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2018 | Buch

Human Interface and the Management of Information. Information in Applications and Services

20th International Conference, HIMI 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II

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Über dieses Buch

This two-volume set LNCS 10904 and 10905 constitutes the refereed proceedings of the 20th International Conference on Human Interface and the Management of Information, HIMI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions.
The 53 papers presented in this volume were organized in topical sections named: interacting with information; information and learning; information in aviation and transport; intelligent systems; and sevice management.

Inhaltsverzeichnis

Frontmatter

Interacting with Information

Frontmatter
The Divergency Model: UX Research for and with Stigmatized and Idiosyncratic Populations

In UX research, people with idiosyncratic or stigmatized conditions may go unrecognized, be dismissed as outliers, or be lumped within the larger normative group. This most directly affects persons with disabilities, medical conditions, or differing lifestyle or belief systems. This tendency may over represent the homogenous group while under representing other idiosyncratic groups based on complex factors such as stigma or perceived risk associated with revealing more accurate aspects of conditions, beliefs or lifestyle. This research bias negatively impacts the outcomes of the UX data and impacts the quality of designed products or services. Therefore, there is a critical need to identify the roles of ethnographic research, cultural programming, and cultural relativism with regard to stigmatized and idiosyncratic populations. The Divergency Model is a UX research and design methodology to identify and measure proximal distances in stigma/conformity and apathy/motivation between individual or target groups.

Troy D. Abel, Debra Satterfield
Characteristic Analysis of Each Store in Japanese Hair Salon

There are 223,645 Hair salons in Japan in 2011. Those same about quadruple amount of Japanese convenience store. From these things, we can know that there are many Hair salon in Japan. Hair salon moved and there are close stores about 9,000 a year. However new open chain stores about 12,000 therefore Hair salon increasing about 3,000 stores a year of Hair salon in Japan. Hair salon were group at Kanto region and Kinki region because they are high population density in Japan. The struggle for existence Hair salon are store excess also a lot of hair salon are small scale and they are micro enterprises. In that sense, Hair salon are faces severe competition. Customer’s hair salon usages frequency is woman 4.5 times a year, men 5.38 times a year. The amount of usage per one times is women 6429 yen, men 4067 yen. Men are more frequently used, and the usage amount is increasing. However, the usage women’s rate frequency of Hair salon more than men’s rate frequency of hair salon. We use the data is all over Japan of a certain hair salon chain stores of this study. This was provided by Joint Association Study group of Managements Science (JASMAC) 2017 Data Analysis Competition. According to basic statistics, there are many customers with one visit to the store in this hair salon thus high customer rates. A certain hair salon have many people who are 30 to 60 years old. One of 12 stores are a male salon. We used Quantification category 3 that infer the characteristics of customers also, we predict store characteristics from the characteristics of customers. However, it was mixed Mathematical data and Qualitative data thus we had to unify the scale. Therefore, we converted Mathematical data and Qualitative data. As a result, we used Quantification category 3. We Interpreted compound variable answer1 is “Neighboring a working woman and office worker who want to quietness”. Answer2 is a customer who emphasize of high temperature and high-quality care. Cluster analysis has Hierarchical approach and Nonhierarchical approach. Nonhierarchical approach be able used for small data on the other hands Hierarchical approach can be used to big data. Therefor we adopted Hierarchical approach. We needed to decide on a group when we used Hierarchical approach. However, it was objectively lacking, and it had disadvantages of reduced reliability if you have decided the number of groups before this analysis. Therefore, we did cluster analysis in several times in addition we decided the number of groups by squared residual sum of squares in cluster. We created an elbow diagram. The difference in the residual sum of squares within the group is It was shrinking sharply smaller than Groups 4 to 5 thus we decided the number of groups to 5 in addition we did k-means method. When initial value of each result, big differences occur in size of group and convergence value. K-means method needs the best solution in multiple analyzes. In this research, we had the purpose to stores characteristic. We developed one-way analysis of variance and multiple comparison by compound variable, answer1 and answer2. We had the purpose to develop that analysis. The purpose was if we did not have significant difference, we would not classify every characteristic. One-way analysis of variance used compound variable, answer1 and answer2. Therefore, we used nonparametric method because those were not normal distribution. Nonparametric method has multiple test method. We used Games-Howell method in this research. Games-Howell method was matching in this research because it did not assumption homoscedastic. We used result hierarchical approach cluster analysis from First time to fourth time. We developed one-way analysis of variance and multiple comparison. The result, we adopted 2’nd time because it is classified definite characteristic. In addition, first time, 3’rd time and fourth time had significant difference one-way analysis of variance. However, there were combination in multiple comparison that did not have significant difference. We developed one-way analysis of variance with result of 2’nd time and compound variable. If answer1 shows a large value to minus, we infer that the customer want glamorous and has enough time to coming from afar. If answer2 shows a large value to minus, we infer that customer important care for low temperature and low humidity. We founded by one-way analysis of variance that there was a difference each group. We divided for each store the group. Then we were find difference in store characteristics. In addition, we suggested optimal marketing strategy based on result of analysis against each store. We will increase the synthesis and make finer interpretations.After that, we will make suggestions for winning potential customers.

Nanase Amemiya, Remi Terada, Yumi Asahi
Career that Tend to be Unpaid for Motorcycles Sales Loans

Country A is in Latin America and GDP is lower than average. Prices of Japanese products such as motorcycles are on an upward trend. It was influenced by instability of the world economy. The customer selects loan payment. Among them, some customers cannot pay for the specified payment period. If this situation deteriorates, it will be difficult to recover manufacturing costs. Therefore, we analyze the characteristics of customers who loan bankruptcy.There is a weak positive correlation (0.300) between average income for each province and sales volume. There is a negative correlation (−0.542) to the main income amount and those who go bankrupt. So it can be said that people living in poor countries cannot easily buy a motorbike. Even if they make loans to purchase, they cannot pay. I divided the state data into five. It turned out that there was economic disparity. The southern region is rich and the north region is a poor region. There are many customers who cannot repay the loan to the north region.In this country, 13% of 10 million young people have not enrolled in school and are not working. In order to see the relationship between academic background and other factors, we quantified the academic qualification. There is a negative correlation between academic records and the proportion of unpaid −0.673. Therefore, I can say that the lower the academic background, the more delayed repayment of the loan. I conducted a multiple regression analysis with the loan’s unrepayable party as the dependent variable. The standard partial regression coefficients were −0.543 for educational record number and −0.327 for main income. And I learned that educational background is a factor that has a big influence on judging whether it will be unpaid than main income.We analyze logistic regression on the probability that that person will be Bad with these elements. We understood what condition customers are likely to be Bad. My goal is to be able to know the percentage of probabilities that your loan can not be repaid from your profile information.

