Yamamoto (2013) HCI - Information and Intearction Design
Yamamoto (2013) HCI - Information and Intearction Design
Yamamoto (2013) HCI - Information and Intearction Design
Human Interface
and the Management
LNCS 8016
of Information
Information and Interaction Design
15th International Conference, HCI International 2013
Las Vegas, NV, USA, July 2013
Proceedings, Part I
123
Lecture Notes in Computer Science 8016
Commenced Publication in 1973
Founding and Former Series Editors:
Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen
Editorial Board
David Hutchison
Lancaster University, UK
Takeo Kanade
Carnegie Mellon University, Pittsburgh, PA, USA
Josef Kittler
University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Alfred Kobsa
University of California, Irvine, CA, USA
Friedemann Mattern
ETH Zurich, Switzerland
John C. Mitchell
Stanford University, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
Oscar Nierstrasz
University of Bern, Switzerland
C. Pandu Rangan
Indian Institute of Technology, Madras, India
Bernhard Steffen
TU Dortmund University, Germany
Madhu Sudan
Microsoft Research, Cambridge, MA, USA
Demetri Terzopoulos
University of California, Los Angeles, CA, USA
Doug Tygar
University of California, Berkeley, CA, USA
Gerhard Weikum
Max Planck Institute for Informatics, Saarbruecken, Germany
Sakae Yamamoto (Ed.)
Human Interface
and the Management
of Information
Information and Interaction Design
13
Volume Editor
Sakae Yamamoto
Tokyo University of Science
Faculty of Engineering
Department of Management Science
1-3 Kagurazaka Shinjuku-ku
Tokyo 162-8601, Japan
E-mail: sakae@ms.kagu.tus.ac.jp
• Volume 20, LNCS 8023, Cross-Cultural Design: Methods, Practice and Case
Studies (Part I), edited by P.L. Patrick Rau
• Volume 21, LNCS 8024, Cross-Cultural Design: Cultural Differences in Ev-
eryday Life (Part II), edited by P.L. Patrick Rau
• Volume 22, LNCS 8025, Digital Human Modeling and Applications in Health,
Safety, Ergonomics and Risk Management: Healthcare and Safety of the En-
vironment and Transport (Part I), edited by Vincent G. Duffy
• Volume 23, LNCS 8026, Digital Human Modeling and Applications in Health,
Safety, Ergonomics and Risk Management: Human Body Modeling and Er-
gonomics (Part II), edited by Vincent G. Duffy
• Volume 24, LNAI 8027, Foundations of Augmented Cognition, edited by
Dylan D. Schmorrow and Cali M. Fidopiastis
• Volume 25, LNCS 8028, Distributed, Ambient and Pervasive Interactions,
edited by Norbert Streitz and Constantine Stephanidis
• Volume 26, LNCS 8029, Online Communities and Social Computing, edited
by A. Ant Ozok and Panayiotis Zaphiris
• Volume 27, LNCS 8030, Human Aspects of Information Security, Privacy
and Trust, edited by Louis Marinos and Ioannis Askoxylakis
• Volume 28, CCIS 373, HCI International 2013 Posters Proceedings (Part I),
edited by Constantine Stephanidis
• Volume 29, CCIS 374, HCI International 2013 Posters Proceedings (Part II),
edited by Constantine Stephanidis
I would like to thank the Program Chairs and the members of the Program
Boards of all affiliated conferences and thematic areas, listed below, for their
contribution to the highest scientific quality and the overall success of the HCI
International 2013 conference.
This conference could not have been possible without the continuous sup-
port and advice of the Founding Chair and Conference Scientific Advisor, Prof.
Gavriel Salvendy, as well as the dedicated work and outstanding efforts of the
Communications Chair and Editor of HCI International News, Abbas Moallem.
I would also like to thank for their contribution towards the smooth organi-
zation of the HCI International 2013 Conference the members of the Human–
Computer Interaction Laboratory of ICS-FORTH, and in particular George
Paparoulis, Maria Pitsoulaki, Stavroula Ntoa, Maria Bouhli and George Kapnas.
Human–Computer Interaction
Cross-Cultural Design
Augmented Cognition
External Reviewers
General Chair
Professor Constantine Stephanidis
University of Crete and ICS-FORTH
Heraklion, Crete, Greece
Email: cs@ics.forth.gr
Table of Contents – Part I
The Effects of Early Training with Automation Tools on the Air Traffic
Management Strategies of Student ATCos . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Henri Battiste, William Choi, Tannaz Mirchi, Karen Sanchez,
Kim-Phuong L. Vu, Dan Chiappe, and Thomas Z. Strybel
Mobile Interaction
NFC Provided User Friendliness for Technologically Advanced
Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Anders Andersen, Randi Karslen, and Arne Munch-Ellingsen
The Display Medium, Academic Major and Sex Effect of High School
Students on Visuospatial Abilities Test Performance . . . . . . . . . . . . . . . . . . 70
Yen-Yu Kang and Yu-Hsiang Liao
Design of Space for Expression Media with the Use of Fog . . . . . . . . . . . . . 210
Shiroh Itai, Yuji Endo, and Yoshiyuki Miwa
Collaborative Work
Lifecycle Support of Automotive Manufacturing Systems through a
Next-Generation Operator Interface Implementation . . . . . . . . . . . . . . . . . . 277
Vishal Barot and Robert Harrison
Business Integration
Situation Aware Interaction with Multi-modal Business Applications in
Smart Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 413
Mario Aehnelt, Sebastian Bader, Gernot Ruscher, Frank Krüger,
Bodo Urban, and Thomas Kirste
Human Factors in Supply Chain Management – Decision Making in
Complex Logistic Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423
Philipp Brauner, Simone Runge, Marcel Groten,
Günther Schuh, and Martina Ziefle
Strategic Study of Knowledge Management Which Led into Furniture
Design Industry – Taking Example by Taiwan Furniture Industry . . . . . . 433
Chi-Hsiung Chen and Kang-Hua Lan
A Study of Customization for Online Business . . . . . . . . . . . . . . . . . . . . . . . 443
Vincent Cho and Candy Lau
Are HCI Issues a Big Factor in Supply Chain Mobile Apps? . . . . . . . . . . . 450
Barry Flachsbart, Cassandra C. Elrod, and Michael G. Hilgers
Value Added by the Axiomatic Usability Method for Evaluating
Consumer Electronics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 457
Yinni Guo, Yu Zhu, Gavriel Salvendy, and Robert W. Proctor
Challenges for Incorporating “Quality in Use” in Embedded System
Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 467
Naotake Hirasawa
Development of a System for Communicating Human Factors
Readiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475
Matthew Johnston, Katie Del Giudice, Kelly S. Hale, and
Brent Winslow
A Method for Service Failure Effects Analysis Based on Customer
Satisfaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 485
Yusuke Kurita, Koji Kimita, Kentaro Watanabe, and
Yoshiki Shimomura
Searching Blog Sites with Product Reviews . . . . . . . . . . . . . . . . . . . . . . . . . . 495
Hironori Kuwata, Makoto Oka, and Hirohiko Mori
Usability Evaluation of Comprehension Performance and Subjective
Assessment on Mobile Text Advertising . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 501
Ya-Li Lin and Chih-Hsiang Lai
XXXVIII Table of Contents – Part III
Decision Support
Burglary Crime Analysis Using Logistic Regression . . . . . . . . . . . . . . . . . . . 549
Daniel Antolos, Dahai Liu, Andrei Ludu, and Dennis A. Vincenzi
1 Introduction
Driving support systems have been developed to take the place of a portion of a driv-
er’s cognition, judgment, and operation [1]. However, there could be conflicts be-
tween the driver’s intentions and those of the system if such systems become popular
and cover various situations [2]. Drivers hope that such systems will not be bother-
some, but will have properly designed support timing and functions.
