected in the experiment and the simulation results. The participants learned that safety can be confirmed by looking right and left to decrease the risks of accidents.

Hiroaki Kosaka, Masaru Noda
Self-perception of Assister Driver Responsibility and Contribution in Mutual Assistance System

Noting the current deep interest in advanced driver assistance systems (ADAS), this study focuses on the “mutual assistance” paradigm, by which drivers mutually assist each other to promote a safer automobile culture. In our previous study, we examined the effectiveness of mutual assistance systems from both the recipient and assister sides using a driving simulator. In this paper, assister attitude changes, especially those related to their responsibility and contribution to an incident/accident, are compared for manual, semi-automatic and automatic warning scenarios. The results indicate that more positive attitude changes will result if “participants felt that he/she had some responsibility related to accident”. Additionally, it was determined that semi-automatic warnings were most likely to engender feelings of responsibility in an assister. These experimental results indicate that semi-automatic mutual assistance system is the most effective examined technique for reducing the target level of risk.

Sui Kurihashi, Yutaka Matsuno, Kenji Tanaka
Map Matching to Correct Location Error in an Electric Wheel Chair

This paper presents a method of map matching that is a scheme for accurate guidance of an electric wheel chair. Indoor navigation seems to require more accurate guidance than outdoor areas, the location estimation by the rotary encoders embedded in the wheel chair cannot be satisfy the accuracy requirement, because estimation error is accumulated as the wheel chair travels. The authors propose the map matching that uses the building structure in order to compensate for accumulated position error. The corner detection and its position information are used for replacement as a correct position. The methods of the corner detection and the calculation model for the correct position are shown, and the validity of the proposed methods are confirmed by the experiment using a laser range finder.

Yuta Noriduki, Hirotoshi Shibata, Shigenori Ioroi, Hiroshi Tanaka
Driving Evaluation of Mild Unilateral Spatial Neglect Patients–Three High-Risk Cases Undetected by BIT After Recovery

The respective driving abilities of three patients having a right hemisphere infarct and mild unilateral spatial neglect (USN) were examined. Neuropsychological examinations included the Behavioral Inattention Test Japanese version (BIT-J) and the Japanese version of the Wechsler Adults Intelligence Scale – Third edition. Their driving ability was assessed with a driving simulator test and on-road evaluation. Patients had no neglect based on the BIT-J, but showed some slight signs of USN on a driving simulator test and on-road evaluation. This study assessed risks of mild USN patient driving and explored possibilities of improving it using Advanced Driving Assistance Systems.

Tasuku Sotokawa, Takuya Murayama, Junko Noguchi, Yoko Sakimura, Makoto Itoh
Effect of Adaptive Caution on Driver’s Lane-Change Behavior under Cognitively Distracted Condition

This paper investigates caution type message that is given to a driver in two ways. One refers to driver’s characteristic of intentional eye movement for changing lanes, and the other is adaptive to driver state as well as the characteristic. Experimental results imply the two ways’ effectiveness of improving the intentional checking behavior that might be degraded by a cognitively distracted secondary task. Meanwhile, this study also indicates that the later way is more effective for improving a maneuver of changing lanes. It is suggested that it would be more acceptable to consider driver state into a support system.

Huiping Zhou, Makoto Itoh

Information and Interaction for Learning and Education

Frontmatter
Hand-Raising Robot for Promoting Active Participation in Classrooms

In Japanese school classrooms, it is important to promote hand-raising, because this motion reflects active participation in the classroom. In this study, a hand-raising robot is proposed. A prototype of the robot was developed based on typical hand-raising motions, which were measured in a separate experiment. In addition, experiments were conducted and the results suggest that fast, straight, and high hand-raising is the most favorable, and that the robot with the hand-raising is effective for promoting active participation in classrooms and enhancing student enjoyment when answering questions.

Saizo Aoyagi, Ryuji Kawabe, Michiya Yamamoto, Tomio Watanabe
Development of a Learning Support System for Class Structure Mapping Based on Viewpoint

To be able to use knowledge, learners must arrange the relationships between information as a knowledge structure. A class structure is a typical knowledge structure. The skills required to build class structures are (1) identifying the attributes of the target instance, (2) selecting attributes of the target instance on the basis of several viewpoints, and (3) describing relationships between instances hierarchically. As a first step, learners need to understand “discrimination and inheritance” in a class structure; therefore, we have previously proposed a method for learning class structure construction. To facilitate the acquisition of skills for learners to build class structures, however, they should be supported in setting a viewpoint and selecting attributes of instances on the basis on that viewpoint. In this study, we propose a learning support system for selecting several attributes of each instance in the construction of a class structure based on several viewpoints.

