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2023 | Buch

HCI International 2023 Posters

25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III

herausgegeben von: Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy

Verlag: Springer Nature Switzerland

Buchreihe : Communications in Computer and Information Science

insite
SUCHEN

Über dieses Buch

Der fünfbändige Satz CCIS 1832-1836 enthält die erweiterten Zusammenfassungen der Poster, die während der 25. Internationalen Konferenz über Mensch-Computer-Interaktion HCII 2023 im Juli 2023 in Kopenhagen, Dänemark, als Hybrid-Veranstaltung präsentiert wurden. Die insgesamt 1578 Beiträge und 396 Poster, die in den 47 HCII 2023-Procedure-Bänden enthalten waren, wurden sorgfältig überprüft und aus den 7472 Beiträgen ausgewählt. Die in diesen fünf Bänden präsentierten Poster sind in thematische Abschnitte gegliedert: Teil I: HCI-Design: Theoretische Ansätze, Methoden und Fallstudien; Multimodalität und neuartige Interaktionstechniken und -geräte; Wahrnehmung und Kognition in Interaktion; Ethik, Transparenz und Vertrauen in HCI; Studien zur Nutzererfahrung und Technologieakzeptanz; Teil II: Bereit

Inhaltsverzeichnis

Frontmatter

Interacting with Data, Information and Knowledge

Frontmatter
Voyaging: Crowdsource Application for Safe Travelling Experience

Tourism has always been an important economic sector around the world with millions of tourists travelling every year. With the recent easing of covid restrictions around the world, the tourism industry has been recovering and growing rapidly. While it is a significant contributor to global economy, it is also a source of danger for tourists. Research studies have found that tourists are vulnerable to a variety of dangers and risk, including injury and death, while visiting tourist attractions around the world. Some of the most common causes of tourist fatalities include road traffic accidents, drowning, falls and crimes. It has been found that in a study done in New Zealand, an estimated 20% of overseas visitor injuries and 22% of fatalities are by tourism related activities.We have developed a mobile application called Voyager is focused to help users be more informed about the dangers and safety culture of their travel destinations. The Voyager aims to help tourists identify safe locations, understand local law and safety culture. By providing this information, the Voyager aims to minimize the risks associated with tourism and enhance the overall travel experience for users.

Richie Ang, Owen Noel Newton Fernando
BingoFit: A Bingo Clothes Presentation System for Utilizing Owned Clothes

When we select clothes to wear, various factors such as weather, place, and occasion, in addition to personal preferences, must be considered. It is also essential to view the overall balance of the outfit by properly combining items such as tops, bottoms, and outerwear. However, it is not easy to consider a combination of various clothing items daily. For example, people tend to wear certain clothes frequently, or they might forget clothes in the back of their closet and stop wearing them, resulting in an uneven dressing style. We focus on a bias in the wearing of clothes and research to promote clothing utilization by having people wear all their clothes more regularly. In this study, we propose and implement the “BingoFit” system, which presents a user’s clothes using the bingo style. The user uses the BingoFit system by filling in squares showing clothes on a bingo card and then wearing the clothes shown. We conducted experiment tests to use our system during multiple seasons. Then, we found that using BingoFit to select clothes helped them discover new combinations of clothes and encouraged them to wear infrequently worn clothes, thereby promoting their use of the clothes they owned.

Yukino Aoki, Kouta Yokoyama, Satoshi Nakamura
Exploring Design Principles for Speech-to-Visualization Data Entry Interfaces

We present an interface for automatic transcription and simultaneous visualization of spoken narratives on a timeline. We discuss the results of initial laboratory testing of the interface and interviews with prospective users of the approach in two different domains. Speech transcription and entity recognition errors inherent in machine-learning-based approaches to natural language processing place special requirements on the system-user interaction. We outline the design principles for this kind of interface based on the results of testing and interviews with potential users. The presented approach differs from other state-of-the-art text-to-visualization systems in that it constructs a visualization from a speech narrative, while automatically identifying data of interest, as opposed to building plot visualization for user-specified data in structured form based on user’s spoken instructions.

Tamara Babaian
Crowdsourcing a More Realistic Emotional Lexicon Process

Even though sentiment analysis and emotion analysis are relatively new subfields of natural language processing, they are increasingly being used by businesses and academics. Their primary objective is to automatically capture the emotions and opinions of people as they wrote their text. Whether the text is from social media, literature, or any other form of text, it is a difficult problem. We present a novel approach by introducing the idea of capturing a range of universal primary emotions (i.e., sadness, happiness, anger, disgust, surprise, and fear). By crowdsourcing the emotion lexicon, it creates a diverse lexicon of emotions. This type of lexicon shows how many people within the same culture and language can have both convergent emotions where everyone universally every agrees that a word has a single emotion behind it (e.g., yummy = happy) and divergent emotions where there is a range of feelings for the same word (e.g., hated = angry, disgusted, and sad). Finally, we empirically prove that emotions are not binary as is often used by modern approaches to this problem (e.g., not sad ≠ happy), showing that people’s emotions are complex and nuanced.

Robert Ball, Joshua Jensen, Samuel Romine
Exploring Opportunities for Visualization-Based Information Translation in Environmental Education: Using Taiwan’s Chenglong Wetland as an Example

Global climate change has caused environmental and ecological anomalies and alterations, including catastrophes caused by climatic variations in the greater environment, the severity of disasters being affected by human factors, changes in ecological species, and transformations of local cultures. The interrelationships between the causal factors behind these phenomena are highly complex. The Chenglong Wetland, located in the Kouhu Township of Taiwan’s Yunlin County, is of great local importance but the situations there have been altered by climate change, ranging from wetland formation to the people’s livelihoods, economy, and living environment. The general public has a delayed temporal awareness and weak perception of environmental changes. Consequently, local residents find it difficult to form specific ideas and comprehend numerous data and various influencing factors when facing disasters and impending changes. The purpose of this study is to clarify the factors affecting the Chenglong Wetland through a literature review and by holding focus group interviews with local stakeholders. The identified factors then served as the basis for proposing the designs and texts on environmental changes for visualization-based information translation, with the aims of providing users with an in-depth understanding of the issues and stimulating cognitive changes in them, thereby affecting their attitudes and behaviors indirectly.

Wen-Huei Chou, Yao-Fei Huang, Jia-Yin Shih, Chung-Wen Hung
A Harmonized Multi-lingual Terminology for ICT Devices and Services with a User-Centric View

Information and Communications Technology (ICT) has become central to the life of all citizens in the European Union.This comes with challenges for users, as different device manufacturers or service providers may use a divergent set of terms to denominate identical devices and service features: a name is therefore a primary means by which a user can recognize and understand them.This supports the requirement for the user-centered terminology which has been developed to provide a referential for the end users, and a structured guideline to support the ICT actors (e.g., the industrial stakeholders) in the provision of harmonized services and documentation.The harmonized terminology is covering commonly used, basic ICT features of current and upcoming ICT devices (4 groups), services and applications (12 groups) focusing on communication in mobile contexts of use. The result is a multilingual terminology supporting over 800 terms.The work described has been undertaken by the Technical Committee Human Factors (TC HF) of the European Telecommunication Standards Institute (ETSI). Its main deliverable, the ETSI Guide (EG 203 499), has been developed in three steps, incorporating a growing number of supported languages and corresponding EG versions. The last step of the work is currently undertaken with the inclusion of eight languages that will finalize the coverage of all the 27 official languages of EU (the European Union) and EFTA (the European Free Trade Association). This EG is a public and freely available document. Once achieved, this version is expected to be proposed to standardization.

Emmanuel Darmois, Martin Boecker
ProtoLife: Enhancing Mobile Multimedia Narratives Through Prototyping Techniques

Social media and digital albums are a popular tool for capturing and preserving memories, but creating a cohesive narrative from these multimedia elements can be a challenge. The lack of connection and logic between content in digital storage makes it difficult to create a meaningful story from captured multimedia. We propose ProtoLife, a mobile solution for recording and creating multimedia stories. It uses the concept of flow and connectivity in prototyping, a common approach to interface design, to enhance the logic and connections between multimedia elements. This approach allows for a more immersive and compelling storytelling experience, as it is key to the media collective and storage tools. The results can also serve as a valuable tool for researchers and practitioners in the field of human-computer interaction, as it provides an example of an approach to enhancing the narrative of multimedia content.

Yifan Deng
Development of Interactive Teaching Device for Difficult Teaching of Collaborative Robot

As the demand for collaborative robots increases, the manufacturers have come to use touchpad-typed teaching devices, and human-friendly interfaces have played a significant role in robot teaching. Accordingly, the needs for development of a user-friendly intuitive interface is increasing, and several companies are emerging to develop a user-friendly teaching interface.In addition, even if there is a teaching pendant that provide an intuitive interface, it is basically difficult to teach a high-difficult task such as peg-hole work, pivot work, flat and curved sanding work requiring precise teaching without professional programming.In this paper, to provide an easy robot teaching method for these high-level hard tasks, we have developed a wizard that provides a step-by-step process without programming for the sophisticated teaching. By teaching robots with unit tasks in the wizard, one main task can be completed. Each hard task is defined by several detailed teaching steps, and one task is completed by following step-by step instructions by manipulating an external device such as hand-held device. The user performs the robot teaching by using the preparation state, guidance information, and task start and finish buttons provided by the wizard. In the next step, the user-created trajectory is automatically corrected. Finally, the user can check the correction result for the teaching trajectory and execute the entire teaching result. In addition, the usability of the developed wizard was evaluated. The success rate of our wizard is 12% higher than that of conventional wizard for teaching the high-level hard tasks.