The information required by these systems is divided into vehicle information, en-
vironmental information, and driver information. The vehicle information consists of
dynamic data about the vehicle such as its position and slip angle. The environmental
information includes the road alignment and the positions of other vehicles and pede-
strians, as identified using various sensors. The driver information consists of the
driver’s operational and physiological data. Almost all of the existing systems utilize
only vehicle and environmental information. However, using the driver information in
addition to the vehicle and environmental information is necessary to ensure that such
systems support drivers with appropriate timing, rather than becoming bothersome. If
the driver’s intention can be estimated, it will be possible to support the driver after
determining the adequacy and safety of the driver’s operation, while coordinating the
vehicle, environmental, and driver information.
Some previous studies tried to estimate a driver’s steering intention by using an
electroencephalogram (EEG) and eye movements [3], [4]. Ikenishi et al. proposed an
algorithm to estimate the steering intentions, which were going straight, turning right,
or turning left, using the power spectrum (8 to 30 Hz) of a background EEG [3].
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 3–11, 2013.
© Springer-Verlag Berlin Heidelberg 2013
4 T. Asao, S. Suzuki, and K. Kotani
Suzuki et al. attempted to estimate a driver’s intention to change lanes (to the right)
on a highway by using the driver’s eye movements [4]. Performing EEG measure-
ments in a moving vehicle has two problems. There is background noise in the EEG
signals as a result of the body movements of the driver, vehicle vibration, and electric
components of the vehicle. Drivers are constrained by the attached EEG electrodes.
On the other hand, the eye tracking system, which has high resolution, is not
applicable because of the cost.
Humans can move their arms, legs, and body in response to some task. They confi-
gure an appropriate mechanical impedance by adjusting their musculo-viscoelasticity
before the movement [5], [6]. Impedance is a collective term for the inertia, viscosity,
and stiffness, which constitute the motion resistance [5]. Humans raise the stiffness
and viscosity of their hands in order to start moving quickly in the desired manner [6].
This study focused on the impedance in a driver’s hands while grasping the steering
wheel. The goal of this study was to estimate a driver’s steering intentions by using
the impedance. In this paper, we try to estimate the impedance dynamically and verify
that the steering intention can be estimated from the impedance.
2 Identification of Impedance
Studies on human impedance began with Mussa-Ivaldi, Hogan, & Bizzi (1985). They
measured the stiffness of a human hand [7]. After that, impedance measurements
were extended to include the viscosity and stiffness [8], [9], [10]. In these studies,
perturbation was given to the hand for a very short duration in order to prevent
changes in the impedance as a result of human voluntary reaction. This technique can
only be applied to measure the impedance for static postures. Therefore, an ensemble
method was devised, by which the impedance at any time could be estimated by
using a large quantity of static single trial data [11], [12], [13]. In recent years, an
online estimation technique has been developed in order to estimate the time-varying
impedance during movements by using a frequency filter to remove the voluntary
constituent [14], [15].
Shin et al. proposed a dynamic estimation method by using an electromyogram
(EMG) and musculo-mechanics, in which an EEG was considered to represent the
commands from the brain [16]. Hada et al. developed a dynamic estimation method
by using a musculo-skeletal model and kinematics, in which muscular activations
were estimated from measured sequential posture data [17].
The online method, muscular model method, and musculo-skeletal model methods
should be suitable to estimate the steering intention, because the impedance is time-
varying. However, the muscular model method is not recommended because of the
restraints imposed by the EMG electrodes that have to be attached to the driver. The
musculo-skeletal model method would also be unsuitable, because measuring driving
postures is difficult at high resolution. Therefore, this study employed the online
estimation method, with which the impedance could be estimated using only the
steering wheel angles and torques.
Estimation of Driver’s Steering Intention by Using Mechanical Impedance 5
( )
M sθ + Bs θ − θe + K s (θ − θ e ) = τ + τ h (1)
where Ms, Bs, and Ks denote the rotational inertia, viscosity, and stiffness of the struc-
tural elements of the steering system, respectively. θ and θe denote the steering wheel
angle and its equilibrium angle, respectively, and τ and τh denote the torques applied
by a motor and human, respectively. The equation of motion for a human in relation
to the steering wheel shaft is represented as
( )
M hθ + Bh θ − θe + K h (θ − θ e ) = −τ h (2)
where Mh, Bh, and Kh denote the equivalent rotational impedance factors of the hu-
man. From Eqs. (1) and (2), the equation of motion for the human-steering system is
represented as
( )
Mθ + B θ − θe + K (θ − θ e ) = τ (3)
where M = Ms + Mh, B = Bs + Bh, and K = Ks + Kh are the impedance factors for the
human-steering system, which are time-varying because Mh, Bh, and Kh are
time-varying.
A situation where a single perturbation is applied to the steering wheel by a motor
connected to the steering shaft is considered. The torque changes from τ to τ + Δτ,
and the angle changes from θ to θ + Δθ. Then, the following two conditions are
assumed:
(1) The human arm posture and impedance do not change before and after the
perturbation because the perturbation is small [7], [18].
(2) The human cannot change their impedance, equilibrium point, and force
against the perturbation because the duration of the perturbation is short
[18].
Based on these assumptions, the equation of motion for the human-steering system
after the perturbation is represented as
( ) ( )
M θ + Δθ + B θ + Δθ − θe + K (θ + Δθ − θ e ) = τ + Δτ (4)
If the frequency of human movement is considerably smaller than that of the perturba-
tion, the human involuntary motion can be obtained, as shown in the following equa-
tion, by band-pass filtering the measured angle and torque [14], [15].
U i = [M i Bi K i ]T (6)
[
θi = Δθi Δθi Δθ i ] T
(7)
Pi −1θ i
ki = (8)
λ + θ iΤ Pi−1θ i
Pi = Pi−1 − k iθ iΤ Pi −1 (9)
(
U i = U i −1 + k i Δτ i − θ iT U i−1 ) (10)
where k ∊ R3, λ ∊ R, and P ∊ R3×3 denote the Kalman gain, variance of the observation
noise, and covariance matrix, respectively. T denotes transposing the vector or matrix.
The initial values are set at
U0 = 0 (11)
(
P0 = diag 10 4 , 10 4 , 10 4 ) (12)
Before estimating the human impedance, an experiment was conducted to verify the
estimation accuracy by using known parameters.