Tatsuya Arai, Takahito Tomoto, Takako Akakura
A Ubiquitous Lecture Archive Learning Platform with Note-Centered Approach

The main topic of this paper is to develop a cloud-based ubiquitous video on demand learning (u-VOD learning) platform for the lecture archives. The key ideas of the platform are note-centered and responsive function approaches with universal access. Learning style in only watching the archives tends to be passive. The note-centered approach enables the learners to improve such passive learning by means of note taking corresponding to a timeline of the archives. In addition, there are diverse variables in size, shape, performance, and input function for the ubiquitous/smart devices. The responsive function supports ubiquitous device dependency by HTML 5. The universal access would help operation and text input by application of existing speech recognition technique. Based on a proposed u-VOD learning model, we have developed the prototype platform which follows 3-tier architecture to implement it in a scalable way. We have also conducted a small case study to evaluate effectiveness of the platform. The results did not show significant effect compared with “without-note” condition. But, most of the subjects seemed to accept the proposed functions as the part of the u-VOD learning platform.

Shinobu Hasegawa, Jiangning Dai
Analysis of the Relationship Between Metacognitive Ability and Learning Activity with Kit-Build Concept Map

Metacognitive ability is one of important ability in learning. If learners can monitor their own cognition and know strategies to control it, they can make their thinking better and get better performance. Concept mapping gathers attention as a tool to facilitate metacognition. This study investigates the relationship between metacognitive ability and learning activity with Kit-build concept map (KB map). In KB map method concept maps cannot be built freely. A teacher forms what he/she wants to teach as a concept map. This is called goal map. And then, this is decomposed into separated nodes and likes. These parts are provides to learners and they make a concept map with the parts to represent their understanding. Like this, the method doesn’t allow freedom to build concept maps. Instead, a teacher can grade maps of learners with consistency as the degree of the same parts as the gal map. The degree can be an important indicator of understanding of learners. Metacognitive ability can be decomposed into three sub abilities: metacognitive monitoring, control and knowledge. This study investigates correlation between these sub abilities and score of map. The correlation presents, in learning with KB map, which sub ability affect map score, that is, understanding of learner. The result shows there is the correlation between metacognitive control and map scores. From this result, it can be considered that Kb map helps learners to monitoring their cognition.

Yusuke Hayashi, Tsukasa Hirashima
The Effect of Problem Sequence on Students’ Conceptual Understanding in Physics

The effect of problem sequence on students’ understanding in elementary mechanics is empirically examined. We used two types of problem sequences: and surface-blocked sequence. In the former, problems of which superficial feature is different but solution is the same are adjacent, while in the latter, problems of which superficial feature is similar but solutions are different are adjacent. Our hypotheses were: (1) Students who learned with structure-blocked sequence show better performance in solving simple problems because it would train students how to apply a solution in various situations. (2) Students who learned with surface-blocked sequence show better performance in solving complex problems because it would give students an exercise in choosing appropriate solution depending on the situation. (3) The effect of surface-blocked sequence appears more clearly when students are aware of the structure of problems. The results of experiment suggested our hypotheses are true.

Tomoya Horiguchi, Takahito Tomoto, Tsukasa Hirashima
A Topic Model for Clustering Learners Based on Contents in Educational Counseling

For improving the quality of education, we need to analyze the interaction among the learners and teachers. For example, we empirically know that an agreement among the learner and teacher on the point of learning motivation makes good lecture. For this purpose, this paper aim to characterize the interactions based on the contents in the interactions. This paper employs a topic model for characterizing the interactions. Topic model is a method for estimating topic (theme or subject) in documents and clustering the documents based on estimated topics. By using topic model, this paper analyzes contents in actual educational counseling.

Takatoshi Ishii, Satoshi Mizoguchi, Koji Kimita, Yoshiki Shimomura
Method to Generate an Operation Learning Support System by Shortcut Key Differences in Similar Software

Some software packages have the same purpose, but different operation methods. Users typically choose software that they find easier to operate. However, this is not always the case, and users may be confused by software operations in similar software packages. This study focuses on software shortcut keys. End users can operate software efficiently when they learn shortcut keys because they are independent of GUIs. Herein a learning operation support system is proposed to illustrate the difference in shortcut key functions between software packages. This system analyzes software manuals and source codes to extract shortcut key combinations and functions, and the results are color-coded displays of shortcut key combinations that carry out the same function by software package.

Hajime Iwata
Learning State Model for Value Co-Creative Education Services

Achieving learning objectives is considered as a value in use for higher education service. To achieve learning objectives, a teacher needs to grasp a learning state at each time point and then determine a target state that should be achieved by the next time point. With regard to the target state, the teacher also needs to achieve consensus with the learner. This study aims to support teachers in grasping the learning state and achieving consensus with the learner. To that end, we propose a model to represent changes in the learning state and the relationship between learning state and learning and instructional events.