Jeyoun Dong, Dongyeop Kang, Seung-Woo Nam
Exchanging Files Securely in a Stationary Telepresence Consultation System Using Jitsi Meet

Despite the growing number of online consultations, paper documents are still often used in Germany. It has been observed that the exchange of files between counselor and consultee often takes place via e-mail, which can be cumbersome, and problematic in terms of data protection. STellaR is a stationary telepresence counseling system for collaborative work on paper documents that can be used without computer skills. Previous work has shown that digital telepresence applications can be an alternative to face-to-face meetings if they provide a good user experience. STellaR builds on Jitsi because it is suitable for digital consultations, and it is customizable due to its open-source nature. For STellaR, a file exchange functionality was implemented, which user experience was evaluated using the UEQ and a short version of the meCUE. The new exchange system has a good and above average user experience and is slightly preferred over e-mail and is perceived as more intuitive.

Dennis Eller, Matti Laak, Dominic Becking, Anne-Kathrin Schmitz, Udo Seelmeyer, Philipp Waag, Marc Weinhardt
Iteration, Iteration, Iteration: How Restructuring Data Can Reveal Complex Relationships Between Chronic Illnesses and the Apps Intended to Support Them

This study intended to gain a broad understanding of how commercial apps may support people with chronic illness management, through the restructuring of data for analysis. The study formed an initial part of a larger PhD project looking into symptom tracking for people with chronic illnesses.The study included apps designed for people with Rheumatoid Arthritis, Crohn’s and Inflammatory Bowel Disease (IBD), Myalgic Encephalomyelitis (ME), and Anxiety conditions (aggregated and including Bi-Polar Disorder, Generalised Anxiety Disorder and Panic Disorder) to give an overview of how apps might engage with different types of chronic illness, all of which feature fatigue as a main symptom.In this paper, we report on the process of creating and using an iterative process to rearrange the data collected in order to reveal more complex relationships between the chronic illnesses and the apps intended to support them.

Hannah Field, Lisa Thomas, Emmanuel Tsekleves
Development of Applications that Integrate Information from Diverse Systems with a Focus on Information Organization

With the COVID-19 craze, remote work and on-demand learning using Microsoft Teams and other tools at home has become popular. The problems with this include the risk of being late for class and start time due to lack of chimes, and the risk of missing assignment deadlines due to increased number of assignments and media and unmanageable workspace. To reduce these risks, the main objective of this study was to provide the ability to integrate information and notify users of assignment due dates.Developing applications that integrate information from different systems with a focus on information organization. Remote working has increased the risk of delays due to misplaced or misunderstood information. To mitigate this risk, we developed a PC application feature that intermittently notifies users when the due date of an assignment registered in the Google Calendar is approaching and allows users to stop the notification only if they correctly answer a four-choice topic selection question. These specifications were designed to reduce the risk of missing deadlines.A questionnaire survey of three respondents revealed that two had experienced the usefulness of the notification feature. The results of the survey indicated that the notification feature is effective for remote classes.

Mayo Fukata, Eiichi Hayakawa
Characterizing the Information Consumer Behavior: An Explorative Case Study in a Chilean Organization Department

Data and knowledge management has taken on a fundamental role in decision-making processes into organizations in recent years. The consumption of information within the organization is present in most of the operational and administrative processes of the organization. Therefore, information consumption also takes on importance in the design and application of organizational strategy initiatives. The Information Consumer Experience (ICX) can be considered as a particular case of Customer eXperience (CX), involving expectations, satisfactions and pains of information consumers within the organization. ICX analyzes the interaction between employees or departments and the information provider organization or departments, through their information products, systems and services offered. The main objective of this work is to analyze ICX within an organization by conducting an exploratory analysis in order to make a diagnosis based on three fundamental elements: organizational departments involved, participants (Sample) and information products, systems or services used by information consumers. As results of this analysis, consumers’ needs were identified and consumers profiles were generated, which lead us to elaborate a Customer Journey Map that described the different points of contact and the perceptions of consumers. Finally, the greatest pains of consumers can be identified, related to: (1) high complexity for information searching, (2) better-known information systems preference over the more specialized ones, and (3) the isolated Information distribution across departmental unit hides the overview state of the department.

María Paz Godoy, Cristian Rusu, Isidora Azócar, Noor Yaser
Privacy-Preserving Data Management and Provision System for Personal Data Store

In systems that manage and provide personal information, such as personal data stores (PDS), the privacy of the data stored on cloud servers is paramount. Simple adoption of cryptographic primitives such as AES does not allow re-encryption for each destination without decrypting personal data, and users are thus required to maintain different secret keys for each destination. In this paper, we propose a system that utilizes ID-based proxy re-encryption to securely manage and deliver data without sacrificing the convenience of PDS.

Kaisei Kajita, Kinji Matsumura, Go Ohtake
SPOTLink - An Interactive User-Driven Tool to Document and Share Assembly Knowledge in SME

The two aspects most succinctly characterizing current trends in knowledge management are the utilization of social and collaborative technologies as well as a good, intuitive user experience. While large enterprises can afford professional knowledge management solutions, small and medium sized enterprises (SME) often lack both adequate financial resources and necessary skills. To stay competitive in times of volatile markets and rapidly changing technologies, SME need to find suitable ways to cope with the challenges of knowledge management.This paper presents SPOTLink, an intuitive tool that allows to manage the mainly tacit knowledge of a company in an user-friendly way. It was deliberately designed without a fine-grained role concept to encourage each employee to easily use it, collaboratively edit and share valuable expert knowledge. As a particular focus was set on usability and joy of use the tool was extensively evaluated including e.g. various interactive user tests. The results of this iterative evaluation are summarized at the end of this paper.

Christian Kruse, Daniela Becks
Understanding the Relationship Between Behaviours Using Semantic Technologies

While a growing number of studies report on relationships between behaviours (e.g. alcohol consumption, political behaviours, sleep, recycling), there is a need for a shared understanding of behaviour (e.g. how to characterise and differentiate between behaviours) and the ability to integrate insights on the relations between behaviours. Semantic technologies and ontologies can help in formalising the behaviour domain in a structured approach to support sharing, reuse and interoperability in a manner that can allow future researchers to build on activities in this space. In this work-in-progress paper, we describe the semantic technologies (ontology, data capture tool and visualisations) that are currently being developed by the TURBBO (Tools for Understanding the Relationship between Behaviours using Ontologies) project to support researchers in understanding relations between behaviours and reason upon the existent data. In this paper, we also describe our future plans to evaluate the technologies being developed as a part of the project.

Suvodeep Mazumdar, Fatima Maikore, Vitaveska Lanfranchi, Sneha Roychowdhury, Richard Webber, Harriet M. Baird, Muhammad Basir, Vyv Huddy, Paul Norman, Richard Rowe, Alexander J. Scott, Thomas L. Webb
Supporting Nail Art Consultation by Automatic Image Selection and Visual Information Sharing

People are increasingly becoming interested in nail art, and many of them have treatments in nail salons. Nail technicians decide nail art designs according to their understandings of their clients’ requests. The results of nail art depend on the preceding consultations. However, there are problems with such consultations: some clients cannot appropriately express their requests; some nail technicians have difficulties in deciding designs because of their clients’ unclear requests. In this paper, we present a consultation system that supports both clients and nail technicians. The system consists of two applications: one assists a client in selecting the images of nail art designs and sends them to a nail technician; the other enables the client and the nail technician to visually share their information including the client’s requests. The combination of the two applications bridges the gap between the client and the nail technician about the design and treatment of nail art. We show the results of an experiment on the operation of our system in nail salons.

Yoshino Minakawa, Hiroshi Hosobe
Clarifying Patterns in Team Communication Through Extended Recurrence Plot with Levenshtein Distance

In this study, we have analyzed the patterns and quantitative features in the verbal data of team communications and explore an indicator to assess the quality of responses to dynamic changes in task demands. We conducted collaborative-task experiments with three-person teams and collected and analyzed the data from these experiments. A coding scheme with twelve categories representing the contents and functions of the utterances in the communications was used to code the data. Then, a recurrence plot (RP) was used to visualize the sequential patterns with the verbal codes in the team communications. We applied the Levenshtein distance, a quasi-distance between two sequential codes, which converts discrete and categorical data into continuous data. We also applied recurrence quantification analysis (RQA) to quantify and analyze the characteristics of the RP. We compared the analysis results with those obtained using a regular RP for discrete and categorical data. The proposed RP that considered the Levenshtein distance visualized the sequential patterns more clearly and provided more comparable RQA measures—such as recurrence rate (RR) and percentage of determinism (DET)—than the typical RP did. The regular RPs were sparse with many single dots and thereby did not reveal clear patterns. This result suggested that the proposed RP could reveal hidden sequential patterns in qualitative data, such as communication and behavioral data, more efficiently than the existing RP could.