Mari Atsuki, Yumi Asahi
Validation of a Sorting Task Implemented in the Virtual Multitasking Task-2 and Effect of Aging

Normal aging is characterized by cognitive, functional, and neuroanatomic changes. Executive functions (EF), linked to the autonomy in the realization of instrumental Activity of Daily Living (iADL) are particularly sensitive to the effect of aging. To date, the best way to describe the cognitive profile of an individual is using traditional neuropsychological assessment. However, these tasks showed a week ecological validity that compromise the prediction of iADL functioning. Fortunately, virtual reality (VR) seems to be an interesting alternative to assess the functional capacities by reproducing everyday life situations accurately. Nevertheless, we know that the elderly could have some difficulty when interacting with technology (Banville et al. 2017). The aims of this study were (1) to differentiate performance of older adult compared to young people in a sorting task implemented in a virtual environment (VE) and (2) to analyze psychometric properties of that novel task. To do this, 30 participants were recruited in the general population and were divided in 2 groups based on their age. The results indicated that older subjects take more time than younger to compete the sorting task. Then, the scores obtained correlated significantly with some neuropsychological tasks, particularly with those assessing EF. To conclude, the VMT-2 could offer the opportunity to make a valid assessment of functional capacities during aging. Further work could validate the relevance to use it when the individual facing with mild cognitive impairment or dementia.

Frédéric Banville, Claudia Lussier, Edith Massicotte, Eulalie Verhulst, Jean-François Couture, Philippe Allain, Paul Richard
Impact of Menu Complexity upon User Behavior and Satisfaction in Information Search

Background. The growing complexity of website navigation demands more behavior-oriented research. Today, static and sequential menus have become virtually incompatible with adaptive forms of web layouts; tagging-based menus started to dominate; and these navigational elements more and more co-exist on webpages. Previous research compares the three basic types of menus (static, sequential, and expandable) for two dimensions: reduction of mental load (objective, linked to task complexity and structural complexity) and growth of user satisfaction (subjective, linked to menu type). Objectives. We hypothesized that growth of task complexity linked to menu complexity leads to selection of non-productive search strategies and to growth of perceived complexity of the interface. Research design. Following Kang et al. (2008), we have divided user search strategies into productive (systemic) and non-productive (chaotic) and have conducted an experimental pre-test. Menu complexity was created by using four different menus in one prototype. Structural complexity was assessed by path depth and menu options diversity. The search tasks were designed to be realizable disregarding the menu complexity. Two homogenous groups of 10 assessors were consecutively conducting tasks on six HTML pages of the prototype. A questionnaire was used to assess user satisfaction. Results. For low-complexity tasks, menu diversity has virtually no impact upon navigational behavior. But we have discovered impact of menu complexity for high-complexity tasks for multi-menu navigational schemes. Additional tests with newer types of menus show that they make the assessors drop the sequential principle of search. Also, these pages were perceived as the hardest to use.

Svetlana S. Bodrunova, Alexandr Yakunin
Study on Process for Product Design Applying User Experience

The purpose of this paper is to propose a product modeling design process centering on user experience for product designers. It can be flexibly substituting in various product design processes, and guide designers to a reasonable design direction instead of simply modeling according to their own aesthetics and design experience.

Luya Chen, Keiko Kasamatsu, Takeo Ainoya
Issues of Indexing User Experience

Usability and User experience are also important factors for not only suppliers but also users when product, system and service are developed and operated. Though these are often confused, concepts are different. Also about measurement and evaluation, the former targets product, system and service themselves, the latter targets experience using them which includes users. This paper proposes that UX shall be evaluate whether it is “good” or it is “bad” not whether it is “high” or it is “low”. Expected value by before using and real experience value by during/after use are made these a function respectively. And index of UX is a difference between them. From this, to reduce a gap between high expected value and real experience value becomes to provide good UX for developers and providers.

Shin’ichi Fukuzumi, Yukiko Tanikawa
The Importance of Online Transaction Textual Labels for Making a Purchasing Decision – An Experimental Study of Consumers’ Brainwaves

The purpose of this study was to explore how different transaction risk scenarios on auction platforms can significantly and differently influence online consumers’ brainwaves. In this study, four scenarios (a 2 × 2 experimental design, i.e., one-two transaction products and with-without transaction labels) were developed. Twenty male participants (from engineering and liberal arts programs) assigned to view all four scenarios were recruited. In each scenario, the participants must determine whether they should make a transaction for purchasing products as accurately and quickly as possible. By using a 40-channel digital EEG amplifier with a cap, the participants’ purchasing decision-making responses were recorded and timed, and their brainwave data were detected and stored for data analysis afterwards. After the experiment, every participant received an appreciation reward worth about $10 USD. All the brainwave data were analyzed using the software SCAN 4.5. As a result, it was found that participants spent more time and were less accurate without textual transaction labels than with the labels regardless of purchasing one or two items. Specifically, the participants’ decision-making response efficiency and accuracy rate performed the worst in the scenario which did not offer any feedback for determining two transaction items. Also, when comparing the with-without textual feedback scenarios, the participants’ brainwaves were found to be different.

Pei-Hsuan Hsieh
A Mobile Augmented Reality Game to Encourage Hydration in the Elderly

Dehydration among the elderly is associated with numerous negative health outcomes that result in increase hospitalization, institutionalization, and burden to caregivers. Older adults with dementia are physically capable of fluid intake, but fail to drink due to multiple cognitive deficits, including poor initiation, decreased motivation, and amnesia. We are interested in looking at the use of mobile smartphone technologies to help ensure adequate hydration in older adults with cognitive impairment or dementia. Our approach uses everyday consumer smartphones paired with appropriately designed augmented reality (AR) game that will remind, motivate, guide, and track hydration in older adults with dementia. Our hypothesis is that our system will not only improve hydration, but also that the improvements in hydration will result in improved cognition and mood in community-dwelling older adults with cognitive impairment. This paper describes the design of a feasibility study for an electronic reminder application for older adults.

Sarah Lehman, Jenna Graves, Carlene Mcaleer, Tania Giovannetti, Chiu C. Tan
MyStudentScope: A Web Portal for Parental Management of Their Children’s Educational Information

Research shows that parents and caregivers have challenges optimizing their use of information they receive regarding their children’s education. The challenge hinders their ability to effectively participate in their children’s educational development. Existing electronic student information systems used by schools are designed from the perspective of the educator or student, not the parent. A prior study aimed at determining areas where challenges were perceived supported the need for a tool tailored to meet the parents’ needs. In order to understand current methods of information management using technology, we review literature on Personal Information Management (PIM) and Knowledge Management. Experts in education were interviewed for their opinions regarding the types of information parents should have accessible. The literature review, study results, and recommendations from experts in education were used to inform the design of MyStudentScope (MSS), a web portal for parental management of information regarding their children’s education. The portal has four primary functions: monitoring, retrieving, communication and decision making. Parents’ use of MSS to archive and retrieve information regarding their children’s education is expected to improve parental monitoring of the progress of their children’s education over paper-based methods. Studies are underway to evaluate the effectiveness of MSS in improving parental management of information regarding their children’s education.