3.1 Apparatus
Fig. 1 shows an illustration of the apparatus. The outer diameter of the steering wheel
(Nardi classic) was 360 mm. The steering wheel shaft was connected to an AC ser-
vomotor (SGMPH-08A1A41, Yasukawa Electric Corp.) via a high stiffness coupling.
The torque of the motor was controlled by a PC via a D/A board and motor driver,
which allowed it to generate perturbations. The steering wheel angle was measured
using an incremental encoder in the motor unit (65536 pulse/rev). In this experiment,
the equipment was placed on the floor because the rotational plane of the steering
wheel was vertical. The steering wheel angles and command torque were measured by
the PC at a 100-Hz sampling frequency.
Estimation of Driver’s Steering Intention by Using Mechanical Impedance 7
Steering wheel
Spring PC
Servomotor D/A
3.2 Perturbation
The perturbation torque that was necessary for estimating the impedance was an M-
sequence signal with the condition that a primitive polynominal was x7 + 1. The 0 and
1 signals created by the M-sequence were assigned values of –0.5 or +0.5 Nm, respec-
tively. The torque was changed at intervals of 30 ms because of the created signals.
Thus, the cycle length of the perturbations was 3.81 s.
1
0
-1
0 5 10 15
20
K Nm/rad
0
-20
0 5 10 15
Time s
Fig. 2. Example of estimated impedances for condition of heavy weight and weak spring
Figs. 3 and 4 show the mean inertia and stiffness estimated by LSM with error bars
for standard deviations, respectively. The structural impedance Ms and Ks could be
obtained under the no weight and no spring condition. The structural impedance was
subtracted from the values in the figures. The crossbars in the figures denote the given
impedances. The estimated impedances increased with the given impedance. The
estimated values were almost the same as the given ones. Therefore, the values
estimated by the Kalman filter had good accuracy.
0.08
0.06
M - Ms kg m2
0.04
0.02
0
-0.02
-0.04
No Light Heavy
Weight conditions
30
25
K - Ks Nm/rad
20
15
10
5
0
-5
No Weak Strong
Spring conditions
Tracking target
Operable target
5
[rad]
0
θ
-5
20
[Nm/rad] [Nm s/rad] [kg m2]
0
M
-20
20
0
B
-20
50
0
K
-50
0 100 200 300 400 500 600
Time [s]
5 Conclusion
In this study, we attempted to estimate a driver’s steering intention by their imped-
ance. First, we verified the accuracy of the impedance estimated by using a Kalman
filter. The estimation method was found to have good accuracy. Then, we tried to
estimate the time-varying human impedance during a tracking task using a steering
wheel. There were some instances where the stiffness became high before steering
and became low after steering, but the occurrence rate was low. The factors that led to
this occurrence were unknown. Therefore, in future work, we will verify the muscle
Estimation of Driver’s Steering Intention by Using Mechanical Impedance 11
activity and gripping force during the steering operation. Moreover, the estimation
model, that is, the Kalman filter, will be improved in order to improve the estimation
accuracy.
References
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2. Inagaki, T.: Humans understand machines; machines understand humans. In: Proceedings
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(in Japanese)
3. Ikenishi, T., Machida, Y., Kamada, T., Nagai, M.: Estimation of Driver Steering Intention
based on Brain-Computer Interface using Electroencephalogram. Transactions of Society
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4. Suzuki, M., Inagaki, S., Suzuki, T., Hayakawa, S., Tsuchida, N.: Estimation of Switching
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5. Ito, K.: Bodily wisdom thesis as system, pp. 76–81. Kyoritsu, Kyoto (2005) (in Japanese)
6. Kim, J., Sato, M., Koike, Y.: Human arm posture control using the impedance controllabil-
ity of the musculo-skeletal system against the alteration of the environments. Transactions
on Control, Automation, and Systems Engineering 4(1), 43–48 (2002)
7. Mussa-Ivaldi, F.A., Hogan, N., Bizzi, E.: Neural, Mechanical, and Geometric Factors Sub-
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trol Engineers 35(9), 689–695 (1996) (in Japanese)
9. Dolan, J.M., Friedman, M.B., Nagurka, M.L.: Dynamic and Loaded Impedance Compo-
nents in the Maintenance of Human Arm Posture. IEEE Transactions on Systems, Man,
and Cybernetics 23(3), 698–709 (1993)
10. Tsuji, T., Morasso, P.G., Goto, K., Ito, K.: Human Hand Impedance Characteristics during
Maintained Posture in Multi-Joint Arm Movements. Biological Cybernetics 72(6), 475–
485 (1995)
11. Bennett, D.J., Hollerbach, J.M., Xu, Y., Hunter, I.W.: Time-varying stiffness of human el-
bow joint during cyclic voluntary movement. Experimental Brain Research 88(2), 433–
442 (1992)
12. MacNeil, J.B., Kearney, R.E., Hunter, I.W.: Identification of time-varying biological sys-
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1225 (1992)
13. Gomi, H., Kawato, M.: Human arm stiffness and equilibrium-point trajectory during multi-
joint movement. Biological Cybernetics 76(3), 163–171 (1997)
14. Xu, Y., Hollerbach, J.M.: Identification of Human Joint Mechanical Properties from Single
Trial Data. IEEE Transactions on Biomedical Engineering 45(8), 1051–1060 (1998)
15. Deng, M., Gomi, H.: Robust Estimation of Human Multijoint Arm Viscoelasticity during
Movement. Transactions of Society of Instrument and Control Engineers 39(6), 537–543
(2003)
16. Shin, D., Shimada, O., Sato, M., Koike, Y.: Arm stiffness estimation using mathematical
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The Relationship Between Handlebar and Saddle Heights
on Cycling Comfort
Abstract. This study aims to clarify the relationship between handlebar and
saddle heights on cycling comforts by assessing the kinematics, kinetics, physi-
ological loading and subjective perceived exertion rating. Twenty young adults
with mean age 24.6 years (SD=0.1) were recruited to participate in this study. A
commercial city bike with the adjustable handlebar and saddle had been set on
the indoor cycling stands. All subjects were asked to ride randomly with 9 dif-
ferent postures (3 handle ×3 saddle heights) for continuous one hour. A 3-D
motion analysis system (Zebris Medical GmbH, Germany) was used to collect
the kinematic data. The body pressure measurement system (Body Pressure
Measurement System, Tekscan, U.S.A) was applied to measure the pressure
distribution, force and displacement of centre of mass (COM). A heart rate
monitor (Polar RS-800, Kempele, Finland) was used to record the heart rate as
the physiological loading. Moreover, a subjective perceived exertion rating
scale (Borg CR-10) was used to assess subjective comfort around the body re-
gions. The results of this study indicated that the lower handlebar with higher
saddle cause greater ROM in wrist-ulnar deviation, wrist extension, trunk flex-
ion and hip abduction. It also reveals more force on hand region, more discom-
fort around hand, ankle and back, and higher physiological loading. While
cycling with higher handlebar and lower saddle, it has more ROM in wrist flex-
ion, more body displacement on buttock region, little trunk forward, and more
discomfort rating in buttock region. For handlebar and saddle adjustment, the
considerations of body dimensions and characteristics, the relationship between
handlebar and saddle heights might improve the cycling comfort and diminish
musculoskeletal injury.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 12–19, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Relationship Between Handlebar and Saddle Heights on Cycling Comfort 13
1 Introduction
2 Research Method
2.1 Subjects
Twenty young adults with mean age 24.6 yearswere recruited to participate in this
study. None of them have history of cardiovascular and musculoskeletal disorder.