Saki Namura, Sunichi Tada, Yingting Chen, Taro Kanno, Haruka Yoshida, Daisuke Karikawa, Kohei Nonose, Satoru Inoue
Quantitative Assessment Methods for the Needs of Airline Safety Management Personnel

Safety managers are responsible for recognizing and controlling safety risks in the operation process, monitoring safety performance and implementing safety training. It is very necessary to evaluate safety manager quantity needed for different parts of the safety management system under the current running state. In this study, a calculation model of airlines’ demands for safety managers was constructed. The routine safety management duties were determined and information about unconventional management duties was collected. Moreover, some factors were considered in this model, including leave, fatigue, extra working hours, personnel quality, office automation degree, and so on. Based on this model, an airline company was chosen for case study and data of normal working hours of safety managers was collected. The safety manager demands under the current running conditions were evaluated. Research conclusions provide references for companies to evaluate human resource demands.

Xueyan Peng, Yuan Zhang
Using Automatic and Semi-automatic Methods for Digitizing the Dictionary of Trinidad and Tobago English/Creole into a Graph Database

The Dictionary of Trinidad & Tobago English/Creole (DTTE/C) is the first scholarly dictionary to cover the lexicon of three of the languages of Trinidad & Tobago that are all regarded as low-resourced languages. There have been no successful attempts, prior, to efficiently digitize the dictionary for adoption and use in research communities within the broad field of Artificial Intelligence. As such, this paper presents the work done to produce an efficient DTTE/C digitisation framework using a series of automatic and semi-automatic methods. Through detailed modeling of the dictionary as a graph structure, the research uses graph database technology for the generation of a DTTE/C knowledge graph and lexical semantic layering by referencing upper level concepts in the SUMO ontology. Fauna datasets consisting of entries from Mollusc, Crustacean and Mammal categories were successfully modeled in the graph with F1 scores of 0.929, 0.886, and 0.987 respectively for headwords.

Divindra Ramai, Phaedra S. Mohammed
I Have No Idea What Are These Terms! Exploring Users’ Understanding and Interpretation of Genealogy Results

This paper explores users’ understanding and interpretation of genealogy results. Furthermore, we analyzed the website’s usability and gathered users’ suggestions to improve the site. We developed a website imitating the most popular public genealogy site to attain these goals. We conducted a qualitative study where users’ performed a few tasks on the mocked platform, then explained the use of different filters present and the result columns. Overall, we found that all users faced difficulty in interpreting the terminologies of filters and result columns.

Lipsarani Sahoo, Mohamed Shehab
Modeling Foraging Behavior in GitHub

We operationalized GitHub using Information Foraging Theory to built a semi-supervised learning model to aid developers in their pursuit for the relevant repository among its variants.

Abim Sedhain, Yao Wang, Brett Mckinney, Sandeep Kaur Kuttal
iWIll: A Real-Time Mobile Application to Expedite First-Aid and Reduce Casualties

iWILL is a mobile emergency response application designed to provide prompt and efficient assistance to individuals experiencing emergencies. The application enables users to quickly seek help in times of emergencies, which then creates an alert that is broadcasted to nearby CPR-trained users who are also registered with the application. These trained users can then navigate to the incident location using the application to provide expedited first-aid measures before the professional medical services arrive. In addition, the application displays a map indicating the nearby Automated External Defibrillators (AEDs), which users can navigate to in case of a cardiac emergency. The application aims to expedite emergency response times, potentially saving lives in critical situations.

Palaniselvam Shyam Sundar, Owen Noel Newton Fernando
“User Journeys”: A Tool to Align Cross-Functional Teams

This paper discusses the challenge of aligning high-level product priorities and key performance indicators for user experience (UX) professionals working with product teams that have a disproportionately high number of other cross-functional partners in the organization. When a UX professional joins an organization with no prior UX support, engineering work is likely prioritized in silos based on the technical lead’s and engineering manager’s “gut feeling.“ To implement product user feedback and improve prioritization, the team can adopt the use of “user journeys” for planning short- and long-term engineering work. The adoption of user journeys involves workshops and trainings for the engineering leads to understand and write user journeys related to their area of the product. These journeys are then listed in a shared document, reviewed and prioritized by engineering leads, and validated with live product users through surveying. The top five prioritized user journeys are then used to craft an annual vision and key performance indicators for the product. The method of using user journeys for planning engineering work proves to be successful in giving cross-functional teams a shared language for tackling product improvements together. By involving the entire team in the process and validating decisions with live product users, the team can achieve alignment and visibility into the decision-making process.

Jessica Tan
Supporting Presentation Document Creation Using Visualization of Logical Relationship Between Slides

Recently, presentation is conducted in various situations, and researchers have to create presentation documents (P-documents). However, it is not easy for novice researchers as learners to create their own P-documents without logical leap. This paper proposes a visualization of logical flow embedded in P-document called slide map, with which learners are induced to consider the logical relationships between slides. Constructing the map, they could create their own P-document without logical leap. We have conducted a case study whose purpose was to assess effects of constructing a slide map to rearrange the slides in a P-document made by another person. The results suggest that the construction of slide map could allow learners to reconsider the logical structure of the P-document.

Hiroka Umetsu, Mitsuhiro Goto, Akihiro Kashihara
Generation of Instruction Range Map Based on Analysis of Demonstrative Words and Spatial Domain for Reduction of Miscommunication Among Chinese, Vietnamese and Japanese in Care Facilities

In care facilities, demonstrative words such as “this” and “that” are frequently used to quickly share information and work instructions between staff members in the same space. According to the related research, Chinese and Vietnamese demonstrative words are not synonymous with Japanese ones, suggesting that there are differences in the spatial domain indicated by demonstrative words between the mother tongues. Therefore, it is considered that Chinese and Vietnamese are prone to miscommunication with Japanese in dialogues involving instructions irrespective of their proficiency in Japanese language skills. There are many cases of taking and getting of medical drugs in care facilities. Caregivers often use demonstrative words instead of specific medical drugs names or locations of medications because of busyness. If Chinese or Vietnamese caregivers do not understand the spatial domain of instruction well, they may get the wrong medication, which may lead to health risks for the elderly. So, it’s necessary to eliminate such problems, and it is important for caregivers in the same space to be able to understand each other’s instructions in care facilities. In our research, different perceptions of the spatial domains of the instructions between Japanese, Vietnamese and Chinese are Interpreted by something like “instruction range map” that organized the correlations between which demonstrative words are selected for which spatial domain by experimenters in different countries. The proposed map is expected to be useful for Japanese and foreigners to understand and share the differences in their perceptions when they interact or give instruction by pointing to each other. The proposed idea is expected to reduce miscommunication among cross-cultural staff in care facilities.

Binyu Wang, Weiqing Xiang, Masanari Ichikawa, Yugo Takeuchi

Learning and Training Technologies

Frontmatter
Tiktok as a Learning Tool for Elementary School Students

The large number of users of the social network Tiktok worldwide and the studies that demonstrate the advantages of its use in relation to its educational capacity encourage us to seek new ways of teaching. The present study was conducted at the Indoamerica Educational University in the city of Ambato-Ecuador during the 2021–2022 school year, comparing the motivation of students of General Basic Education: specifically, Basic Middle (Sublevel 3): fifth, sixth and seventh grade corresponding to boys and girls of 9, 10 and 11 years old respectively, and the use of Tiktok as a learning tool demonstrated in their academic performance. Group A has used Tiktok as a tool for the development of academic activities, while group B has not used it. A quantitative methodology was used with a descriptive-inferential procedure and a qualitative analysis through interviews with educators. A pre-test and a post-test were carried out to demonstrate the children's motivation at the end of the school year. It is confirmed that the children who used Tiktok as a learning tool consider themselves more motivated and show a greater dedication to the proposed subject matter than children who do not use it, which is evidenced in their academic record. On the other hand, the teachers interviewed expressed heterogeneous opinions.

Paulina Magally Amaluisa Rendón, Carlos Alberto Espinosa-Pinos, María Giovanna Núñez-Torres
Automated Content Generation for Intelligent Tutoring Systems

The demand for eLearning systems has grown as education becomes a priority and the need for better technological assistance in learning increases. One type of software aimed at providing a more engaging and educational experience is the Intelligent Tutoring System (ITS). The ITS system featured in this research is called FAIE, which focuses on using Artificial Intelligence (AI) in learning. The blueprint-based approach allows educators to design content for students, but this raises two challenges. First, designing the content requires technical skills that can be time-consuming for educators with many tasks. Second, it is difficult to immediately codify an educator’s intrinsic knowledge. To tackle these challenges, a Blueprint-designer was created to generate content based on a text prompt from the educator containing key information. The content consists of problems to be answered with correct answers and distractors meant to challenge the student. The process of generating QA-Pairs involves determining a list of possible answers using a Named Entity Recognition (NER) model and passing the answers to a Question-Generation (QG) model. The QG model is based on the T5 Transformer model, which was trained to output questions based on the context and answer. Finally, distractors are generated by training a sequence-to-sequence model, BART, on the RACE dataset.

Andrew Emanuel Attard, Alexiei Dingli
E-Newspaper in International Chinese Language Education

Newspapers in Education prevails in many countries around the world and has great achievements. The research finds that the use of e-newspaper in international Chinese language education through the following ways has a significant effect. First, it can improve the timeliness of the Chinese Newspaper Reading course; second, it integrates with other courses to expand and enrich the knowledge of Chinese culture with the times; third, it improves the Chinese media literacy of foreign students; fourth, the students’ newspaper reading proposals and teachers’ comments promote class teacher-student interaction; and fifth, it promotes teachers’ exploration of sustainable teaching reforms. Through the integration and use of high-quality e-news and multi-media optimization of learning contents, E-newspaper in Education innovates international Chinese language education, making it multi-dimensional and diversified, closely following China’s social and cultural development, improving international students’ Chinese language application ability and enhancing their Chinese cultural identity.