Theresa Matthews, Jinjuan Heidi Feng, Ying Zheng, Zhijiang Chen
Basic Study on Creating VR Exhibition Content Archived Under Adverse Conditions

In this research, we propose a VR content creation method which reproduces the original appearance of the cultural properties based spherical image taken under adverse conditions. The proposed method consists of brightness adjustment and spherical image synthesis for improvement of appearance. In the adjustment of the brightness, $$\gamma $$ correction is performed so that the contrast is smoothed. In the spherical image synthesis, images are selected according to the user’s eye direction, and the image is synthesized after conversion by Moebius transformation. In order to verify the proposed method, the methods were applied to spherical images taken in the real world and evaluated. In the brightness adjustment method, the similarity between feature points is improved by the proposed method. In spherical image synthesis method, it was confirmed that the deviation became small as a result of calculation of the compositional deviation between the actual spherical image taken and the synthesized image.

Naoya Mizuguchi, Isamu Ohashi, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
Information Design for Purposeless Information Searching Based on Optimum Stimulation Level Theory

There are increasing opportunities to engage in purposeless information searching, such as browsing purposeful information. A growing focus is also promoting interest in products and services by utilizing these opportunities. Thus, rather than the efficiency of information searching, the new concept of the “continuousness” of information searching is expected for information design. It has been suggested that searching for information without a defined purpose or use is done based on intrinsic motivation (IM). The theory of optimum stimulation level (SL) gives a U-shaped relationship between IM and SL. On the basis of this theory, we hypothesized that the continuousness of information is enhanced in an environment in which the user can enjoy searching for information at the optimum level of stimulation. In this study, we attempt to specify the requirements for a method of information design based on the aforementioned hypothesis. We assess the effectiveness of the method with an experiment in which participants engage in information browsing. The SLs of the referred pieces of information are quantified on a scale from zero to one. After analyzing the relationship between the SL and the physiological and psychological responses of the participants, we clarify (i) the optimum SL, (ii) the SL that most effectively enhances the IM of the participants to search for information, and (iii) the SL between one piece of information and the next at which the IM of the participants is increased.

Miwa Nakanishi, Motoya Takahashi
User Interfaces for Personal Vehicle on Water: MINAMO

MINAMO (Multidirectional INtuitive Aquatic MObility) that we have developed is a personal vehicle on water. We implemented a maneuvering method by weight shift in order to allow the rider to move intuitively on water and to improve the efficiency of tasks on water. However, the maneuvering method by weight shift imposes a physical burden on the rider, so it may be unsuitable for long-term use. In addition, the rider needs some practice before the rider can maneuver it well. Therefore, in this study, we implement new user interfaces to maneuver the MINAMO and compared them experimentally to investigate appropriate UIs.

Shunnosuke Naruoka, Naoyuki Takesue
Hearing Method Considering Cognitive Aspects on Evidence Based Design

It is commonly believed that user understanding is important in the development of products and system, including the concept of human-centered design. However, in order to utilize these results as evidence, it is necessary to construct the evidence itself by a research method appropriately designed for the purpose and object. In this research, first of all, we summarize the type and features of the interview in the user research. In order to understand the user’s perception, how the interview was used. The following uses examples to analyze of relationship between the purpose of the investigation and the characteristics of the investigation method.

Fuko Ohura, Keiko Kasamatsu, Takeo Ainoya
K-Culture Time Machine: A Mobile AR Experience Platform for Korean Cultural Heritage Sites

In applying MR (AR/VR) technologies to cultural heritage sites, the design and implementation of mobile MR applications have mostly lacked a holistic and systematic approach in the viewpoint of retrieving existing content and providing personalized experiences to visitors on the fly. To address this issue, we designed and implemented the KCTM application in which various types of content from different databases are brought together and reorganized by a newly proposed metadata schema that assigns spatio-temporal information to them for the purpose of visualizing them in MR environments. According to the user evaluation, most of the participants expressed strong interest in touring the heritage sites augmented with various related content.

Hyerim Park, Eunseok Kim, Hayun Kim, Jae-eun Shin, Junki Kim, Kihong Kim, Woontack Woo
Case Study on Motivation to Participate in Private Provision of Local Public Goods and Time Spent in the Region Measured Using GPS

It is known that one or more dedicated people with strong leadership skills typically participate in successful community activities. It is called “ultra-altruistic motivation”. These endeavors in various communities are often unsuccessful when the enthusiasm of the leaders and the residents toward the activities are not aligned. Some case study shows that the ultra-altruistic motivation works well and the private provision of local public goods has succeed. However, there are many kinds of local public goods, some cannot be provided by private sector, for example police, but some can be provided by private company like transportation services. Is it established even if the type of local public goods change?This paper demonstrates that the members of a community non-profit organization (NPO) have a greater willingness to pay for local public goods than the residents themselves as determined through a contingent value method, but this is not necessarily driven by an “ultra-altruistic motivation.” The preference regarding monetary cooperation toward public transportation services by NPO members was indicated to be irrelevant to the time spent in the region, as determined through GPS data.

Yurika Shiozu, Koya Kimura, Katsunori Shimohara, Katsuhiko Yonezaki
Effects of Group Size on Performance and Member Satisfaction

The effects of group size on performance and member satisfaction were assessed, with group size ranging from an individual to five members. Participants were 96 university students who engaged in a furniture-assembly task. Our results showed that group size had negligible effects on member satisfaction but strong effects on performance characteristics. As group size increased, performance characteristics, time-to-completion, and duration of interaction with materials decreased in an exponential manner, although member satisfaction tended to become saturated. The result for duration of interaction with materials suggested that the social loafing effect increased with the size of the group. We expect these results to be helpful in designing relationality for collaborative problem solving among people as well as between people and artifacts.

Noriko Suzuki, Mayuka Imashiro, Haruka Shoda, Noriko Ito, Mamiko Sakata, Michiya Yamamoto
Using Social Elements to Recommend Sessions in Academic Events

Academic events bring together a large number of researchers and are composed of different types of sessions, which can cause overload of attention and difficulty deciding which sessions to participate. To deal with such problems, Recommender Systems can assist users by offering options that are appropriate for each user. This paper aims to present a recommender approach for sessions of academic events making use of social elements. We propose a recommendation using the academic event’s co-authoring network to improve the quality of session recommendation based on the users’ previous publications. For authors/participants who do not have publications in previous editions of the event, the recommendations will be generated through the Collaborative Filtering approach. In order to evaluate the viability of our approach, it was included in an Academic Event Application called AppIHC and participants were invited to answer a questionnaire about its use. The results indicate the approach is promising and other social elements could be included future versions.