Basic subject information, as well as anthropometric data, were collected and listed in
Table 1. Men and women have significant difference in body height, weight, arm and
leg length (p<.05). For the preferred height for saddle, men subjectively prefer to have
higher saddle than women (p<.05). The preferred height for saddle was 104.4 (3.6)
cm for men and 99.2 (3.4) for women, respectively.
Physiological Loading. A heart rate monitor (Polar RS-800, Kempele, Finland) was
used to record the heart rate as the physiological loading. A resting heart rate (resting
HR) was recorded while a subject was quiet for 1 min before the experiment. During
exercise, the exercise heart rate (exercising HR) was collected with frequency of 1Hz
and sustain for one hour. The physiological loading or exercise intensity was calcu-
lated by the formula: (Averaged exercising HR-Resting HR)/ [(220-age)-Resting HR].
Subjective Exertion Rating. A subjective perceived exertion rating scale (Borg CR-
10 scale) was used to quantify and assess the overall perception of exertion. Subject
rank fatigue level around the six body parts including wrist, upper back, lower back,
buttock, knee and ankle from 0 (nothing at all) to 10 (maximal exertion), separately
saddle heights, the trails G to I are higher handlebar and lower saddle heights. The
data of comforts were assessed by the measurements of kinematics, kinetics, physio-
logical loading and subjective perceived exertion rating during the cycling.
Postures Definition*
A 90%PHH and 90%PHS
B PHH and PHS
C 110%PHH and 110%PHS
D 90%PHH and 110%PHS
E PHH and 110%PHS
F 90% PHH and PHS
G 110%PHH and PHS
H PHH and 90%PHS
I 110%PHH and 90%PHS
*Preferred height for handlebar (PHH) and preferred height for saddle (PHS).
3 Result
Table 5 reveals the effects of cycling postures on pressure distribution and the dis-
placement of center of pressure (COP) on the hand and buttock region. It indicates
that cycling postures have significant influence on the force on handlebar and COP
displacement on buttock region (p<0.05). Table 6 displays he Duncan’s multiple
range tests for the force on handlebar and COP displacement on buttock. It shows that
riding with D and E postures have higher force on handlebar and more COP dis-
placement on buttock region (p<0.05).
16 M.-C. Chiu, H.-C. Wu, and N.-T. Tsai
Table 3. The cycling postures and joint range of motion of wrist, trunk, hip and knee
a
ROM Wrist Wrist flexion- Trunk Hip abduction- Knee
b.
Postures deviation extension flexion adduction flexion
A 14.5(1.1) 7.5(1.3) 38.10(1.2) 29.78(3.6) 55.4(16.1)
B 11.7(1.0) -6.1(0.9) 37.75(1.2) 25.96(1.3) 58.7(17.6)
C 11.5(0.7) 8.3(1.2) 37.30(1.2) 45.97(8.9) 78.3(19.2)
D 15.9(1.4) 26.2(0.9) 57.35(4.6) 52.90(3.0) 77.3(21.0)
E 14.4(0.9) 24.7(1.8) 43.60(2.0) 46.16(2.2) 76.9(19.5)
F 14.0(0.7) 23.9(1.0) 44.15(1.5) 23.89(1.4) 57.5(17.2)
G 13.4(1.0) -17.1(1.2) 18.25(1.6) 24.51(1.8) 58.0(18.1)
H 13.7(0.8) -20.2(2.0) 27.95(1.7) 24.22(1.6) 57.9(17.4)
I 13.8(1.5) 24.1(0.7) 8.70(2.2) 25.43(1.8) 57.3(15.7)
F-test 12.82 8753.27 63.12 9.68 0.05
c.
Significant 0.00* 0.00* 0.00* 0.00* 0.99
a. ROM: range of motion, units: degrees.
b. Wrist deviation: ulnar deviation is positive (radial is negative),
Wrist extension is positive (flexion is negative),
Trunk flexion is positive,
Hip abduction is positive and Knee flexion is positive.
c. Significant level is at P< .05.
Table 4. Duncan’s multiple range tests for range of motion of wrist, trunk and hip
a b.
ROM Ranking
Wrist deviation DE> F > AGH > BCI
Wrist flexion- extension D> EF > ABC > G > H > I
Trunk flexion D > EF > ABC >H > G > I
Hip abduction- adduction D > EC > A > B > FGHI
a. ROM: range of motion, units: degrees.
b. Significant level is at P< .05.
a b.
Variable Ranking
Force on handlebar DF > E > A > BCGHI
COP displacement on buttock CDEI > ABFGH
a. ROM: range of motion, units: degrees.
b. Significant level is at P< .05.
Table 7 reveals the effects of riding posture on the physiological loading. Although
cycling postures didn’t affect exercising heart rate, but cycling postures have signifi-
cantly influence on exercise intensity (p<0.05). Riding with postures of C, D and E
demand higher exercise intensity.
Variables
Resting HR Exercising HR Exercise intensity (%)
Postures
A 87.4 (0.3) 98.6 (7.4) 10
B 87.3 (3.0) 98.9 (3.6) 11
C 87.3 (1.9) 105.1 (2.7) 17
D 88.7 (2.2) 101.3 (10.6) 12
E 87.0 (0.9) 97.8 (8.6) 10
F 86.7 (2.6) 100.50 (5.9) 13
G 85.8 (3.3) 97.9 (3.8) 11
H 85.9 (2.5) 97.3 (8.9) 10
I 87.2 (0.4) 99.9 (2.6) 12
a.
Significant 0.7 0.3 0.00*
a. Significant level is at P< .05.
Table 8 presents subjective exertion rating around the wrist, upper back, lower back,
buttock, knee and ankle. It demonstrates that cycling posture have statistically influ-
ence on perceived exertion of wrist, upper back, lower back, buttock, and an-
kle(p<0.05). In general, the most discomfort region during cycling which were rated
as higher scores were wrist and buttock areas. Table 9 shows the results of Duncan’s
multiple range tests for subjective exertion rating. Cycling with postures of D, E and
F would have more exertion on wrist region and riding with postures of C, G, H and I
would have more discomfort on buttock areas.
