Human-Computer Interaction

  1. \'Evaluation et consolidation d'un r\'eseau lexical via un outil pour retrouver le mot sur le bout de la langue.

    Authors: Alain Joubert, Mathieu Lafourcade, Didier Schwab, Michael Zock
    Subjects: Human-Computer Interaction
    Abstract

    Since September 2007, a large scale lexical network for French is under
    construction through methods based on some kind of popular consensus by means
    of games (JeuxDeMots project). Human intervention can be considered as
    marginal. It is limited to corrections, adjustments and validation of the
    senses of terms, which amounts to less than 0,5 % of the relations in the
    network. To appreciate the quality of this resource built by non-expert users
    (players of the game), we use a similar approach to its construction.

  2. Freeze the BCI until the user is ready: a pilot study of a BCI inhibitor.

    Authors: Laurent George, Laurent Bonnet, Anatole Lécuyer
    Subjects: Human-Computer Interaction
    Abstract

    In this paper we introduce the concept of Brain-Computer Interface (BCI)
    inhibitor, which is meant to standby the BCI until the user is ready, in order
    to improve the overall performance and usability of the system. BCI inhibitor
    can be defined as a system that monitors user's state and inhibits BCI
    interaction until specific requirements (e.g. brain activity pattern, user
    attention level) are met. In this pilot study, a hybrid BCI is designed and
    composed of a classic synchronous BCI system based on motor imagery and a BCI
    inhibitor.

  3. TopicScape: Semantic Navigation of Document Collections.

    Authors: Eric P. Xing, Jacob Eisenstein, Duen Horng "Polo" Chau, Aniket Kittur
    Subjects: Human-Computer Interaction
    Abstract

    When people explore and manage information, they think in terms of topics and
    themes. However, the software that supports information exploration sees text
    at only the surface level. In this paper we show how topic modeling -- a
    technique for identifying latent themes across large collections of documents
    -- can support semantic exploration. We present TopicScape, an interactive
    environment for information exploration.

  4. CinemaGazer: a System for Watching Video at Very High Speed.

    Authors: Kazutaka Kurihara
    Subjects: Human-Computer Interaction
    Abstract

    This paper presents a technology that enables the watching of videos at very
    high speed. Subtitles are widely used in DVD movies, and provide useful
    supplemental information for understanding video contents. We propose a
    "two-level fast-forwarding" scheme for videos with subtitles, which controls
    the speed of playback depending on the context: very fast during segments
    without language, such as subtitles or speech, and "understandably fast" during
    segments with such language. This makes it possible to watch videos at a higher
    speed than usual and simultaneously understand the contents.

  5. A Prototype System for Controlling a Computer by Head Movements and Voice Commands.

    Authors: Anis Ismail, Abd El Salam AL Hajjar, Mohammad Hajjar
    Subjects: Human-Computer Interaction
    Abstract

    This paper introduces a new prototype system for controlling a PC by head
    movements and also with voice commands. Our system is a multimodal interface
    concerned with controlling the computer. The selected modes of interaction are
    speech and gestures. We are seeing the revolutionary of computers and
    information technologies into daily practice. Healthy people use keyboard,
    mouse, trackball, or touchpad for controlling the PC. However these peripheries
    are usually not suitable for handicapped people.

  6. A Glance into the Future of Human Computer Interaction.

    Authors: Umer Farooq, M. Aqeel Iqbal, Sohail Nazir
    Subjects: Human-Computer Interaction
    Abstract

    Computers have a direct impact on our lives nowadays. Human's interaction
    with the computer has modified with the passage of time as improvement in
    technology occurred the better the human computer interaction became. Today we
    are facilitated by the operating system that has reduced all the complexity of
    hardware and we undergo our computation in a very convenient way irrespective
    of the process occurring at the hardware level. Though the human computer
    interaction has improved but it's not done yet.

  7. Evaluation of Fiji National University Campus Information Systems.

    Authors: Bimal Aklesh Kumar
    Subjects: Human-Computer Interaction
    Abstract

    Fiji National University (FNU) has been encountering many difficulties with
    its current campus administrative systems. These difficulties include
    accessibility, scalability, performance, flexibility and integration. In order
    to address these difficulties, we developed a thin client web based campus
    information system. The newly designed system allows the students, academic and
    administration staff of the university to handle their day to day affairs with
    the university online.

  8. Improving Usability of Interactive Graphics Specification and Implementation with Picking Views and Inverse Transformations.

    Authors: Stéphane Conversy
    Subjects: Human-Computer Interaction
    Abstract

    Specifying and programming graphical interactions are difficult tasks,
    notably because designers have difficulties to express the dynamics of the
    interaction. This paper shows how the MDPC architecture improves the usability
    of the specification and the implementation of graphical interaction. The
    architecture is based on the use of picking views and inverse transforms from
    the graphics to the data. With three examples of graphical interaction, we show
    how to express them with the architecture, how to implement them, and how this
    improves programming usability.