Koji Kimita, Keita Muto, Satoshi Mizoguchi, Yutaro Nemoto, Takatoshi Ishi, Yoshiki Shimomura
Development of a Seminar Management System

The role of universities in imparting of knowledge is declining as e-learning and massive open online courses become widespread, and eventually only seminar activity will remain on university campuses. It is important to make seminars the central component of university education, and to think of them as a “university within a university”. Within this educational philosophy, each seminar should compete as an attractive educational experience that students want to participate in, and should aim to achieve high quality. In this paper, we report the development of an integrated seminar management system to support seminar activities.

Yusuke Kometani, Keizo Nagaoka
Analysis of Multiple-Choice Tests Through Erroneous Choices Using a Technique of Automatic Problem Generation

In multiple-choice problems, incorrect choices that hide correct answer do not play the only significant function. A more significant function is to capture learner errors and provide learners with the opportunity to amend those errors. In this sense, explanation texts for incorrect choices might be important in allowing learners to amend their own errors correctly. In this paper, we term this “meaningful erroneous choice.” We confirm the existence of meaningful erroneous choice through actual problems used in an examination. We then compare choices using a technique of automatic problem generation. The result indicates that the difference between correctness knowledge and incorrectness knowledge plays an important role in problem posing.

Noriyuki Matsuda, Hisashi Ogawa, Tsukasa Hirashima, Hirokazu Taki
Proposal of an Instructional Design Support System Based on Consensus Among Academic Staff and Students

In this paper, we propose an instructional design-based method for supporting academic staff and students in value co-creation within the university setting. The term co-creation adopted in this study comes from the field of service engineering and is defined as the mutual creation of value by service providers and service beneficiaries. Co-creation is realized by consensus among them. Within the university setting, the service providers are the academic staff and the beneficiaries are students. Here, we propose a model of co-creation in universities and then present a support method based on a syllabus and learning motivation for co-creation. Finally, we discuss the co-creation support system.

Shuya Nakamura, Takahito Tomoto, Takako Akakura
Development of a Speech-Driven Embodied Entrainment Character System with Pupil Response

We have developed a speech-driven embodied entrainment character called “InterActor” that had functions of both speaker and listener for supporting human interaction and communication. This character would generate communicative actions and movements such as nodding, body movements, and eyeball movements by using only speech input. In this paper, we analyze the pupil response during the face-to-face communication and non-face-to-face communication with the typical users of the character system. On the basis of the analysis results, we enhance the functionalities of the character and develop an advanced speech-driven embodied entrainment character system for expressing the pupil response.

Yoshihiro Sejima, Yoichiro Sato, Tomio Watanabe, Mitsuru Jindai
Development of a Learning Support System for Reading Source Code by Stepwise Abstraction

We describes the development of a support system that facilitates the process of meaning deduction by stepwise abstraction in two steps: unifying processing and specifying the meaning of the unified processing. We developed a tool that supports stepwise abstraction with a function that points out learners’ mistakes and makes them aware of their errors. We conducted experiments using the learning support tool and found that the system and process are possibly effective.

Keisuke Watanabe, Takahito Tomoto, Takako Akakura

Information and Interaction for Culture and Art

Frontmatter
Virtual Jizai-Ryu: Hi-Fidelity Interactive Virtual Exhibit with Digital Display Case

This paper proposes a high-definition digital display case for manipulating a virtual exhibit that has linking mechanisms. This technique enhances the understanding of dynamic exhibits. It is difficult to construct interactive contents of dynamic virtual exhibits, because measuring the mechanism invokes the risk of an exhibit’s deterioration, and it takes tremendous efforts to create a fine spun computer graphics (CG) model for mechanisms. Therefore, we propose an image-based interaction method that uses image-based rendering to construct interactive contents for dynamic virtual exhibits using the interpolation between exhibit pictures with a number of deformational conditions and viewpoints. Using this method, we construct a high-definition digital showcase and exhibit the interactive content at a museum to evaluate the availability of our system.

Yuki Ban, Takashi Kajinami, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
Next Step of Cultural and Creative Products - Embracing Users Creativity

The use of cultural design products can improve products uniqueness and strengthen emotional consumer experience. In recent years, the concept of “open innovation” has initiated the age of “individual creativity”, more and more users are showing a higher interest in expressing their design idea and being concerned in creative products which express themselves.

