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2013 | Buch

HCI International 2013 - Posters’ Extended Abstracts

International Conference, HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II

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Über dieses Buch

This is the second of a two-volume set (CCIS 373 and CCIS 374) that constitutes the extended abstracts of the posters presented during the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA, in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 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. The extended abstracts were carefully reviewed and selected for inclusion in this two-volume set. The papers included in this volume are organized in the following topical sections: learning and education; health and medicine; media, art and culture; transport; Web and social media; information search and retrieval; work, collaboration and creativity; text and storytelling; agents, avatars and robots; smart environments; virtual and mixed environments; security and privacy.

Inhaltsverzeichnis

Frontmatter

Learning and Education

Frontmatter
Interactive Screening for Learning Difficulties: Analyzing Visual Patterns of Reading Arabic Scripts with Eye Tracking

Dyslexia Explorer is a screening program for dyslexia that focuses on mapping visual patterns of reading Arabic scripts to reading difficulties. Dyslexia Explorer is designed to process the eye gaze patterns exhibited by readers with Specific Learning Difficulties (SpLDs) in screening sessions with Arabic stimuli. The screening is based on gaze measures of eye fixation duration for the Area Of Interest (AOI), mean fixation duration, fixation count for the AOI, total fixations count, backward patterns (within words, lines and paragraph). The system is a novel contribution in screening for reading difficulties in the Arabic language. It helps in diagnosing dyslexia by specifying reading deficits, providing objective gaze metrics and linking them to phonological processing difficulties of readers.

Arwa Al-Edaily, Areej Al-Wabil, Yousef Al-Ohali
Android vs. iOS Interaction Design Study for a Student Multiplatform App

When aiming to develop a multiplatform mobile application or app there is a dichotomy between following each platform interaction philosophy and creating a common cross-platform interaction design. iOS and Android are the two most common mobile platforms used by university students, and they are the obvious choice when planning to develop a mobile app for students in just two platforms. We have compared the particularities of the interaction philosophy of both, and we have studied how four popular apps have addressed the contradiction between following each platform interaction philosophy and having a common interaction design between iOS and Android versions. The results show that there are three possible approaches for multiplatform interaction design, with different pros and cons.

Abimael Barea, Xavier Ferre, Lorenzo Villarroel
Designing Educational Interfaces for Saudi Students

Traditional forms of educational instruction have witnessed a sharp inclination towards the use of educational technology and various e-learning tools and platforms. Educational technology is seen as a facilitator for learning, it motivates students and tends to increase their confidence. Up to the present day, the majority of the available research on this subject has been dominated by a Western perspective, while the needs and expectations of Arabic speaking students in context to educational technology has been ignored in the past. The focus of our on-going research is to understand the potential needs, requirements and expectations of the Saudi students (including college level, undergraduate, graduate and postgraduate students) in regards to educational interfaces and technology. In this work in progress paper, we have presented our on-going research by discussing its motivation, the methodology (including detailed information on the underlying questions characterising the research), methods and study participants, and finally research process practiced in the on-going research is presented.

Abeer A. Boreqqah, Amandeep Dhir, Khalid Buragga
Facebook an Open Education Platform: Exploring Its Educational Uses

Past few years have witnessed the growing popularity of Facebook among young people particularly school and college going students. Due to the ever-growing user community of Facebook educational researchers and practitioners believe that Facebook could be used for delivering educational content and act as a learning tool. In this work in progress submission, we aim at exploring if and how Facebook could be used as an open education platform and explore its educational uses. Facebook for educational users has received some attentions from educational researchers but majority of this research is focused on University and college going students. In contrast to previous research, we have organized a questionnaire survey with 424 high school students in India. This questionnaire survey investigates different aspects addressed the bigger issue i.e. how Facebook can be used for educational purposes. This study addresses if and how Facebook could be used as a medium for open education, different affordances (such as technical, social, communication) offered by Facebook for educational purposes, various benefits and limitations of Facebook in context to educational spaces and finally various policy level implications of Facebook use on education institutions and its stakeholders.

Khalid Buragga, Amandeep Dhir, Abeer A. Boreqqah
Constructing an Embodied Interaction for Concept Mapping

Creating learning experiences that are meaningful and motivational is crucial in learning. Research demonstrates that effectively organizing ideas via concept maps allows students to view prior knowledge with new perspectives. Recently, embodied computation has emerged as an effective means of meeting educational objectives due to its intuitive, gesture-based control and to its promotion of associating knowledge with physical events. Unfortunately, a majority of systems tailored for such interaction are expensive prototypes. However, the release of depth cameras has brought embodied interaction into the commercial realm, allowing users’ bodies to “become” controllers. This research presents a novel, low cost system that provides embodied interaction with a computer and depth camera, through which learners can create concept maps with gestures. Current work involves defining intuitive gestural controls. Future work will involve evaluating the system for use in a classroom with the aim to create opportunities to easily incorporate embodiment into collaborative learning.

Andreea Danielescu, Caroline Savio-Ramos, John Sadauskas
My iPad: A New Learning Tool for Classrooms

The iPad is a well-known handheld interactive multimedia tool that has been quite popular lately among educators and students. Previous research investigating the iPad’s role as a learning device indicated that the iPad encourages young children to feel engaged with learning and related activities, helps to bridge the communication gap between educators and students, supports educational literacy, collaborative work practices and helps the leaner connect with his or her peers. However, empirical and conceptual studies focused on the iPad are still in short supply at the moment. There is a growing need to examine the use of the iPad in educational arenas, such as classrooms and laboratories. Additionally, a thorough examination of the instructional and pedagogical advantages and disadvantages of using iPad for educational reasons is also required. Finally, longitudinal user studies with students (ipad users and potential ipad users) will bring a newer perspective to the body of research, which examines the use of iPad as a learning tool. With this aim in mind, an e-learning research project was launched at Salman Bin Abdulaziz University in Saudi Arabia. The aim of this research was to examine new forms of digital technology (namely the iPad) and ascertain if and how this device might act as a learning tool for Saudi students. This submission (a work in progress) will present the aims and objectives of this study, research methodology, research questions, and ultimately outline some research objectives based upon our recent extensive literature review on the use of iPad for educational reasons.

Amandeep Dhir, Mohammed Al-kahtani
Use of Assistive Technology Resources for Low Vision Students

Background: Access of low vision students to school should also be secured through the use of assistive technology resources. Assistive resources are any devices used to enhance visual functioning. Objective: The aim of this study was to check and analyze the use of assistive technology by low vision students. Material and Methods: A descriptive study was conducted and interviews were applied. The sample comprised19 low vision students. Results: Of the low vision students 52.6% declared to use far optical resources. Information Technology was the better-accepted resource in use as 73.7% declared to work with software’s like DosVox, Virtual Vision, Jaws and Windows Magnifier. Conclusion: It is preoccupant to see that those low vision students are using Information Technology only at the specialized institution while computer labs are available in regular schools and could be used for the introduction to the use of this important resource.

Maria Elisabete R. Freire Gasparetto, Marília C. C. Ferroni
Intelligent Student-Bot for an Interactive Question and Answer User Interface

We face the task to minimize hours of email-answering for similar questions that were being asked by so-called incoming students, i.e. foreign students that would like to spend some time in our department. We wanted to create an information system that was more intelligent than previous BOTs working on the level of ELIZA, i.e. on the basis of a simple pattern-matching algorithm. Our paper describes the use and implementation of technologies for these steps and discusses pros and cons of our implementation in comparison to alternative solutions, including the vector-space-model, the cosine similarity and web search with n-grams.

Emmanuel Günther, Bettina Harriehausen-Mühlbauer
The Site-Specific Learning Model on Mobile Phones Using Zeigarnik Effect
Designing Collaboration Tool for Outdoor Studying

What is the best way to feel the spirit of the location? In Japan, junior high school students go to several day school trip with classmates. This differs from ordinary sightseeing tours, as its purpose is to encourage students to learn about history and nature in a proactive way. After studying about the area in the school, students walk around there by themselves in small groups. Such on-site outdoor activities are very precious, however, they cannot recognize the artistic points and understand that meaning and value if they just look at the objects or scenery. To solve this problem, we have developed a new learning model for outdoor studies using Zeigarnik effects.

Yuko Hiramatsu, Atsushi Ito, Fumihiro Sato
How Genders Differ in Taiwanese College Students’ Multiple Intelligences and English Learning

The study aims to explore how genders differ in multiple intelligences and English learning. Subjects are 254 Taiwanese EFL college freshmen in a private university in Taiwan, including 113 males and 141 females. They were arranged to take an English proficiency test and fill out questionnaires dealing with their intelligences (MI) (Gardner, 1993) and foreign language learning anxiety (Horwitz, Horwitz, and Cope, 1986). It’s suggested that teachers take students’ individual differences of intelligences and anxiety into consideration for more effective foreign language teaching and learning.

Yi-an Hou
Mapping Peace Ideas around the Table

This work is concerned with the exploration of an educational tabletop application designed to facilitate dialog and collaborative decision making. The application was enacted in the context of two sensitive scenarios related to Peace and Immigration. Results showed that despite the sensitivity of the scenarios, the interactions observed were rich in cognitive and physical elements and typical to small group collaboration around problem-based activities. Moreover, the taxonomies of ideas constructed by the groups highlight a number of areas where research could focus in terms of using technology for peace making.

Andri Ioannou, Panayiotis Zaphiris, Fernando Loizides, Christina Vasiliou
Exploring the Impact of School Culture on School’s Internet Safety Policy Development

This paper describes an exploratory study on school-level e-safety policy development. The research was based on the participatory design-based methodology, involving various stakeholders in a school-level policy development exercise. Our aim was to find out whether the schools with open and participatory culture would choose more flexible, emancipatory and participatory approach to e-safety policy development, while schools with rational-managerial organizational culture tend to rely on prescriptive approaches and technology-driven solutions in their e-safety policies. Regarding future research, we plan to continue the work to construct a new design and development platform to be used in a more flexible and bottom-up manner instead of strict prescriptive rule sets provided on the national level.

Birgy Lorenz, Kaido Kikkas, Mart Laanpere
Choosing and Using a Common Book in an Undergraduate Research Experience

This paper describes efforts in using a common book in an undergraduate research experience, including choosing a book, crafting activities (both inside and outside the classroom) around book readings, and evidence of the effectiveness of the methods in selection and use. The experiences highlight the value to educators seeking to include a common book as part of a research course or experience—but also value for anyone seeking to use a common book as an integral part of teaching efforts.

D. Scott McCrickard, Woodrow Winchester, Marlow Lemons, Robert Beaton
Impression Management Support System for Teachers in Computer-Mediated Communication

Recently, due to development of Internet technology, online teaching has become very popular. Building good interpersonal relationships between teachers and students is important for the students’ performance in online teaching. In this study, we propose an impression management support system for teachers in Computer-Mediated Communication instruction. The system suggests improvements in instruction to teachers to give good impressions and to develop interpersonal relationships with students. As the first step to realize the system, we performed an experiment to investigate impression factors in email instruction. From the experiment, we found that seven e-mail elements which become the factors of the impressions.

Tamotsu Mukaiyachi, Toshikazu Kato
Terminal Tablet as Electric Textbooks for Nursing Practicum

Based on the Nursing Learning Support System, which was developed and tested by this university, this study developed the “Digital Nursing Dictionary (ver. 2),” a terminal tablet with a new function of an electronic books, by taking advantage of the developed ICT. This report describes development of the “Digital Nursing Dictionary (ver. 2)” by a terminal tablet and presents an interim report of the results of those assessments.

Yumiko Nakamura, Yukie Majima, Kaori Fukayama
Interaction in Distance Education: Student, Teaching Material, Information Technology and Communication

Distance education requires the development and production of teaching materials with their own peculiarities, on which stand out the clarity, objectivity, the interactivity and the reference to the dialogue. These characteristics imply the qualification of teachers for the development of differentiated skills and competencies for their manufacture. This article presents the methodology of the course "Development and Production of Teaching Materials for Distance Education", in the State University of Goiás - UEG. At first it is presented the demanded qualifications of the content teacher that needs to master the covered content and be able to promote student motivation, prompting him to search for knowledge. Still, in this context, it discusses the specifics of teaching materials for distance education. In the second phase, it presents the historical background of the university, its work in this area and its future challenges. As a last step, it describes the methodology used in the course of the University Unit of Distance Education (UnUEAD) UEG to train its teachers to act as content teachers of teaching material for this type of education. This methodology consists of the following phases: planning, structure and organization of the course. The design is characterized by the construction of the conceptual map, a tool that assists in defining the theoretical and practical approaches to be worked. From these fundamentals, the course is structured and its modules are organized. In the final evaluation of the course the content teacher consolidates his learning through the development of the Subject Production Plan and a production of a text, according to the characteristics of materials for distance education. It stands out, as a final consideration of this article, that the development and production of teaching material at UnUEAD is guided by the same methodology used in training its contents teachers.

Sônia Regina Gouvêa Rezende, Valter Gomes Campos, Pollyana dos Reis Pereira Fantone, Melca Moura Brasil
English for Specific Purposes via Distance Learning: Opportunities for Academic and Professional Qualification

The objective of the course “English for Specific Purposes” (E.S.P), focusing on textual genres developed in a virtual environment, is to enable course participants in understanding and interpreting texts in the English language as well as involving the students of the Linguistics Course at UEG in mentoring activities. This paper discusses an extension project of E.S.P via Distance Learning in the State University of Goiás-UEG that presents in its capillary a multicampi structure of 42 units. UEG aims at the integral formation of the human being to a socio-professional solidarity performance and the concern for the exercise of citizenship. This project reveals the UEG policy of engagement and participation in integrated development of the state of Goiás besides aligning the purpose the university to prepare its students to participate in the Science Without Borders program.