  9. An Agent-based Architecture for a Knowledge-work Support System.

    Authors: Arijit Laha
    Subjects: Human-Computer Interaction
    Abstract

    Enhancement of technology-based system support for knowledge workers is an
    issue of great importance. The "Knowledge work Support System (KwSS)" framework
    analyzes this issue from a holistic perspective. KwSS proposes a set of design
    principles for building a comprehensive IT-based support system, which enhances
    the capability of a human agent for performing a set of complex and
    interrelated knowledge-works relevant to one or more target task-types within a
    domain of professional activities.

  10. Augmented reality usage for prototyping speed up.

    Authors: Jiri Stastny, David Prochazka, Tomas Koubek, Jaromir Landa
    Subjects: Human-Computer Interaction
    Abstract

    The first part of the article describes our approach for solution of this
    problem by means of Augmented Reality. The merging of the real world model and
    digital objects allows streamline the work with the model and speed up the
    whole production phase significantly. The main advantage of augmented reality
    is the possibility of direct manipulation with the scene using a portable
    digital camera. Also adding digital objects into the scene could be done using
    identification markers placed on the surface of the model.

  11. U-Learning Within A Context-Aware Multiagent Environment.

    Authors: Monica Vladoiu, Zoran Constantinescu
    Subjects: Human-Computer Interaction
    Abstract

    New technological developments have made it possible to interact with
    computer systems and applications anywhere and anytime. It is vital that these
    applications are able to adapt to the user, as a person, and to its current
    situation, whatever that is. Therefore, the premises for evolution towards a
    learning society and a knowledge economy are present. Hence, there is a
    stringent demand for new learner-centred frameworks that allow active
    participation of learners in knowledge creation within communities,
    organizations, territories and society, at large.

  12. Does Aesthetics of Web Page Interface Matters to Mandarin Learning?.

    Authors: Jasni Mohamad Zain, Mengkar Tey, Yingsoon Goh
    Subjects: Human-Computer Interaction
    Abstract

    Aesthetics of web page refers to how attractive a web page is in which it
    catches the attention of the user to read through the information. In addition,
    the visual appearance is important in getting attentions of the users.
    Moreover, it was found that those screens, which were perceived as
    aesthetically pleasing, were having a better usability. Usability might be a
    strong basic in relating to the applicability for learning, and in this study
    pertaining to Mandarin learning.

  13. Probing a Self-Developed Aesthetics Measurement Application (SDA) in Measuring Aesthetics of Mandarin Learning Web Page Interfaces.

    Authors: Jasni Mohamad Zain, Mengkar Tey, Yingsoon Goh
    Subjects: Human-Computer Interaction
    Abstract

    This article describes the accurateness of our application namely
    Self-Developed Aesthetics Measurement Application (SDA) in measuring the
    aesthetics aspect by comparing the results of our application and users'
    perceptions in measuring the aesthetics of the web page interfaces. For this
    research, the positions of objects, images element and texts element are
    defined as objects in a web page interface. Mandarin learning web pages are
    used in this research.

  14. Localizing Audiences' Gaze using a Multi-touch Electronic Whiteboard with sPieMenu.

    Authors: Kazutaka Kurihara, Naoshi Nagano, Yuta Watanabe, Yuichi Fujimura, Akinori Minaduki, Hidehiko Hayashi, Yohei Tsuchiya
    Subjects: Human-Computer Interaction
    Abstract

    Direct-touch presentation devices such as touch-sensitive electronic
    whiteboards have two serious problems. First, the presenter's hand movements
    tend to distract the audience's attention from content. Second, the presenter'
    s manipulation tends to obscure content. In this paper we describe a new
    electronic whiteboard system that supports multi-touch gestures and employs a
    special pie menu interface named "sPieMenu." This pie menu is displayed under
    the presenter's palm and is thus invisible to the audience.

  15. FreePub: Collecting and Organizing Scientific Material Using Mindmaps.

    Authors: Theodore Dalamagas, Tryfon Farmakakis, Manolis Maragkakis, Artemis Hatzigeorgiou
    Subjects: Human-Computer Interaction
    Abstract

    This paper presents a creativity support tool, called FreePub, to collect and
    organize scienti?c material using mindmaps. Mindmaps are visual, graph-based
    represenations of concepts, ideas, notes, tasks, etc. They generally take a
    hierarchical or tree branch format, with ideas branching into their
    subsections. FreePub supports creativity cycles. A user starts such a cycle by
    setting up her domain of interest using mindmaps. Then, she can browse mindmaps
    and launch search tasks to gather relevant publications from several data
    sources.

  16. iZone: A Location-Based Mobile Social Networking System.

    Authors: Feng Xia, Rui Cheng, Zhuo Yang
    Subjects: Human-Computer Interaction
    Abstract

    The rapid development of wireless technology, the extensive use of mobile
    phones and the availability of location information are facilitating
    personalized location-based applications. Easy to carry, easy to use and easy
    to buy, smart phones with certain software are of great advantage.
    Consequently, mobile social networking (MSN) systems have emerged rapidly,
    being a revolution for our everyday life.