In this study, the creative users demand as the starting, propose “Cultural and creative user-based product Innovation Pattern”. The steps of pattern are described below: (1) Prepare cultural themes and collect elements, (2) Extract cultural elements, (3) Transform cultural elements of product components, (4) Develop product interface, (5) Design creativity-friendly interface, (6) Prototype, and (7) Inspect the features of products. Since ancient times, the bat was used as a mascot in decorative arts as a symbol of good fortune and happiness as a characteristic of Chinese culture. We toke the bats as a cultural theme to practice the “Cultural and creative user-based product Innovation Pattern”. This study escaped the existing cultural and creative product design methods by importing the users creativity into cultural products, refining the relationship between classic archives and users, and successfully developing “users permissible creativity development” into cultural and creative products. This study also was able to break the traditional cultural products usage intentions by not only allowing users to freely change the shape of the products, but also to meet the functional needs based on different needs. In this study, users’ creativity-based, classical culture collections for reference, the development of the key of cultural elements proposed by “Cultural and creative user-based product Innovation Pattern” have lead cultural and creative designers to new strategies of thinking and designing. The archives will be more variable, interesting, and creative while logically maintaining Chinese cultural and conservative feel for daily life in the modern world. When the users practice their creativity based on transitional culture, they help maintain the cultural continuity, applicability, and value.

Chia-Ling Chang, Ming-Hsuan Hsieh
Association of National Dimensions of Culture with Perceived Public Sector Corruption

Corruption, and in particular, public sector corruption, is currently one of the most talked about problems in the world. Following on previous work on the association of national measures of dimensions of culture proposed by Gert Hofstede (

1983

) with manufacturing strategies (in countries across continents) and road fatalities (in countries within the European Union), this contribution focuses on association with perceived public sector corruption. This is based on the 2014 Corruption Perception Index - CPI (a Transparency International index), measuring the perceived levels of public sector corruption in 175 countries and territories. Power distance is positively associated with corruption, while individuality is negatively associated with perceived corruption (number of countries and territories included from across five continents: 69).

Denis A. Coelho
K-Culture Time Machine: Development of Creation and Provision Technology for Time-Space-Connected Cultural Contents

The “K-Culture Time Machine” project develops technologies to structure diverse cultural content from associated organizations and projects, including the “Cultural Heritage hub-bank,” and construct new cultural content connected to time and space, then develop a technique that provides the structured content to industries (culture, tourism, IT) and the public. To integrate heterogeneous dataset, designing a new data model is a vital process for our project. As Europeana designed data model which aims to integrate and link several data set across cultural institutions of Europe, we also invented a new data model that encompasses a wide range of metadata for cultural institution in Korea. This approach and data model aim to provide a possibility of semantic link between heterogeneous dataset. This project also provides services with various visualization techniques (virtual reality, augmented reality, etc.) for cultural heritage by traveling through a variety of historical periods in its contents. Last, the project develops image-based time-space content configuration techniques and a software framework that enables visualization with various devices. We perform a validation and feedback process of research and development on the implemented prototype service “Journey of a Korean world cultural heritage.”

Taejin Ha, Younsung Kim, Eunseok Kim, Kihong Kim, Sangmin Lim, Seungmo Hong, Jeain Kim, Sunhyuck Kim, Junghwa Kim, Woontack Woo
Experience Simulator for the Digital Museum

This paper describes a design philosophy and an implementation example of a simulator of bodily experience as a potential exhibit style of a future digital museum. An experience transfer method is discussed first to introduce a physical reliving of the past person’s body motion itself. The new bodily reliving experience is such that the follower person replicates the motion of the other person. A working hypothesis is proposed in which the body of the reliving user is a part of the display media of the multisensory VR system that projects a virtual body backward from the real body. A specificity of the bodily experience in voluntariness is also discussed. The sensation of walking as both for the self body and others’ body were rated under some visual and vestibular display conditions. The result showed that the vestibular stimulation markedly enhanced the sensation of walking, and that the self body with a first person view produced the highest rating.

Yasushi Ikei, Seiya Shimabukuro, Shunki Kato, Kohei Komase, Koichi Hirota, Tomohiro Amemiya, Michiteru Kitazaki
Virtual Aquarium: Mixed Reality Consisting of 3DCG Animation and Underwater Integral Photography

Virtual aquariums have various advantages when compared with real aquariums. First, imaginary creatures and creatures that are difficult to maintain in real aquariums can be displayed. Second, virtual aquariums have similar soothing effects as an actual aquarium. Therefore, we developed a new virtual aquarium through integral photography (IP), wherein virtual fishes are created with 3DCG animation and real water. Stereoscopic view is possible from all directions above the water tank through the IP and without the need for special glasses. A fly’s eye lens is sunk in the water resulting in larger focal length for the fly’s eye lens and an increase in the amount of popping out. Therefore, a stronger stereoscopic effect is obtained. The displayed fishes appear to be alive and swimming in the water, an effect achieved through three-dimensional computer graphics animation. This system can also be appreciated as an artwork. This system can also be applied to exhibit already-extinct ancient creatures in aquariums or museums in the future.