Sônia Regina Gouvêa Rezende, Francisco Alberto Severo de Almeida, Carla Conti de Freitas
Digital Badges: Signposts and Claims of Achievement

We discuss digital badges in education, focusing on two functions of badge architectures: mapping a learning system and offering a vocabulary to present one’s achievements. We have designed, implemented and evaluated two badge architectures; our research findings support the conclusion that students see these medals less as extrinsic motivations than as signposts that point out relevant learning targets. Also, because trainers and students define badges mainly as fun, locally relevant prizes, there is little concern for how they can be used to communicate merits outside the learning community. Badge architectures can be designed to support local or public reputations; if public visibility is desired, the system should assist holders’ work of claiming merit.

Răzvan Rughiniş, Stefania Matei
Preliminary Design of a Network Protocol Learning Tool Based on the Comprehension of High School Students: Design by an Empirical Study Using a Simple Mind Map

The purpose of this study is to develop a learning tool for high school students studying the scientific aspects of information and communication networks. More specifically, we focus on the basic principles of network protocols as the aim to develop our learning tool. Our tool gives students hands-on experience to help understand the basic principles of network protocols.

Makoto Satoh, Ryo Muramatsu, Mizue Kayama, Kazunori Itoh, Masami Hashimoto, Makoto Otani, Michio Shimizu, Masahiko Sugimoto
Implementation of a Learning Style by E-Textbook Contents Reduction Processing

The majority of Japanese classrooms are teacher-centered. Teachers lecture one-sidedly and write explanatory notes on blackboard matching the content of the textbook. The students just listen and copy the content that the teacher wrote on the blackboard.

We have begun using an electronic textbook (e-textbook) that students can edit. When the student understands the teacher’s explanation, leaving out an important term, or obscuring the part where it is explained allows students to remake the textbook into their personal notebook. Because copying the blackboard becomes unnecessary, the students can better focus on the teacher’s explanation while becoming more engaged in the learning process. We have developed a WEB application that changes a textbook into a personalized notebook which better engages students in a teacher-centered environment.

Haruya Shiba, Kousei Ueta, Yoshino Ohishi, Takahiko Mendori, Yusuke Nishiuchi, Masanobu Yoshida, Hironobu Satoh, Takumi Yamatuchi
Using the Learning Management System for Encouraging Self-reflection on Expressive Actions in Higher Education

This study examines the effectiveness of using a learning management system (LMS) for learning expressive actions in higher education. The author intended to use the LMS as a tool for students’ self-reflection on their class experiences. Students in the course “Seminar on expression” were given writing assignments with the LMS. An analysis of the student essays showed that the students were able to reflect on their class experiences and improve their understanding of expressive actions. Specifically, through their essay writing using the LMS, they related changes in their way of thinking with regard to expressive actions with their class learning experiences.

Shoko Shiroma
The Impact of System Interactions on Motivation and Performance in a Game-Based Learning Environment

The current study examined how students’ frequency of interactions with game-based features impacted their system performance (i.e., total trophies won and achievement levels earned) and attitudes toward the game-based system, iSTART-ME. This study (n=40) was a part of a larger study (n=124) conducted with high school students. Results indicate that students’ interactions with game-based features were positively related to both their system performance and their posttest attitudes toward the system. These findings provide further support showing that the integration of game-based features has positive effects on students within educational learning environments.

Erica L. Snow, G. Tanner Jackson, Laura K. Varner, Danielle S. McNamara
Pilot Study of an Educational Turn-Based Online Game for Formative Assessment in E-Learning Environment

This study proposed an educational turn-based online game, called tic-tac-toe quiz (TRIS-Q), for formative assessment in a research-developed e-learning system targeting knowledge about energy education for elementary students. This game combines multi-player tic-tac-toe game and online test. To stimulate students’ motivation toward the online self-assessment, this study proposed a new game rule in TRIS-Q. When players take their turn in game, they must respond to a random multiple-choice quiz which was constructed according to the e-learning contents. Also, the victory of game will be influenced by their response. According to the research findings, after using online learning and TRIS-Q, students’ learning effectiveness was significantly enhanced. Most of students had positive attitude toward the game-based assessment.

Fu-Hsing Tsai
The Development of Interactive Book Apps to Teach Young Children Mathematical Concepts

Many studies have shown positive effects of using storybooks to teach mathematics on young children’s attitude toward mathematical learning as well as their abilities and skills to solve mathematical problems. As technology advances, interactive electronic storybooks are also playing as key tools to enhance students’ learning. The purpose of current study is to explore how to combine the characteristics of storybooks and the interactive technology to develop a highly interactive e-storybook App on iPad to enhance preschoolers’ learning in numeric concepts. It is believed that this study on interactive math storybook Apps will give numerous benefits toward many individuals such as children, parent and teacher, instructional designers.

Cathy Weng, Apollo Weng
Educational Character Recognition System Implementing an Interactive Visualization of Multi-dimensional Distribution

In this paper, we propose visualizing multi-dimensional distribution used in pattern recognition system and construct a visualization system for multi-dimensional space which stimulates intuitive and visual understanding of pattern distribution for the purpose of education. We treat the method of visualizing the multi-dimensional vector data of each character on the handwritten digit recognition system. By applying principal component analysis, the original vectors are converted into principal components and three components. Ellipsoids of equal probability for each category are derived and visualized in the three-dimensional space shown in the visualization system. As a result, the boundary surfaces of each distribution of categories can be seen easily in the reduced three-dimensional space in spite of the fact that visualized vectors distributions do not represent all of vectors data. In conclusion, learners of pattern recognition can be stimulated their interest in and comprehension of multi-dimensional distribution through using this system.

Takehiro Yamamoto, Nobuyuki Esaki, Tetsuo Takeshita

Health and Medicine

Frontmatter
Persuasive Features in a Web-Based System for Weight-Loss Team Competition

Millions of Americans struggle to lose weight, and various online instruments have been developed to support them. Behavioral persuasion is an integral trait of online tools for weight loss. The goal of this study was to examine the effectiveness of persuasive features of the interaction design in a particular web-based system for weight-loss support using the Persuasive System Design (PSD) framework. In 2012, 1170 individuals competed in a web-based weight-loss challenge in a Midwestern city. Upon completion, 644 participants completed the survey to provide feedback about their experience in the competition. The survey data was analyzed to determine desired features of persuasive interaction design for weight-loss support in a web-based system. The findings of the study suggested that support in the primary task of losing weight, system feedback, and social interaction were the most preferred persuasive features that needed to be incorporated in online weight loss support systems.

Josipa Basic, Borchuluun Yadamsuren, Dinara Saparova, Yanfei Ma
Developing an Interactive Game System for Upper Limb Stroke Rehabilitation

The number of cases of stroke has been increasing in Taiwan. Movement disorders such as hemiplegia occur commonly after stroke. Hemiplegic stroke patients are not able to control one side of their body, particularly upper limb. To help stroke patients recovery their lifestyles, rehabilitation plays an important role. This paper introduces the development of a digital system—a personalized interactive game, to help upper limb in hemiplegic stroke patients. Taking patients’ needs and emotion into account, the system makes rehabilitation therapy more enjoyable. The results show that the system could help stroke patients alleviate mental fatigue and allow doctors to control and monitor the rehabilitation process of patients easily. Incorporating interactive game to stroke rehabilitation could be a feasible and acceptable way.

Chun-Ching Chen
A Sensor Glove System for Rehabilitation in Instrumental Activities of Daily Living

Paralysis with weakness on one side of the body is common after stroke, affecting over 50% of people and significantly impacting their quality of life. Research shows that high intensity, task-specific activities focused on the use of the affected limb are important for encouraging neuroplasticity. Unfortunately, due to the pressure on healthcare systems internationally, the length of stay at an inpatient rehabilitation facility is limited. Consequently, to maximise recovery it is critical that patients engage in their rehabilitation exercises both between sessions and long after the end of formal treatment. We describe here the design, development and test of an interactive sensor glove system capable of translating captured movements into hand gestures as a basis for augmentative control and rehabilitation function. The system described here is designed from an occupational therapy perspective where functional assessment and therapy requires an ecological validity and a context within activities of daily living.

Aodhan L. Coffey, Tomas E. Ward
Apps for Rapid Epidemiological Analysis (AREA)

Communication is difficult in low income areas, given the lack of land based telecommunication and distances between population centers [1]. New methods to monitor/forecast epidemiological trends will enable our military to execute emerging operational requirements. Hand held devices, such as cell phones, smart phones and personal data assistants (PDAs) provide an effective source for collecting, analyzing and widely disseminating healthcare information, because of their widespread use in the very regions to which our military forces are, and will be, deployed. This effort develops handheld device applications that provide health surveillance, epidemiological analysis and forecasting capabilities.

Joseph V. Cohn, Amos Freedy, Timur Chabuk, Gershon Weltman, David J. Combs, Antonio Anglero Jr., Brian R. Johnson, David Rozovski, Stephen Eggan, Brennan Cox, Kirsten Carlson, Elizabeth O’Neill
Medical Modeling and Simulation Based Training Return on Investment Decision Model

This effort aims to develop a software-based decision tool for determining the actual return on investment of medical modeling and simulation based training technologies to provide acquisition decision makers with critical information for system design. This will ultimately improve the effectiveness and efficiency of current health services.

Joseph V. Cohn, David J. Combs, Antonio Anglero Jr., Brian R. Johnson, David Rozovski, Stephen Eggan, Brennan Cox, Kirsten Carlson, Meredith Carroll, Elizabeth O’Neill
Dense Array, Low Field Magnetic Resonance Imaging Devices for Combat Casualty Care

Magnetic resonance imaging (MRI) is a non-invasive method capable of producing high spatial resolution images of body structures and identifying injuries. However, conventional MRI systems use large superconducting magnets (≥ 1Tesla) that require high operating costs, long exam times, metal free environments, and are impractical to transport. Portable MRI systems using ultra-low magnetic fields in the micro- to milli-tesla range with superconducting quantum interference device (SQUID) technology have been developed, but these systems generate low signal-to-noise ratios (SNR), requiring very long averaging times to obtain modest spatial resolution. The initial phase of this project involved the development of a low field MRI system and resulted in the preliminary design of a transportable low-field (0.1 Tesla) MRI system, which has the advantages of ultra-low and high field MRI systems while avoiding their disadvantages. The current phase of the project is developing a small-scale portable low-field MRI system prototype of the full sized system. Development of this technology will have significant applications in both commercial and military settings.

Joseph V. Cohn, Masoud Radparvar, David J. Combs, Antonio Anglero Jr., Brian R. Johnson, David Rozovski, Stephen Eggan, Brennan Cox, Kirsten Carlson, Ms. Elizabeth O’Neill
An App a Day Keeps the Doctor…Informed: User Evaluation of a Patient Mobile Health Application and Clinician Dashboard

Data collection through mobile applications, or apps, is increasing due to the growing adoption of smartphones. The BreathEasy project used a smartphone application for collecting asthma patients’ observations of daily living and a clinician dashboard to increase communication and understanding between patients and their clinicians. After a 6-month trial, these researchers collected evaluation data of these two systems from patients and clinicians through focus groups and the System Usability Scale. Here we present our findings on the user experiences of both patients and clinicians, as well as the perceived usability of the systems used. Their evaluations and recommendations will help improve future systems for these populations.

Sarah Cook, Rita Sembajwe, Barbara Massoudi, Amanda Recker
Segmenting Instrumented Activities of Daily Living (IADL) Using Kinematic and Sensor Technology for the Assessment of Limb Apraxia

In this paper we present a method of segmenting instrumented activities of daily living (IADL) using kinematic criterion coupled with sensor technology. To collect our training data we asked four neurologically healthy individuals to make a total of 60 cups of tea with a set order of ASs. We then evaluated our IADL segmentation technique in healthy individuals and patients with limb apraxia, and demonstrate that combining kinematic criterion with sensor data is provides an accurate means to segment IADL’s into relevant ASs.

Charmayne M. L. Hughes, Manish Parekh, Joachim Hermsdörfer
Supporting User’s Continued Effort for Health by Estimating Mental Loads of Actions

Recently, lifestyle disease has become a social problem. It is difficult to improve exercise habits because people are hard to continue efforts for health. In previous studies for encouraging exercises, there are studies to improve user’s motivation by visualizing exercise outcome. We should consider not only improvement of motivation but also lessening mental loads for exercises since improvement of exercise habits requires long-term continuation. This study estimates the low degree and gives suitable recommended information which prompts exercises. Therefore we propose health support which facilitates continuation of user’s effort for exercise. We propose new approach method to prompt exercise. The experimental result indicated that a part of the approach method is effective. And we constructed KANSEI model, a correlation between degrees of each the feeling and the factors is revealed by data of each user than data of all users.

Hitoshi Ikeda, Toshikazu Kato
A Support System for Healthy Eating Habits: Optimization of Recipe Retrieval

In this paper, we propose a support system for healthy eating habits. Current methods of recipe retrieval generally rely on keywords or popularity. However, such approaches offer the same results to different users. In order to resolve this issue, we have developed a support system that incorporates nutritional management and preferential retrieval. In the preferential retrieval system, a recommender agent takes account of user tastes to extract and present menus. The user then, evaluates the menus recommended by various agents. Each recommender agents evolves on the basis of these menu appraisals. Over time, the preferences of the agents become similar to those of the users, resulting in menus that correspond to user tastes. This study thus utilizes an interactive immune algorithm (IIA) to optimize the preferential retrieval system. We tested the proposed system with a simulated user but genuine recipe data.