Aline de P. A. Tramontin, Isabela Gasparini, Roberto Pereira
Study of Experience Value Design Method by Movie Prototyping

In Human Centered Design (HCD), prototyping is very important. Prototyping is mainly used for verification of functions and design. In addition to this role, movie prototyping is also used for image sharing of products and services. Recently, movie prototyping is used in many companies and projects, but its production method has been hardly clarified. The purpose of this study is to analyze the existing movie prototype and to propose a method of making a movie prototype. In this study, we first analyzed three movies prototyping, Amazon Go, FUJITSU ROBOT FUTURE VISION, OTON GLASS, and extracted six points of descriptions. The extracted points are shape, function, how to use, persona, scene, and feeling. We analyze more movie prototypes based on those six depiction points and propose a method of movie prototyping with experience value design.

Kazuki Tsumori, Takeo Ainoya, Ryuta Motegi, Keiko Kasamatsu
Interaction Techniques and Pointing Task: A Preliminary Analysis to Understand How to Characterize the User Abilities in Virtual Environment

The study aims to detect how the skills of a participant using a specific interaction technique can be qualified with behavioural data as number of click or miss click. Three interaction techniques were used: the gamepad, the mouse and the Razer Hydra. Users were first trained then they had to complete a pointing task. We then created two subgroups of participants: one with good abilities to use the interaction technique and one with low skill with a clustering hierarchical analysis and then compared subgroups. The Fitts throughput score during a pointing task allow to differentiate users with good abilities from other for the gamepad and the Razer Hydra but not for the mouse. These results could help to understand how familiar is a user with an interaction technique.

Eulalie Verhulst, Frédéric Banville, Paul Richard, Philippe Allain

Information and Learning

Frontmatter
Development of a Blended Learning System for Engineering Students Studying Intellectual Property Law and Access Log Analysis of the System

In this paper, we analyzed access logs to this blended learning system. The blended learning system is divided into a login section, a menu section, a news section, a video viewing section, an exercise section, and a pdf output section. Therefore, we analyzed relationship between (a) access frequency, (b) video viewing time, (c) exercise system use time, and (d) pdf output count and students’ achievement, respectively. The main results were as follows. (1) Of the 30 students who took the final exam, 22 students accessed the system one or more times. (2) The total access count was 81 times, the total video viewing time was 79 h 56 min 51 s, the exercise system use time was 22 h 20 min 58 s, the number of pdf output was 83 times (278 sheets). (3) Achievement superiors used all of the (a), (b), (c) and (d) more times or more hours than the achievement subordinate. (4) In the basic problems, there was a positive correlation between the students’ achievement and video viewing, exercise system utilization time, respectively. (5) In the applied problems, there was a high positive correlation between the students’ achievement and the use time of the exercise system. (6) In the problem with a low percentage of correct answers, a high positive correlation was found between the score and the use time of exercise system. From the above results, it seems that both video and exercise system are useful for acquiring basic knowledge, and exercise system is useful for developing applied abilities. In addition, it was considered that utilizing the exercise system also contributes to solving high difficulty problems.

Takako Akakura, Takahito Tomoto, Koichiro Kato
Development of an Asynchronous E-Learning System in Which Students Can Add and Share Comments on an Image of a Blackboard

The implementation rates of e-learning have increased in recent years, and most higher education facilities prioritize the development of e-learning content. Unlike face-to-face classes, asynchronous e-learning has the advantage that students can learn anytime and anywhere. However, it is difficult for students to share information about their degree of understanding and ask questions on an e-learning system. Previously, that issue was solved by implementing a bulletin board in the e-learning system. However, inputting text is a burden to students. Accordingly, we have developed a shared information system using images of a blackboard. This system allows the students to associate any area on the blackboard images with a comment while they watch a lecture video. Thus, the students can share information more smoothly than in a general bulletin board system. We evaluated the performance of the developed system in an experiment, and the results suggest the effectiveness of the proposal.

Kazashi Fujita, Takako Akakura
Proposal for Writing Authentication Method Using Tablet PC and Online Information in e-Testing

Existing research in examinee verification in e-Testing has been based on usage of a pen tablet, which has not become widespread in use. Therefore, in this paper, I have aim to introduce a tablet PC for examinee authentication in e-Testing. In an evaluation experiment for introducing the tablet PC, authentication accuracy exceeding that of the pen tablet on the false acceptance rate (FAR) associated with a false rejection rate (FRR) of 0% and also on the equal error rate (EER). In an evaluation experiment in an actual testing environment, FAR was 10% when FRR was 0%, and EER was 7.5%. Therefore, goals of 15% and no more than 10%, respectively, were achieved. From the above results, we believe that introduction of a tablet PC is feasible for examinee authentication in e-Testing.

Daisuke Hayashi, Takako Akakura
Proposal of a Framework for a Stepwise Task Sequence in Programming

The execution process for solutions in problem-solving usually involves multiple operations; however, in many cases, the learner does not recognize why individual operations are performed. Therefore, the importance of understanding the grounds for performing individual operations has been pointed out. To fully understand individual operations in task presentation for learning support, it is necessary to discuss not only the properties of a single task, but also the kind of task sequence that should be designed within a continuous task. In general, the order and grain size of tasks presented in programming learning are determined by the teacher. However, if tasks are not presented in a stepwise manner, the learner may have difficulty or may have an incomplete understanding. In continuous tasks, such as programming learning, we assert that a framework based on the qualitative consideration of various properties, such as the order and granularity of tasks presented to learners, is necessary. Therefore, in this study, we examined the properties of sequential tasks to provide a framework for designing stepwise task sequences for programming learning support.

Kento Koike, Takahito Tomoto, Tomoya Horiguchi, Tsukasa Hirashima
Analysis of Student Activity in a Virtual Seminar Using a Seminar Management System

In recent years, there has been growing demand for collaboration among experts from different fields to address social problems. In this research, we aim to build a “virtual seminar”, which is a learning form through remote communication in which education and research communities among multiple universities share mutual management resources with the aim of fostering collaborative skills among university students. As an information infrastructure system, we developed and operated a seminar management system (SMS) equivalent to a lecture learning management system. Using the SMS, we conducted a virtual seminar between two universities and clarified the actual situation of learning in the virtual seminar and problems in the learning environment based on comparative analysis of self/peer assessment data of students.

Yusuke Kometani, Masanori Yatagai, Keizo Nagaoka
Development of a Mathematical Solution Environment to Understand Symbolic Expressions in Mathematics

This paper describes problems in mathematics learning, the development of a system to address them, and its effectiveness and considerations. We realize a function that converts symbolic expressions entered by learners to graphical representations and a function for manipulating the converted graphic. The conversion function enables the visualization of an input symbolic expression as a graphic. If the symbolic expression contains an error, the function visualizes the error so that learners can become aware of it. Through their operations, learners deepen their understanding of how the symbolic sentence influences the graphic and clarify their understanding of the relation between the symbolic expression and its graphical representation.