  17. mVideoCast: Mobile, real time ROI detection and streaming.

    Authors: Scott Carter, Laurent Denoue, John Adcock
    Subjects: Human-Computer Interaction
    Abstract

    A variety of applications are emerging to support streaming video from mobile
    devices. However, many tasks can benefit from streaming specific content rather
    than the full video feed which may include irrelevant, private, or distracting
    content. We describe a system that allows users to capture and stream targeted
    video content captured with a mobile device. The application incorporates a
    variety of automatic and interactive techniques to identify and segment desired
    content in the camera view, allowing the user to publish a more focused video.

  18. Wireless Sensor Network based Future of Telecom Applications.

    Authors: Arun Dua
    Subjects: Human-Computer Interaction
    Abstract

    A system and method for enabling human beings to communicate by way of their
    monitored brain activity. The brain activity of an individual is monitored and
    transmitted to a remote location (e.g. by satellite). At the remote location,
    the monitored brain activity is compared with pre-recorded normalized brain
    activity curves, waveforms, or patterns to determine if a match or substantial
    match is found.

  19. Changing User Attitudes to Reduce Spreadsheet Risk.

    Authors: Dermot Balson
    Subjects: Human-Computer Interaction
    Abstract

    A business case study on how three simple guidelines:

    1. Make it easy to check (and maintain) 2. Make it safe to use 3. Keep
    business logic out of code changed user attitudes and improved spreadsheet
    quality in a financial services organisation.

  20. A System for Smart Home Control of Appliances based on Timer and Speech Interaction.

    Authors: Md. Ashraful Islam, S. M. Kamruzzaman, S. M. Anamul Haque
    Subjects: Human-Computer Interaction
    Abstract

    The main objective of this work is to design and construct a microcomputer
    based system: to control electric appliances such as light, fan, heater,
    washing machine, motor, TV, etc. The paper discusses two major approaches to
    control home appliances. The first involves controlling home appliances using
    timer option. The second approach is to control home appliances using voice
    command. Moreover, it is also possible to control appliances using Graphical
    User Interface. The parallel port is used to transfer data from computer to the
    particular device to be controlled.

  21. Completely Enhanced Cell Phone Keypad.

    Authors: S. M. Kamruzzaman, Md. Abul Kalam Azad, Rezwana Sharmeen, Shabbir Ahmad
    Subjects: Human-Computer Interaction
    Abstract

    The enhanced frequency based keypad is designed to speed up the typing
    process. This paper will show that the proposed layout will increase the typing
    speed and be flexible for thumb. Traditional cell phone keypad is not a
    scientific keypad from the frequency point of view. Approaches have been
    explored to speed up the typing process. We found that no manufacturer has
    considered the frequency of the alphabet. The current architecture does not
    provide flexibility although the users are accustomed to the currently
    available multi-tapping keypad.

  22. Smart Bengali Cell Phone Keypad Layout.

    Authors: S. M. Kamruzzaman, Md. Abul Kalam Azad, Rezwana Sharmeen, Shabbir Ahmad
    Subjects: Human-Computer Interaction
    Abstract

    Nowadays cell phone is the most common communicating used by mass people. SMS
    based communication is a cheap and popular communication method. It is human
    tendency to have the opportunity to write SMS in their mother language. Text
    input in mother language is more flexible when the alphabets of that language
    are printed on the keypad. Bangla mobile keypad based on phonetics has been
    proposed earlier. But the keypad is not scientific from frequency and
    flexibility point of view.

  23. User interfaces and data entry with real time inverse arithmetic coding.

    Authors: Patrick Kaifosh
    Subjects: Human-Computer Interaction
    Abstract

    This paper introduces real time inverse arithmetic coding and user interfaces
    based thereupon. The main idea is that information-efficient data entry can be
    achieved by ensuring that each input's associated display space and ease of
    selection are at all times related to the input's probability of being
    selected.

  24. Employer Expectations, Peer Effects and Productivity: Evidence from a Series of Field Experiments.

    Authors: John J. Horton
    Subjects: Human-Computer Interaction
    Abstract

    This paper reports the results of a series of field experiments designed to
    investigate how peer effects operate in a real work setting. Workers were hired
    from an online labor market to perform an image-labeling task and, in some
    cases, to evaluate the work product of other workers. These evaluations had
    financial consequences for both the evaluating worker and the evaluated worker.
    The experiments showed that on average, evaluating high-output work raised an
    evaluator's subsequent productivity, with larger effects for evaluators that
    are themselves highly productive.

  25. Intelligent Human Machine Interface Design for Advanced Product Life Cycle Management Systems.

    Authors: Zeeshan Ahmed
    Subjects: Human-Computer Interaction
    Abstract

    Designing and implementing an intelligent and user friendly human machine
    interface for any kind of software or hardware oriented application is always
    be a challenging task for the designers and developers because it is very
    difficult to understand the psychology of the user, nature of the work and best
    suit of the environment.