Yuma Inagawa, Junki Hakamta, Masataka Tokumaru
Wearable Health Monitoring System

One of the major scientific undertakings over the past few years has been exploring the interaction between humans and machines in mobile environments. In this work, we will examine how to utilize existing technology in order to build eHealth system for the heart patients. This system should be able to establish an interaction between patients and health physician so that patients don’t need to visit clinic every time.

Ali Mehmood Khan
Analysis on Drug Dosage Form Name Based on N-gram Technique and Network Analysis

In this paper, we analyzed drug dosage form names. We created the network structure whose nodes are dosage form names. Its edges between dosage form names denote that they share some of sub-strings generated based on N-gram technique. We employed Simpson coefficient to define the weight of an edge. We proposed a new clustering method and applied it to the network. The results showed that “dosage forms” can be categorized based on not only physical form information but their application site,purpose,processing and so on.

Masaomi Kimura, Fumito Tsuchiya
Integrating Potential Users Into the Development of a Medical Wrist Watch in Four Steps

The focus of this study was on the integration of potential users into the development of a mobile medical device from the first idea up to a finished prototype. Apart from medical functions the special feature of this mobile small screen device is its completely icon based menu structure. In three consecutive studies the requirements concerning the design and usability of the wrist watch and its functionality were evaluated. A specific impact had the design of the, warning functions and the icon development that should be easily understood by affected users. In a fourth study, the developed prototype of the mobile small screen device was tested according to usability aspects and comprehensibility of the menu structure. Beyond chronically ill users, which were the target users, a group of healthy users served as control condition for evaluation purposes. Overall it could be shown that a completely icon-based menu structure on a small screen device is not only feasible, but also highly suitable if the design is following a completely user-centered development and evaluation procedure.

Sylvia Kowalewski, Johanna Kluge, Martina Ziefle
Factors Affecting Physician-Patient Communication in the Medical Exam Room

The recent push towards patient-centered health care has put a greater emphasis on patient health literacy. Health literacy is influenced by communication between physicians and patients. We conducted research at a local health clinic to examine communication between physicians, patients, and interpreters that were present to assist patients with limited English proficiency (LEP). We used the framework of Distributed Cognition to broaden our unit of analysis beyond individuals to include artifacts and the physical environment. We analyze three factors influencing communication: the availability of electronic medical records (EMR), the use of paper documents, and the presence of an interpreter. The physical space and artifacts are shown to impose constraints upon interaction and the flow of information throughout the exam room. We discuss implications for redesigning medical examination rooms and information technologies to create collaborative spaces that better support physician-patient communication, enhance patient understanding, and improve health literacy.

Jennifer Lyons, Ram Dixit, Colleen Emmenegger, Linda L. Hill, Nadir Weibel, James D. Hollan
Mobile Technologies and Its Advantages with Promoting Healthy Habits amongst Children

This paper describes an app suite that consists of mobile games to encourage increased activity and healthier eating by children in fun and motivating ways. The apps include Scavenger Hunt, in which a user can take pictures of objects that match a specific color in a short amount of time; Fish Out of Water, that tracks the number of steps you take to “catch” the fish; Space Rayders, a mobile game similar to tag; and Health Attack, a memory game based off of the food pyramid. The paper describes how the apps help increase awareness of aspects important for living a healthier life for children, highlighting a plan for dissemination through youth clubs and mobile app stores.

Monika Monk, D. Scott McCrickard, Adil Kadir, Brandon Dockery, Kacie Allen
Drug Name Similarity Index for Sound-Alikeness

Drug name confusion is one of major medical errors. Some similar drug names can cause medical accidents. In order to solve this problem, the Ministry of Health, Labour and Welfare developed the drug name database system to prevent from authorizing drugs whose names are similar to existing drug names. Previous studies have been proposed the drug name similarity index based on look-alikeness. Despite of these efforts, the studies do not take account of drug name confusion caused by sound-alike. In this paper, we proposed the phonetic similarity index based on the features used in articulatory phonetics.

Tomoyuki Nagata, Masaomi Kimura, Michiko Ohkura, Fumito Tsuchiya
AR Dental Surgical Simulator Using Haptic Feedback

We describe about our dental surgical simulator which enable users to simulate dental surgical operation. Our simulator which enables the user to learn dental surgical methods through actual hand and body postures. The proposed system uses a display showing a virtual tooth model and real teeth and gums that are positioned close to the hands of the user, which allows the user to directly manipulate objects with haptic feedback. As a preliminary evaluation, in display system, we measured the deviation between real object image and virtual object image at user’s view positions. And we confirmed the capability and the limitation of our system.

Katsuhiko Onishi, Kiminori Mizushino, Hiroki Ikemoto, Hiroshi Noborio
Combining a Tablet and an Electronic Stethoscope to Create a New Interaction Paradigm for Teaching Cardiac Auscultation

Learning cardiac auscultation is a fundamental but hard task for a medicine student, involving a combination of gesture mechanics and cardiac sounds interpretation. We aim to create a low cost simulator combining a tablet and an electronic stethoscope, thus defining a new interaction paradigm that al-lows a student to train auscultation when and where they want. In this paper we evaluate the usability of a first approach to this new paradigm using a high-fidelity prototype and its heuristic evaluation.

Daniel Pereira, Pedro Gomes, Élodie Mota, Emília Costa, Ricardo Cruz-Correia, Miguel Coimbra
Status and Problems of Computer-Aided Surgery in Japan

Research and development (R&D) of computer-aided surgery (CAS) in Japan was started in the mid-1980s and has been progressing steadily through interdisciplinary collaboration. From the mid-1990s, many R&D projects on surgical manipulators and navigation systems for endoscopic surgery were started. In the early 2000s, a number of prototypes of master–slave tele-manipulation systems with navigational imaging were developed for robotic general surgery, cardiac surgery, orthopedic surgery, and neurosurgery. However, commercially successful cases such as “da Vinci

TM

” are rare in Japan. Research into CAS developments revealed that limited R&D resources for human–computer interfaces, usability, regulatory affairs, and international marketing strategies might have been responsible for the commercial failure of Japanese CAS-related equipment. Taken together, further development of CAS requires interdisciplinary and international R&D cooperation.

Kazuhiko Shinohara
Information for Supporting IBD Patients in Daily Life

In this study the information necessary to support IBD patients in daily life was clarified and we developed the site to offer the information. The concept of the site was to offer three types of contents; the basic contents regarding IBD, the contents for the IBD patients and their family in order to live their stable daily life and the contents they referred habitually. Based on the concept we designed the information site and finished

α

version. The evaluation by the users in the system operation required some improvements of the contents, the trust of contents based on the support from medical institutions and the enhancement to communicate between the IBD stakeholders.

Yusuke Takada, Yuki Kuri, Naotake Hirasawa
The Use of Natural Interaction to Enrich the User Experience in Telemedicine Systems

Human communication always used gestures, movements and expressions as oral language support. Certain gestures are so commonly used around the world that are understood throughout different cultures and times, such as a wave or thumbs up. Natural Interaction is a way to apply this concept to user interfaces in computer systems. In this paper we discuss about the use of Natural Interaction features in a telemedicine system. More specifically, we demonstrate the use of natural interaction interfaces for control and manipulation of 3D objects inside Arthron tool. Arthron is a telemedicine tool used for surgery transmissions.

Tatiana A. Tavares, Anna Medeiros, Rafael de Castro, Eudisley dos Anjos
Healthcare System Focusing on Emotional Aspect Using Augmented Reality: Control Breathing Application in Relaxation Service

We proposed a new healthcare system that focuses on emotional aspects to deal with negative emotional health in daily life. Our healthcare system integrates augmented reality to display virtual objects in real environments and Kinect, which allows users to freely interact with them. We also employ biological sensors to measure and detect user emotions, and provide three services based on their expected emotions: Relaxation Service, Amusement Service and Exciting Service. To implement a small prototype of this system, we have developed one application in relaxation service: Control Breathing Application. This application applied deep breathing techniques of stress management to supports users when they experience stress. This application displays a virtual music box to assist them perform deep breathing. Virtual objects and music can increase user relaxation and decrease their stress. The experiment is performed to measure the effectiveness of the application. From the result, our application can effectively decrease users stress when they experienced our application for short time.

Somchanok Tivatansakul, Michiko Ohkura
mERlin: Development of an Emergency Department Tracking System

In the United States, the Emergency Department (ED) represents a major portion of health care. The Institute of Medicine issued its report on Emergency Care entitled, “Hospital-based Emergency Care: At the Breaking Point” specifically calling for hospitals to adopt information systems to improve the safety and quality of emergency care. We describe the functional requirements, vendor development, and barriers encountered during creation of a system by an integrated, inter-professional team.

Jacob Towns, John T. Finnell
VR Tool for Interaction with the Abdomen Anatomy

Due to ethical issues with the use of human and animal corpses in medical education, difficulty interacting with organs using sensory channels as sight and touch, and the possibility to have a tool compatible with low-cost equipment such as laptops and Novint Falcon haptic system, an interactive tool of the abdominal organs is being developed taking advantage of virtual reality tools that are increasingly available in the academic environment. The process of building this interactive system consists of the following steps: Source data are taken from images acquired by abdominal computed tomography (CT) or magnetic resonance imaging (MRI). Each selected abdominal organ (liver, kidney and spleen) is segmented by a semi-automatic process, from which a polygonal mesh is obtained to represent the 3D shape of the organ. Then the visual and mechanical properties of tissues, extracted from the recent literature, are associated to the polygonal representation with H3DAPI.

Lizeth Vega-Medina, Gerardo Tibamoso, Byron Perez-Gutierrez

Media, Art and Culture

Frontmatter
Giving Form to the Voices of Lay-Citizens: Monumental-IT, an Intelligent, Robotic, Civic Monument

In an increasingly digital society, it seems only apt that lay citizens be afforded interactive systems in public spaces to give form to their thoughts and desires as a collective of individual voices. While civic monuments are largely static, petrified representations of the past, sponsored by institutions and political authorities, Monumental-IT is an open-source, physical-digital (robotic) environment reconfigurable in real-time by lay citizens. We elaborate a process for generating and evaluating design alternatives for Monumental-IT, a cyber-physical artifact. Results suggest that the four distinct configurations of the robotic, multi-sensorial Monumental-IT evoke four distinct emotions in users. As well, users interacting with the prototype evaluate the design as reflecting their sentiments concerning historical events. Finally, users evaluated Monumental-IT’s design to be more apt for our increasingly digital society than conventional monument design. Monumental-IT serves as a guide for designing large-scale computational artifacts for the public domain.

Tarek H. Mokhtar, Keith E. Green, Ian D. Walker
To Decipher the Capital’s Cultural Image Based on the New Generations’ Perspectives on Action Figure Design

In this study, the population was based on the 585 works in a Nationwide Undergraduates Creative Action figure Competition which was themed “the capital image of Tainan”, while the samples were based on the 43 elected works among them. A questionnaire on the capital’s image was created, and then 300 copies of it were distributed to design departments in colleges and universities in eastern, southern, northern and central Taiwan. The capital’s image in the undergraduates’ eyes was deciphered by means of Kansei Engineering Theory, so that we could understand the historical changes in the capital’s cultural elements as well as the correlation between action figure modeling and the capital’s image in the new generation’s eyes.

Kuo-Li Huang, Tsen-Yao Chang, Ting-Chun Tung
A Museum Guide Application for Deployment on User-Owned Mobile Devices

This poster describes the design and development of a comprehensive Museum Tour Guide mobile application that can be installed on user-owned devices. The purpose of the application is to provide museum visitors with a device that can improve their experience through optimised planning of their visit and an always-available stream of information regarding the museum and its exhibits. The main goals, the design, as well as the implementation of the application are described and the main functions of the application are presented. Finally, conclusions are drawn and further development ideas are discussed.

George Kapnas, Asterios Leonidis, Maria Korozi, Stavroula Ntoa, George Margetis, Constantine Stephanidis
Quantitative Analysis of Artists’ Characteristic Styles through Biologically-Motivated Image Processing Techniques: Uncovering a Mentor to Johannes Vermeer

This study was designed to improve the limitations of traditional analysis of artworks by quantitatively analyzing artworks through biologically-motivated image processing techniques that reflect visual information processing mechanisms of human vision. As the first step to achieve this goal, this study addressed one of the important questions in art history, uncovering a mentor for ‘an artist who remains forever unknown’ Johannes Vermeer, by adopting three interdisciplinary research methods of cognitive science, art history, and engineering. We performed orientation, radial frequency, and color analyses with the artworks for comparing the artistic styles of Vermeer and other artists who have been presumed to be his mentor. The results from three analyses have led us to the conclusion that a person who had the strongest influence on Vermeer is Gerard Ter Borch. This conclusion was strongly confirmed by verifying the research methods with an additional comparison of artistic styles between Rembrandt and Carel Fabritius, whose master-pupil relationship has already been revealed. This study is believed to provide a new perspective on uncovering previously unknown mentor of Vermeer, and the research methods adopted here can be applied to other related research issues in art history, such as authenticity debates on masterpieces, by quantitatively archiving artists’ characteristic styles.