18 M.-C. Chiu, H.-C. Wu, and N.-T. Tsai
Variables
Wrist Upper back Lower back Buttock Knee Ankle
Postures
A 3.9 (0.7) 0.9 (0.7) 1.1 (0.7) 4.3 (0.2) 0.8 (0.6) 1.0 (0.5)
B 3.4(0.7) 1.3 (0.4) 1.5 (0.4) 3.9(0.7) 1.1 (0.5) 0.9 (0.6)
C 4.9(0.7) 1.1 (0.5) 1.5 (0.5) 5.3(0.2) 1.1 (0.5) 1.4 (0.5)
D 4.5(0.6) 1.2 (0.6) 1.5 (0.3) 4.4(0.5) 1.6 (0.3) 1.3 (0.3)
E 4.8(0.3) 1.2 (0.6) 1.6 (0.6) 4.8(0.3) 1.1 (0.5) 1.9 (0.6)
F 4.8(0.1) 1.1 (0.5) 1.3 (0.4) 4.7(0.6) 0.8 (0.5) 0.9 (0.4)
G 3.7(0.8) 1.1 (0.6) 1.4 (0.8) 5.3(0.4) 1.0 (0.6) 0.9 (0.7)
H 4.3(0.6) 0.8 (0.4) 1.0 (0.3) 5.0 (0.3) 1.0 (0.6) 0.9 (0.5)
I 4.4(0.6) 0.7(0.5) 1.1 (04) 5.2(0.2) 0.8 (0.5) 0.6 (0.2)
F-test 4.149 1.685 3.015 3.91 1.48 3.595
a.
Significant 0.00* 0.04* 0.00* 0.00* 0.07 0.00*
a. Significant level is at P< .05.
a b.
Rating of perceived exertion Ranking
Wrist DEF > ACGHI > B
Upper back BDE > CFG > AHI
Lower back BCDEFG > AHI
Buttock CGHI > DEF >AB
Ankle DEF > CABGH > I
a. Rating of perceived exertion, range from 0 to 10.
b. Significant level is at P< .05.
The main purpose of this study was to illustrate the relationship between handlebar
and saddle heights on cycling comforts by assessing the kinematics, kinetics, physio-
logical loading and subjective perceived exertion rating. For cycling with lower han-
dlebar and higher saddle, it reveals more range of motion on wrist ulnar deviation,
wrist extension, trunk flexion and hip abduction. Lower-handlebar riding might cause
higher force on hand and wide displacement of center of pressure. Moreover, lower-
handlebar cycling requires higher physiological loading and might induces more per-
ceived exertion on wrist region. For cycling with higher handlebar and lower saddle,
it presents less and natural range of motion on wrist, trunk and hip and less force on
handlebar, reduced physiological loading, but more perceived exertion on buttock
region. For adjustable-preferred handlebar and saddle, higher handlebar and higher
saddle (C postures) leads more physiological loading and more perceived exertion
rating than lower handlebar and saddle. For handlebar and saddle adjustment, the
considerations of body dimensions and characteristics, the relationship between
handlebar and saddle heights might improve the cycling comfort and diminish
musculoskeletal injury.
The Relationship Between Handlebar and Saddle Heights on Cycling Comfort 19
References
1. Dettori, N., Norvell, D.: Non-traumatic bicycle injuries: a review of the literature. Sports
Medicine 36, 7–18 (2006)
2. Schwellnus, M.P., Derman, E.W.: Common injuries in cycling: prevention, diagnosis and
management. SA Fam. Pract. 47(7), 14–19 (2005)
3. Wilson, C., Bush, T.R.: Interface forces on the seat during a cycling activity. Clinical Bio-
mechanics 22, 1017–1023 (2007)
Kanji Characters in Japan – Remaining Challenges
Toshihiro Enami
Abstract. The Japanese Government has set its sights on becoming number one
in the world in ICT, as seen in the announcement of an e-Japan strategy by the
IT strategy organization established in 2000. However, according to the United
Nations E-Government Development Index, Japan’s ranking has remained low
despite its progress in information infrastructure. The reason for this is that the
Japanese government did not integrate the code and standardize the data which
are needed to use ICT across the whole country. The government introduced the
national ID bill into the Diet last year, but the issue of Kanji characters, i.e.,
how to define the Japanese Kanji character set, remains unresolved because this
issue, especially as it related to Kanji characters of names, includes a complex
problem of interface between human and machine. I think the current proposed
solution will not be successful because it ignores the issue of human interface. I
insist that the Kanji character issue should be viewed from the perspective of
human interface, and I propose a solution whereby the government should
regulate by law the range of Kanji characters used by ICT, rather than
increasing the number of Kanji character used.
1 Introduction
In recent years, countries around the world have introduced e-Government and it
continues to spread its roots. EGDI (2012) shows the e-Government ranking of 190
countries, with an additional 3 countries having no online services at all. The Japanese
government passed an ICT law in 2000, and the next year it announced that it would
aim to become number one in ICT through its e-Japan strategy. Afterwards, high
speed information infrastructure was built, but e-Government did not progress in
terms of using ICT. Japan was ranked 11th in 2008, 17th in 2010, and 18th in 2011.
By contrast, Korea was number one in 2010 and 2011. The difference between
Japan and Korea is increasing. Shimada, Enami, and Yoshida (2012) discuss this
difference from many perspectives and conclude that Japan is caught in a vicious
cycle and Korea in a virtuous one. The most critical point is that the Japanese
government did not recognize the importance of building a legal system to optimize
the whole country through ICT, especially by destroying the bureaucratic silos.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 20–29, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Kanji Characters in Japan – Remaining Challenges 21
In 2012, the My Number (national ID) bill, which would build a legal system to
identify Japanese people, was introduced into the Diet. But Kanji character code, as
another important legal system, remains unpromising. On the surface, the issue of
Kanji characters seems to be a problem between technology and culture, but it
fundamentally includes the issue of interface between human and machine. We must
confront this issue from this point of view.
2 Methodology
2.1 The History of Japanese Character Code and the Issue of Kanji
Characters in Names
I begin with a survey of the history of Japanese character code as mapped onto
computer systems, followed by a look at its present state. I then describe the issues of
Kanji characters in the field of administrative procedure and how the government
would address this issue based on the reports of METI (Ministry of Economy, Trade
and Industry)1 and MIC (Ministry of Internal Affairs and Communications)2 .
I identify 2 perspectives which the government overlooks in order to find a path
towards solving this issue. I analyze the issue from these perspectives, as outlined in
2.2 and 2.3.
One perspective is that of cost. Japan uses different types of character sets, or Gaiji,
which are defined broadly as a character not included in a character set and narrowly
as a character outside of JIS level-1 and level-2. I will calculate the economic loss
which results from using these in the field of administrative procedure and in the
private sector. The Japanese people must cover any economic loss through taxes or
the high cost of products, and we should discuss whether it is right or not to make the
people pay for this loss.
1
METI/IPA(2011).
2
Fuji Xerox Co., Ltd.(2012).
22 T. Enami
Let us first look at the history of Japanese character code as mapped onto computer
systems. Japanese has 3 types of character: Kanji are based on Chinese characters;
Hiragana are derived from certain Kanji; and Katakana are derived from a different
set of Kanji. Hiragana is a syllabary which complements Kanji in expressing
Japanese, and Katakana is a syllabary used to express imported words and
mimetic/onomatopoeic words. Each syllabary includes about 50 characters and the set
of Kanji includes more than 50 thousand.