  26. Design Artifact's, Design Principles, Problems, Goals and Importance.

    Authors: Zeeshan Ahmed, Sudhir Kumar Ganti, Hans Kyhlbäck
    Subjects: Human-Computer Interaction
    Abstract

    Designing human computer interaction interface is an important and a complex
    task, but it could be simplified by decomposing task into subcomponents and
    maintaining relationships among those subcomponents.

  27. Weblog patterns and modeling human dynamics with decaying interest.

    Authors: Jin-Li Guo
    Subjects: Human-Computer Interaction
    Abstract

    Web log is the fourth network exchange way following Email, BBS and MSN. Most
    bloggers began to write blogs with great interest, over time their interest
    gradually achieves a balance. In order to describe the phenomenon that people's
    interest in something gradually decays and achieves the balance, we first
    propose a model and give a rigorous analysis on it. This model describes
    interested in attenuation, and it reflects that people's interest in something
    is getting more stable after a long period of time.

  28. I-Interaction: An Intelligent In-Vehicle User Interaction Model.

    Authors: Li Liu, Edward Dillon
    Subjects: Human-Computer Interaction
    Abstract

    The automobile is always a point of interest where new technology has been
    deployed. Because of this interest, human-vehicle interaction has been an
    appealing area for much research in recent years. The current in-vehicle design
    has been improved but still possesses some of the design from the traditional
    interaction style. In this paper, we propose a new user-oriented model for
    in-vehicle interaction model known as i-Interaction. The i-Interaction model
    provides user with an intuitive approach to interact with the In-Vehicle
    Information System (IVIS) by the keypad entry.

  29. Interaction With Tilting Gestures In Ubiquitous Environments.

    Authors: Ayman Atia, Jiro Tanaka University of Tsukuba, Japan)
    Subjects: Human-Computer Interaction
    Abstract

    In this paper, we introduce a tilting interface that controls direction based
    applications in ubiquitous environments. A tilt interface is useful for
    situations that require remote and quick interactions or that are executed in
    public spaces. We explored the proposed tilting interface with different
    application types and classified the tilting interaction techniques. Augmenting
    objects with sensors can potentially address the problem of the lack of
    intuitive and natural input devices in ubiquitous environments.

  30. MyUnity: Building Awareness and Fostering Community in the Workplace.

    Authors: Gene Golovchinsky, Jacob T. Biehl, Thea Turner, Pernilla Quarfordt, Bill van Melle, Tony Dunnigan
    Subjects: Human-Computer Interaction
    Abstract

    Successful collaboration depends on effective communication. Ongoing group
    awareness facilitates communication by enabling workers to be more informed
    about their collaborators, about their activities, and about the interpersonal
    dependencies among people working together. In this paper we present MyUnity, a
    new system that aids workers in building group awareness.

  31. A basic gesture and motion format for virtual reality multisensory applications.

    Authors: Nicolas Castagné, Claude Cadoz, Jean-Loup Florens, Annie Luciani, Matthieu Evrard, Damien Couroussé
    Subjects: Human-Computer Interaction
    Abstract

    The question of encoding movements such as those produced by human gestures
    may become central in the coming years, given the growing importance of
    movement data exchanges between heterogeneous systems and applications (musical
    applications, 3D motion control, virtual reality interaction, etc.). For the
    past 20 years, various formats have been proposed for encoding movement,
    especially gestures. Though, these formats, at different degrees, were designed
    in the context of quite specific applications (character animation, motion
    capture, musical gesture, biomechanical concerns...).

  32. Haptics in computer music : a paradigm shift.

    Authors: Nicolas Castagné, Claude Cadoz, Jean-Loup Florens, Annie Luciani
    Subjects: Human-Computer Interaction
    Abstract

    With an historical point of view combined with a bibliographic overview, the
    article discusses the idea that haptic force feedback transducers correspond
    with a paradigm shift in our real-time tools for creating music. So doing, il
    shows that computer music may be regarded as a major field of research and
    application for haptics.

  33. Distribution of Cognitive Load in Web Search.

    Authors: Jacek Gwizdka
    Subjects: Human-Computer Interaction
    Abstract

    The search task and the system both affect the demand on cognitive resources
    during information search. In some situations, the demands may become too high
    for a person. This article has a three-fold goal. First, it presents and
    critiques methods to measure cognitive load. Second, it explores the
    distribution of load across search task stages. Finally, it seeks to improve
    our understanding of factors affecting cognitive load levels in information
    search. To this end, a controlled Web search experiment with forty-eight
    participants was conducted.

  34. Evaluating Accessible Synchronous CMC Applications.

    Authors: Fernando G. Lobo, Marielba Zacarias, Paulo A. Condado, Teresa Romão, Rui Godinho, Manuel Moreno
    Subjects: Human-Computer Interaction
    Abstract

    This paper proposes a more general evaluation methodology to measure the
    usability and user experience qualities of accessible synchronous
    computer-mediated communication applications. The proposed methodology goes
    beyond current practices by evaluating how the interaction between a user and a
    product influences the user experience of those at the other endpoint of the
    communication. Another contribution of the paper is the proposal of a user test
    where one of the participants tries to guess whether the other participant has
    a disability or not.