Minseo Kim, Jeounghoon Kim
New Service Design for Female-Twenties with Movie Enjoyment

My study is inspired by human centered design (HCD) processing. My main target is aiming at twenties of Japanese female who don’t like to go to movie theater often. In order to make them to be more positive to watch a movie, my design processes are starting from current investigation, user surveys, concept extractions, expanding ideas, mocking up, final products making and user evaluations. Therefore, I made an application (tablet) for this service design. What I concern about is, rather asking people to go to movie theater, I concentrate on information about actors/actresses. In additional from the results of user surveys, we can tell that people don’t go to movie theater alone. In other words that we could use this key point, if we want to ask friends to go watch a movie, we can use the information that I created on my application and make good communication with my friends and share with them. Not only more young generation would like to go watch a movie eagerly, but also, help the movie industry get stronger.

Kazuhiro Kimura, Kazuhiko Yamazaki
A Hierarchy of Needs for Developing Interactive Artworks, Systems and Products

This manuscript attempts to address the need for discussion regarding the multidisciplinary work towards the development of interactive artworks, systems and products. By deconstructing the roles of technology, content creation and semantics, we attempt to understand the importance of each in regards to the motivation to develop interactive works.

Jeffrey Tzu Kwan Valino Koh, Kening Zhu, Roshan Lalintha Peiris, Mili John Tharakan, Ryohei Nakatsu
Digital Media Art Applying Physical Game Technology Using Gesture Recognition

In this study, we propose Digital media art to experience a virtual reality applying physical game using gesture recognition technology and describe its application based on the concept. Gesture and gesture recognition refer to HCI (Human Computer Interaction) is an important concept. Therefore, we produce the Digital media art calls ’Thrill Seekers’. ’Thrill Seekers’ is for simulating Experimental game interfaces which offers an amusement while experiment the virtual environment. The using device Kinect is a motion sensing input device. Existing Kinect game is already popular in physical interaction; action-based games, with its sensing technology. However, we use Kinect with open library program ‘Processing’ to create virtual game interface for people who enjoy thrills the most.

Hae Young Lee, Han Moi Sim, Won Hyung Lee
A Media Art Study Using Multi-Sensory Elements

This work will stimulate more than one sense. A lollipop is one of the world’s most beloved snacks. Although it is common to normal people, a lollipop is not an affordable snack to poor children. This work expresses an imaginary lollipop by a user’s drawing. The candy drawing is printed on a paper having a message on its backside. The message represents memories of childhood. The printer uses fragrance inks to print out an origami with a lollipop shape. The audience carries on art works which have a fragrance and lollipop shape. This is a fake lollipop, however it may represent a hope for everyone.

Jaejoong Lee, Jin Wan Park
An Augmented Tourist Guide of a World Heritage City

In this paper, we introduce the design and implementation of a tourist guide, using augmented reality technology, for visiting two of the most important routes in a World Heritage city. To produce this application, we used the augmented reality library, HumanAR, developed by our research group and created with the aim of integrating the applications we have developed. The application guides the user on a route across the town with a video of 3D animations of historic buildings along the way. The most symbolic buildings of the city are pictured and modelled on a walking tour across the historic site, designed to develop an interest in cultural tourism, keeping in mind the impact that this tourism may have on World Heritage cities.

Eulalia Rodríguez Fino, Jorge Martín-Gutiérrez, David C. Pérez López, M. Dolores Meneses Fernández, Vicente M. Zapata Hernández, Felipe Monzón Penate
Interactive Art in the Age of Digital Reproduction

The aim of this research is to study the features of interactive art in the age of digital reproduction. In the age of computer based digital technologies, interactive art will be changed by digital technologies. Interactive art consists of three factors: audience, installation, and content. Digital technologies have changed the installation of interactive art. In the age of digital reproduction, interactive art has the following seven special features: it is portable, it is private (not public), it represents realistic details, it has a kaleidoscopic orientation, it requires a network connection, it enables feedback/replies, and it can be archived.

JeHo Oh, Chung-kon Shi
Sequential Art in Real-Time 3D Applications

A huge amount of data is produced continually in areas of application like entertainment, industry, and science. Contemporary technologies and three-dimensional computer graphics are qualified to process and to visualize this data. However, users are more and more faced with a flood of information, unable to efficiently process the information provided by three-dimensional computer graphics. Facing that problem, arrangement systems like typographic grids serve as an auxiliary layer to organize and arrange information units on a two-dimensional canvas. Due to the continually changing of interactive 3D scenes, there is no fixed order or priority of the visualized data in a projected image. Yet, in analogy to comic strips or comic books, frames that are organized in a grid can augment information visualizations. This contribution presents an approach to structure interactive 3D visualizations with the help of panels, whereby the user can recognize essential information in a given scene.

Jan Wojdziak, Dietrich Kammer, Rainer Groh

Transport

Frontmatter
OnRoute: A Mobile Context-Aware Public Transportation Planning Application

In this paper we describe the design process of OnRoute, a mobile, context-aware travel application for managing navigation with public transport. The application uses an intelligent approach to using location data for easy step-by-step navigation in a more humane way. OnRoute incorporates all means of transportation, including walking, and consistently provides three views with increasing level of detail: a schedule overview, the current position in this step and the next possible action. Furthermore, individual preferences while travelling with public transportation are taken into account. The application learns from users’ behavior and proposes better suggestions over time. User-evaluation of the final application design in a real-life setting showed users valued the user experience, design and unique features, and preferred OnRoute to existing smartphone travel applications.

Etienne Bertou, Suleman Shahid
Pilot’s Interaction with a Glass Cockpit Navigation System

Poster deals with interaction between pilots and navigation system of an ultra-light aircraft equipped with a glass cockpit. Glass cockpits are slowly replacing the gauges and dials used in small aircrafts and will play an important role in the future, because it is expected, it will replace them completely. Presented results are regarding the decision making, flight performance and pilot’s justification of his choice. Data can be used to determine, if the pilots prefer to follow the navigator or independent flight, how they perform as pilots with and without navigation advisor. Based on this objective and subjective data conclusions are made. The outcome are suggestions for improvement of navigational instruments aboard and discussion focusing on how to help pilots in emergency situations stating both positive and negative opinions regarding use of glass cockpits.

Ondřej Bruna, Tomáš Levora, Pavel Pačes
Road Accident Auto-dialer via Pressure Sensor

An accident sometimes goes unnoticed, for example, falling into a ravine. Thus no one is able to make emergency calls to the relevant authorities. Airbags in vehicles are designed to inflate when serious accidents occur. However, reliance an airbag alone may not be sufficient. This research explores developing a prototype using crash and pressure sensor as a parameter to trigger auto-dialer to call a pre-programmed list of numbers when an accident occurs. Global Positioning Satellite (GPS) and Global System for Mobile Communications (GSM) modules are integrated to track vehicle location and send information. A Short Message Service (SMS) will be sent containing the vehicle registration number and GPS location, to the authorities or even the insurance agent. This life-saving system which can be placed in the black box of a vehicle to report incidences and thus reduce the time needed to relay accident location information to the relevant authorities.

Kim Nee Goh, Yoke Yie Chen, Davindren Arumugam
Developing Visualisation Techniques of Tasks in Air Traffic Control Work

Air Traffic Controllers are expected to continue maintaining the safety of the air space and maintaining air traffic flow to run smoothly in complex systems in the future. In this research, we focused on task analysis of air traffic controllers in actual en-route ATC in an experimental activity based on a Human-Centred Design approach for designing the new concept user interfaces. We discuss the method of design to develop a system of human consciousness, especially for Air Traffic Controllers.

Hajime Hirako, Toshiya Sasaki, Kazuhiko Yamazaki, Hisae Aoyama, Satoru Inoue, Yutaka Fukuda
Seamless Mobility: Individual Mobility Profiles for a Better Usability of Shared Vehicles

The shared use of vehicles, upon which many popular new mobility concepts like Car Sharing rely, pushes traditional interaction concepts to a limit. The amount of driver assistant and comfort features in modern vehicles is of high value for the driving experience. However, most of these features require substantial manual adjustments of settings according to the individual preferences of the driver. In temporarily used vehicles the feature adjustment will most likely become an annoying, time consuming recurring process that increases the risk of driver distraction. Hence, it is time to rethink the design of efficient human-vehicle-interfaces. Standardized, platform independent mobility profiles, accessible via the driver’s personal mobile device, could be used to automatically adjust the vehicle features thus increasing the safety, comfort and usability of shared vehicles.

Moritz Kuemmerling, Christian Heilmann
Influence of Repeated Experience on Unsignalized Intersection Crossing Behavior of Drivers without Right-of-Way

The change of

start position

, where drivers step on the gas pedal just before entering unsignalized intersection within a residential area, through repeated experience was examined. The relationship with Driving Style Questionnaire (DSQ) was discussed. The results showed that subjects who decrease the distance from the edge of a cross lane to start position through experience had tendency to step on the gas pedal only just before entering intersections. The opposition was also true. These subjects had high scores in the following scales of DSQ: Methodical driving, and Preparatory maneuvers at traffic signals. The change of start position through experience also correlated with start position. For instance, start positions of these subjects were relatively small, and they were negative for some intersections.

Toru Kumagai, Akihiko Takahashi
Diagnostic System Simulator of Honker Vehicle

The paper is dedicated to the issues concerning the on-board diagnostic system of the Honker military vehicle and simulator of the system. Purpose, architecture and used diagnostic monitors have been presented. One stressed that it is important that an operator should acquire the knowledge prior to working upon the real technical object. In the final part of the paper the diagnostic system simulator was described. It lets train drivers in the stress – free conditions which is a tool to gain experience characteristic for typical and exceptional operation situations.

Pawel Mikolajczak, Arkadiusz Rychlik, Piotr Szczyglak, Jaroslaw Szuszkiewicz
Developing a User Interface Design of ATM Systems

Air Traffic Controllers are expected to continue maintaining the safety of the air space and maintaining air traffic flow to run smoothly in complex systems in the future. We discuss the method of design to develop a system of human consciousness, especially for Air Traffic Controllers. In this research, we proposed a prototype of the user interface which focuses the spotlight on aircraft related with crossing in the future on a route and Air Traffic Controllers specify when receive the information of the aircraft. Under the conventional systems, Air Traffic Controllers need to search for crossing routes for the relative aircraft by themselves. Therefore, we expect this system will be able to assist in reducing the searching task to find crossing routes for relative aircraft by using our new concept.

Toshiya Sasaki, Hajime Hirako, Kazuhiko Yamazaki, Hisae Aoyama, Satoru Inoue, Yutaka Fukuda
Discomfort in Automated Driving – The Disco-Scale

Due to the increasing amount of automation in vehicles the role of the driver changes from having an active part in the driving of the vehicle to a reactive monitoring task. Since there is currently no method to measure subjective comfort or discomfort we developed a 14-item scale to measure the discomfort of a driver. Research suggests that it is easier for users to sense the lack of comfort and because of this we used experienced discomfort as an indicator for the absence of comfort. The questionnaire was applied in an experimental driving simulator study and proved to have a high internal consistency (r = .91). Results suggest that this questionnaire is a useful tool for assessing discomfort in automated HMI. This first version is focused on, but not limited to, automation and advanced driver assistance systems in vehicles.

Felix Wilhelm Siebert, Michael Oehl, Rainer Höger, Hans-Rüdiger Pfister
Sequence of Visual Behavior during Parking

The change of a driver’s viewing direction during parking was investigated by studying the driver’s focus points in each parking phase. Skilled drivers tend to observe the parking place to prepare the next motion even when the vehicle is not approaching the place; unskilled drivers look a long time in the vehicle’s direction of travel to avoid contacting obstacles. This result suggests that helping a driver recognize the location of a parking place and a future position of the vehicle in the preparatory phase can be an effective parking assistance system.

Akihiko Takahashi
Simulation for Pilot’s Capability of Target-Pointing Operation

Target-pointing operation of the pilot is of importance for the information interaction in the cockpit, and the accuracy, rapidness and effectiveness of the operation is critical for the flight safety. The design and layout of human-machine interface in the cockpit cannot be implemented perfectly through static reach and visual zone, due to neglect the dynamic effect, such as plane vibration. In order for the optimization of layout of human-machine interface, the affect of the target-pointing operation due to multi-acceleration and vibration in cockpit is studied by manikin dynamic simulation based on both of muscle-skeleton model of LifeMOD platform and pilot motion captured data under normal condition. The results suggest that emergency operation equipment can be positioned in the area in which the acceleration and vibration has least impact to ensure that pilot can operate timely and accurately in emergency and eventually to promote flight safety.

Hongjun Xue, Xiaoyan Zhang

Web and Social Media

Frontmatter
Increased Community Engagement via Map Based Website Modules/Plugins

This paper will look into increased community engagement in modern societies with the use of map based modules that can be integrated on common websites. The intention is to use a central system which will store crowd sourced data regarding community projects and spread the data among a variety of website users achieving highest and optimum reach.

Sapumal Ahangama
Social Networking Using Mobile Devices

The burgeoning domain of social media has infiltrated general populations and has achieved broad applicability [10]. This domain has been studied extensively but there is a deficiency of research in the area of social media and mobile access and use [1] [11]. This study examines not only the use of social media on mobile devices but extends the ideas of this area of research to evaluate how social media is being used on mobile devices. It reports the findings of an online survey of 73 participants recruited from different listservs in the world. The study shows that the majority of participants use social networks as consumers (e.g. read other people posts), more than producers (i.e. post status update or a photo). It also reveals some differences between the topics participants share through a mobile device and a personal computer.