Shasha Cai
The iMagic E-Learning System on University Students’ Achievement During the COVID-19 Pandemic: Based on Learner-Centered Instruction

E-learning tools have played an important role during the COVID-19 pandemic. This study introduced the iMagic E-Learning System which was developed based on the theory of learner-centered instruction. The system is equipped with e-learning platform and apps. It provides five modules for planning learner-centered instruction, including team building, teaching material distribution, assignment, online test, and assessment. In this study, we carried out a series of paired t-test of the changes in teachers’ use of the system and students’ achievement in 25 undergraduate courses over two Fall semesters (2020 and 2021). In Taiwan, Fall semester 2020 was the last semester before the outbreak of the COVID-19 pandemic in Spring 2021; and Fall semester 2021 was the HyFlex semester when the pandemic restrictions were eased. Our results showed that teachers’ use of the system increased in Fall semester 2021 as compared to Fall semester 2020. Moreover, there was a significant increase in students’ course grades between Fall semester 2020 and Fall semester 2021. Accordingly, we identified a positive trend of an increased use of features in the iMagic E-Learning System and learning outcomes. This may indicate that some teachers started to integrate more e-learning activities into their course designs, which benefit students.

Wei-Ting Chen, Mengping Tsuei
Effect of Online Synchronous Peer-Tutoring Writing on the Writing Performance and Attitude of Children

Writing serves as the primary means by which students demonstrate their knowledge in all academic areas. The purpose of this study was to develop the mobile peer-tutoring writing system (iPTW) for elementary students. Twenty-six and 24 sixth-grade students participated in the experimental and control groups, respectively. The study results indicated that students in the experimental group outperformed the control group in sentence expression and basic techniques. Students in both groups had positive attitude toward the iPTW. Boys in the experimental group had significantly more positive attitude than girls toward writing preferences, peer tutoring, and system preferences and usability. This study supports the use of the online synchronous peer-tutoring writing model with elementary students.

Wei-Ting Chen, Mengping Tsuei
Investigation of Chromatic Perception of School Children During HCI in Computer-Supported Collaborative Learning

Color is a powerful communication tool that may be used from an early age to convey activity, modify emotion, and even influence psychological responses. Colors are efficient in evoking various emotions and capturing their attention. Color also has an important effect on the cognitive development of young students, and it influences intentions, performance, and emotional processes. Therefore, colors are used as an important medium to aid teaching. In HCI, digital content consists of colored texts, colored images, and other visual elements that serve as a platform for interaction. Previous studies have demonstrated indisputably the association between positive/negative perception and color, but a significant area that has not yet been investigated is how children associate color with emotions in Computer Supported Collaborative Learning (CSCL). In order to get an understanding of how children perceive color in the context of emotions in a collaborative setting, the researchers in this study invited students to use an online platform to a pool of 60 students from different schools that allowed them to create color and emotion-based digital content. The results showed that students used a monochromatic color scheme primarily to establish their emotions.

Niki Choudhury, Jyoti Kumar
Learning Experience of Students:
A Framework for Individual Differences Based on Emotions to Design e-Learning Systems

This research aims to build a framework to classify individual differences between students in terms of learning outcomes, based on theories about emotional behavior. Some of these theories incorporate affective and emotional states from students.We investigate the emotions of a student while learning, so an important aspect in this research is the determination of the emotional state of a student. We suggest using face reading technology (Emotion or VicarVision) to measure the emotion of a learner in only three states (normal flow, bored, and anxious). In this way we can increase classification accuracy for spontaneous affective behavior.

Jelle de Boer, Jos Tolboom
Augmented Reality as a Promoter of Visualization for the Learning of Mathematics in Ninth-Year of Basic Education

This research focused on developing a mobile application in Meta-verse augmented reality to improve the learning of notable products, factoring, and linear equations in ninth-grade students of the intercultural bilingual educational unit of the millennium “Pueblo Kisapincha” based on the notional method. The methodology applied was quasi-experimental and longitudinal, where related samples were compared using a diagnostic test versus a subsequent evaluation of knowledge. The sampling technique was by non-probabilistic convenience comprising 25 students and 15 teachers to whom a structured questionnaire was applied to determine the predisposition to work in the classroom with augmented reality, which was validated with Cronbach's alpha statistic (α = 0.844). The students’ scores improved significantly after participating in both evaluations, with the post-evaluation being the one that showed the highest score according to the Bayesian T-test applied to related samples. A proposal of activities was designed to motivate the study of algebraic expressions; this product was implemented considering the ADDIE instructional model, guiding each movement with its respective resolution process as a form of feedback. The proposal was evaluated by two experts in technology and two experts in education with more than ten years of experience. In conclusion, developing an augmented reality mobile application in Metaverse to improve the learning of introductory algebra proved to be a valuable and effective tool to contribute to student learning. The mobile application provided an interactive and engaging learning experience, so it is recommended to incorporate this mobile application in the curriculum of the Kisapincha educational unit and its possible implementation in other similar educational institutions.

Carlos Alberto Espinosa-Pinos, Paulina Magally Amaluisa Rendón, María Giovanna Núñez-Torres, Juan Quinatoa-Casicana
Wordhyve: A MALL Innovation to Support Incidental Vocabulary Learning

In today’s world, vocabulary learning is equipped with novel ways and techniques to engage language learners with the app and attract them to new learning. Research has shown that Mobile-assisted Language Learning (MALL) is a primary tool for enhancing the memorization of new words, sharing knowledge, and tracking performance. Although an increasing number of studies have focused on using mobile-assisted language learning for intentional vocabulary learning, there is a lack of studies regarding incidental learning. Therefore, this study introduces a new MALL innovation called Wordhyve to support incidental vocabulary learning. Wordhyve is a native android app that contains ubiquitous learning functionalities. Wordhyve uses deep learning methods to analyze learners’ captured images, which we believe will open doors to new research along with the existing techniques such as learning through television programs, newspaper reading, movies, and listening to songs.

Mohammad Nehal Hasnine, Junji Wu, Hiroshi Ueda
Evaluating Young Children’s Computational Thinking Skills Using a Mixed-Reality Environment

This study aimed to develop an innovative mixed-reality environment to promote early computational thinking skills in young children using augmented reality (AR) technology and a socially interactive robot. The learning objectives were focused on developing STEM problem-solving skills and adeptness in advanced technology use. The environment involved children walking on a chessboard-like grid to assist a robot in finding an optimal path towards a destination while holding a tablet. The robot provided instructions, cues, and motivational encouragement utterances, while the tablet displayed an equivalent map and AR obstacles. Motion capture and logging measures were used to assess children’s learning progress and performance. Results from data collection of seventeen children aged six to eleven, of Caucasian, Asian, and African American ethnicities, revealed a range in abilities and computing experiences. The poster session presents the outcomes of the analysis and discusses the implications of this advanced technology in enabling young children’s effective learning and ecologically valid assessment of computational thinking skills.

Jaejin Hwang, Sungchul Lee, Yanghee Kim, Mobasshira Zaman
Exergame to Promote Exercise Outside Physical Education Classes During a Pandemic

The novel coronavirus caused a pandemic at the end of 2019. Most university classes were also forced to move online. Physical education (P.E.) is one of the subjects that could not be easily transferred to online classes. The purposes of P.E. includes not only developing motor skills but also promoting the students’ relationship-building skills and health maintenance. Since the content of P.E. had been developed assuming face-to-face situations, the educator faced difficulties in replicating the material online. The students lost opportunities to acquire such skills and negative effects were found both in and outside of P.E. classes. We propose an exergame that can be adapted to university P.E. classes and encourages the students to exercise outside the classes. It is assumed as a flipped classroom tool during pandemics or similar emergencies. The proposed exergame has two versions, one for single players and the other for pairs. Each student performs the former outside the class, while the latter is used in the class. The results of the one player game reflected in the in-class game. We evaluated the suitability of the proposed exergame for online P.E. Questionnaire results suggest that respondents might do the single-player version if their efforts at home had a positive impact on the in-class variant.

Akari Kanei, Hiroyuki Manabe
Development and Application Study of Coding Learning Game Using Augmented Reality-Based Tangible Block Chips for Children of Low Age Groups

As the importance of coding education has recently increased, various methods are being attempted to increase learning efficiency rather than conventional education platforms. Among them, due to the educational effect and change in perception of games, research on coding education platforms that combine games and learning is being actively conducted. In particular, by solving various problem situations through games, not just games for fun, the positive effects of education using games such as logical thinking, problem-solving ability, and ability to deal with situations are currently attracted. In this study, a coding education game was developed in which the game itself becomes a coding education by integrating coding education with games. Furthermore, a computational thinking training game using an augmented reality-based tangible block chip was developed for children of low age groups who are inexperienced in mobile or PC environments. Then, after playing the coding game learning for children and parents, feedback on the user experience was investigated. A questionnaire and individual interviews were conducted on the usefulness, interest, recommendation, and overall satisfaction of a coding learning game for parents with children of the low-age group. Finally, by examining the pros and cons of a coding learning game using an augmented reality-based tangible block chip, we suggest effective coding learning for children of the low-age group.