Kai Kurokawa, Takahito Tomoto, Tomoya Horiguchi, Tsukasa Hirashima
Adaptive Interface that Provides Modeling, Coaching and Fading to Improve Revision Skill in Academic Writing

Revision is an important aspect of academic writing. Students may learn to revise their articles by observing already published articles in their research field. However, these articles are in their final form, so the students have no way of learning from the revision process that led to the final articles. In our previous research, we constructed a corpus of articles written by former students in our laboratory. The articles included the raw drafts and the feedback from the supervisor in the form of comments. Students can then learn from this corpus. However, it is important to recognize that the needs of novice students are different from those of more experienced students. For improving their revision skill, our main idea is to apply the cognitive apprenticeship theory which proposes several methods to teach cognitive skills to novices, such as modeling, coaching and scaffolding/fading. In modeling, the novice student is presented with a conceptual model of the processes required to accomplish a task, and the revision of an article is an example of such a task. In coaching, a student is provided with hints to help them accomplish a task. In our case, the student uploads his/her own article and is provided with hints for improving that article. In fading, the hints provided become fewer and are presented in less detail as the student’s revision skill improves. In this paper, we present the design for an interface that shows the revision process in academic writing from the initial drafts to the final drafts so that the students can learn revision skill from practical observation. In addition, the design we present is adaptive to the cognitive needs of the students.

Harriet Nyanchama Ocharo, Shinobu Hasegawa
Generating Learning Environments Derived from Found Solutions by Adding Sub-goals Toward the Creative Learning Support

This paper proposes a learning goal space that visualizes the distribution of the obtained solutions to support the exploration of the learning goals for a learner. Subsequently, we examine the method for assisting a learner to present the novelty of the obtained solution. We conduct a learning experiment using the creative learning task to identify various solutions. To allow analyzing how to create the subject’s own learning goals for subjects, several measurement items related to the success of the task which is not instructed to the subjects are setup. In the comparative experiment, three types of learning feedbacks provided to the subjects are compared. The first type is presenting the learning goal space with obtained solutions mapped on it. The second type is directly presenting the novelty of the obtained solutions mapped on it. The third type is presenting some value that is slightly related to the obtained solution. In the experiments, each subject continues to learn the way to find solutions creatively. Therefore, in a creative learning task, these types of learning feedbacks support the learner continuously to set the learning goals.

Takato Okudo, Tomohiro Yamaguchi, Keiki Takadama
Investigation of Learning Process with TUI and GUI Based on COCOM

In this paper, opportunity to use computer for learning has been on the rise. Therefore, we investigate the effect of the types of user interfaces how learning process is affected by using computer. An analysis was conducted for the verification using a cognitive model COCOM as a reference. Similar means for solving problems were taken for both interfaces when participants stay initial stage. Adopting other measures when getting familiar with such problems, however, it has been proved that participants find out a correct answer by accumulating sub-goal achievement in case of GUI and they figure out a correct answer while taking various measures such as searching of clues and accumulation of sub-goal achievement in case of TUI.

Natsumi Sei, Makoto Oka, Hirohiko Mori

Information in Aviation and Transport

Frontmatter
Measuring the Effects of a Cognitive Aid in Deep Space Network Operations

Cognitive aids have long been used by industries such as aviation, nuclear, and healthcare to support operator performance during nominal and off-nominal events. The aim of these aids is to support decision-making by providing users with critical information and procedures in complex environments. The Jet Propulsion Lab (JPL) is exploring the concept of a cognitive aid for future Deep Space Network (DSN) operations to help manage operator workload and increase efficiency. The current study examines the effects of a cognitive aid on expert and novice operators in a simulated DSN environment. We found that task completion times were significantly lower when cognitive aid assistance was available compared to when it was not. Furthermore, results indicate numerical trends that distinguish experts from novices in their system interactions and efficiency. Compared to expert participants, novice operators, on average, had higher acceptance ratings for a DSN cognitive aid, and showed greater agreement in ratings as a group. Lastly, participant feedback identified the need for the development of a reliable, robust, and transparent system.

Edward Barraza, Alexandra Holloway, Krys Blackwood, Michael J. Gutensohn, Kim-Phuong L. Vu
Analysis of Airline Pilots Subjective Feedback to Human Autonomy Teaming in a Reduced Crew Environment

Building upon several software tools developed in the last decade for ground-based flight-following operations, a new use for the software is being applied to the cockpit environment of NextGen operations. Supporting automation of several tasks and streamlining information flow to the pilot via a tablet interface, software and datalink capabilities (Controller-pilot data link communications, CPDLC) were evaluated in a multi-location study. This paper provides an overview of the project and analyzes the subjective feedback from line pilots participants who evaluated this new capability. Workload and situation awareness metrics were compared across the conditions and scenarios presented to the pilots in this study. Overall, the pilot participants were subjectively in favor of the Human Autonomy Teaming (HAT) software tool suite and procedures they experienced and utilized in this study of a NextGen environment.

Mathew Cover, Chris Reichlen, Michael Matessa, Thomas Schnell
Integration of an Exocentric Orthogonal Coplanar 360 Degree Top View in a Head Worn See-Through Display Supporting Obstacle Awareness for Helicopter Operations

The objective was the development of an HMI for helicopter obstacle awareness and warning systems in order to improve the situational and spatial awareness as well as the workload of helicopter pilots. The related work concerning obstacle awareness and warning systems, situational awareness, orthogonal coplanar and perspective representations plus previous work done by DLR was depicted and discussed. The two main aspects of the developed HMI concept were explained, i.e., the combination of the exocentric orthogonal coplanar top view with the egocentric perspective view, and secondly three ways for the integration of the obstacle awareness display inside a head-worn see-through display. The developed HMI concept was applied to two helicopter offshore operations and its specific obstacle situation. The first operation is a hoist operation at the lower access point of an offshore wind turbine. The second regards the landing operation on an offshore platform. From a technical point of view, especially concerning available sensor technologies, helicopter might be fitted with obstacle awareness systems in future. The HMI design is still under investigation in order to support the pilot in a holistic and balanced way.

Lars Ebrecht, Johannes M. Ernst, Hans-Ullrich Döhler, Sven Schmerwitz
Evaluating User Interfaces Supporting Change Detection in Aerial Images and Aerial Image Sequences

Change detection in images taken from the same scene at different times is an important subtask in domains like remote sensing, medical diagnosis, or video surveillance. As human attention is limited, support by computing systems might be beneficial. In this contribution, the benefit of optimized image presentation and the availability of a change mask computed by an automated change detection algorithm is evaluated. In a user study, twelve participants performed change detection in different types of aerial images and aerial image sequences, using parallel side-by-side or alternating flicker image presentation, and performing with and without a change mask. The results show better change detection performance (higher hit rates, shorter completion time, less perceived workload) using the alternating flicker image presentation for the large majority of data sets. With an automated change mask available, the participants’ hit rates increase even more, up to 95% for image pairs and up to 84% for image sequence pairs.