From early on, Japan needed multi-byte character code systems mapped into its
computer systems because Japanese must use these many characters. In Japan, JIS
X0201 was defined based on ISO646 as a 1-byte code system. And JIS X0208, JIS
X0212, and JIS X0213 are defined based on ISO2022 as multi-byte code systems.
JIS X0208 was defined in 1978 and includes about 6000 Kanji characters (JIS level-1
and level-2). JIS X0213 was defined subsequently in 2000 and includes about 3700
additional Kanji characters (JIS level-3 and level-4). There are also Japanese
character code systems which integrate character set and encoding scheme: EUC-JP
for UNIX and Shift-JIS for PC. Mainframe computers have different proprietary
Japanese character code systems depending on the vendor.
Later on, Unicode (ISO10646) was proposed as a universal character code system.
This system adopts a separation of character set and encoding scheme. The popular
Unicode standards are UCS-2, UCS-4, UTF-16, UTF-8, and UTF-32. Character set
and encoding scheme are integrated in UCS, but UTF is an encoding scheme only.
These standards include from 65,000 to 2 billion code points, which means that all the
characters in the world can be used in this system. More importantly, this system can
use a very broad range of characters, including old or historical characters for
academic research.
In the field of Japanese administrative procedure, fewer than 10,000 characters
(mainly JIS level-1 and level-2) have been used since mainframe computers could use
Japanese characters. But the developing Koseki3 system of the late 90’s and the Juki4
system of the early 2000’s needed more characters. The Koseki character set was
defined with about 56,000 characters and Juki with 21,000. In fact, not all characters
3
Census registration system.
4
Resident information system.
Kanji Characters in Japan – Remaining Challenges 23
used in names were defined; undefined characters are managed using image data in
the Juki system and with paper in the Koseki system.
The relationship among the JIS, Juki, and Koseki character sets is shown in
Figure 1. These characters are used in the field of administrative procedure, mainly in
names. This figure shows that the total number of characters is around 60,000, but
each character cannot be identified correctly between character sets because each
system has different definition rules, which are the way of defining differences
between form and design in characters. The essential reason for this disparity is the
inter-ministry bureaucratic silos. JIS is the jurisdiction of METI, Juki is that of MIC,
and Koseki is that of MOJ (Ministry Of Justice). In addition, the Japanese language,
including Kanji characters, is the jurisdiction of MEXT (Ministry of Education,
Culture, Sports, Science & Technology).
Fig. 1. Overview of JIS, Juki, and Koseki (based on data from METI/IPA(2011))
5
METI/IPA(2011).
24 T. Enami
use about 60,000 characters by encouraging the adoption of UTF-16 and IVS on top
of the foundation of the MJ character table”6 .
However, I do not think the adoption of UTF-16 and IVS will solve the following
challenges.
• Japan has no integrated, comprehensive set of rules, and no one has the authority to
decide on and register new characters for IVS/IVD.
• Currently, there are about 60,000 characters which cannot be used on standard
PCs, and the public electronic signature system accepts alternative characters
instead of Gaiji. Will people accept these 60,000 characters?
• Even if standard PCs could use these 60,000 characters, can we (citizens and
government) use them correctly in the field of administrative procedure?
In addition, the “Report on Gaiji used by Municipalities”7 showed that the number of
characters not identified in the MJ character table is 52,294. These characters are
classified into 3857 types (around 30,000 characters cannot be classified) and include
2037 types of wrong character. Thus the adoption of UTF-16 and IVS cannot solve
the challenge of undefined characters used by municipalities.
Let us look at this issue from two perspectives which have been ignored in the
past: cost and recognition. We would have to continue covering the cost of using an
enormous number of characters even if we could resolve the Gaiji issue with the MJ
character table, UTF-16, and IVS/IVD. Is it right that Japan’s citizens should continue
to cover this cost forever? Furthermore, are we even capable of recognizing and using
more than 10,000 characters? This last question relates to the issue of human-machine
interface.
Some say that the issue of Kanji characters is spiritual and cultural and should not be
approached from an economical perspective. But the number of people whose names
include Gaiji is very small (about 4-5% of the population). The rest of the population
must cover this cost through taxes or expensive products. We must consider whether
this burden is justified or not. What is the cost?
I have calculated the cost based on surveys in three cities, the results of which are
shown in Table 1. By economies of scale, big cities are more efficient than small
cities, and the average city population in Japan is around 73,000. Therefore, the
national economic loss is estimated to be between 1.2 billion yen and 2.7 billion yen,
or around 2 billion yen.
The above economic loss is only a simple computation. There are many
incalculable economic losses when it comes to municipalities:
6
METI/IPA(2011),p74.
7
Fuji Xerox Co., Ltd.(2012).
Kanji Characters in Japan – Remaining Challenges 25
• Local governments must run high cost computer systems because they cannot
change computer vendors easily due to Gaiji.
• Local governments must outsource even easy processing to computer vendors
because standard PCs cannot handle Gaiji.
As a result, Japan must bear the burden of more than 2 billion yen in economic loss
due solely to the issue of Gaiji in municipalities.
Fig. 2. Pass rate of 1st and pre-1st (left) Fig. 3. Successful candidates of 1st and pre-
1st (right)
Thus most Japanese people cannot understand and use even JIS level-1 (about
3000 characters) and only geniuses (2 persons per 100,000) can use JIS level-1 and
level-2 (about 6000 characters). Why can Japanese use broader range of Kanji
characters?
The examinees were off 3 types: private sector, local government, and geneeral
citizen. The level of education of each type was assumed to be higher than averaage.
Elderly people were choseen to be general citizen examinees because the Japannese
average length of life is 85 of female and 79 of male, and elderly examinees are likkely
to be active seniors who jooin lifelong learning courses. The results of the experim
ment
are shown in Table 2.
Table 2. resu
ults of experiment on Japanese Kanji recognition
6 Conclusion
• UTF-16 and IVS/IVD cannot solve the issue of undefined characters (about 50,000
characters) used at municipalities.
• The entire population should not have to cover the economic loss (more than 2
billion yen) due to Gaiji for a small part of the population.
• People can hardly understand and use even a set of 6000 characters (2 persons per
100,000).
• People incorrectly recognize half of the characters from the set of 60,000 and need
much more time to do so.
In the past, politicians and scholars said that the issue of Kanji should not be
discussed from the perspectives of economy and efficiency because it is a spiritual
and cultural issue. To the extent that Kanji is used between people, this might be true.
But when Kanji is used between human and machine in a widely informatized
society, a new problem occurs.
In the case of man-to–man interface, we accept the ambiguity of Kanji by
negotiating with each other. But in the case of machine-to-machine, machines cannot
accept ambiguity; even 1 bit of difference in the code causes a computer to treat
characters as different Kanji. Even if we deal with similar Kanjis with IVS, humans
must still decide which are variant characters and which are identical characters and
register them to IVS using code. In the case of man-to-machine, we face a bigger
problem: Our eyes cannot completely recognize the details in a character that a
machine can. As shown by the above experiment, the recognition of 60,000 characters
is beyond human ability. In this sense, we cannot communicate with machines.