Nahomi Maki, Kazuhisa Yanaka
Enhancing Abstract Imaginations of Viewers of Abstract Paintings by a Gaze Based Music Generation System

The purpose of abstract painters is to let viewers get the various images and abstract images. However, viewers who do not have enough knowledge of art, cannot easily get abstract images. The authors have proposed a music generation system that utilizes viewers’ gazes. It can be expected that the authors’ music generation system can prompt the viewer of abstract paintings to imagine abstract images, which the painter intended to express. This paper explores whether the authors’ music generation system can enhance abstract imaginations of persons who see abstract paintings, by subjective tests. Experiments using 19 subjects and eight abstract paintings were conducted for the two cases in which the subjects see the abstract paintings without hearing any music and while hearing the viewers’ gaze based music generated by the authors’ system. Experimental results imply that “hearing gaze based music” could enhance the viewers’ abstract imagination.

Tatsuya Ogusu, Jun Ohya, Jun Kurumisawa, Shunichi Yonemura

Supporting Work and Collaboration

Frontmatter
Possible Strategies for Facilitating the Exchange of Tacit Knowledge in a Team of Creative Professionals

This paper discusses strategies for improving how creative professionals embrace new digital tools into their workflow, in context of the EU-funded international research project IdeaGarden, which aims at developing tools and scenarios that facilitate creative collaboration. In previous research by the authors, a preference for analog tools over digital has been detected among creative professionals. In a new series of interviews done at the same workplace, it is shown that it is possible for a designer to build up

tacit knowledge

of the field in which he works, for use in a digital environment. Using examples from the interviews alongside examples from the literature on tacit knowledge, we try to describe a path for further inquiry into the challenge of facilitating the designer’s shift from analog to digital tools via facilitating the exchange of tacit knowledge between co-workers, especially via making amendments to the physical arrangement of the workplace.

Søren R. Frimodt-Møller, Nanna Borum, Eva Petersson Brooks, Yi Gao
Innovation Compass: Integrated System to Support Creativity in Both Individuals and Groups

This study intends to present the concept of a mechanism that will lead to generate active innovations that can change our society. We first analyze the general process of innovations and identify core elements that lead to innovations. We then analyze existing tools and systems that support the creation of innovations in relation to core elements. This analysis leads to the building of the innovation model. We propose an “innovation compass” based on the innovation model that is an integrative system that enhances human creativity to generate innovations. It supports both individual and group creativity. It not only supports rational aspects of innovation processes but also stimulates the motivation of innovators.

Yoshiharu Kato, Tomonori Hashiyama, Shun’ichi Tano
Automatic Generation of Integrated Process Data Visualizations Using Human Knowledge

The increasing complexity of industrial processes leads to complex process visualizations. Amongst other things, this is often due to the fact that a visualization engineer does not have deep knowledge of all physical and logical relations inside a plant. Additionally, different operators have to work with the same visualization despite the fact, that their personal preferences, abilities and needs differ. Having to work with unclear and confusing visualizations leads to an increased workload for plant operators and thus to higher error rates. Due to cost and time constraints, creating better or user-specific visualizations manually is not possible, especially because taking the operators’ specific knowledge and experience into account is difficult.

This paper presents a concept to automatically generate process visualizations and support systems by the usage of a knowledge base and an influence model. This allows for operator-specific visualizations, considering preferences, abilities and needs. It also eases the visualization engineer’s work by automatically choosing suitable diagrams and their properties. Additionally, by providing a system to acquire the operator’s knowledge, complex relations inside a plant can be made accessible and utilized for optimizing the production process and visualization.

Felix Mayer, Ulrich Bührer, Dorothea Pantförder, Denise Gramß, Birgit Vogel-Heuser
A Head-up Display with Augmented Reality and Gamification for an E-Maintenance System: Using Interfaces and Gamification to Motivate Workers in Procedural Tasks

A current challenge in industrial systems, such as E-maintenance, responsible for gathering all maintenance-related data in a single system, is how to display information to users. This same challenge is present when considering new devices for visualization, such as Head Mounted Displays -HDM (e.g. Google Glass). Advanced interfaces such as Augmented Reality (AR) and Head-Up Display (HUD) provide a means to display these information for users. However, there is still a lack of theoretical design studies (studies that do not consider current technologies limitations) of Augmented Reality and HUD. Another problem in industrial scenarios is motivation, especially considering repetitive procedural works. Therefore, this paper present and discuss a high fidelity theoretical prototype of an interface for maintenance, that uses Gamification techniques to motivate the user, and AR and HUD to display information in a HMD device.