Dima Kassab, Xiaojun Yuan, Jami L. Cotler
When Does "Facebooking" Make Us Avoid Risks? The Effect of Social Networking Orientation on Risk Preference

Will consumers’ social networking orientations influence their psychological functioning on subsequent tasks in seemingly remote, unrelated domains? Prior research on social capital suggests the distinction between a bonding orientation, with which people seek to cement connectedness among exclusive and relatively homogeneous groups, and a bridging orientation, with which people focus on creating new contacts with different groups, resulting in spanning diverse social cleavages. Building on the resource depletion paradigm, we propose and find that consumers become more risk-averse after performing bridging- versus bonding-oriented activities on Facebook. We also confirm the depletion of risk-taking resources as the underlying process by showing its mediating role between social networking orientation and risk preference.

Hakkyun Kim, Kyoungmi Lee, Kiwan Park
Reflection on Reflection: Daily Review of Lifelog Photos and the Usability of Wearable Digital Camera

The novel activity of continuous visual lifelogging, becoming more and more affordable with small, wearable digital cameras, allows a user to visually record a day’s activities in remarkable details and review or re-live later. Loaded with privacy and ethical issues but still promising so many potentially positive usage scenarios, such an extreme lifelogging has many aspects to be further explored to become a truly meaningful, usable and life quality-enhancing activity. Based on the authors’ first-hand experiences of practicing visual lifelogging for a number of years, this paper describes the usability issues of wearing a typical lifelog digital camera and reviewing the photos each day.

Hyowon Lee, Nazlena Mohamad Ali, Cathal Gurrin
Balloting: Speeding Up the Voting Process

Long wait times at the voting polls has grown to be one of the biggest issues in the United States (U.S.) voting process. To address this issue,

Balloting

is presented as part of a solution to speed up the voting process. The

Balloting

process gives the voter an opportunity to electronically mark a ballot at his/her convenience, print the completed ballot in the form of a Quick Response (QR) code, and on Election Day, the voting machine is used to scan the voter’s QR code, which brings up the voter’s prior completed ballot for review and modification before officially casting the ballot. A preliminary study was conducted to measure the efficiency of

Balloting

compared to other methods of voting. As hypothesized, the study revealed that

Balloting

significantly reduced voting time, which consequently reduces long wait times at the voting polls.

Pascal Lola, Wanda Eugene, Phillip Hall, Juan E. Gilbert
Adaptive Voting Algorithms for Group and Social Recommender Systems

Nowadays online group activities are emerging, as individuals share their preferences, collaborate, discover and interact with their friends and family. Group recommender systems (GRS) use various social resources to make recommendations of items or activities that users are most likely to consume or agree upon. Thus, aggregating preference and recommending a common set of items for a group has become a challenging topic in online systems providing group suggestions and social websites. This issue is mainly concerned with the following three subjects: eliciting individual users’ preferences, suggesting the maximized overall satisfaction outcome for all users and ensuring that the aggregation mechanism is resistant to individual users’ manipulation. Furthermore, both individual and group preferences change over time. In order to track all of these changes GRS need to benefit from user interaction. This paper aims to present an innovative algorithm, which adapts to individual preference dynamics for group and social recommender systems. Individuals choose their desired items with the purpose of maximizing the entire group’s satisfaction.

George Popescu
Designing a Voting Mechanism in the GroupFun Music Recommender System

In this paper we present the implementation of a truthful preference elicitation algorithm that favors item diversity in our group music recommender system, GroupFun. First, we discuss our methodology and relate to other group decision mechanisms already implemented in state of the art group recommender systems. Then, we formalize the implementation of the probabilistic weighted sum algorithmic in GroupFun. In addition to this we discuss user strategies and incentives for submitting ratings and show how PWS favors music diversity maximizing the group’s overall satisfaction. Due to space constraints in the following we highlight only the main characteristics of our system presenting its design, interfaces and user actions.

George Popescu
Design of a Web-Based Voting Application

According to the U.S. Department of Defense, over 50,000 U.S. troops have been wounded during the recent and current conflicts in Iraq and Afghanistan, many returning home with a range of conditions including traumatic brain injury, post-traumatic stress disorder, and polytrauma. These conditions can lead to impairments that cause difficulty with the voting process. Researchers at the Georgia Tech Research Institute have developed an accessible voting web application to serve as an exemplar of an accessible voting interface and to serve as a testbed to support research into ways to improve voting accessibility.

Jerry Ray, Linda Harley, Keith Kline, Carrie Bell, Andrew Baranak, Chandler Price, Matthew Hung, Brad Fain
Network Propagation – Chance or Design?
Why Do People Share Online Content?

New media offer new opportunities. Does this also provide stronger influence over potential customers? With the possibility of ad block, the forward goal must be to develop consumer’s desire to consume advertising. Having consumers’ attention immensely increases likelihood them to remember content. (Cowan, 1995) This drives researchers to investigate the reasons artifacts become viral on the internet. What factors need to be in place to guarantee virality? Can there be a ‘how-to’ instruction guide? What needs to be considered when creating ads in order for this new advertising mechanism to be successful? In what way does the content of ads predict viral potential?

Johanna Schacht, Margeret Hall
Applying Facebook as a Management Method for the Teaching Platform to Develop Product Design

This empirical study investigated how to form a club with Facebook (FB) as an assisted instruction platform for design courses to observe the actual performance of a design agendum combining three design projects over three months. The research contents included (1) change of classroom curriculum design by proposing a design procedure for developing a FB-based design discussion platform. (2) Provider a concept for a visualization of dynamically exposed contents by developing a format with horizontal timeline that right-to-left based on the administration process of the three design projects. A feedback distribution map was produced based on two types of information, “Like” clicks and comment frequency, corresponding to the timeline. Lastly, suggestions for enhancing learning motivation by incorporating group activities, demonstrating fun and showing off characteristics were made in the conclusion.

Chien-Kuo Teng, Buo-Han Lin
Film as the Future Information System

The poster will show the medium of film as the future information system, what are the future trends of imaging techniques, on what philosophical background we could analyze them, and how we could predict the future evolution of the film media. The film itself is not only the imaging, cultural, and artistic technology, but also a specific information system, which have an important impact on the changes of media thinking in our information society. In this system all the essential features from the photographic medium are reproduced, and are further enhanced by the movement dynamics, time, depth of space, and interaction. Film and photography are being based on binary coding and difference between the internal Self-reference of system and external Other-reference of environment. The poster shows the film medium as social system, which have influence on the model of reality in the information society and culture of electronic pictures.

Katrin Vodrážková
Multi-dimensional Aesthetics Mining for Social Photo Recommendation

The success of a social photo recommendation system mainly depends on its ability to provide high quality photos, which also means the recommended photos will have a greater chance to meet the interests of the users. We believe the quality of photos may originate from three dimensions. Two experiments was conducted to validate the relation of various features from these dimensions and the attractiveness of social photos. Result show, by integrated use of three dimensions, classifiers could be constructed effectively with fewer features.

Zhanwei Wu, ZhenYu Gu, Zhanxun Dong
Aisthésis of Communication Visualization through Twitter

As technology develops, the communication methods are diversified, and, among them, the social network service (SNS) becomes popular by spreading intuitive and instant messages in cyber-physical space. Due to its unique features, this SNS-based communication inspires many media artists, who produced the visualized artworks after analyzing and extracting text messages on the SNS. We produce a prototype for interactive art installations, which involves audiences, analyzes the Twitter messages between audiences and many others, and visualizes the data on the screen in 3D, so that the audiences can experience and enjoy sensual Aisthésis of their communications. The works are made as follows. Once the Twitter messages are sent to the randomly designated accounts, they are animated by varying properties, such as the translation, rotation, font size, and color, and then the animated messages overlay with the existing messages that other audiences already sent. The animation follows either predefined shapes or paths, changes the velocity of message, and swings the individual letters of messages randomly. (To better express the process of mutual communications through twitter messages,) We also visualize the animated messages in 3D space that allows changing camera viewing and lighting, and divide messages into letter by letter so that each letter are able to be animated as a single object.

Miohk Yoo, Kyoungju Park
A Study on Intention Network Modeling Based on User’s Interest Web-Page

There are various studies to try to provide useful information to users in the Web. Web usage mining is a method to extract meaningful patterns based on web users’ log data. Most of existing approaches of web usage mining, however, had not considered users’ diverse intention but created general models. Web users’ search keywords can have various meaning upon their preference and context. This study is for generating the User Intent Network Model (UIN-Model) after collecting and analyzing web usage information corresponding to keywords. UIN-Model can supply web page navigation networks reflecting users’ various intention information. It can also be used to recommend most proper web pages and it has been confirmed that the suggested method was useful enough.

Taebok Yoon, Jee-Hyong Lee

Information Search and Retrieval

Frontmatter
A HCI-AI Tool for Astronomy

The historical use of Artificial Intelligence (AI) combined with Human Computer Interaction (HCI) has raised many philosophical and psychological questions about whether this merger is appropriate. While this debate continues to rage on there is a world of people waiting to be relieved of time consuming and tedious tasks. The current state of machine learning has proven that interaction between humans and computers is capable of supporting people performing scientific investigations.

This paper proposes a HCI-AI application for such a scientific investigation. The Lowell Amateur Research Initiative (LARI) program for the Lowell Observatory provides the opportunity to assess the viability of such an application. The LARI program offers amateur astronomers access to large photometry data sets to search for patterns of exoplanet transits, orbiting binary stars, and variable stars. These data sets contain measurements over a standard R (red) wavelength passband taken from 6x6 degree areas of the sky and contain tens of thousands of stars.

The key to the success of this HCI-AI application is the speed of processing large data sets and the ability of the HCI-AI application to interact with the amateur astronomer assisting in the identification of objects exhibiting known patterns.

Jerry D. Cavin
The Importance of Choice Design for Low Literate User Experience

This research addresses a significant gap in our understanding of low literate behavior in online search. We explore how both low- and high-literate online consumers make decisions at the point of purchase in an online shopping task. We measured percentage fixation duration of AOIs during decision-making on four search engine results page (SERP) tasks. Qualitative and quantitative results combined suggest that tabular SERP may contribute to the success of low literate consumers making sophisticated trade-off decisions. Furthermore, we propose that tabular SERP choice design may improve low literate user experience for more general SERP choice design.

Lisa Harper, Melissa McMacken, Lianne Appelt, Kathryn Summers
Performance Analysis of Naïve Bayesian Methods for Paragraph Level Text Classification in the Kannada Language

Text Categorization plays a predominant role in Natural Language Processing (NLP) and Information Retrieval (IR) applications. This work highlights the performance of different Naïve Bayesian methods for paragraph level Text Classification in the Kannada language. The dimensionality reduction technique is achieved using minimum term frequency, stop word identification and removal methods.

R. Jayashree, K. Srikanta Murthy, Basavaraj S. Anami
Making It Everyone’s Finna – Cross-Sector Collaboration and User Experience Design in a Digital Library

This is a report on ongoing work on a digital library service focusing on user experience design. The service examined is the Finnish Digital Library, also called Finna. The service is being developed in collaboration between Finnish libraries, archives, and museums, which brings challenges and opportunities to the design of user experience. The report describes the current organizational settings of the design process by listing its actors, activities, and aims.

Heli Kautonen
Exploring Technical Documents: A Prototype Study

Finding information in unknown, large data sets is not an easy task, especially if they consist of documents in an unfamiliar domain. A collection of several hundred technical reports has been analyzed in order to organize it for efficient and fluent searching, browsing, navigation and even exploration. We describe a user study on an interactive system – the

EFB-Explorer

– that visualizes the data set by different attributes to reflect the specific relevance of a retrieved document to a user’s query and offers easy-to-use zooming interaction as well as semantic zooming.

Marcus Nitsche, Stefan Haun, Andreas Nürnberger
Improved Keyword Extraction by Separation into Multiple Document Sets According to Time Series

This study proposes a method of extracting keywords including those that appear locally. Useful keyword extraction methods are available for text mining, such as TF-IDF and support vector machine. However, when keywords are extracted on the basis of time series, the local keywords are not often extracted. We propose a method of extracting the local keywords by separating a document set, which we call the document separation approach. The approach splits a document set into multiple sets according to time series, extracts the keywords for each document set, and integrates them. Using 1812 newspaper articles, we experimentally demonstrate that we can extract the local feature keywords using the document separation approach.

Ryosuke Saga, Hiroshi Tsuji
Scrolling or Paging: The Impact of Interaction Style on the Search Result Page of Mobile Commerce Website

Increasingly, users are accessing the e-commerce website by mobile device. Users are performing complicated tasks when they are shopping on line, like searching, comparing and adding products to cart. Due to the vast application on PC and limited size of the screen of the mobile device, it is common to present web page in scrolling format, especially on the SRP (Search Result Page) of mobile Commerce Site. Although a large body of work have done to investigate the impact of the scrolling and paging on the words reading, comprehension and even recall, the results of these studies have few implications for the SRP of e-commerce web site. The purpose of this study was to investigate the impact of interaction style (paging or scrolling) on the SRP of mobile commerce web site. We examine execution times for within SRP searching tasks varying interaction styles (scrolling and pagination). Meanwhile, error rate of recall task was recorded to indicate the influence of interaction style on the working memory.