Furthermore, it is important to note the fact that Japanese people cannot understand
and use even JIS level-1 characters (about 3000 characters). The experiment above
shows that Japanese people cannot use the sets of Juki characters (about 21,000
characters) and Koseki characters (about 56,000 characters) in everyday life, as seen
in increased recognition time and a higher rate of incorrect recognition.
Administrative procedures must always be carried out speedily and correctly, so we
must limit the use of Kanji characters. Simply increasing characters and using
IVS/IVD clearly will not solve the problem.
I propose the following two solutions:
• Solution 1
The use of Kanji characters for people’s names and geographical name should be
limited by law to the range of JIS level-1 and level-2 in the field of administrative
procedure. The characters outside of JIS level-1 and level-2 which are used for
Kanji Characters in Japan – Remaining Challenges 29
people’s names and place names must be mandatorily changed to similar characters
within that range. Characters that cannot be so changed must be expressed with
Hiragana or Katakana. Any use of Kanji characters outside of this range for people’s
names or geographical names should be punished by law.
• Solution 2
This solution involves adopting Solution 1 with the exception of Koseki procedures.
Only Koseki procedures would allow people to preserve their identity by using Gaiji,
while Juki and other administrative procedures would be subject to the rules of
Solution 1. To identify a person between Koseki and Juki, the same Juki code (or My
Number) would be attached to both their Koseki and Juki entries.
As a point of clarification, I do not insist that the effort to use more characters with
computer is wrong. It is necessary to use several million characters when performing
cultural research, for instance, old documents or unknown characters. I do insist,
however, that using several million characters in daily life is wrong. We must
consider the public interest, instead of oversimplifying the issue as one of technology
versus culture.
References
1. EGDI, United Nations E Government Survey (2012),
http://unpan1.un.org/intradoc/groups/public/documents/
un/unpan048065.pdf
2. Tatsumi, S., Enami, T., Yoshida, K.: A comparative study of e-Government in Japan and
Korea. In: Proceedings of International Conference on Business Management 2012, pp.
159–169 (2012)
3. METI/IPA, Report on Character Integration Infrastructure Project (March 25, 2011)
4. Fuji Xerox Co. Ltd., Report on Gaiji used by Municipalities (contracted by Ministry of
Internal Affairs and Communications) (March 2012)
5. Japan Kanji Proficiency Test Foundation (2012),
http://www.kanken.or.jp/index.php
A Study on Selection Ability in the 3D Space
by the Finger
Abstract. Intuitive gestures are very effective for interactions. Pointing gesture
with a finger would be used for interactions like pie menu selection. It has been
researched as to the appropriate numbers of menu items being displayed in a pie
menu. However, no research has been made for the case where menus are se-
lected by using gestures. We got the ability of pointing gesture (selection abili-
ty) in the 3-dimentional space from the previous research. By combining the
obtained resolution abilities of pointing gesture at the 2-dimentional surface of
Pitch and Yaw, it is suggested that the selection ability of selection behavior in
the 3-dimentional space is 22 areas. We will experiment in order to examine
whether the subjects really point 22 areas without vertical guide. As a result, we
found they can point 12 areas of 22.
1 Introduction
Intuitive gestures are very effective for interactions. In recent years, the researches on
interactions, which operate various products and services such as music players and
TV by using gestures, are being actively conducted.
It is difficult for computers to recognize the intentions of users from their natural
gestures. Although it is relatively easy for computers to recognize standard gestures
like sign language (commands), users need educations and trainings to be able to use
them. Both have merits and demerits. Generally speaking, gestures are very effective
for interactions if the use is limited to interactions like making selections from the
displayed menu[1].
However, as the case now stands, there is no coherence between gestures and the
allocations of interactions, and each application and service makes its own alloca-
tions.Products and services have become diversified and multifunctional, and there
are more functions and interactions which need to be allocated to gestures, thereby the
allocation has become difficult.
Therefore, pointing gesture with a finger would be used for interactions like menu
selection. It is possible to select with simple gesture even when there are many menu
items. In addition, pointing gesture is intuitive, thus users need no special education
or training.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 30–36, 2013.
© Springer-Verlag Berlin Heidelberg 2013
A Study on Selection Ability in the 3D Space by the Finger 31
Pie menu is a kind of GUI menus. It displays menu items in a radial fashioncenter-
ing on the mouse pointer. Users select a menu item by the direction to which they
move the mouse pointer. Pie menu can be selected by the angles. It is suitable for
interactions using pointing gesture.
It has been researched as to the appropriate numbers of menu items being dis-
played in a pie menu. However, no research has been made for the case where menus
are selected by using gestures. In order to find it out, it is necessary to know human
ability of pointing properly. Therefore, we will experiment in order to examine the
ability of pointing gesture (selection ability) in the 3-dimensional space.
2 Related Research
Miyamoto et al. have discussed how they should allocate menu items to the extended
pie menu[2]. They examined how the selection accuracy varied depending on the
sizes and locations of each area within the pie menu so that they could discuss the
most appropriate area pattern of the pie menu.
Saeki et al. have attempted to examine the selection ability of pointing gesture in
the 3-dimentional space[3]. The experiment was conducted without posing restric-
tions on the arm joints of the test subjects, which allowed the free movements. Be-
cause each test subject had different pointing gestures, they were not able to conduct
statistical analysis effectively.
Therefore, we thought it was necessary to examine the range of motion and the
arthresthesia of joints of shoulder, elbows, wrists and fingers separately.
Yamada and Kuriiwa, they added a limit to point and examined the selection abili-
ty of the areas[4]. They found the selection ability for Yaw (horizontal) and Pitch
(vertical) using the pointing at only using a point from a wrist limited rotary motion
and did it with selection ability of the 3-dimentional space by putting them together.
They got vertical selection ability, they pulled a board on the angle and demanded
dividing any areas on the board. They obtained a result that selection ability using by
pointing in the 3-dimentional space is 9 areas.
Oba, he found selection ability using the thimble which was in condition to have
enabled the rotary motion of the wrist[5]. As a result, he found that it was distributed
for 22 areas.
Pointing gesture in this reseearch is by using the wrist and finger joints. In the previious
research, pointing gesture isi separated Pitch (vertical direction) and Yaw (horizonntal
direction) by vertical guide(2), but it isn’t separated in this research. With the foreaarm
fixed, the hemisphere centtering on the direction from the elbow to the wrist w was
considered.
The test subjects were innstructed to point at the center of a certain area, which w was
a part of the partitioned hemisphere. The accuracy of their pointing gestures was ex-
amined. We made the instru uctions area presentation device which really expressed the
areas obtained in a study of o Oba into a hemisphere in 3-dimentional space(Fig..3.).
A subject pushes the switch, LED in the center of each area turns on and shoows
instructions area to him.