  35. User-driven applications.

    Authors: Sergey Andreyev
    Subjects: Human-Computer Interaction
    Abstract

    User-driven applications are the programs, in which the full control is given
    to the users. Designers of such programs are responsible only for developing an
    instrument for solving some task, but they do not enforce users to work with
    this instrument according with the predefined scenario. Users' control of the
    applications means that only users decide at any moment WHAT, WHEN, and HOW
    must appear on the screen. Such applications can be constructed only on the
    basis of moveable / resizable elements.

  36. What's in a Session: Tracking Individual Behavior on the Web.

    Authors: Filippo Menczer, Mark Meiss, John Duncan, Bruno Gonçalves, José J. Ramasco
    Subjects: Human-Computer Interaction
    Abstract

    We examine the properties of all HTTP requests generated by a thousand
    undergraduates over a span of two months. Preserving user identity in the data
    set allows us to discover novel properties of Web traffic that directly affect
    models of hypertext navigation. We find that the popularity of Web sites -- the
    number of users who contribute to their traffic -- lacks any intrinsic mean and
    may be unbounded. Further, many aspects of the browsing behavior of individual
    users can be approximated by log-normal distributions even though their
    aggregate behavior is scale-free.

  37. Common Frame of reference in collaborative virtual environments and their impact on presence.

    Authors: Amine Chellali, Cédric Dumas, Isabelle Milleville-Pennel, Eric Nouri
    Subjects: Human-Computer Interaction
    Abstract

    Virtual collaborative environment are 3D shared spaces in which people can
    work together. To collaborate through these systems, users must have a shared
    comprehension of the environment. The objective of this experimental study was
    to determine if visual stable landmarks improve the construction of a common
    representation of the virtual environment and thus facilitate collaboration.
    This seems to increase the awareness of the partner's presence.

  38. An Educative Brain-Computer Interface.

    Authors: Kirill A. Sorudeykin
    Subjects: Human-Computer Interaction
    Abstract

    In this paper we will describe all necessary parts of Brain-Computer
    Interface (BCI), such as source of signals, hardware, software, analysis,
    architectures of complete system. We also will go along various applications of
    BCI, view some subject fields and their specifics. After preface we will
    consider the main point of this work-concepts of using BCI in education.
    Represented direction of BCI development has not been reported prior. In this
    work a computer system, currently being elaborated in author's laboratory, will
    be specified.

  39. Piecemeal Journey To 'HALCYON' World Of Pervasive Computing : From past progress to future challenges.

    Authors: Sugata Sanyal, Rolly Seth, Rishi Kapoor, Hameed Al-Qaheri
    Subjects: Human-Computer Interaction
    Abstract

    Although 'Halcyon' means serene environment which pervasive computing aims
    at, we have tried to present a different interpretation of this word. Through
    our approach, we look at it in context of achieving future 'calm technology'.
    The paper gives a general overview of the state of pervasive computing today,
    proposes the 'HALCYON Model' and outlines the 'social' challenges faced by
    system designers.

  40. Reconstructing Experiences through Sketching.

    Authors: Evangelos Karapanos, Jean-Bernard Martens, Marc Hassenzahl
    Subjects: Human-Computer Interaction
    Abstract

    We present iScale, a survey tool for the retrospective elicitation of
    longitudinal user experience data. iScale employs sketching in imposing a
    process in the reconstruction of one's experiences with the aim to minimize
    retrospection bias. Two versions, the Constructive and the Value-Account
    iScale, were motivated by two distinct theories on how people reconstruct
    emotional experiences from memory. These two versions were tested in two
    separate studies. Study 1 aimed at providing qualitative insight into the use
    of iScale and compared its performance to that of free-hand sketching.

  41. Extended Range Telepresence for Evacuation Training in Pedestrian Simulations.

    Authors: Tobias Kretz, Antonia Perez Arias, Uwe D. Hanebeck, Peter Ehrhardt, Stefan Hengst, Peter Vortisch
    Subjects: Human-Computer Interaction
    Abstract

    In this contribution, we propose a new framework to evaluate pedestrian
    simula-tions by using Extended Range Telepresence. Telepresence is used as a
    virtual reality walking simulator, which provides the user with a realistic
    impression of being present and walking in a virtual environment that is much
    larger than the real physical environment, in which the user actually walks.
    The validation of the simulation is performed by comparing motion data of the
    telepresent user with simulated data at some points of the simulation.

  42. Vision Based Game Development Using Human Computer Interaction.

    Authors: S. K. Srivatsa, S. Sumathi, M. Uma Maheswari
    Subjects: Human-Computer Interaction
    Abstract

    A Human Computer Interface (HCI) System for playing games is designed here
    for more natural communication with the machines. The system presented here is
    a vision-based system for detection of long voluntary eye blinks and
    interpretation of blink patterns for communication between man and machine.
    This system replaces the mouse with the human face as a new way to interact
    with the computer. Facial features (nose tip and eyes) are detected and tracked
    in realtime to use their actions as mouse events.

