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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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...).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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