Pingfei Wang, Qian Fei
A Personal Document Network Building System for Digital Document Searches

The popularity of eBooks has spread in recent years with the launch of eBook readers and more contents. Managing purchased eBooks is becoming problematic with the spread of eBooks which allows individuals to possess many books as digital documents. The volume of eBooks as well as digital documents owned by individuals is also increasing, necessitating the development of a method to search and browse them. This study led to the development of a Private Library Surfing (PLS) system as a browsing system for digital documents typified by eBooks, etc. in order to resolve this problem.

Masahiro Yoshikoshi, Kenji Matsunaga, Kyoko Yoshida
Natural User Interface for Information Retrieval

The Natural User Interface (NUI) offers a great potential to create new paradigms of interaction and it also create new challenges about how we interact with the content. We believe that novel applications oriented to academy or research with scientific data can be developed with this paradigm. In a previous research we worked in a model for exploration on scientific databases called “Semantic Exploration Model”, which is based on the use the small semantic structures of information to explore a scientific database thought navigation based on semantic concepts. Our proposal in this research is add a new layer to our model to include Natural User Interaction. This way, we can extend the model to be used on different kind the contexts and it can offer a new potential and the creation of a new generation of applications based on this paradigm.

J. Sergio Zepeda-Hernandez, Erick López -Ornelas, Rocío Abascal -Mena, Jovita Martínez, Juan Carlos Estrada

Work, Collaboration and Creativity

Frontmatter
Integrating Production Workers into User Interface Design for Diagnosis Devices in Automotive Production Environments: Field Experiences and Lessons Learned

In this paper, we present an exploratory case study regarding user interface design for test and diagnosis devices in automotive production environments. We report workers´ opinions concerning existing user interfaces and devices, as well as the use of innovative user interface and interaction concepts. Finally, we derive requirements for future use of modern interaction concepts and present a set of possible devices for future evaluation.

Nikolaj Borisov, Annette Kluge, Wolfram Luther, Benjamin Weyers
Improve of Business Intelligence Usage in Brazilian Chemical Industry in Global Crisis of 2008, 2009 and 2010

From 2008´s to 2010’s a serious financial crisis forced many sectors to drastically review their production and sales plans. Sectors like the chemical industry were reorganized to deal with the challenging scenario found. This article’s objective is to demonstrate how the world crisis from 2008 to 2010 was an opportunity to improve the business intelligence architecture usage, bringing benefits for a brazilian chemistry industry, helping the company on process standardization, data quality improvement and process automation.

Tiago Vieira Carvalho, Renato Jose Sassi
Service-Learning Model of Cultural and Creative Talent Cultivation for the Bamboo Industry Cluster 

Action research was introduced in the design of learning services. Cultural and creative talent cultivation activities were completed to review the value of local cultural crafts, such as bamboo weaving, in a town. Young students participated in the creation of bamboo weaving crafts to investigate the threshold and difficulties of learning the art, and to build a feasible model of talent cultivation for traditional industries. Based on observation, learning, exhibition, and action reflection, this study established a feasible model in understanding the difficulties and opportunities of the cultivation of new cultural and creative talents. Moreover, the study built a sustainable concept framework for the cultivation of human resources of local industries.

Tsen-Yao Chang, Kuo-Li Huang
New Perspectives on Interactivity in Project Management Tools

Software tools for project management are extremely complex desktop applications. Recently, we observe a shift from traditional project management where one project manager is responsible for creating the project plan and supervising its execution, towards a more agile multi-project management that involves project members early in the planning process. This shift demands the introduction of novel visualization and interaction techniques. This contribution summarizes our analyses of three typical scenarios and shows promising perspectives for the application of new interaction and visualization techniques. Our goal is to promote project management as an interesting and multifarious subject within HCI research.

Mirko de Almeida Madeira Clemente, Axel Berndt, Hannes Leitner, Mandy Keck, Ricardo Gaertner, Rainer Groh
Personal Risk Management

Outcomes of each organization functioning depend on personnel employed, and mostly on proper qualifications assigned to tasks, self-motivation and ability to communicate with co-employees. Thus, risk management system needs to take human factor into consideration as this is usually the weakest point of an organization.

Hanna Gołaś
Application of SMART Criteria in Planning Improvements to the Operating Conditions of Machinery

The use of work equipment generates substantial hazards for people involved in their operation and maintenance. The scope of improvements in the field should be selected with an eye to eliminating hazards and minimizing the impact of harmful, dangerous and onerous factors caused by the use of machinery. In order to develop solutions, implement them successfully and assess the results, it is advisable to apply the SMART criteria. Such criteria, which are widely known and commonly used in quality engineering, allow for the identification of crucial characteristics of specific technical and organizational solutions with a view to assuring safety.

Adam Górny, Beata Mrugalska
The Effects of Online Multiuser Virtual Environments on Creative Motivation in Collaborative Design Studios

Online Multiuser Virtual Environments (MUVEs) are online, immersive 3D environments based on anthropomorphic avatars and synchronous multiuser access. We investigated the effects of MUVEs on students’ creative motivation in collaborative design studios. Based on qualitative analyses of two long-term and authentic collaborative architecture design studios in Second Life, a commercial MUVE platform, we found that the avatars’ immersive experiences in the MUVEs, the presence of classmates’ avatars, and co-presence with them allowed the students to evaluate the usefulness of the proposed buildings and organization of exhibition spaces. In addition, we found that the shared objects in the MUVEs encouraged the production of unexpected and new solutions. However, in the MUVEs, if any buildings were not in the immersive perception of the avatars, with respect to the body and views, students struggled to develop solutions.

Seung Wan Hong, Yun Gil Lee, Yehuda Kalay
Studying Distributed Collaborations Using the Resource Allocation Negotiation Task (RANT)

When conducting team research, the experimental task can have major effects on the interpretation and overall success of the study. While some researchers chose to use high-fidelity tasks to simulate an operating environment, an alternative perspective uses more simplified, metacognitive tasks. The purpose of this paper is to present a new metacognitive task, the Resource Allocation Negotiation Task (RANT), which aims to elicit complex and rich collaborations between distributed team members.

Vincent F. Mancuso, Victor Finomore, Gregory Funke, Benjamin Knott
TeamNETS: Scaled World Simulation for Distributed Cyber Teams

Cyber operations have become a significant interest to government, military and corporate entities. Unfortunately, the secure nature of cyber operations limits the access that researchers can obtain. Therefore, simulations that can mimic the operating environment are a critical need to push this research forward. The purpose of this paper is to present a human-in-the-loop, scaled world simulation,

teamNETS

, which is capable of simulating multiple types of cyber security tasks.

TeamNETS

simulates the cognitive and collaborative requirements cyber security work and serves as an effective platform to study varying aspects of individual and team cognition, as well as other issues in Human-Computer Interaction.

Vincent F. Mancuso, Michael McNeese
Application of Fuzzy Index to Qualitative and Quantitative Evaluation of the Quality Level of Working Conditions

Quality assessment can be performed with natural language (in descriptive form) or with numbers (in quantitative form). Such approach enables consideration of all the aspects and characteristics beyond quantification, difficult or impossible to assess with numbers, hence requiring linguistic representation. Application of fuzzy index to work conditions quality assessment provides objective identification of hazards and their influence on work conditions quality.

Anna Mazur
A Method of Team Communication Analysis Based on a Team Cognition Model and Task Analysis

Effective communication is believed to be essential for positive teamwork, and thus team communication has received much attention from human factor researchers for analyzing team cooperation. This study aims to propose a method of team communication analysis that can contribute to investigating changes of team cooperation in terms of team cognition possessed by a team member. In the beginning, a communication classification matrix that consists of the category of intentions derived from a team cognition model based on mutual belief and that of contents derived from a task analysis is developed. Subsequently, the matrix is applied to team communication data. Finally reasons behind changes of team cooperation are discussed according to the analyses. The results imply that the combination of both categories can contribute to understanding changes of team working in terms of team cognition.

Kohei Nonose, Taro Kanno, Kazuo Furuta
Methodology of Facility Automation Based on Audiovisual Analysis and Space-Time Structuring of Situation in Meeting Room

Space-time context structurization is one of the key issues of the development of an automatic audiovisual monitoring system for meeting supporting and analysis of participants’ behavior in a smart space. An analysis of accumulated data about participant’s behavior including position in the meeting room, speech activity, and face direction allows monitoring system to generate participant profile, which is further used for predicting his/her behavior on successive meetings. It is also used for an adjustment of an audio and video recording and of multimedia devices controlling model in the smart room. In the experiment the main attention was paid to speaker localization in the chair zone with 32 predefined positions.

Alexander L. Ronzhin, Andrey L. Ronzhin, Victor Yu. Budkov

Text and Storytelling

Frontmatter
How to Diagram a Dramatic Story

It has been proposed that UML diagrams are able to describe certain situations and can be used as instruments for reconstructing the dramatic progress of fictitious or real text. This paper claims that these diagrams are conceptually fragmented and proposes a new type of diagram for this purpose.

Sabah Al-Fedaghi
Narratarium: An Immersive Storytelling Environment

The Narratarium Colorizer device receives either keyboard input or speech recognition input and uses natural language processing to extract key terms. The terms are queried for in a knowledge base of words and associated colors, created by leveraging the Open Mind Common Sense database and ConceptNet. The system outputs a continually changing color display, which is projected uniformly throughout the room using a custom designed curved mirror projection system.

Kasia Hayden, Dan Novy, Catherine Havasi, Michael Bove, Santiago Alfaro, Rob Speer
An Exploration of Figures and Text in Visual Narration: Visual Flow and Preference Factors

This study employed eye tracking and a questionnaire survey to investigate the relationship between plot-hinting advertisements and the image of characters in visual narration in order to identify the preferences of viewers. The results indicate the following. (1) Browsing time and two of the factors in our factor analysis (Recognition of Storyness and Imaginary Space) presented significant explanatory power in regression analysis. (2) Subjects without backgrounds in design spent more time viewing story-like advertisements than did subjects with a background in design. (3) The scanpaths showed alternating browsing patterns between the text and images in the story-like advertisement. The process of perceiving the face of the main character and the details of the image conformed to the tenets of constructivism. (4) Most subjects expressed praise for the plot-hinting and story-telling advertisement. The results of this study provide a valuable reference for the application of plot-hinting in advertisements and interactive interfaces.

Chiwu Huang, Miao-Hsien Chuang
Computer-Based Character Creation in Storytelling: Prototyping and Testing of Random Character Creator

Since the concept of “Digital storytelling” was first introduced, concepts such as “digital platform for storytelling” as well as “storytelling for digital platform” have evolved. This study evaluates a computer-based story development tool, called Random Character Creator (RCC). Using this tool, the types of variables that can be considered while building a character in storytelling are set, and a database for each variable is established. Based on each variable and database, we developed a prototype of the RCC program, which allows the user to create a character sample with a combination of randomly/selectively chosen variables. Examples of results are evaluated.

Ho Kyoung Im, YiKyung Kim, Bong Gwan Jun
Genre Visualization Based on Words Used in Text

Text visualization is one of sectors in data visualization. This study is on methods to visually represent text’s contents, structure, and form aspects based on various analytic techniques about wide range of text data. In this study -as a text visualization study-, 1) a method to find out the characteristics of a book’s genre using words in the text of the book was looked into, 2) elements of visualization of a book’s genre based on verification through an experiment were drew, and 3) the ways to intuitionally and efficiently visualize this were explained. According to visualization suggested by this study, first, actual genre of a book can be understood based on words used in the book. Second, with which genre is closed to the book can be found out with one glance through images of visualization. Moreover, the characteristics of complicated genres included in a book can be understood. Furthermore, the level of closeness (similarity) of a genre -which is found to be a representative genre using the number of dots, curvature of a curve, and brightness in the image- can be assumed. Finally, the outcome of this study can be used for a variety of fields including book customizing service such as a book recommendation system that provides images of personal preference books or genres through application of books favored by individual customers.

Hyoyoung Kim, Jin Wan Park
An Analysis of Composing Multiple Fictional Stories and Its Future Possibility

There are currently many cases mixing existing multiple stories and their characters. A new special world is constructed by extending existing independent stories and a new mixed story in the special world provides audience vivid fresh experiences. However, if the mixed story loses the reality of the popular existing stories, it becomes unattractive to the audience. In this paper, we present a guideline when designing a good mixed story from multiple existing stories by analyzing a popular game title named

Super Smash Bros.

, which contains a mixed story derived from other popular games’ stories. We believe that our guideline is useful when we design the services integrating various media presenting respective stories through the transmedia storytelling technique.

Mizuki Sakamoto, Tatsuo Nakajima
Something Is Wrong with Us

This paper describes the design and development of the interactive data visualization application

Something is Wrong with Us

. We discuss the experiential theory of Phenomenology as expressed through data aggregation and transmission. We analyze data visualization design as a process to express emotive data networks via sentiment analysis and what we term as "Density Effect." We conclude our analysis with a discussion on the value of emotive data visualization and discuss future developments of the application.

Nicole Williams, Muharrem Yildirim

Agents, Avatars and Robots

Frontmatter
An Investigation of Multimodal Metaphors in E-Book Assessment Interfaces

This paper investigates the role of some multimodal metaphors in e-book assessment interfaces using avatar, images, visual text, and earcons in terms of efficiency, effectiveness and user satisfaction as well as learning performance. This experimental approach was evaluated using two different versions (one for a control group and another for the experimental group) of an e-book examination interface. The experiment was contacted by 30 users. The first version (VOEBT) that was based on text only to present the test questions and another version (VMEBT) that used avatars, images, text and earcons to present the same questions to users. The results of the experiment showed that the approach taken was effective to communicate additional supportive information for questions connected to the learning material and could indeed assist to enhance the usability of e-book assessment interfaces. It was observed that users taken less time to successfully complete tasks in a manner that facilitated ease of use and user enjoyment as well as making the interface more satisfactory. Furthermore, the use of images and avatars made the information communicated more memorable.