Jutta Hild, Günter Saur, Patrick Petersen, Michael Voit, Elisabeth Peinsipp-Byma, Jürgen Beyerer
Towards Autonomous Weapons Movement on an Aircraft Carrier: Autonomous Swarm Parking

To maintain weapons throughput on Nimitz class aircraft carriers, aviation ordnance is transported from the magazines to the flight deck and loaded onto aircraft in a process called “Strike Up”. This time and labor intensive process requires multiple sailors to push weapon skids through the aircraft carrier to staging area on the flight deck.Augmenting sailor tasking through the use of robotic equipment is one method to improve sortie generation rates (launching of aircraft), optimize manpower, and lower risk to sailors. Seen in Fig. 1, weapons skids spend extended time parked in various locations along their routes such as on elevators or in portions of hangar decks. This work presents improvements to the authors’ previous work [1] to develop a Human Machine Interface (HMI) and the appropriate control methods toward supervisory control for parking multiple robotic skids in a cluttered and dynamic environment. The HMI consists of four parts: (1) the user interface, (2) automated definition and conflict free assignment of parking goals within a user defined parking boundary, (3) collision free navigation with multiple differential drive robotic vehicles, and (4) an external infrastructure-free approach to localization and mapping.Distribution Statement A – Approved for public release; distribution is unlimited, as submitted under NAVAIR Public Release Authorization YY-2018–28.

James Hing, Kyle Hart, Ari Goodman
Monitor System for Remotely Small Vessel Navigating

In this research, we examine the necessary information for remotely vessel navigating and the display system for the mariner in a re-mote place. We also conduct experiments using small vessels. In remotely vessel navigating, it is important to send all information on the hull and vessel around to vessel operator at a remote location with the lowest possible delay. Since river traffic is being researched, it is targeted for remote ship navigating of small vessels in urban rivers. In this research, we examined the monitor for the ship operator for remotely vessel navigating of small vessels, and conducted the remotely vessel navigating experiments. Although it is the minimum necessary function for remotely vessel navigating, it’s possible to navigate. It is necessary to show a lot of information to the operator for safe navigation, such as distance to distant vessels, obstacles, weather, oceanic conditions etc. and consider to avoid data traffic.

Masaki Kondo, Ruri Shoji, Koichi Miyake, Tadasuke Furuya, Kohta Ohshima, Etsuro Shimizu, Masaaki Inaishi, Masaki Nakagawa
The “Watch” Support System for Ship Navigation

Floating and non-floating objects such as other ships, buoys and so on must be alarmed before becoming obstacles for ship navigations. In this research, we have aimed to predict obstacles around a ship from maritime navigation images using an image recognition method and display them effectively to its operator. Faster R-CNN was used as detection method. We prepared a dataset composed of three categories for training and testing machine learning. We enumerated parameter values to obtain the best detection rate of obstacles by CNN. Then, we employed the best set of parameters for further experiments. The results are summarized as follows: (1) the detection rate of buoys is about 55 [%]; (2) large ships are sometimes mistaken for small boats. It remains to improve the detection rate and to decrease misclassifications; (3) the detection rate of small boats with distance of about 3 nautical mile(nm) from the ship is 86 [%], the detection rate of buoys with distance of about 2 [nm] from the ship is 100 [%].

Masaki Kondo, Ruri Shoji, Koichi Miyake, Ting Zhang, Tadasuke Furuya, Kohta Ohshima, Masaaki Inaishi, Masaki Nakagawa
Discussion on the Application of Active Side Stick on Civil Aircraft

With the maturation of fly by wire technology, side stick has been used in aircraft flight control and active side stick is attracting more and more attention to achieve better HMI performance. In this paper, the development and application of side stick technology is discussed. From the research, we make a suggestion that the COMAC should consider apply some new technologies such as active side sticks to maintain competitiveness in the future.

Xianxue Li, Baofeng Li, Haiyan Liu
Testing Human-Autonomy Teaming Concepts on a Global Positioning System Interface

The field of Human-Autonomy Teaming (HAT) aims to understand how humans and automated systems can work together to optimize performance. Tenets of HAT [13] have been established from aviation based research. The current study explored the generalizability of these tenets to the automotive navigation domain. Current Apple Maps user interface (UI) and Global Positioning System (GPS) routes were tested against HAT enhanced Apple Maps UIs and GPS routes. The HAT enhanced versions were designed to improve the communication between the human and automation regarding goal accomplishment and awareness of the automation’s processing. Participants reported the HAT enhanced UIs were a significant improvement over their current GPS systems and nearly all reported they would use the HAT enhanced UIs over their current systems. The systems were rated similarly on all other measures indicating that both systems supported their ability to understand the routes and make the necessary decisions. Data indicate a larger sample size is needed to achieve significance for some of these variables. Overall, the subjective data collected indicated preference for the HAT enhanced GPS UI lending support to the generalizability of HAT tenets to domains outside of aviation.

Ricky Russell
Effectiveness of Human Autonomy Teaming in Cockpit Applications

Single pilot and/or remotely piloted operations are becoming feasible in the national airspace system because of advances in autonomous systems, and the development of Human-Autonomy Teams (HAT). We compared a recommender tool for cockpit applications installed with HAT tools or No HAT tools, using simulations of off-nominal events varying in severity. Pilots on average spent more time with the tool when the HAT features were present, but there was considerable variability between pilots in tool usage. However, greater time spent using the tool was associated with lower subjective workload (NASA TLX).

Thomas Z. Strybel, Jillian Keeler, Vanui Barakezyan, Armando Alvarez, Natassia Mattoon, Kim-Phuong L. Vu, Vernol Battiste

Intelligent Systems

Frontmatter
Human-Automation Teaming: Lessons Learned and Future Directions

Full autonomy seems to be the goal for system developers in almost every area of the economy. However, as we move from automated systems to autonomous systems, designers have needed to insert humans to oversee automation that has traditionally been brittle or incomplete. This creates its own problems as the operator is usually out of the loop when the automation hands over problems that it cannot handle. To better handle these situations, it has been proposed that we develop human automation teams that have shared goals and objectives to support task performance. This paper first summarizes a body of research to develop ground station automation support for single pilot transport operations. Then the paper will describe an initial model of Human Automation Teaming (HAT) which has three elements: transparency, bi-directional communications, and human-directed execution. Transparency in our model is a method for giving insight into the reasoning behind automated recommendations and actions, bi-directional communication allows the operator to communicate directly with the automation, and finally the automation defers execution to the human. The model was implemented through a number of features on an electronic flight bag (EFB) which are described in the paper. The EFB was installed in a mid-fidelity flight simulator and used by 12 airline pilots to support diversion decisions during off-nominal flight scenarios. Pilots reported that working with the HAT automation made diversion decisions easier and reduced their workload. They also reported that the information provided about diversion airports was similar to what they would receive from ground dispatch, thus making coordination with dispatch easier and less time consuming. These HAT features engender more trust in the automation when appropriate, and less when not, allowing improved supervision of automated functions by flight crews.