  43. The "Hot Potato" Case: Challenges in Multiplayer Pervasive Games Based on Ad hoc Mobile Sensor Networks and the Experimental Evaluation of a Prototype Game.

    Authors: Ioannis Chatzigiannakis, Georgios Mylonas, Orestis Akribopoulos, Marios Logaras, Panagiotis Kokkinos, Paul Spirakis
    Subjects: Human-Computer Interaction
    Abstract

    In this work, we discuss multiplayer pervasive games that rely on the use of
    ad hoc mobile sensor networks. The unique feature in such games is that players
    interact with each other and their surrounding environment by using movement
    and presence as a means of performing game-related actions, utilizing sensor
    devices. We discuss the fundamental issues and challenges related to these type
    of games and the scenarios associated with them. We also present and evaluate
    an example of such a game, called the "Hot Potato", developed using the Sun
    SPOT hardware platform.

  44. Spreadsheet good practice: is there any such thing?.

    Authors: David Colver
    Subjects: Human-Computer Interaction
    Abstract

    Various techniques for developing spreadsheet models greatly improve the
    chance that the end result will not contain basic mechanical errors. However,
    for every discipline in which a given technique is useful, there is likely to
    be another in which the same technique works badly. As a result, the author
    urges that EuSpRIG does not succumb to internal or external pressures to
    champion a particular set of "best practices", because no such set is optimal
    in all spreadsheet applications.

  45. Gaze and Gestures in Telepresence: multimodality, embodiment, and roles of collaboration.

    Authors: Mauro Cherubini, Rodrigo de Oliveira, Nuria Oliver, Christian Ferran
    Subjects: Human-Computer Interaction
    Abstract

    This paper proposes a controlled experiment to further investigate the
    usefulness of gaze awareness and gesture recognition in the support of
    collaborative work at a distance. We propose to redesign experiments conducted
    several years ago with more recent technology that would: a) enable to better
    study of the integration of communication modalities, b) allow users to freely
    move while collaborating at a distance and c) avoid asymmetries of
    communication between collaborators.

  46. The Labor Economics of Paid Crowdsourcing.

    Authors: John Horton, Lydia Chilton
    Subjects: Human-Computer Interaction
    Abstract

    Crowdsourcing is a form of "peer production" in which work traditionally
    performed by an employee is outsourced to an "undefined, generally large group
    of people in the form of an open call." We present a model of workers supplying
    labor to paid crowdsourcing projects. We also introduce a novel method for
    estimating a worker's reservation wage--the smallest wage a worker is willing
    to accept for a task and the key parameter in our labor supply model.

  47. Contextual Mobile Learning Strongly Related to Industrial Activities: Principles and Case Study.

    Authors: Bertrand David, Chuantao Yin, René Chalon
    Subjects: Human-Computer Interaction
    Abstract

    M-learning (mobile learning) can take various forms. We are interested in
    contextualized M-learning, i.e. the training related to the situation
    physically or logically localized. Contextualization and pervasivity are
    important aspects of our approach. We propose in particular MOCOCO principles
    (Mobility - COntextualisation - COoperation) using IMERA platform (Mobile
    Interaction in the Augmented Real Environment).

  48. Improving Human-Computer Interaction by Developing Culture-sensitive Applications based on Common Sense Knowledge.

    Authors: Junia Coutinho Anacleto, Aparecido Fabiano Pinatti de Carvalho
    Subjects: Human-Computer Interaction
    Abstract

    The advent of Web 3.0, claiming for personalization in interactive systems
    (Lassila & Hendler, 2007), and the need for systems capable of interacting in a
    more natural way in the future society flooded with computer systems and
    devices (Harper et al., 2008) show that great advances in HCI should be done.
    This chapter presents some contributions of LIA for the future of HCI,
    defending that using common sense knowledge is a possibility for improving HCI,
    especially because people assign meaning to their messages based on their
    common sense and, therefore, the use of this knowledge in deve

  49. The Role of Head-Up Display in Computer- Assisted Instruction.

    Authors: Kikuo Asai
    Subjects: Human-Computer Interaction
    Abstract

    We investigated the role of HUDs in CAI. HUDs have been used in various
    situations in daily lives by recent downsizing and cost down of the display
    devices. CAI is one of the promising applications for HUDs. We have developed
    an HUD-based CAI system for effectively presenting instructions of the
    equipment in the transportable earth station. This chapter described HUDs in
    CAI from a viewpoint of human-computer interaction based on the development
    experience.

  50. Interagir avec un contenu op\'eratique : le projet d'op\'era virtuel interactif Virtualis.

    Authors: Alain Bonardi, Francis Rousseaux
    Subjects: Human-Computer Interaction
    Abstract

    In this article, we present the interactive opera project on CD-ROM
    Virtualis. This project includes a scientific dimension as well as artistic. It
    gave us the opportunity to design a model of the opera performance using
    formalisms from organization sciences. Moreover, our investigation on
    interactions between a user and opera contents led us to use models of
    relationships between entities based on physical forces, where the user is in a
    way absent. We detail some aspects of a reading but also writing environment on
    artistic complex contents between text, music and graphics.