Nayoung Kim
Challenges in Cybersecurity Group Interoperability Training

The risk of becoming part of a cyber incident is increasing daily. The gap in skills in human-human, human-computer interaction is one of the biggest challenges facing the cyber security industry. It is essential to raise questions within the cyber security community about the importance of communication issues and challenges faced during cyber security events. Information exchange is the most important aspect of successfully mitigating a cyber event. Information is key, and communication while exchanging information in a particular situation enables the person in a cyber security event to perform rational decisions. While many security issues can be mitigated by artificial intelligence and machine learning, there are other tasks that people can only solve. Computer systems are manifestations of tasks and processes that sometimes require adaptation. Humans are working in groups separated by work position or tools. Therefore it is imperative to understand that software tools can not interact the way human-human communication works. One way to address the ongoing problem is to expand and reevaluate our own requirements when it comes to hiring and implementing apprenticeship programs and training for groups. Group training preparing for cyber security events is crucial. Gaps may appear in the group training chain. This work describes a multi-step methodology for assessing group performance in training of challenging cyber security events. The prototype created from the research assesses the groups working capabilities and decision making while using adaptive chaining communication dissemination. The prototype tries to identify the missing or broken links in interoperability of the group and groups. Also, the prototype tries to simulate stress levels in the group per different cyber events.

Virgilijus Krinickij, Linas Bukauskas
Research on the Preference of University Students for the Form of Library Desktop Partition

Performance and psychological perception of humans are impacted by the physical environment. The library study room is one of the most important learning spaces for college students. Desktop partition is a crucial component of a shared desk, and how it is configured can have a significant impact on users. This study uses Pearson correlation coefficients and perceptual images to discuss students’ preferences for desktop partition. According to the findings, increasing the prevalence of desktop partitions is in line with student expectations. Students attach more importance to privacy and spatial independence when using shared desks, which is supposed to relieve stress. In addition, due to the various sensory experiences, different materials could be appropriate for different learning intensities.

Jinzhu Li, Zhanying Gao
Exploring the Potential of Augmented Reality in English Language Learning: Designing an Interactive Pronunciation Training App

Augmented reality (AR) has the potential to transform teaching and learning by providing real-time interactions, displaying information in various ways, and connecting the physical and digital worlds. While AR technology is becoming more accessible through mobile devices and head-mounted displays (HMDs), its widespread adoption in education depends on providing an engaging and interactive user experience. Designing appropriate AR user interfaces is crucial for ensuring the technology is easily adopted and enjoyed by users. One area where AR can be particularly beneficial is in the teaching of the English language and correct pronunciation, especially at an early stage of education. In the English language, vowels play a key role as they appear in every syllable of every word. Understanding vowel sounds is closely tied to reading skills. To address this, an AR-based pronunciation training app has been developed, based on linguistic theory and with a focus on usability for students learning English as a second language. The app is implemented using a Microsoft HoloLens head-mounted display and provides an AR-based learning experience. This study describes the factors that led to the development of the AR-based pronunciation app. This is an app that allows a user to be assessed on the pronunciation of selected 3D learning objects and receive meaningful feedback. As hardware advances and becomes more widely available, realistic holograms will be created. This will enable better technology integration with the physical world and more intuitive input methods. This will further enhance the user experience and increase technology acceptance.

Farzin Matin, Eleni Mangina
Integrating 360 Degree, Virtual Reality (VR) Content via Head Mounted Displays (HMD) into Social Sciences Classes

This paper discusses using activity theory as a foundation for the successful integration of 360-degree Virtual Reality content into classes at a major, US research university. The authors produced multiple, 360-degree Virtual Reality, Olympic themed video projects, subsequently integrated them in sport management and global tourism classes and then assessed student opinions on the use of inexpensive HMD coupled with smart phones for viewing. The results of this research revealed overall, strong student support towards the integration of 360-degree VR content with several statistically significant results. With regards to activity theory, this research supported the work of Dai et al. (2022), Loup et al. (2016) and Reiners et al. (2014) as this research demonstrated that ITC can raise student’s class interaction, increase satisfaction, and found that learners using HMD displays were more engaged and took immersive VR experiences more seriously.

Brian J. Mihalik, Hyunsu Kim, Linda Mihalik
Design of BPM Processes in Higher Education in Ecuador

Introduction: This manuscript addresses the strategy for digital transformation in university management as an improvement for the development of the link with society, where the digital transformation strategy for the Academy in Ecuador is taken as a reference. Objective: To design the planning sub-process through a Business Process Management Suite as a proposal for improvement in the Information Technology degree programme at the University of Guayaquil. Method: To carry out the design proposal for automation, the problem definition, the AS-IS model, the Hammer PEMM diagnosis for the company and processes are presented. The model is optimised based on the process mining analysis to obtain the TO-BE process. For the implementation, the database, formats, and the end-user interface are designed. Together with the ROI estimation for the justification of the feasibility of the proposal. Results: With the TO-BE process optimised by a business process analysis (BPA) software package, a time reduction of 51% and a total cost reduction of 41% is achieved. The estimated return on investment (ROI) is 1.61. Conclusion: Optimisation through process mining increases the assertiveness in the design of the proposal, exceeding even the initial projection of optimising the process by 30% in contrast to the 51% obtained. The estimated return on investment facilitates the justification for technical implementation, according to the institutional investment programme.

Rosa Molina-Izurieta, Jorge Alvarez-Tello, Mireya Zapata, Pedro Robledo
Model Educational ReVIso Based on Virtual Reality

The accelerated technological advance has brought opportunities in all sectors of society, one of them and the one that will be addressed in this study is the use of virtual reality in the educational aspect, for this reason, the main objective of the research is to propose the theoretical intervention model based on virtual reality to improve learning in basic and higher education students. The purpose of the ReVIso educational model is to use virtual reality as a learning medium that moves the student from a reality of abstract knowledge to a scenic, graphic and objective reality. It is concluded that the ReVIso model proposal improves student learning using virtual reality, which consists of changing the traditional practice of the teacher who generates abstract knowledge towards a context of digital transformation or metaverse where the contents are presented in a scenic way, dynamic and graphic, situation in which the student is able to generate synergy in the achievement of real and significant learning. The model moves the student and teacher to a new dimension where the dynamics of teaching and learning allows the student to develop critical, creative, reflective thinking and promote the capacity for autonomy, as well as generate empowerment spaces to propose alternative solutions in scenarios real.

Jose Ricardo Mondragon Regalado, Alexander Huaman Monteza, Julio César Montenegro Juárez, Jannier Alberto Montenegro Juárez, Abelardo Hurtado Villanueva, Nazario Aguirre Baique, Julio Arévalo Reátegui, Norma Judit Padilla Suárez
From Physical to Digital Storytelling. A Comparative Case in School Education

The advantages of narratives and stories in school teaching are known, however, nowadays the use of information and communication technologies are consolidated with common practices, opening the way to the use of strategies such as storytelling. The research was carried out at the Indoamerica Educational Unit in the 2022–2023 academic period in Ambato-Ecuador. Its main objective was to analyse the practice of reading comprehension based on storytelling in physical and digital format as a strategy in the teaching process in the subject Language and Communication. The study collects information from two groups of 6-year-old students with the same level of schooling (second year of primary school), group one with 60 students and group two with 61 students. The teacher of group 1 used illustrated pictures based on infographics to tell the stories (physical format). The teacher of group 2, on the other hand, used Tiktok as a digital narrative resource (digital for-mato). The central theme of the stories is respect and protection of animals. On the other hand, and beforehand, the teachers have completed some training stages on both physical and digital storytelling techniques. A mixed quantitative-qualitative methodology and a reading comprehension test were used, in addition to assessing the most striking graphic resources in both formats. The results show that students who have used digital storytelling as a learning tool have shown better reading comprehension and in less time, which is due to the use of movement, sound and light in the digital format. The teacher of group 1, on the other hand, finds that the use of storytelling in digital format captures the children's attention and facilitates concentration.

María Giovanna Núñez-Torres, Paulina Magally Amaluisa Rendón, Carlos Alberto Espinosa-Pinos
Interactive Course Materials in Higher Institute Learning

The COVID-19 pandemic has accelerated the shift to online learning and softcopy materials, highlighting the value of interactive learning experiences. For higher education institutes, converting course materials, lecturers use into an interactive application can provide a more engaging way for students to learn. This paper explores online teaching materials and conceptualizes features that could be implemented in an interactive course materials application, enhancing current learning experiences and providing additional functionalities to support learning in ways that traditional material cannot.

Jabez Ng Yong Xin, Chia Wen Cheng, Trinh Tuan Dung, Owen Noel Newton Fernando
Data-Driven Approach for Student Engagement Modelling Based on Learning Behaviour

A great number of people around the world learn through MOOCs platforms offered by higher institutions of learning. Effective utilization of the platforms for self-directed learning will help to foster the United Nations’ agenda of inclusive and equitable education. However, low engagement and high attrition rates are common issues in the platforms. We believe that automatic modelling of student engagement levels based on their learning behaviour (access and interaction with various learning activities) will enable the construction of effective personalization methods that will improve student engagement in the platforms. In this study, statistical techniques were utilized to investigate the relationship between students' self-reported perception of their learning and their actual learning behaviour. Moreover, machine learning algorithms were applied to develop models for effective modelling of engagement levels in real-time. Our experiments with a de-identified dataset from Canvas Network open courses show promise in building predictive models that can automatically detect student engagement levels based on learning behaviour. The results revealed that significant differences in academic performance exist among different learner types and that machine learning models can be applied to automatically detect learners with low engagement. The models developed in this research can be applied to provide tools for instructors to observe student involvement in their learning activities so that they can devise pedagogical mechanisms/interventions to improve engagement through instructional design.