Vernol Battiste, Joel Lachter, Summer Brandt, Armando Alvarez, Thomas Z. Strybel, Kim-Phuong L. Vu
On Measuring Cognition and Cognitive Augmentation

We are at the beginning of a new age in which artificial entities will perform significant amounts of high-level cognitive processing rivaling and even surpassing human thinking. The future belongs to those who can best collaborate with artificial cognitive entities achieving a high degree of cognitive augmentation. However, we currently lack theoretically grounded fundamental metrics able to describe human or artificial cognition much less augmented and combined cognition. How do we measure thinking, cognition, information, and knowledge in an implementation-independent way? How can we tell how much thinking an artificial entity does and how much is done by a human? How can we measure the combined and possible even emergent effect of humans working together with intelligent artificial entities? These are some of the challenges for researchers in this field. We first define a cognitive process as the transformation of data, information, knowledge, and wisdom. We then review several existing and emerging information metrics based on entropy, processing effort, quantum physics, emergent capacity, and human concept learning. We then discuss how these fail to answer the above questions and provide guidelines for future research.

Ron Fulbright
Framework to Develop Artificial Intelligent Autonomous Operating System for Nuclear Power Plants

As artificial intelligent (AI) technology has been dramatically developed, various industries have been challenged to apply it. In a view of nuclear power plants (NPP), it seems that AI technology applies to NPPs at the last because NPPs are required the most stringent level of regulatory guideline for safety. To overcome it, AI technology should be applied incrementally into the NPPs rather than all at once. According to the unintended shutdown records during startup and shutdown operation from 1997 to 2017 in Korea, it is reported that human errors accounts for 40% of the total. This is because operators feel heavy burden to monitor hundreds of parameters for a long time of operating time. Also, there are lots of startup and shutdown operating history that can be used for correcting the data from the NPP simulator. Therefore, this work proposes a framework to develop AI automatic operating system for startup and shutdown operations of NPPs. Operating procedures of startup and shutdown operations are categorized. In addition, AI technologies will be introduced to find out the most suitable learning algorithm. It is expected that economic loss from human error during startup and shutdown operation will be reduced as AI system developed.

Jae Min Kim, Seung Jun Lee
Embodiment Support Systems: Extending the DEAR Causal Inference Framework Through Application to Naturalistic Environments and Inclusion Within a Decision Support System

Historically decision support systems (DSSs) have struggled to augment users in complex, non-linear scenarios. Such environments occur anytime feedback loops contribute to the resultant states of independent variables. These types of environments are becoming both more common and more pervasive in everyday life. Digital platforms are becoming increasingly complex. Recommendation systems are becoming a part of everyday life. These authors have focused previous efforts upon first outlining statistical techniques useful for nonlinear systems and more recently upon incorporating such techniques within a decision making framework. This system is designed to provide deep insight into complex non-linear environments and augment the user’s effectiveness in managing risk. This paper will focus upon the application and extension of the DEAR framework to the inherent complexity of naturalistic environments. It will offer an example of an embodiment of this approach into a DSS as a part of an embodiment support system (ESS). Finally, it will advocate the creation of hybrid DSS/ESS architectures.

Ryan A. Kirk, David A. Kirk
A System Description Model to Integrate Multiple Facets with Quantitative Relationships Among Elements

We propose a framework of system description model to represent directly the details of relationships among elements, for the quantitative analysis of individual relationships and the whole described system. The proposed model also enables analyses of dynamic aspects of the system integrating the specifications of relationships described in the system. Multiple types of relationships can coexist in the same representation.

Tetsuya Maeshiro, Yuri Ozawa, Midori Maeshiro
Using Distributed Simulation to Investigate Human-Autonomy Teaming

This paper describes the use of distributed simulation within and between organizations to investigate Human-Autonomy Teaming (HAT) with three simulations, showing a progression from integrating automation into a flight following ground station, increased HAT functionality for the ground station, and migration of the autonomy and HAT functionality into the flight deck. The multi-site distributed nature of the final simulation provided high efficiency by allowing researchers to work in their own labs for a long period of data collection. It also provided high fidelity by enabling access to a flight deck environment. Also, it managed costs by taking advantage of facilities and personnel in different locations over a multi-week simulation. Using these simulations, HAT factors were found to enhance ground station and flight deck environments. Conditions with HAT features were preferred by simulation participants to conditions without. Subjective and objective measures of workload were lower with HAT features. These results indicate that future investigations into aircraft support would benefit from the addition of HAT factors and the use of distributed simulation.

Michael Matessa, Kim-Phuong L. Vu, Thomas Z. Strybel, Vernol Battiste, Thomas Schnell, Mathew Cover
Evaluating the Effectiveness of Personal Cognitive Augmentation: Utterance/Intent Relationships, Brittleness and Personal Cognitive Agents

The popularity of applying intelligent agents is moving business into a new age of actionable information production. Managing the introduction and operation of such entities in an enterprise is a critical factor board rooms will face as the trend continues. Thus, it is important now to develop tools that measure their effectiveness. This paper seeks to understand the efficacy of these agents I call Personal Cognitive Agents (PCA). At their infancy, PCAs are subject to a disconnect between what the human operator intends and what the PCA understands as operator intent. A relationship exists between what is uttered by the operator and the operator’s intent. I establish a metric called utterance intent relationship (UIR) for this purpose and seek to determine UIR’s viability as a universal tool to measure an agent’s effectiveness in human/agent symbiosis.

Grover Walters

Service Management

Frontmatter
How Consumers Perceive Home IoT Services for Control, Saving, and Security

This study investigated the perceived benefits and costs of user-oriented home IoT services from consumers’ perspectives, as well as how consumers feel about such IoT services. For the purposes of this study, the SPSS 22.0 program was used. Home IoT services were divided on the basis of the purpose of services into control, saving, and security. The perceived benefits of the three home IoT services were classified into efficiency, enjoyment, and effectiveness, while costs into privacy risk, non-monetary, costliness, and unaffordability. The differences in consumers’ perceptions of benefits and costs of the three types of home IoT services were analyzed with repeated ANOVA. Regression analyses were conducted to examine how consumers’ perceptions affect their attitude the three types of home IoT services. The results are summarized as follows. First, the perceived costs of security purpose home IoT services were the highest among the three types, while the benefits were the lowest. Second, enjoyment was the most important factor in attitudes on home IoT services, followed by effectiveness and efficiency. The higher perceptions of benefits on home IoT services, the more positive attitude on them. The perceived costs had negative effects on attitudes on home IoT services, except for control purpose services. Non-monetary, costliness, and unaffordability had negative effects on attitudes toward saving purpose home IoT services, while privacy risk and unaffordability had negative effects on attitudes on security services. Implications for developers of home IoT services were explored on the basis of the results of this study.