Allan Oliveira, Nahana Caetano, Leonardo Castro Botega, Regina Borges de Araújo
Representation Model of Collaboration Mechanism with Channel Theory

In this paper, a mathematical model of collaboration mechanism is proposed. Channel theory is utilized to accomplish this goal. Collaboration between engineering course students and entertainment media course students was represented by using the proposed model. As the results, there are two infomorphisms were deduced from the classifications. It means the students could gain new knowledge from the collaboration process and we can say that the collaboration is effective. To verify the effect of the collaboration, a workshop was conducted. During the workshop, the participants were asked to answer the questionnaires to investigate how the knowledge of each member changed. The number of the keywords of the first questionnaire and the second questionnaire were compared. The number of keywords of entertainment media course grow 95 % on average. Meanwhile, the number of keywords of engineering course grow 150 % on average. As the results, the participants can enlarge their knowledge from the collaboration.

Patchanee Patitad, Hidetsugu Suto
Using Wearable and Contextual Computing to Optimize Field Engineering Work Practices

Industrial work, as performed in field engineering and manufacturing, is inherently different from traditional office work. Industrial work is highly mobile and physical, and involves continuous interaction between people and machines in settings such as factory floors, power plants, oil rigs, locomotive maintenance yards, etc. This domain has recently benefitted from a set of disruptive technologies such as the Internet of Things (IoT) [

2

], mobile and wearable computing, and contextual software applications. In particular, GE’s Industrial Internet initiative [

1

] aims at researching new ways to connect people and machines, enabling communications between people and traditional software systems, between people at work, and between people and intelligent machines. When allied with wearable and mobile computing, the Industrial Internet enables new forms of contextual user experiences focusing on the delivery of the right information to the right user at the right time and place. Moreover, these new technologies have enabled experiences that better adapts to industrial workers’ needs. For example, using virtual reality glasses and natural language interaction, workers can readily access information about their tasks at hand, the machines nearby, and people located at a distance. This is achieved with minimal distraction, in a proactive way, leveraging the knowledge about each person’s tasks and surroundings. In this paper, we describe a general approach and architecture designed to support contextual and mobile applications in the industrial domain and the application of this architecture in the development of the MyWorld application, a contextual mobile applications that works as a single point of entry for a field engineer’s needs.

Roberto S. Silva Filho, Ching-Ling Huang, Anuj Tewari, James Jobin, Piyush Modi

Information and Interaction for Safety, Security and Reliability

Frontmatter
SAW-Oriented User Interfaces for Emergency Dispatch Systems

Situational awareness (SAW) is a concept widely spread in application areas that require critical decision-making, such as in emergency dispatching systems. SAW is related to the level of consciousness that an individual or team has to a situation. SAW-oriented UI for critical systems require specialized user interfaces to provide operators a dynamic understanding of what is happening in an environment. The information to be managed by such interfaces affects the way operators in an emergency dispatch system acquire, maintain and recover SAW. A challenging issue on the design of SAW-oriented interfaces is how the human-system interaction process can be redesigned for the enhancement of SAW considering environments with potential large scale heterogeneous multi sensors data in complex, ever-changing situations. The problem is increased when such information is subject to uncertainty, which may compromise the acquisition of the situational awareness. Also, humans are expected to make decisions based on their own understanding of what is going on, which allied to experience and expertise can be valuable assets to be used to process refinement during the construction of an incremental knowledge. The goal of this paper is to introduce a conceptual framework to create specialized interfaces that support the participation of operators in the process of SAW acquisition. Such SAW-oriented interface presents a tight integration between the operator and the other phases of an assessment process, such as information quality assessment, information fusion and information visualization. A robbery event report, in an emergency dispatch system, is used as a case study to demonstrate practical and promising results of the applicability of our solution.

Leonardo Castro Botega, Lucas César Ferreira, Natália Pereira de Oliveira, Allan Oliveira, Claudia Beatriz Berti, Vânia Paula de Neris, Regina Borges de Araújo
A Method for Generation and Check of Alarm Configurations Using Cause-Effect Matrices for Plant Alarm System Design

An alarm system must provide useful information to operators as the third layer of an independent protection layer when a chemical plant is at abnormal situation. Therefore, a design method of a plant alarm system is important for plant safety. Because the plant is maintained in the plant lifecycle, the alarm system for the plant should be properly managed through the plant lifecycle. To manage changes, the design rationales of the alarm system should be explained explicitly. This paper investigates a logical and systematic alarm system design method that explicitly explains the design rationales from know-why information for proper management of changes through the plant lifecycle. In this paper, we propose a method for generation and check of alarm configurations using cause-effect matrices for plant alarm system design. The matrices are based on a cause-effect model and used for generation and check of alarm configurations.