Dimitrios Rigas, Amirah Algahtani
Estimation of User’s State during a Dialog Turn with Sequential Multi-modal Features

Spoken dialog system (SDS) is a typical speech application and sometimes regarded as one of ideal interfaces. However, most of conventional SDSs cannot help their user while waiting for input utterance since they treat a user’s utterance as a trigger of processing. This architecture is largely different from the manner of human-human interaction and factor that makes the user feel inconvenience when they cannot respond to the system’s prompt appropriately. To solve this problem, the system should be able to estimate the internal state of the user before observing the user’s input utterance. In present paper, we proposed two-step discrimination method using multi-modal information to estimate the user’s state frame by frame.

Yuya Chiba, Masashi Ito, Akinori Ito
Your Own Facial Parameter Generation for a 3D Avatar Interface Using an MRI Medical Image

This paper describes empirical study to make your own facial model for a 3D avatar interface using an MRI medical image. Our idea is that we make use of the MRI medical image as the reference face, then decide more than 50 morphing parameter values automatically to design your original avatar face that resembles a real person. MRI data is also useful for 3D human face/body modeling, although it has been used for medical diagnosis only as a general rule.

Hiroshi Dohi, Hitoshi Iba, Mitsuru Ishizuka
A Computational Model of Graded Cueing: Robots Encouraging Behavior Change

This work presents a model of the occupational therapy technique of

graded cueing

for teaching and practicing desirable health and social behaviors adapted for use in socially assistive human-machine interaction. Graded cueing is represented as a probabilistic model of first prompt choice based on the perceived user ability level. The model is used to increase imitation proficiency of children with autism spectrum disorders through a “Copy Cat” imitation game.

Jillian Greczek, Amin Atrash, Maja Matarić
Developing a Human Figured Agent Interacting to Architectural Context for the Advanced Simulation of Human Behavior in the Built Environment

In architectural design, architects conventionally rely on their previous knowledge and experience, and building codes to evaluate their design alternatives. These factors for the evaluation of designs normally focus on the physical information of building such as size, shape, color and so on. Recently, there have been several attempts to evaluate the performance of the buildings such as light, energy, heat, structural stability and so on. However, building and space contains more complicated information than what we have seen and what these attempts have focused on. Especially, human behavior is one of the most important factors to evaluate the performance of built environment. In this manner, we intend to suggest the advanced simulation model for human behavior in the built environment. It is a kind of human figured agent which interacts with physical, semantic and social information of the built environment.

Yun Gil Lee, Changhoon Park
Automating the Mentor in a Serious Game: A Discourse Analysis Using Finite State Machines

Serious games are increasingly becoming a popular, effective supplement to standard classroom instruction [1]. Similar to recreational games, multi-party chat is a standard method of communication in serious games. As players collaborate in a serious game, mentoring is often needed to facilitate progress and learning [2, 3, 4]. This role is almost exclusively provided by a human at the present time. However, the cost incurred with training a human mentor represents a critical barrier for widespread use of a collaborative epistemic game. Although great strides have been made in automating one-on-one tutorial dialogues [5, 6], multi-party chat presents a significant challenge for natural language processing. The goal of this research, then, is to provide a preliminary understanding of player-mentor conversations in the context of an epistemic game, Land Science [7].

Brent Morgan, Fazel Kehtkar, Athur Graesser, David Shaffer
Reasoning, Planning, and Goal Seeking for Small Combat Unit Modeling and Simulation

The current state of Modeling and Simulation (M&S) scenario creation is difficult, requiring too much time and effort on the part of Subject Matter Experts (SMEs) and analysts to produce scenarios that are sufficiently realistic for valid analysis, as well as a need for more realistic M&S agent behavior and decision making in simulation. Additionally, there also is a critical need for decision support tools to support Soldier and Small Unit (SU) decision making in the field. TSE is currently developing algorithms for the automation of combat operation simulation behaviors on the individual Soldier and SU level that may also be leveraged for Soldier and SU decision support tools to meet these critical Computer-Human Interaction (CHI) domain problems. TSE is researching and developing the Reasoning, Planning, and Goal-Seeking (RPGS) architecture, which is targeted at the next generation of constructive simulations requiring autonomous and intelligent agents that are capable of problem solving; considering multiple courses of action; coordinating with friendly forces; following chain of command; and using Tactics, Techniques, and Procedures (TTPs) to guide operations. Intelligent agents guided by RPGS methodologies and algorithms will be able to execute complex tasks given mission goals, initial/boundary conditions, constraints, and access to a battlespace knowledge base. TSE is creating a formal model of the Soldier and SU battlespace on which reasoning can be conducted. TSE will integrate two technical standards into the battlespace knowledge model; the Joint Consultation, Command, and Control Information Exchange Data Model (JC3IEDM) and the Coalition Battle Management Language (C-BML). This paper discusses the application of these standards and the design and development of a battlespace knowledge base and new RPGStechnologies.

Daniel Rice, Medhat Korna, Peter Amstutz, Dale Malabarba
Dialog Systems and Their Inputs

One of the main limitations in existent domain-independent conversational agents is that the general and linguistic knowledge of these agents is limited to what the agents’ developers explicitly defined. Therefore, a system which analyses user input at a deeper level of abstraction which backs its knowledge with common sense information will essentially result in a system that is capable of providing more adequate responses which in turn result in a better overall user experience. From this premise, a framework was proposed, and a working prototype was implemented upon this framework. The prototype makes use of various natural language processing tools, online and offline knowledge bases, and other information sources, to enable it to comprehend and construct relevant responses.

Darren Scerri, Alexiei Dingli
A Dress Coordination Robot System Which Can Improve User’s Ability by a Dialogue Robot

People who are not good at coordination of apparel tend to wear similar clothes many times. Unless they notice this fact, they won’t be able to change. Therefore, We developed a dress recommendation system that can cope with this problem by a conversational robot. A big screen displays life-size clothes and the robot explains the recommendation Dress is divided into three parts, an inner, an outer, and bottoms and recommended as a combination of those three. When it is not user’s favorite combination, user can ask a robot the reason for recommendation. We propose two dialogue strategies, blind spots pointing and chance discovery mechanism, to improve the user’s coordination power. The system adapts to the user through the interaction. Furthermore, since the robot explains the user reasons of the recommendation and blind spot pointing, user can easily carry out the chance discovery. Thus, user’s dress coordination power is improved.

Aoi Shimizu, Yu Suzuki, Hirotada Ueda
Specification of Daily-Life Objects Places for “Tidy-Up” Robotic Service

In this paper, we focus on the “Tidy-up” robotic service which needs extremely complex and enormous kinds of knowledge about objects, environments, places, and user’s status. Especially, we have tried to find the way for specifying of appropriate places of daily-life objects for the “Tidy-up” robotic service. As the first phase, we categorized daily-life objects into three categories: Trashable, Reusable, and Washable. In the specification of an appropriate place, there are two methods: object category based and individual object trajectory based. For the first method, object state machine has been provided for each object category. In the second method, the object trajectories in term of places have been collected. Based on these historical trajectories, we could recognize the trajectory pattern and use it to provide and appropriate place for individual object.

Weerachai Skulkittiyut, Haeyeon Lee, Trung Ngo Lam, Makoto Mizukawa
Safe Physical Human-Robot Interaction through Sensorless External Force Estimation for Industrial Robots

The presented research work introduces the safe limitation of contact forces between an industrial robot and its human operator during physical collaboration. While estimating these contact forces with a physics algorithm in the robot control software, they can be easily limited before getting harmful. The developed algorithms allow the user to stop and move the robot arm with moderate effort and therefore he feels safe during interaction. Through bypassing and redesigning the position feed-back controllers of the robot, the drive output torques can be held under the critical threshold calculated via Newton-Euler dynamics.

Axel Vick, Jörg Krüger
The Geminoid Reality

Our society is on the borderline of information era, experiencing a transition towards a robotic one. Humanoid and android robots are entering with a steady pace into our everyday lives taking up roles related to companionship, partnership, wellness, healthcare, and education among others. The fusion of information technology, ubiquitous computing, robotics, and android science has generated the Geminoid Reality. The Geminoid is a teleoperated, connected to a computer network, android robot that works as a duplicate of an existing person. A motion-capture system tracks facial expressions, and head movements of the operator, and transmits them to the robot, overriding at run-time the preprogrammed configurations of the robots actuators. The Geminoid Reality is combining the Visual Reality (users’ and robot’s point of view) with an Augmented one (operator’s point of view) into a new kind of mixed reality involving physical embodiment, and representation, causing the ownership transfer, and blended presence phenomena.

Evgenios Vlachos, Henrik Schärfe
Remote Controller for Regression Test in the Robot Framework

Robot framework is an open source efficient test automation framework. Regression test is an expensive but necessary maintenance activity on modified software. Although robot framework supports test suite and can generate straightforward test report and log. However, deployment of robot framework on various testers’ computer is expensive and time-consuming. In addition, testers may only use the framework in specific project because they could focus on other test technology on other projects. It is also hard to manage test reports and logs because test work can take place in the same or different place at the same or different time under the label Computer Support Cooperative Work. In this paper, we design and implement a tool called Remote Controller to solve problems existed in the robot framework. To demonstrate the usability of the Remote Controller for research and design, we use Remote Controller to explore the cost saving in different projects: Enterprise Architecture and Relay loader.

Ziyuan Zhang, Haoran Guo, Heng Wang

Smart Environments

Frontmatter
Participate: Pervasive Computing for Environmental Campaigns

Participate was a three year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environmental campaigns. In a series of pilot projects, schools used mobile sensors to enhance science learning; visitors to an ecological attraction employed mobile phones to access and generate locative-media; and the public played a mobile phone game that challenged their environmental behaviours. Key elements of these were carried forward into an integrated trial in which participants were assigned a series of environmental missions as part of an overarching narrative that was delivered across mobile, broadcast and Web platforms. These experiences use a three-layered structure for campaigns that draw on experts, local groups and the general public, who engage through a combination of playful characterisation and social networking.

Alan Chamberlain, Dominic Price, Martin Flintham, Kevin Glover, Chris Greenhalgh, Steve Benford, Andy Gower, Amanda Gower
Changing Interactions to Reduce Energy Consumption: Specification of a Context-Aware System Centered on the Home Occupants’ Concerns

This paper presents the specification of a context-aware system dedicated to assist home occupants in their everyday life while reducing their energy consumption. The system behavior and the interaction are built upon the definition of “situation spaces” based on a prior definition of the contexts of activity from the point of view of each actor in the home, i.e. taking into account actors’ concerns. The interaction specification appears to be a way to manage the discrepancy between users’ concerns and the system context, which can reduce errors. To develop context-aware systems that can easily be appropriated and thus potentially “invisible,” we believe it is essential to articulate choices about architecture and interaction with models of individual-collective activities built upon real-life observations.

Myriam Fréjus, Michele Dominici, Frédéric Weis, Germain Poizat, Julien Guibourdenche, Bastien Pietropaoli
Designing of Face Image Processing Technique for Sorting Out Japanese Raccoons Form Raccoons

To observe mode of life of wild animals, it needs to research individual animal continually. We have to capture these animals temporarily. We need to capture them safely, of course, without hurting them. In general, we make use of traps and capture wild animals. Automation and remote-control operation which monitor traps are needed to reduce costs such as labor costs related to capture for long periods of time. For this reason we developed new type of traps that is possible of remote monitoring and remote operation over the network. Furthermore, we try to recognize face image toward automatic discrimination. In this study, we explain about preprocessing that face recognition is needed.

Tadasuke Furuya, Yayoi Kaneko, Hiroaki Ishii, Takafumi Saito
Infoscope: A Mobile Device Supporting Exploratory and Playful Knowledge Discovery in Physical Environments

Infoscope is a novel mobile device that can support knowledge discovery and exploratory playing in physical environments. More specifically, Infoscope utilizes RFID technology to provide audio guiding and localized question / answer games and employs wireless communication technologies to exchange information about its user’s interests with computer platforms in order to present through them related supplementary multimedia information. The device comes with two accompanying software components: one for editing / updating its contents, and one running on personal computers for providing supplementary multimedia information. Infoscope has been evaluated and tested as a museum guide and as a knowledge discovery toy for toddlers.

Dimitris Grammenos
Spot-Light: Multimodal Projection Mapping on Food

Spot-Light is a projection mapping system for foods that enriches dishes by projecting images or sounds on foods. Tastes of foods are constructed not only with simple gustation, but also with appearances and sounds. For better appearances, ordinary cooking methods such as food coloring agents or crunching sounds of pie contribute to modify these food properties. However, it is not possible to purely modify them because all ingredients are inevitable from chemical interruptions into the original food. Our system enhances these properties by visual and sound projection with a RGB camera, a depth camera, a parametric speaker and a projector.

Yui Kita, Jun Rekimoto
A Study of Properties and Services of a Smart Home for the Elderly

Republic of Korea is expected to enter into a super-aged society. Therefore, the needs of studying improved services and policies which support the quality of life, health, and comfortable living condition of the elderly are likely to increase. This study suggested a research direction of necessary properties and services for a smart home by analyzing existing studies to support the life of the elderly. Through investigation and analysis of studies of smart home and the elderly, we identified problems and implications of current smart home related studies.