Hyesun Hwang, Jaehye Suk, Kee Ok Kim, Jihyung Hong
User-Friendly Information Sharing System for Producers

A model that connects producers, consumers, and farmers’ markets was developed, and an information system was developed as a communication tool in order to collate the experience- and intuition-based know-how of producers and improve the value of their crops. However, the elderly comprise over 60% of the population employed in agriculture, and farmers are unwilling to utilize information technology (IT) devices. In an effort to increase the IT utilization rate, a proof-of-concept test was conducted up to 2016 at a roadside station.Therefore, in this study, we design a new IT tool that connects producers with consumers. In addition, the study considers a user-friendly interface design, where elderly farmers can operate intuitively, and which enables the continuous use of the system in order to actively realize the application of IT to agriculture. Specifically, an analysis of information needed to connect producers and consumers is performed, and a method for acquiring such information is also developed. The study also investigates the ease of use in terms of the inputting, sharing, and viewing of information over a mobile device (e.g., smartphones).

Tomoko Kashima, Takashi Hatsuike, Shimpei Matsumoto
Reducing Power Consumption of Mobile Watermarking Application with Energy Refactoring

Recently, with the increase of cases of copyright infringement against various mobile devices, platforms, and services that have emerged due to the development of mobile environment, there is a need for developing a copyright protection technology and a new standard in a mobile environment. There are mobile applications which used to prevent copyright infringement of mobile contents. It has a function of inserting and extracting digital watermarks. However, when the application is executed in the mobile device as it is, there is a problem that the battery usage rapidly increases, and there is no related API to which the low power technology is applied to solve the problem. Due to the nature of mobile devices with limited battery capacity, it is very important to minimize the power consumption of the application in the process of developing a mobile watermarking application so that it can be serviced for a longer period of time. In this paper, we propose two scenarios for accurately measuring the power consumption of a mobile watermarking application using the battery historian. Through this technique, we compare and analyze the power consumption measurement results of the watermarking application improved by energy refactoring and the other not improved by it.

SeongBo Kim, JaHwan Koo, YoonHo Kim, UngMo Kim
The Impact of Perceived Privacy Benefit and Risk on Consumers’ Desire to Use Internet of Things Technology

This study seeks to identify the dimensions of privacy benefit and risk in the context of Big Data and IoT technology. Based on the theory of privacy calculus, we investigate the impact of privacy benefits and risks on consumers’ desire to use IoT technology. Two dimensions of perceived privacy benefit are identified as direct benefit of customized service and indirect benefit of efficiency innovation of suppliers. Three dimensions of perceived privacy risk are identified as passive user data collection, predictive use of personal data, and market discrimination as a negative consequence of Big Data Analytics. Depending on the types of IoT technology, the effects of perceived privacy benefits on consumers’ desire to use are different. Consumers who perceive more benefit of customized service want more to use smart home appliance, while consumers who perceive more benefit from suppliers’ efficiency innovation want more to use remote home service. Contrary to the hypothesis, the effect of predictive use of privacy risk on consumers’ desire to use IoT technology is positive.

Seonglim Lee, Hee Ra Ha, Ji Hyei Oh, Naeun Park
Efficient Method for Processing Range Spatial Keyword Queries Over Moving Objects Based on Word2Vec

In this paper, we propose an efficient method for processing continuously range spatial keywords queries based on Word2Vec over moving objects. In particular, the paper addresses two problems of processing range spatial keyword queries over moving objects. Each moving object and query has own keywords and a spatial location information. (i) The likelihood of having similar meanings between the keywords is high, but the likelihood of being exactly the same is low. Therefore, we focus on not only exactly matching, but similarity between keywords through Word2Vec. (ii) Additionally, because the objects are moving, the central server needs to continuously monitor them. In traditional research, by constructing safe region, there are attempts to reduce inevitable communication between the objects and the server. However, the constructions of safe region are also costly. Therefore, in the paper, to decrease communication costs, and construction and maintenance costs, we introduce the concept of buffer region and the pruning rules. Moreover, the proposed method includes a spatial index structure, called the Partition Retrieved list whose role is to help the system quickly construct the safe region of each object. Through experimental evaluations, we verify the effectiveness and efficiency for processing range spatial keyword queries over moving objects.

Sujin Oh, Harim Jung, JaHwan Koo, Ung-Mo Kim
Credit Risk Analysis of Auto Loan in Latin America

Latin American economy has achieved rapid economic growth since 2003 after undergoing currency crisis and economic turmoil from the early 1930s through until the early 1960s. As a result of this growth, consumer finance market expanded due to external demand in country X in Latin America. In addition, because part of the poor class has changed into the middle class, financial services have also spread to those who could not formulate loans in the past. On the other hand, there are many debtors who do not understand the contents of the loan contract, and the debt default due to excessive debt is increasing. Therefore, in order for Latin American financial institutions, manufacturers and retailers to operate stably, it is necessary to measure the credit risk of the debtor who formed the loan and to grasp the factors that affect the default. The purpose of this research is to construct a credit risk model based on 14,000 auto loan data in country X in Latin America and to estimate debtor’s default probability. The binomial logit model was adopted as a usage model in this research. Estimate default probabilities for debtors who defaulted within one year using the model and grasp default situations in Latin America. From the analysis results, it became clear that the presence or absence of marriage greatly influences the default. It is thought that the debtor who got married and had a family became easier to default because expenditure is larger than the debtor who does not have a family. In addition, when there are missing values in the income and down payment items, the debtor got the result that it is easy to default. Since information on auto loans is often written by the debtor himself, it was suggested that debtors who do not fill in information correctly have a stronger possibility of default.

Yukiya Suzuki
Analysis and Consideration of the Relationship Between Audience Rating and Purchasing Behaviors of TV Programs

Chocolate has been increasing in Japan domestic consumption. It is eaten regardless of the age from the adult to the child. Variety is abundant, it is one of convenient and familiar sweets for Japanese people. There are many days when we watch television on a confectionery company that sells such chocolate on TV. But, in Japan people who watch television are getting less. According to the Ministry of Internal Affairs and Communications data of 2013, the average viewing time of real-time TV on weekdays was 168.3 min [1]. The weekday average for the last year was 184.7 min. It was 16.4 min (about 9%) decrease. The average for 2011 (including holiday data) was 228.0 min. It was found to be 59.7 min difference. The total advertising expenditure in Japan totaled 5,769.6 billion yen in 2011. Terrestrial broadcasting usage is 1,723.7 billion yen (about 30.2%) [3]. Total in 2013 is 5,976.2 billion yen. Terrestrial broadcasting usage is 1,719.1 billion yen (about 30.0%). The total of advertising expenditure increased slightly in two years. It does not change that it occupies much of advertisement expenditure as present condition. We can think that Japanese television is still the main information dis-semination medium. Therefore, even if the TV viewing went down, we clarify whether there is a relationship with purchasing. We revealed it by decision tree analysis.

Saya Yamada, Yumi Asahi
Backmatter
Metadaten
Titel
Human Interface and the Management of Information. Information in Applications and Services
herausgegeben von
Sakae Yamamoto
Hirohiko Mori
Copyright-Jahr
2018
Electronic ISBN
978-3-319-92046-7
Print ISBN
978-3-319-92045-0
DOI
https://doi.org/10.1007/978-3-319-92046-7

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