Fidelia A. Orji, Somayeh Fatahi, Julita Vassileva
Enhancing First-Generation College Students’ Prosocial Motivation in Human-Computer Interaction Design: A Review of Literature

The enrollment number of first-generation college students (FGCS) has been raised. It makes HCI educators put efforts into understanding FGCS and supporting them for their academic success. In particular, prosocial motivation is a significant consideration for a better understanding of user-centered perspective and allows FGCS to involve in the classes. The aim of this study is to identify how prosocial motivation can be integrated into HCI design and how it can be taught to promote FGCS’ prosocial motivation for generating user-centered solutions for others. Through a review of the literature, the current study applied the Hierarchy of Needs Theory proposed by Maslow (1943) to understand human motivation and find the link in how prosocial motivation can be synthesized into HCI design education. Meeting the love and belonging need, which is the third tier of the theory, and diverse in- and outside-class activities are suggested to develop FGCS’ prosocial motivation in the context of HCI design education.

Hye Jeong Park, Yongyeon Cho, Huiwon Lim
Investigating Factors that Influence Learning Outcomes in K-12 Online Education: The Role of Teachers’ Presence Skill and Students’ Grade

The present study examined the influence of teachers’ presence skill and students’ grade on learning performance across 15 weeks in a whole semester. Data were collected from 148 online extra-curricular English courses for more than 200,000 Chinese primary students. Teachers’ presence skill was evaluated by experts familiar with K-12 online education. Using Hierarchical Linear Modelling (HLM) analyses, the results suggested that students taught by teachers of high presence skills achieved higher scores than those taught by teachers lacking such skills. Besides, high-grade students remained stable performance across the semester. However, the performance of middle-grade students tended to drop quickly after some critical milestone (e.g., the first class and the mid-term examination) but improved quickly before examinations. The different patterns may be attributed to the differences in students’ self-control abilities and time allocation strategies between online and offline courses. The findings were beneficial to human-computer interaction (HCI) researchers and practitioners who develop new methods to improve teachers’ presence skill and also important to design more age-adaptive courses.

Lingli Pi, Jiayi Hou, Fei Wang, Jingyu Zhang
Research on the Personalized Design of Gamification Element in E-learning

Gamification refers to the application of game design elements in non-game environments for the purpose of engaging users, motivating action, facilitating learning, and solving problems. Self-directed electronic learning (SDEL) is one of the favorite learning environments for many adult learners and is an environment where gamification is often applied. However, there is still a “one-size-fits-all” approach to gamification in many e-learning environments, and most gamification is still dominated by PBL (points, badges, leaderboards).Personalization is defined as “the process of changing the functionality, interface, information content, or uniqueness of a system to increase its relevance to the individual”. Personalization gives the user a greater sense of control, and this increased perceived control is related to the level of enjoyment of the user experience. Therefore, there is a need to create a personalized design with “learner-centered” gamification elements.Through user interviews and empirical research, this paper proposes evaluation dimensions for personalized design of SDEL gamification elements from the perspective of “system-user” interaction: Rewards, Entertainment, Social interaction, and Visual appeal, and provides guidance solutions for designers of e-learning platforms to personalize the design of gamification elements.

Qiuyue Zhao, Dong Min Cho, Maoning Li

Interacting with Cultural Heritage and Art

Frontmatter
Research on the Design of Building a Personalized Intelligent Art Interaction System from the Perspective of Scenes

The National College Entrance Examination in art is essential for selecting outstanding artistic talent in China. However, the current art education scene in China is unable to meet the individual needs of art candidates. In addition, the existing art education software does not yet enable personalized art education based on students’ abilities. Therefore, this paper analyzes the traditional art education scene regarding teachers, students, learning spaces, and learning tools and summarizes the problems of China’s current art education scene. And a personalized art interaction system is proposed. The technologies involved in the system’s generating drawing steps function and drawing scoring function are demonstrated. The system is designed to help meet the needs of students’ learning development and personalized learning paths and build a learner-centered personalized art education scene.

Yihui Cai, Yi Ji, Xudong Cai, Yinghe Xiao, Zhenni Li, Shaolong Zheng
Insights on Metrics’ Correlation of Creativity Assessment for Museum Cultural and Creative Product Design

The museum’s cultural and creative industries face some problems in the product aspect. The dominant issues are the phenomenon of product homogenisation and the shortage of creativity in the product. Herein, several questions underlie this phenomenon and problem: (1) What does cultural creativity mean when referring to museum cultural and creative products? (2) What measurements can we take to evaluate creativity? and (3) Can we calculate an overall creativity score for museum cultural and creative products to guide design decisions? Unfortunately, after reading the literature, few answers have been discovered. We explored as many potential metrics and models as possible in this realm of creativity research, highlighted some potentials and invited 224 participants to verify through a survey using 5-point Likert Scales. From the survey results (Cronbach α = 0.95), we found: (1) There are gender and experience differences in the measurement of creativity; (2) The products with high creativity share the same order of six metrics; thus, there may be a “recipe” for improving product creativity; (3) In cases of high creativity product, Emotion is the leading dimension; thus, this dimension may be dominant in creativity assessment; (4) Novelty is not predominant in the sample assessment, and this phenomenon may happen in other museum’s cultural and creative products; (5) Usefulness is easily influenced by other factors, which may include the preferences and interests of customers; (6) Importance ranks the last in all dimensions among all products and this may be caused by the fact that we used products with the same function.

Hui Cheng, Shijian Luo, Bingjian Liu, Liang Xia, Jing Xie, Xiao Qiu
Research on Folk Belief Space in Fengzhou Ancient Town Based on GIS

Folk belief space is the concrete embodiment of folk belief in the settlement space, and it is also an important activity space of folk belief. For a long time, the study of folk belief is mainly based on qualitative analysis, and more objective and rational quantitative research has gradually become a research trend. This paper takes the folk belief space in Fengzhou Town, Nan’an City, Fujian Province as the research object. Firstly, through field investigation, the beliefs categories and geospatial information of folk belief spaces in the research area are collected. Second, organize survey data through 91wemap and produce vector data for further analysis. Finally, the kernel density analysis method based on GIS is used to conduct data simulation and data visualization on the distribution form and influence range of various folk belief spaces in the research area. Thus, the radiation range of folk belief spaces in the research area can be summarized. In the end, this paper proposes some suggestions on the spatial planning of ancient towns and provides theoretical reference for the protection and reconstruction of ancient towns.

Yue Cui, Jie Zhang, Ying Zhang, Chenglin He, Dashuai Liu
Digital Construction Strategy of Yangtze National Cultural Park Based on Digital Twinning Technology

As a super-large public cultural space in the Yangtze River valley, the construction and design of the Yangtze River National Cultural Park should be distinguished from the indoor cultural space such as museums and exhibition halls and the outdoor small cultural places such as cultural parks and squares. Based on the comprehensive heritage theory like linear cultural heritage, it is necessary to integrate the huge and diverse cultural heritage resources of the Yangtze River by means of coherent media and diverse forms. With the development and application of new information technology such as cloud computing, intelligent sensing and Internet of Things, digital technology represented by digital twin provides a new way of thinking to understand complex systems. The research and development of access to the existing website of the digital twin platform, multi-types of the Yangtze River Cultural Heritage Digital Model for unified management, multi-terminal display, it is of great practical significance to the construction of the online website and offline exhibition hall of the Yangtze National Cultural Park.

Lingjing Duan, Yangshuo Zheng
Research on the Digital Protection and Inheritance of Yao Nationality Costumes—Take the Yao Nationality in Liannan, Guangdong as an Example

Digitization of Intangible Cultural Heritage is an important initiative for the sustainable development of Intangible Cultural Heritage protection and inheritance, and it is also particularly important for the intangible heritage of Yao costume. Yao costume is an important carrier of Yao culture and is known as the wordless history book of the nation and is an important part of China’s intangible cultural heritage. The digital protection and inheritance of Yao costumes benefit the conservation of resource integrity of Yao costumes, promote the economic redevelopment of Yao costumes, and expand new ways of inheritance of Yao costume culture. This article takes the Yao of Liannan, Guangdong as an example, investigates the local dilemmas faced in the protection and inheritance of the costumes through fieldwork, constructs strategies for the digital protection and inheritance of Yao costumes on the basis of existing digital technologies, and puts forward targeted suggestions in five aspects: data collection, storage and retrieval, exhibition and communication, dissemination and promotion, and innovative development.

Yixin Fan, Xiaoping Hu
Connecting Historic Photographs with the Modern Landscape

We present a mobile application that is bringing to life historic photographs of Heraklion by mapping them in historical routes within the city and offering the visitor a dialogue with its social and historical context. At the same time while visiting the public library where these historic photographs are exhibited, the mobile app enhances the provided information by virtually replacing the photographs with alternative views from different historic periods.