Takashi Hamaguchi, B. Mondori, Kazuhiro Takeda, Naoki Kimura, Masaru Noda
Parking Autonomous Skids

Autonomous movement of materiel aboard an aircraft carrier can potentially be accomplished using robotic skids. This work proposes a simple human machine interface (HMI) and a control algorithm that would enable a sailor to control and park multiple robotic skids. This work specifically looks at an artificial potential field approach to parking multiple robotic skids (non-holonomic) within a user defined boundary. Optimal goal locations within the boundary for the skids are calculated through convex optimization techniques.

James Hing, Ross Boczar, Kyle Hart
SAFT: Firefighting Environment Recognition Improvement for Firefighters

This study is to develop a device that enables to protect life of firefighters and facilitate firefighting activities. In many cases, the existing studies focus on the development of firefighting suites with many sensors and entire network system. In contrast, there are not many studies related to simple device easily used for protecting one’s life in fire firefighters is likely to encounter more frequently. As a result from the field research and focus group interview, it has been recognized that rapid concept prototype is possible to develop by using open source hardware. It has been also found that the device is required to combine with the existing equipment and it should be unit device with single function.

Jin Hyun Park, In Jin Baek, Su Ji Han
Modelling of a Business Process for Alarm Management Lifecycle in Chemical Industries

A plant alarm system is one of important safety equipment. Instrument Society of America has proposed an alarm management lifecycle. Although the lifecycle shows guideline of alarm management, business process activities and information exchange between the activities concerned with alarm management are not represented. To perform the alarm management lifecycle, a business process model for alarm management is necessary. In this paper, we propose an alarm management business process model, called AMBPM here after. We have developed the AMBPM based on a business process model for a plant lifecycle engineering. The AMBPM represents business process activities concerned with an alarm management and information exchange between the activities. In a case study, a business flow of an alarm system design process was derived from the AMBPM. The business flow represents specific activities and information for the respective step, whereas the AMBPM represents whole information concerned with the activities.

Kazuhiro Takeda, Takashi Hamaguchi, Naoki Kimura, Masaru Noda
Disaster Recovery Framework for e-Learning Environment Using Private Cloud Collaboration and Emergency Alerts

In this research, we have built a framework of disaster recovery such as against earthquake, tsunami disaster and a heavy floods for e-Learning environment. Especially, our proposed framework is based on private cloud collaboration. We build a prototype system based on IaaS architecture, and this prototype system is constructed by several private cloud fabrics on each site such as several universities. These private cloud fabric; that is handled almost like same block device. For LMS (Learning Management System) to work, we need to boot up virtual machines which installed LMS. The virtual disk images of each virtual machines are stored into the distributed storage system. The distributed storage system will be able to keep running as a large block device. We can control the virtual machine’s status and virtual machines positioning on the private cloud fabrics by the private cloud collaboration controller related with the emergency alert via smart phone. We think that our private cloud collaboration framework can continue working for e-Learning environment under the post-disaster situation. In this paper, we show our private cloud collaboration framework. And, we show the experimental results on the prototype system.

Satoshi Togawa, Kazuhide Kanenishi

Information and Interaction for in Novel Advanced Environments

Frontmatter
Study About Creation of “Maai” Involving Intention Using Rhythm Controller
Development of Maai Creating Agent and Interaction Experiments Between Human and Agent

In this paper, we developed a “

Maai

” creating agent that predicts human’s intention from the changes in his/her controller manipulation method (i.e., relationship between controller input and avatar motion) of a rhythm controller. And, we examined whether the human’s intention is reflected in the controller manipulation method in the creation of

Maai

involving the human’s intention. From results, we showed that the human’s intention to create

Maai

with the opponent leads to the potential for changes in the human’s controller manipulation method. Furthermore, we showed that such an intention of a human as to whether he/she intends to maintain or collapse

Maai

is expressed in his/her controller manipulation method. Consequently, our research shows that an unconscious process plays a role in the creation of

Maai

involving the human’s intention.

Shiroh Itai, Yoshiyuki Miwa
Designing the Embodied Shadow Media Using Virtual Three-Dimensional Space

In this paper, we discuss media technology that enables the emergence of bodily expressions. We paid attention to the difference between body and shadow movements, so we developed the system which generates the shadow media using skeleton information which is able to express the posture of person simply. To realize the system, we use virtual three-dimensional space and three-dimensional human model. By dividing the system processes into every software programs and creating the method to connect these programs, we got prospects of success for cloudization of the shadow media system. From our experimental results, we discovered that the system is able to be used for the research of bodily sensations, the emergence of bodily expressions, and supports of co-creative expressions.