  51. Pervasive Emotions in Pervasive Computing Environments.

    Authors: Vishal Goyal, Eric Laurent
    Subjects: Human-Computer Interaction
    Abstract

    The capability of an intelligent environment to connect and adapt to real
    internal sates, needs and behavioral meaning of humans can be made possible by
    considering peoples emotional states as contextual parameters. In this paper,
    we build on enactive psychology and investigate the incorporation of emotions
    in pervasive systems. We redefine emotions, and discuss the coding of emotional
    human markers by smart environments.

  52. On the theory of moveable objects.

    Authors: Sergey Andreyev
    Subjects: Human-Computer Interaction
    Abstract

    User-driven applications belong to the new type of programs, in which users
    get the full control of WHAT, WHEN, and HOW must appear on the screen. Such
    programs can exist only if the screen view is organized not according with the
    predetermined scenario, written by the developers, but if any screen object can
    be moved, resized, reconfigured, and rotated by any user at any moment. This
    article describes the algorithm, by which an object of an arbitrary shape can
    be turned into moveable and resizable.

  53. Emotions in Pervasive Computing Environments.

    Authors: Nevin Vunka Jungum, Eric Laurent
    Subjects: Human-Computer Interaction
    Abstract

    The ability of an intelligent environment to connect and adapt to real
    internal sates, needs and behaviors' meaning of humans can be made possible by
    considering users' emotional states as contextual parameters. In this paper, we
    build on enactive psychology and investigate the incorporation of emotions in
    pervasive systems. We define emotions, and discuss the coding of emotional
    human markers by smart environments. In addition, we compare some existing
    works and identify how emotions can be detected and modeled by a pervasive
    system in order to enhance its service and response to users.

  54. Location Update Accuracy in Human Tracking system using Zigbee modules.

    Authors: B. Amutha, M.Ponnavaikko
    Subjects: Human-Computer Interaction
    Abstract

    A location and tracking system becomes very important to our future world of
    pervasive computing. An algorithm for accurate location information is being
    incorporated in the human walking model and in the blind human walking model.
    We want to implement an accurate location tracking mechanism using Zigbee along
    with GPS, we have incorporated Markov chain algorithm for establishing
    accuracy.

  55. Laser Actuated Presentation System.

    Authors: Subhajit Karmakar, Sandip Sarkar, Atul Chowdhary, Vivek Agrawal
    Subjects: Human-Computer Interaction
    Abstract

    We present here a pattern sensitive PowerPoint presentation scheme. The
    presentation is actuated by simple patterns drawn on the presentation screen by
    a laser pointer. A specific pattern corresponds to a particular command
    required to operate the presentation. Laser spot on the screen is captured by a
    RGB webcam with a red filter mounted, and its location is identified at the
    blue layer of each captured frame by estimating the mean position of the pixels
    whose intensity is above a given threshold value.

  56. Modeling Human Interaction to Design a Human-Computer Dialog System.

    Authors: Alain Loisel, Nathalie Chaignaud, Jean-Philippe Kotowicz
    Subjects: Human-Computer Interaction
    Abstract

    This article presents the Cogni-CISMeF project, which aims at improving the
    health information search engine CISMeF, by including a conversational agent
    that interacts with the user in natural language. To study the cognitive
    processes involved during information search, a bottom-up methodology was
    adopted. An experiment has been set up to obtain human dialogs related to such
    searches. The analysis of these dialogs underlines the establishment of a
    common ground and accommodation effects to the user.

  57. AnAmeter: The First Steps to Evaluating Adaptation.

    Authors: Franck Tarpin Bernard, Iza Marfisi-Schottman, Halima Habieb-Mammar
    Subjects: Human-Computer Interaction
    Abstract

    This paper presents the online AnAmeter framework that helps characterize the
    different types of adaptations a system features by helping the evaluator fill
    in a simple form. The provided information is then processed to obtain a
    quantitative evaluation of three parameters called global, semi-global and
    local adaptation degrees. By characterizing and quantifying adaptation,
    AnAmeter provides the first steps towards the evaluation of the quality of a
    system's adaptation. AnAmeter is an open tool available as freeware on the web
    and has been applied to a selection of well known systems.

  58. What is instrumentality in new digital msuical devices ? A contribution from cognitive linguistics and psychology.

    Authors: Caroline Cance, Hugues Genevois, Danièle Dubois
    Subjects: Human-Computer Interaction
    Abstract

    As far as music is concerned, instruments have always been part of a cultural
    ?landscape? (on technical, expressive and symbolic levels). The present
    contribution explores the changes brought about by the shift that occurred
    during the 20th century, from mechanical to digital instruments (also named
    ?virtual instruments?). First and foremost, a short recall of some historical
    steps of the technological developments that have renewed our relationship to
    sound, music, and instruments will be presented.