Michalis Foukarakis, Orestis Faltakas, Giannis Frantzeskakis, Emmanouil Ntafotis, Emmanouil Zidianakis, Eirini Kontaki, Constantina Manoli, Stavroula Ntoa, Nikolaos Partarakis, Constantine Stephanidis
Artificial Intelligence Painting Interactive Experience Discovers Possibilities for Emotional Healing in the Post-pandemic Era

The COVID-19 pandemic has significantly impacted mental health worldwide. However, many individuals are reluctant to seek professional treatment due to a lack of awareness and passive social judgment. In order to help those “silent majority” groups, we discover an adaptive and inclusive strategy to help individuals overcome mental sub-health states. We chose an Artificial Intelligence (AI) painting platform called “Mid journey” and invited six participants with different professional backgrounds to create interactive healing experiences. “Mid journey” generates paintings based on their input keywords. The AI algorithm generates four images within 30 s, which can be further modified through continuous iteration, resulting in a final picture that meets the participant’s psychological expectations. They created six paintings with the common theme of childhood memories, recreation, and entertainment linked to healing. The paintings incorporated elements of nature, the sky, and the ocean, which might reflect the connection between “healing” and unrestrained freedom. The results show that the interactive experience of AI painting can help residents experience the emotional healing journey and reduce their psychological stress. In addition, AI painting can surpass human creativity and imagination, providing a unique and potential way for future research on design research and practice related to emotional healing.

Tanhao Gao, Dingwei Zhang, Guanqing Hua, Yue Qiao, Hongtao Zhou
Research on Protection of Village Cultural Heritage Based on Residents’ Perception and Experience—A Case Study of Fengzhou Ancient Town, Nan’an City, Fujian Province

In recent years, the protection of traditional village cultural heritage and sustainable tourism development have gradually received high attention from the state, society, and enterprises, while the residents’ experience perceptions have not received sufficient attention, thus the study selects the residents of Fengzhou ancient town in Nan’an City, Fujian Province, which is located in the southeast coastal region of China, surrounded by mountains on three sides and the sea on one side, creating unique advantages of natural resources and humanistic endowments. It fully demonstrates the architectural characteristics of the traditional settlements in southern Fujian and the diversified trade exchanges. However, the once glorious ancient town as the starting point of the Maritime Silk Road is gradually declining in the tide of development, facing the loss of historical architecture, the residents’ living conditions, the decline of regional folk customs, people and emotions, and other issues. Based on residents’ perceptions, this study uses in-depth interviews to investigate the overall perceptions of different groups of residents on the current state of conservation in Fengzhou ancient town, summarize the residents’ perception tendencies, and identify the factors related to residents’ perceptions of conservation. We also identify the factors related to residents’ perceptions of conservation, and determine the influence of each factor on the current state of conservation, with a view to providing development strategies for the conservation of Fengzhou ancient town in the new era, and providing some reference and inspiration for the conservation and development of similar historical and cultural towns.

Chenglin He, Jie Zhang, Dashuai Liu, Yue Cui, Ying Zhang
The Future of the Performing Arts with Extended Reality

Extended Reality (XR), an umbrella term for AR and VR, is growing in academic and business applications. Each technology simulates reality differently regarding immersion, content, and environment interaction. This gives content providers various chances to deliver material in innovative ways and from faraway locations. XR’s freedom allows for a lot of creativity in different aspects, including such as design and art. XR technology has already been included and used in several events and venues recently, but this work will discuss possibilities with XR and the performing arts. During the last several years, XR and performing arts have gotten closer. The power and necessity to integrate developing technologies into arts are becoming more apparent, especially with COVID-19. XR technology’s expansion and the performing arts digital transition provide a dilemma: how to construct the future of performing arts with XR? This study theoretically addresses the challenge by building the prototype experience and testing this prototype XR performance with a live audience.

Tanja Kojić, Iva Srnec Hamer, Maurizio Vergari, Sebastian Möller
Information and Communication Technology in Yogyakarta Heritage Tourism Marketing

Yogyakarta utilizes ICT for cultural heritage tourism promotion. This study aims to determine how ICT promotes the cultural heritage of Yogyakarta. In the promotion of cultural heritage tourism, ICT plays a crucial role. This study employs descriptive quantitative methods to describe the responses of tourists gathered through systematic sampling. This study reveals three aspects: proper sourcing, both sides, and step-by-step verification. According to this study, tourists evaluate the role of ICT in marketing differently in three categories: first, the role of social media on tourists with ratings (38.20%), second, tourist satisfaction with Yogyakarta Culture promotion content with ratings (43.50%), and third, the content of promotional content on social media with an evaluation (38.20%). This acceptability is demonstrated by the disparity between respondents and the information-seeking ICT they employ. This study clarifies the role of ICT in promoting Yogyakarta’s cultural heritage tourism, which positively impacts tourists’ decisions to visit the city.

Aromah Udaningrum Kusumadewi, Filosa Gita Sukmono
Use of Semiotics on the Character Development of Choreography

Movement performance is a part of character development, and dance is one of the results of movement performance. Anthropologists believe that “dance” can be analogized to language, which can express what is in one’s mind and is neither falsified nor abstract. Moreover, they regard “dance” as “culture,” which is a kind of “human” thought, custom, belief, norm, and behavior. “Culture” also provides a rich source of inspiration for character developers and choreographers. French linguist Roland Barthes once pointed out that all human cultural phenomena are regarded as a sign system, or all cultural activities are regarded as message transmission. In this study, Roland Barthes’s two orders of signification thinking mode were integrated into character development and choreography of the dance of the “Women’s Mind”. Based on a literature review, the study categorized the cultural signs in the framework of character development and choreography into four stages: (1) discovery of signs; (2) exploring the semantic meaning of signs; (3) context analysis of signs; (4) transformation and application of signs. Using qualitative methods, including descriptive documents, discussion records, diagram generation, work practice, and evaluation scale, the semantic data of the general public were collected to increase internal and external validity. In addition, focus groups were employed as participants to observe the role of the above-mentioned creation structure in the dance creation process. During the observation process, relevant research data were collected. The results showed that (1) cultural signs are hidden in daily life; (2) this coding link still needs the creativity, beautification, and sublimation of character developer and choreographers; (3) this study helps to find the source and awareness of sign coding; (4) Roland Barthes’s two orders of signification process not only has the function of spreading creativity but also has the auxiliary function of providing creation methods.

Jui-Hsiang Lee, Shu-Ling Chiu
Interaction Design Practice of Luohua Bird Embroidery Jacket Information in Mixed Reality Context

Current cultural relics are mostly exhibited in museums, exhibition halls and other display cases and shelves. Mostly in the form of physical presentation, the audience can not fully access the information of cultural relics, and the information of cultural relics can not be fully interpreted, resulting in the public’s recognition of the cultural value of cultural relics information is reduced. The design practice to Luohua bird embroidery Jacket as an example, in terms of product target positioning, refining user needs; clear content type. In terms of content and function design, screen key content; refine key content; explore transformed content. In terms of interaction design and implementation, we enhance interaction efficiency based on natural interaction principles; strengthen multimodal sensory cooperation to enhance interaction experience; mobilize subconscious behavior to enhance interaction participation. In terms of visual performance design, scenario-based design creates a sense of reality; narrative design builds a sense of presence; artistic design enhances expressiveness. We explore the issue of how to design cultural heritage information interaction in the context of mixed reality. From the perspective of heritage information interaction design as an entry point, combined with mixed reality context and features, to provide a basis and reference for heritage information interaction design, which is conducive to help improve user experience.

Chenlu Li, Songhua Gao
Research on Systematic Design Framework of Subway Public Art Based on Urban Spirit

In the current development of cultural cities, the role played by spiritual connotations in urban construction is crucial. The dissemination of urban spirit requires the help of a certain material medium. Systematic design is conducive to the full expression of urban spirit. The inherent spatial and temporal characteristics of the subway complement each other with public art. This article studies the relationship between urban spirit and subway public art, combines Chinese and foreign typical cases to illustrate the interaction between urban spirit and subway public art, proposes a design framework for subway public art system based on urban spirit, and explores the in-depth development direction of future urban subway design.

Lian Liu, Boyuan Zhang
Newbie Guides for Omnidirectional Guidance in Head-Mounted-Device-Based Museum Applications

Novel digital museum guides using omnidirectional cues thr-ough head-mounted devices (HMDs) have been presented in previous research. However, due to the novel interaction technologies of HMDs, today’s visitors are not yet familiar with these types of guides. We developed and tested instructions (“newbie guides”) to help first-time users learn novel interaction patterns of HMDs, inspired by those used in website design or game tutorial design. First, we created three basic example patterns to direct attention using visual, auditory, and a combination of visual and auditory cues. Second, we created a newbie guide as an example showcase for each guidance pattern based on seven design criteria. The newbie guides were tested and evaluated in an exhibition situation, and the results indicate that the seven design criteria can assist HMD-based AR developers in creating effective newbie guides to support first-time users learn omnidirectional guidance patterns in the museum and exhibition context.