Sun Jung Lee, Hyo Chang Kim, Sang Min Ko, Yong Gu Ji
A Novel Layer-Scanning Method for Improving Real-Time People Counting

People counting is an important subject for various applications and analyses. This paper proposes a novel method for counting the number of targets by using the layer scanning of depth information provided by the Kinect® sensor. The steps of this method include constructing a depth image background model, deriving foreground depth map, filtering the noise, classifying the targets, and screening the area of targets with layer scanning to calculate the number of targets by determining the highest position of the respective targets, tracking and analyzing the objects, and counting the number of the objects. Moreover, the dynamic number of targets is calculated using a tracking algorithm. The proposed system is beneficial in automatic, effective, and precise calculation of the number of targets in a specific area. Furthermore, the technique of the present method is not affected by the changes of the ambient light which can effectively reduce the interference of the background.

Daw-Tung Lin, Dong-Han Jhuang
iEat: An Interactive Table for Restaurant Customers’ Experience Enhancement

An active field of research today is the technological enrichment of everyday activities using augmented reality and ambient intelligence technologies. To this end, augmenting dinner tables is a challenging task, requiring a high-quality user experience unobtrusively supporting and enhancing the user’s main goal: eating and socializing. This work presents an augmented restaurant table, facilitating customers’ ordering and enhancing their experience through entertainment and socialization features, as well as through interaction with physical objects placed upon the table surface.

George Margetis, Dimitris Grammenos, Xenophon Zabulis, Constantine Stephanidis
My Mirror- A Tool to Support Self-awareness

Studying different aspects of self such as self-awareness and self-reflection in the area of HCI is still growing. In this study we focus on the mirror as one of the main sources of self-information. We present a process of design research that we conducted to redesign the mirror and develop a low fidelity prototype of

My Mirror

, a tool to support self-awareness by triggering individuals’ inner-speech.

Afarin Pirzadeh, Reecha Bharali, Terri Wada
Relationship Analysis between the Child’s Behaviors Patterns and Sense of Anxiety

This study aims to provide an information assistance mechanism which estimates the child’s state of emotion. This paper shows relationship between child behavior patterns and sense of anxiety. We assumed a typical situation; a mother is working at home without caring her child and the child is playing alone near the mother. We assumed that looking at his mother is a reflection of anxiety in the situation. Therefore, we have examined the number of times of looking at his mother. We could observe monolog behaviors in peace of emotion, while speaking to his mother, frequent moving around, and frequent change of behaviors in sense of anxiety. We also found distance between the child and his mother is important for peace of emotion because the anxiety is dissolved by sitting near his mother in his hand distance.

Ayako Sasase, Toshikazu Kato
Designing a Technology–Augmented School Desk for the Future Classroom

Technological advancements and contemporary learning theories dictate the need for redesigning the school environment to emded technology in a seamless way. This paper describes an approach towards the development and modernization of the future classroom, by redesigning the student desk. A technology-augemented desk was designed following an iterative approach, leading to the creation and evaluation of several alternative solutions.

Calliope Savvaki, Asterios Leonidis, George Paparoulis, Margherita Antona, Constantine Stephanidis
Automatic GUI Generation for Home Electric Appliances by Remote Controller on Ad-Hoc Wireless Communication

A majority of home electric appliances are now remotely operable with remote controllers. Users therefore need to operate a wide variety of remote controllers with designs that vary by model and by manufacturer. Also, along with the sophistication and functionality of the appliances, these remote controllers are each provided with an increased number of operation buttons. This makes it more difficult for users to find the correct button from the many buttons. Further, a television set, for example, is commonly used combined with other appliances. Users are then required to manipulate remote controllers for several appliances in the correct order, while thinking about the necessary procedure.

Hiroki Sawada, Tomohiro Hase
CLIM: An Interactive Tabletop for Landscape Modeling

In this paper we describe our development of an interactive touch tabletop user interface for a landscape design tool. The user interface provides a view of the data, which combines the affordances of a multi-touch tabletop display with a vertical screen for real-time feedback. While the table metaphor fits well with the concepts of a top down view of land-scape, approachable from any direction, the board metaphor provides a clear, shared orientation for reading output charts. We also present a data model for landscape projects, which provides a knowledge-based approach to design decision making. We discuss the sourcing of the datasets that drive our landscape model.

Matthew Swarts, Paula Gomez, Pedro Soza, Jonathan Shaw, James MacDaniel, David Moore

Virtual and Mixed Environments

Frontmatter
CamouLED: Real-Time Generation of Pixel Pattern for Camouflage

This study has developed CamouLED, which is a real-time patterning technique for active camouflage, using light emitting diodes (LED). Once a CMOS camera receives a background image, camouflage patterns are generated real-time by the patterning program. The major strategies for color combination include Average, Main and Mosaic. Two arrangement types (Arrange, Random) control background properties and distribution of pixels to generate patterns. The generated patterns are then displayed on an 8 x 8 LED matrix. The system provides over 85% of color consistency between the inputted and outputted colors. Future researches should concentrate on improving the fine details of the real-time patterning program as well as the LED controlling technique for better adaptive camouflage.

Woon Jung Cho, Hye-Kyoung Seo, Hannah Kim, Jiyeun Lee, Dong-Hyun Kang, Min-Ki Kim, Kwang-Hee Han
Cloth Handling in Virtual Space

Cloth is used for design and production of clothing and virtualization of cloth is beneficial. In this study cloth handling is virtualized. Cloth is mechanically formulated and modeled. The motion of the position of human hand in the real world is captured using Kinect that is a sensor of game-machine. The motion of the position of human hand to the cloth model and handling of cloth is simulated in the virtual world. Handled cloth interferes with other object in the virtual space because collision detection and reaction are defined for the cloth model. Three-dimensional shape of hand is extracted from the depth image of Kinect and the motion of the shape of the hand in the virtual space is displayed.

Shigeru Inui, Yuko Mesuda, Yosuke Horiba
The Role of Spatial Immersion for Tasks Based on the Use of Egocentric Frames of Reference

The focus of the current study was to understand which aspects of 3D immersive virtual reality are particularly useful for tasks based on the use of egocentric frames of reference. Twenty-two undergraduate students learned relative motion concepts in an interactive virtual reality simulation, either in an immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE). Our results show that the IVE group improved more significantly than the DVE group on solving relative motion problems after training in the simulations. The students’ improvement from the pre- to post- problem solving test revealed that, through correlation analysis and rating different scales of presence, only spatial immersion scale showed a significant correlation which favored the IVE. This result supports our hypothesis that egocentric encoding of the scene in IVE is beneficial for tasks based on the use of egocentric frames of reference.

Michael Kozhevnikov, Dana Hayes, Maria Kozhevnikov
What Does the HUD Tell Us?: The Heads Up Display
as a Meta-communication in Videogames

How important is the overlay interface, or Heads Up Display (HUD) to the identification of games for videogame players? In order to investigate this issue I created an on-line survey where respondents were asked to identify games by genre based on screenshots of the game with and without HUD. While the data indicate that the presence of the HUD increases the overall number of correct categorizations of the games and the respondents’ confidence in their anwers, the effect is much smaller than anticipated relative to other cues such as camera position and avatar placement.

Stein C. Llanos
Interactive Stereoscopic Authoring in MR-Based Pre-visualization for 3D Filmmaking

This paper presents a mixed reality (MR) based system for on-set pre-visualization (PreViz) of stereoscopic 3D (S3D) films. PreViz refers to simple computer-generated shots created in the preproduction phase (before shooting). In terms of stereography, this preparation enables stereographers to design S3D effects on the screen and camera-work using rather cheap computer graphics (CG). However, how a scene actually looks like in S3D are unknown until the production phase on-site. Therefore, we propose a system, which enables users to visualize expected results in the preproduction phase instead of the usual production phase.

Shohei Mori, Fumihisa Shibata, Asako Kimura, Hideyuki Tamura
Using Game Technology to Develop Snowboard Training Simulator

The motion sensor, such as Kinect and Wii remote has attracted the attention especially for the development of virtual reality games. Most of games using motion sensor provides entertainment. These games have a limitation that if players want to learn and exercise practical sports skill. To overcome this, we aim to provide a sport-training program that is effective and applicable to real life sports. This paper will present a virtual simulator for the beginners to train and learn snowboarding skill. Player can practice five basic exercises in the simulator. To accomplish this, following three main functions will be implemented based on sport science and advanced game technology.

Changhoon Park, Junsuk Moon
Collision Avoidance Affected by Walker’s Head Direction in a Virtual Environment

We investigated participants’ active response to avoid collision with an approaching walker in a virtual environment. The walker was approaching and then changed his direction leftward or rightward at a random timing. The walker’s head rotated (yaw) leftward or rightward, or remained straight at 533ms before direction change of walking. Ten participants were asked to avoid collision by moving a mouse laterally to move own viewpoint. We found that participants’ collision avoidance behavior was affected by head directions. They moved in the opposite direction to the other walker’s head direction when the walker rotated his head. These results suggest that we utilize other people’s head direction to avoid collision in active situation as well as static perceptual situation.

Shunya Ueda, Michiteru Kitazaki

Security and Privacy

Frontmatter
The Problem of Implicature in “Do Not Track” Choice Design

In an observational study using an eye-tracker, subjects were presented with a modeless cookie choice dialog preceding a short survey on Internet privacy. Subjects were later asked whether they believed ad trackers were present on the site or not. 41% believed there either were or were not ad trackers on the site based on not clicking “allow” or “block”, respectively. These results suggest that a pragmatic implicature is in play - information is suggested though not explicitly stated.

Lisa Harper, Deborah Kohl, Kathryn Summers
SpeechProtector: A Speech Protection System for Preventing Reporting Bias

Freedom of expression is welcomed in democratic nations, but there is no end of cases in which recorded video is processed to report information not intended by the person in the video. For this article, we have developed a prototype system for preventing this sort of bias in reporting. The system is a smartphone application that allows users, who are the subject of news-gathering, to also record the material themselves, post it to a video sharing site, and to display a QR code containing a link to the video. The system enables a link to a video reproducing the original statements to be forcefully embedded in the report video, which should inhibit bias in the reporting as it is presented later.

Kazutaka Kurihara, Koji Tsukada
Secure and Usable PIN-Entry Method with Shoulder-Surfing Resistance

We propose a new PIN-entry method which prevents shoulder surfing attacks effectively. The proposed method uses a random mapping between the PIN digits and alphabets given as challenges to the users. The user’s task is to recognize this mapping and to enter the mapped alphabet sequence instead of directly entering the PIN digits. The intuitive nature and easy interface of the proposed scheme enables the users to learn it easily, and the experimental results in the pilot test show that the new method guarantees fast and reliable authentication. To be precise, the average authentication time was 5.8 to 6.8 seconds, and the average error rate was 3.3 to 6.7%.

Mun-Kyu Lee, Hyeonjin Nam
Optimized Anonymity for Intergenerational Communication Based on the Concept of Crowdsourcing

The grandparent-grandchild (GP-GC) relationship is considered important especially in hyper-aged societies with low birth rates. With the popular trend in information and communication technology (ICT) towards SNS-like crowdsourcing, our aim is to create GP-GC-like relationships among users of online social networks. As a first step, we conducted an experiment in which we connected seniors and young people on an SNS. Our results indicate that seniors are interested in young people’s life-logs, but most of their comments in the experiment were in the form of overbearing or meaningless advice. On the basis of these results, in this paper, we also discuss the design of a system that facilitates an augmented GP-GC relationship.

Yuki Nagai, Atsushi Hiyama, Takahiro Miura, Masaru Miyazaki, Michitaka Hirose
Laptop Security and Data Protection with Intel® Anti-Theft Service

With technology advancements and widespread adoption of connectivity, more and more users are using a wide range of devices to access information whenever and wherever they want. With increase in laptop usage, there is also an increase in laptop theft. This paper describes how Intel® Anti-Theft Service (IATS) powered by Intel® Anti-Theft Technology (Intel AT) helps protect both the asset (device) and data by locking down the device if lost or stolen. In this paper, we outline the working of Intel AT, operation of IATS, design and development of IATS from user experience viewpoint, and conclude with shared quantitative and qualitative metrics for implementation of Intel AT with customers and partners.

Sasanka Prabhala, Jiphun C. Satapathy
Cyber Trust and Suspicion: A Human-Centric Approach

Conventional wisdom has regarded cyberspace security as a pure technology issue – sophisticated information techniques, tools, and policies are a must in order to detect and defeat threats. At a more foundational level, however, it is now clear that cyberspace security is also, if not more, a human-social phenomenon - how human operators, be they everyday internet users or national intelligence analysts, perceive and make sense of cyber events “closes the loop” and is therefore essential for the ultimate success (or failure) of cyberspace security. In this position paper we argue for the need of studying cyber trust and suspicion from a human-centric approach. Based on a principled abduction-based framework, the results will answer a full range of fundamental questions regarding cyber trust and suspicion.

Hongbin Wang
Backmatter
Metadaten
Titel
HCI International 2013 - Posters’ Extended Abstracts
herausgegeben von
Constantine Stephanidis
Copyright-Jahr
2013
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-39476-8
Print ISBN
978-3-642-39475-1
DOI
https://doi.org/10.1007/978-3-642-39476-8

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