  59. A theoretical foundation for building Knowledge-work Support Systems.

    Authors: Arijit Laha
    Subjects: Human-Computer Interaction
    Abstract

    In this paper we propose a novel approach aimed at building a new class of
    information system platforms which we call the "Knowledge-work Support Systems"
    or KwSS. KwSS can play a significant role in enhancing the IS support for
    knowledge management processes, including those customarily identified as less
    amenable to IS support. In our approach we try to enhance basic functionalities
    provided by the computer-based information systems, namely, that of improving
    the efficiency of the knowledge workers in accessing, processing and creating
    useful information.

  60. The quantitative side of the Repertory Grid Technique: some concerns.

    Authors: Evangelos Karapanos, Jean-Bernard Martens
    Subjects: Human-Computer Interaction
    Abstract

    User experience (UX) evaluation is gaining increased interest lately, both
    from academia and industry. In this paper we argue that UX evaluation needs to
    fulfill two important requirements: scalability, i.e. the ability to provide
    useful feedback in different stages of the design, and diversity, i.e. the
    ability to reflect the di-versity of opinions that may exist in different
    users. We promote the use of the Repertory Grid Technique as a promising UX
    evaluation technique and discuss some of our concerns regarding the
    quantitative side of its use.

  61. End User Computing in AIB Capital Markets: A Management Summary.

    Authors: Andrew McGeady, Joseph McGouran
    Subjects: Human-Computer Interaction
    Abstract

    This paper is a management summary of how the area of End User Computing
    (EUC) has been addressed by AIB Capital Markets. The development of an
    effective policy is described, as well as the process by which a register of
    critical EUC applications was assembled and how those applications were brought
    into a controlled environment. A number of findings are included as well as
    recommendations for others who would seek to run a similar project.

  62. Fast and flexible selection with a single switch.

    Authors: Tamara Broderick, David John Cameron MacKay
    Subjects: Human-Computer Interaction
    Abstract

    Selection methods that require only a single-switch input, such as a button
    click or blink, are potentially useful for individuals with motor impairments,
    mobile technology users, and individuals wishing to transmit information
    securely. We present a single-switch selection method, "Nomon," that is general
    and efficient. Existing single-switch selection methods require selectable
    options to be arranged in ways that limit potential applications.

  63. SeeReader: An (Almost) Eyes-Free Mobile Rich Document Viewer.

    Authors: Scott Carter, Laurent Denoue
    Subjects: Human-Computer Interaction
    Abstract

    Reading documents on mobile devices is challenging. Not only are screens
    small and difficult to read, but also navigating an environment using limited
    visual attention can be difficult and potentially dangerous. Reading content
    aloud using text-tospeech (TTS) processing can mitigate these problems, but
    only for content that does not include rich visual information.

  64. User Experience, Software Interfaces, and The Unconscious.

    Authors: R. V. Diamond
    Subjects: Human-Computer Interaction
    Abstract

    Ideas about how to make interaction between 'a human' and 'a computer' such
    that our unconscious will embrace it are developed in this tutorial paper.
    Evidence of impact of the unconscious functioning is presented. The unconscious
    is characterised as being a responsive, contextual, and autonomous participant
    of human-computer interaction.

  65. Is the crowd's wisdom biased? A quantitative asessment of three online communities.

    Authors: Vassilis Kostakos
    Subjects: Human-Computer Interaction
    Abstract

    This paper presents a study of user voting on three websites: Imdb, Amazon
    and BookCrossings. It reports on an expert evaluation of the voting mechanisms
    of each website and a quantitative data analysis of users' aggregate voting
    behavior. The results suggest that voting follows different patterns across the
    websites, with higher barrier to vote introducing a more of one-off voters and
    attracting mostly experts. The results also show that that one-off voters tend
    to vote on popular items, while experts mostly vote for obscure, low-rated
    items.

  66. Visualization of Mined Pattern and Its Human Aspects.

    Authors: Ratnesh Kumar Jain, Dr. Suresh Jain, Dr. R. S. Kasana
    Subjects: Human-Computer Interaction
    Abstract

    Researchers got success in mining the Web usage data effectively and
    efficiently. But representation of the mined patterns is often not in a form
    suitable for direct human consumption. Hence mechanisms and tools that can
    represent mined patterns in easily understandable format are utilized.
    Different techniques are used for pattern analysis, one of them is
    visualization. Visualization can provide valuable assistance for data analysis
    and decision making tasks. In the data visualization process, technical
    representations of web pages are replaced by user attractive text
    interpretations.

  67. Cognitive Dimensions Analysis of Interfaces for Information Seeking.

    Authors: Gene Golovchinsky
    Subjects: Human-Computer Interaction
    Abstract

    Cognitive Dimensions is a framework for analyzing human-computer interaction.
    It is used for meta-analysis, that is, for talking about characteristics of
    systems without getting bogged down in details of a particular implementation.
    In this paper, I discuss some of the dimensions of this theory and how they can
    be applied to analyze information seeking interfaces. The goal of this analysis
    is to introduce a useful vocabulary that practitioners and researchers can use
    to describe systems, and to guide interface design toward more usable and
    useful systems

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