Yu Liu, Yan Huang, Ulrike Spierling
A Study on Exhibitions of Art Interventions for Environmental Sustainability in Rural Communities

In view of the increasing importance of artistic activities as a bridge of interpersonal communication that also influences the vitality and attractiveness of rural communities, this study aims to explore the models of exhibitions that enable the integration of art into environmental sustainability in rural communities on the basis of the theory of strategy pyramids. Firstly, case studies on rural art in Taiwan and Japan were presented. Then, in-depth interviews with experts were conducted to reflect on the strategies of art intervention in exhibitions and explore the methods of curation to propose the models of rural exhibitions. The results show: (1) Rural curation might undergo comprehensive consideration and rolling corrections based on the four strata of preliminary consideration, tactics, strategies, and operational plans. (2) The dimensions concerning the curating strategies from the four strata are the five ideas of curation from the perspective of preliminary consideration (communication with regional leadership for recognition, the integration of resources and funds, the operation of regional characteristics, friendly regional environments, and the joint engagement of regional residents). (3) The objective of curation from the perspective of strategies is the joint creation of a good rural living environment and the development of rural attractiveness, and the means and methods of exhibitions from the perspective of tactics are the ways of participatory design with an orientation to rural attractiveness in accordance with the seasonal environmental features. (4) The action plans of various dynamic or static exhibitions can be planned from the perspective of operational plans (such as art installations, life experience, ecological tours, production applications, fair events, trip passports, theme lectures, and propitious prayers in festivals and celebrations). Meanwhile, the integration of resources and the concerted efforts and benefit sharing between related parties in communities are important aspects of thinking for developing rural attractiveness. These two aspects are conducive to the sustainable development of rural communities.

Li-Shu Lu, Jia-Yi Liu
Digital Information Provision on Gastronomic Tourism

In this paper we present the design and implementation of a multimodal solution for the promotion of gastronomic tourism in the municipal area of Heraklion city. The provided solution is comprised of standalone information systems accompanied by a mobile app for the presentation of thematic routes. By facilitating a rich knowledge base and a collection of audiovisual material, the applications allow the visitor to explore dimensions of tangible and intangible cultural heritage connected to gastronomy and plan a personalised experience orchestrated by their mobile device while on the move in the municipal area.

Vassiliki Neroutsou, Michalis Methimakis, Eirini Kontaki, Emmanouil Zidianakis, Argiro Petraki, Eirini Sykianaki, Stavroula Ntoa, Nikolaos Partarakis, George Kapnas, Constantine Stephanidis
What are the Drivers in Cultural Development

To understand the nature of driving forces for cultural development, we must distinguish between a physical and an ideal realm. However, the ontological status of the ideal realm in relation to the physical realm is heavily debated. We argue for the necessity and relevance of both realms; both are connected through the actions of agents based on their mental concepts. The dynamic forces for the actions of the ideal realm are drivers for cultural development.

Matthias Rauterberg, Pertti Saariluoma
Study on the Living Inheritance Strategies of Funan Wickerwork in the Context of Rural Revitalization

In the perspective of rural revitalization, based on the industrial development of Funan willow weaving craft, the current situation of the inheritance mode and the characteristics of the weaving craft, the problems faced by its inheritance are analyzed and the strategy of its living inheritance is explored. Through promoting the value of wickerwork, building a collaborative design model between schools and enterprises, creating a brand IP and expanding wickerwork design derivatives, we explore strategies for the living heritage of Funan wickerwork and establish a concrete implementation path for the heritage of Funan wickerwork from a brand perspective. Based on the brand visual image, the project will promote the heritage and sustainable development of Funan’s wickerwork craft from various aspects, stimulate the vitality of Funan’s wickerwork industry, and thus contribute to rural revitalisation.

Tianxiong Wang, Jiaxin Fu, Liu Yang, Xian Gao
Study of Development of Library Cultural and Creative Products from the Perspective of the Metaverse

As the underlying technology that supports the development of the metaverse is gradually improving and maturing, new technologies and new thinking under the concept of metaverse are constantly pushing the development and change of the existing industry. The library industry needs innovative ideas of design and marketing. Firstly, the current research status of library cultural and creative product development are analysed through literature and the problems faced by the library cultural. Secondly, the solutions to problems and product opportunities brought about by new technologies and new thinking for library cultural and creative product development in the context of the metaverse industry are examined. Afterwards, a model of library cultural and creative product development are outputted from a metaverse perspective on the basis of the existing development models. Finally, this model is used for product practice.

Mengli Xu, Junnan Ye
A Study on the Decoding of Regional Cultural Genes and the Design of Cultural and Creative Products

Regional culture is an important aspect in the field of cultural studies and has become an important force for social development. In recent years, problems such as homogenization and lack of regional cultural characteristics have emerged in cultural and creative products. Taking Shanghai as an example, this paper uses design semiotics and other methods to study the decoding of regional cultural genes and cultural and creative product design. Firstly, the overall framework of regional cultural gene decoding is constructed. Secondly, the theoretical innovation of regional cultural gene decoding and the innovative design strategy of cultural and creative products are proposed. Finally, the feasibility of the system framework of cultural gene decoding is verified through the design practice of Fengjing town's product packaging. This topic summarizes the methodological theories of semiotics and design factors used in gene decoding, which provides theoretical support and methodological basis for the development of regional cultural and creative products.

Junnan Ye, Yue Wu
Analysis on the Characteristics of Advocating Business in the Decorative Art of ShanShaanGan Guild Hall from the Perspective of Image Semiotics

With the spirit of craftsmanship spirit and exquisite skills of craftsman, the beauty of Chinese traditional architecture has spread by adopting the elements of the Chinese culture for architectural decoration, forming many architectural art treasures. ShanShaanGan Guild Hall, located in Bianjing City (Bian Jing in Jin Dynasty), is a typical guild hall building in Central China. It collects a large number of architectural and carving decorative arts and contains rich historical, cultural and architectural art values. Based on the image triple interpretation method proposed by Bart Rowland, this paper analyzes the appearance,universal significance, deep significance and existing background of its decorative elements through the symbol extension layer and connotation layer.From the analysis on the characteristics of advocating business of guild building decoration symbols, this paper deduces the simple wealth view of businessmen and the great inclusiveness of business culture in the traditional sense.

Zhao Yiming
Visualizing Ocean Fragility: Glitch Art and Social Media in Marine Conservation

Marine pollution is a significant environmental issue resulting from increasing urbanization and human activities. The contamination of the ocean by oil, red tide, marine debris, radiation substances, domestic wastewater, and heavy metals poses a threat to marine ecosystems. To tackle these challenges, it is crucial to raise awareness and increase efforts towards marine protection. In this paper, we explore the potential of glitch art, a digital art form that intentionally creates digital errors or distortions, to create an aesthetic connection with marine ecosystems’ vulnerability. By subverting the audience's expectations, glitch art can increase their awareness of the issue. To overcome these challenges, we introduce a social media platform for marine protection, designed with four visual arts depicting the primary types of marine debris, including radioactive waste, heavy metals, plastic, and red tide. In the creation process, the techniques of data manipulation and distortion were applied to create glitch arts. This paper contributes to current understanding of the potential of glitch art for marine protection. Moreover, it highlights the significance of new media in raising awareness and mobilizing efforts for marine protection. By leveraging glitch art and social media, we hope to engage a broader audience and encourage collective action to safeguard our oceans for future generations.

Mickey Mengting Zhang, Yu Shen, Ihab Salah Ali Mohamed
Research on the Design of Digital Experience of Sichuan Opera Face-Changing Based on Flow Theory

Face-changing is a traditional performance form of Sichuan Opera in which the performer can switch between multiple faces in a short time. Special costumes and props are required for the performance, and the audience must enter the theater to watch it, making it impossible for this performance to be widely distributed. The digital products of Sichuan Opera face-changing in the market today only simulate the process of face-changing and do not allow users to have an immersive cultural experience. In this design study, we designed a Sichuan Opera digital face-changing interactive app based on the flow theory. According to the three principles of unambiguous objectives, accurate and timely feedback, and balancing skills and challenges, the app is divided into four modules: exploration, experience, interaction, and innovation. We recruited 23 users to experience the app, and the results showed that most users found the app interesting and were willing to accept them. This paper combine traditional cultural elements with modern digital technology allows traditional art performances to be widely disseminated and provides a reference point for other traditional cultures to be experienced in the digital society.

Xiuhui Zheng, Xudong Cai, Fangfang Huang
Research on the Phygital Innovation Path of the Art Museums Based on Public Participation

As an important place for public art aesthetics and art education, art museums increasingly emphasize the importance of public participation. Phygital in the paper is a compound word, which is composed of Physical and Digital, and it means to blend offline and online environments to deliver an enhanced customer experience. The essential characteristics of Phygital are immediacy, immersion and interactivity. The research on the Phygital innovation path of art museums aims to explore how to expand and innovate the art presentation form, service function and service mechanism in the physical space of museums through the appropriate application of digital technology, which is based on the in-depth investigation of public participation needs and habitual behaviours, so as to better stimulate the public’s awareness of independent participation and cultivate active participation behaviour. In essence, it is also exploring how to use digital technology as a link to establish a good interactive relationship between artworks, space and people. On the one hand, it enables the public to obtain a better user experience and visiting feeling in the whole process including before, during and after the exhibition; on the other hand, it brings the public the possibility to participate in artwork creating directly as a creator role, it encourages them to directly enter into the semantic construction and conceptual expression of the artworks, and projects the individual consciousness into the final presentation of the works.

Li Zhuang, Muzi Zheng
Backmatter
Metadaten
Titel
HCI International 2023 Posters
herausgegeben von
Constantine Stephanidis
Margherita Antona
Stavroula Ntoa
Gavriel Salvendy
Copyright-Jahr
2023
Electronic ISBN
978-3-031-35998-9
Print ISBN
978-3-031-35997-2
DOI
https://doi.org/10.1007/978-3-031-35998-9