Yusuke Kajita, Takuto Takahashi, Yoshiyuki Miwa, Shiroh Itai
Kick Extraction for Reducing Uncertainty in RoboCup Logs

The effectiveness of using log information in RoboCup soccer simulation 2D league is shown in this paper. Although it is not possible to exactly know a strategy that a team is taking, that strategy is well represented by how the players in the team kick during games. Extracted kicks such as passes and dribbles form a kick distribution, which hopefully represent the team’ strategy. In order to show the usefulness of the kick distribution, a series of computational experiments are conducted where the uncertainty in predicting the game results is reduced by grouping the games based on the kick distributions.

Tomoharu Nakashima, Satoshi Mifune, Jordan Henrio, Oliver Obst, Peter Wang, Mikhail Prokopenko
Virtual Bogie: Exhibition System to Understand Mechanism of Bogie with Digital Display Case

We aim to construct a digital display case system that effectively conveys background information about an exhibited object, and introduce our system into museum exhibition rooms. In this paper, we present a digital display case system that enables viewers to interact with an exhibited artifact in a manner that conveys its dynamic mechanism more easily than conventional approaches. Based on a field trial at a museum, we report visitors’ observations, reviews from museum curators, and a detailed evaluation and discussion of the system.

Tomohiro Tanikawa, Hirosi Ohara, Ryo Kiyama, Takuji Narumi, Michitaka Hirose
Fortune Air: An Interactive Fortune Telling System Using Vortex Air Cannon

In Japan, people visit shrines in order to pray for good fortune. By determining our fortune, we draw fortune telling paper slips called Omikuji. Omikuji contains predictions ranging from daikichi (“great good luck”) to daikyo (“great bad luck”) As a novel interactive fortune telling system, we propose “Fortune Air”. By generating the adequate pattern of vortex rings with the smoke of the incense aroma according to a prayer’s interaction, visual, olfactory and tactile feedback is realized. As a first step of this interactive system, we implemented a prototype of fortune air. For generating the pattern of vortex air rings, we use two air cannons placed side by side. Vortex rings shot by each air cannon make various patterns of air such as merging or repelling. We define four patterns of vortex rings and adapt them as special meaning of couple matching fortune telling system. In this paper we performed two basic experiments to determine the parameters of controlling the pattern of double vortex rings. From the results, we confirmed that distance of air cannons and combination of value of air pressure will increase the probability to generate a designated pattern though it is difficult to control all of the patterns of vortex air rings under everyday environment. Finally we made a fortune air system to evaluate the performance.

Ryoko Ueoka, Naoto Kamiyama
Development of the Horror Emotion Amplification System by Means of Biofeedback Method

Current 3D digital film gives us a more realistic sensation. However there is still some problem that keeps us away from immersing the horror contents. In order to find an effective way to amplify horror emotion to viewers, we propose cross modal display system to enhance horror emotion. As a first step, we developed a pseudo heart beat feedback system to give vibrotactile feedback. We made a locker-type 3d movie watching environment while generating heart beat-like vibration on the sole of the foot. We conducted the experiment to view the horror movie with the system. In this experiment, we gave two types of pseudo heart beat vibration. One is to raise heart beat vibration by referring a user’s heart rate real time. Other is to raise heart beat vibration in a stepwise manner up to predetermined heart rate value. We evaluated which method is effective to raise viewer’s real heartbeat.

Ryoko Ueoka, Kouya Ishigaki
Application of the Locomotion Interface Using Anthropomorphic Finger Motion

This paper describes new applications of a locomotion interface that uses fingers instead of legs. With this device, users let two fingers “stand” or “walk” on a ball floating on water. The first-person perspective presented to the user is updated according to the state of the ball. The aim is to make users feel virtually present by means of the synchrony between their vision and the haptic information from their fingers. The difficulty of controlling of the ball with fingers lets users subjectively experience an unsteady foothold. The proposed system is structured to be space saving and cost effective compared to an ordinary full-body motion simulator and is thus suitable for museum exhibitions.

Yusuke Ujitoko, Koichi Hirota
Considering a New Nanbu Fuurin Design that Play a Healing Sound – Including Innovations in Appearance and Texture, and Continually Improving–

This study concerns the design of Japanese traditional wind chimes, called

Nanbu Fuurin

in Japanese. The purpose of this study is to pass on and carry forward this traditional craft, while also giving it a new modern element. In order to, relieve pressures from life, work, study, disaster occurrences, the designers give the well-known

Nanbu Fuurin

a design of texture to improve people’s emotions and offer feelings of treatment visually.

Ying Zhang, Takamitsu Tanaka
Backmatter
Metadata
Title
Human Interface and the Management of Information. Information and Knowledge in Context
Editor
Sakae Yamamoto
Copyright Year
2015
Electronic ISBN
978-3-319-20618-9
Print ISBN
978-3-319-20617-2
DOI
https://doi.org/10.1007/978-3-319-20618-9