In order to obtain the poiinting angles of the test subjects, 3D sensor module (9D DOF
RAZOR[6]) was attached on top of their index finger. 9DOF RAZOR is a sennsor
equipped with a triaxial accceleration speed sensor, a gyro sensor and a triaxial ggeo-
magnetic sensor. The test su ubjects were 5 males and females who were in early tw wen-
ties and righthanded. All off them had normal wrists joints. It was defined that one ttrial
consisted of the test subjectts pointing at the center of an area as instructed one timee. It
was defined that one set con nsisted of one trial for 22 areas partitioned. Three sets w
were
completed in the experimen nt. The order of the trials was random within one set. E Each
set had different order. The experiment took approximately 40 minutes.
Fig. 1. Pointin
ng Gesture by the finger(Left: Pitch, Right: Yaw)
3.2 Results
We defined a area that coulld select correct is above 0.67 of F-measure from previious
research result. We show a result in table 1. Furthermore, ending in a draw possibiility
refers to a judged area in th
he figure4. As a result, I found that we can point 12 areaas in
22 areas of Oba.The area nu umber is 1, 7, 8, 10, 12, 13, 14, 16, 17, 18, 20, and 21.
3.3 Discussion
gram of the pointing angle to examine where subjects reeal-
We pictured the scatter diag
ly pointed to when they poiinted to the areas judged that they can’t point(Fig.5.).
Meanwhile, we explain the
t conventional Pitch that previous work defined. It iss an
angle of the absolute coorddinate system. By contrast, we get an Euler angle from ma
sensor. So we transform it from
f Pitch of Euler angle into Pitch of the absolute cooordi-
nate system. We can get thee angle by using sine and cosine.
34 J. Fukaya et al.
UP
90 deg
LEFT RIGHT
90 deg 90 deg
DOWN
90 deg
As a Yaw angle becomes big, the vertical angle becomes big, and we point to up-
per area generally. Because when we convert a vertical angle to be provided from a
sensor into the angle of the absolute coordinate system, as much as Yaw angle from
a sensor becomes big, it has an influence on the angle after the conversion.
Area No. 1, 5, 10
Pitch
Yaw(de
4 Conclusion
From the result, we found that it is too difficult for pointing correct area without the
vertical guide.
We think that previous research’s selection ability which combining selection abili-
ty of pointing gesture at the 2-dimentional surface of Pitch and Yaw don’t adupt to the
selection ability by using pointing gesture in 3-dimentional space.
5 Future work
References
1. Lenman, S., Bretzner, L., Thuresson, B.: Using Marking Menus to Develop Command Sets
for Computer Vision Based hand Gesture Interface. In: NordiCHI, pp. 239–242 (2002)
2. Miyamoto, M., Terada, T., Tsukamoto, M.: An Area Allocation Algorithm for Hierarchical
Pie Menu. In: Human Interface 2009, pp. 15–22 (2009)
36 J. Fukaya et al.
3. Saeki, H.: A Study on Selection Ability in the 3D Space by the Finger, Graduation thesis of
Musashi Institute of Technology (2008)
4. Yamada, R., Kuriiwa, H.: A Study on Selection Ability in the 3D Space by the Finger.
Graduation thesis of Musashi Institute of Technology (2009)
5. Oba, Y.: A Study on Selection Ability in the 3D Space by the Finger. Graduation thesis of
Musashi Institute of Technology (2010)
6. 9DOF RAZOR’s pdf datasheet,
https://www.sparkfun.com/products/10736
Empirical Evaluation of Multimodal Input Interactions
Abstract. With variety of interaction technologies like speech, pen, touch, hand
or body gestures, eye gaze, etc., being now available for users, it is a challenge
to design optimal and effective multimodal combinations for specific tasks. For
designing that, it is important to understand how these modalities can be com-
bined and used in a coordinated manner. We performed an experimental evalua-
tion of combinations of different multimodal inputs, such as keyboard, speech
and touch with pen etc, in an attempt to investigate, which combinations are ef-
ficient for diverse needs of the users. In our study, multimodal combination of
three modalities was found to be more effective in terms of performance, accu-
racy and user experience than that of two modalities. Further, we also inferred
the roles that each of the modalities play in a multimodal combination to
achieve the usability goals.
1 Introduction
Usability evaluation seems to be the logical method to investigate such questions [1].
In a multimodal setup, use of one interaction technology is also influenced by the co-
presence of the other interaction technologies. For such multimodal combinations,
"the total usability thus obtained is greater than the usability of each individual
modality" [2]. Therefore, for evaluation, combinations of multimodal interactions
must consider the as a whole, and not the sum of individual interactions. One of the
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 37–47, 2013.
© Springer-Verlag Berlin Heidelberg 2013
38 S. Ghosh, A. Joshi, and S. Tripathi
objectives of this work is, to evaluate the multimodal interaction, especially for the
commonly performed computer tasks. We considered two independent task sets, na-
vigation and editing, to test users’ performance. The evaluation was centered on mea-
surement of performance, accuracy and user experience through the following four
multimodal combinations; K+S, K+T, S+T and K+S+T, where K stands for a key-
board, S stands for speech input and T stands for touch input with a pen or finger.
2 Related Works
sampling. Each participant was given speech training and a practice session of 3
hours. The experiment consisted of two categories of tasks, navigation and editing on
Windows computer. The goal assigned for a navigation task was to navigate across
the Windows help documentation to search for some information and to perform a
calculation on the calculator tool. The goal assigned for the editing task was to docu-
ment few sentences on the WordPad application, and then edit few words out of the
text. Each user had to perform four such tasks using four different multimodal combi-
nations as mentioned earlier. Participants were asked to work as natural as possible
with the goal to complete the task quickly, with least errors.
Dybkjaer et al. [1] suggested the use of three usability parameters recommended by
the ISO for such evaluations namely, efficiency, effectiveness, and user satisfaction.
In our study, we renamed those as performance, accuracy and experience. Perfor-
mance and accuracy were operationalized by the total time to complete a task and the
number of errors committed, respectively. The objective was to evaluate the rankings
of multimodal combinations in terms of their effectiveness for different tasks.
Fig. 1. Mean and S.D. of task completion times for all multimodal combinations
40 S. Ghosh, A. Joshi, and S. Tripathi
One way ANOVA was applied to analyze the performance variation among the
four multimodal combinations. We found a significant variation among the multi-
modal combinations K+S, K+T, S+T and K+S+T w.r.t. the task completion times for
editing task (F(3, 36) = 5.949, p = 0.002), while this variation was not statistically
significant for navigation task (F(3, 36) = 1.454, p = 0.243). Table 1 shows the result
of paired sample t-tests comparing the multimodal combinations performance. For
navigation task, K+S+T combination is significantly faster than K+S and K+T; for
editing task, K+S+T and K+T combinations are significantly faster than K+S and
S+T. All statistically significant values (p<α) are indicated by ‘*’. Additionally, by
using t-test we compared the task completion times of bi-modal combinations (K+S,
K+T and S+T) and the tri-modal combination (K+S+T). In terms of performance, the
tri-modal combination was significantly better than the bi-modal for both navigation
(t(29) = 2.786, 2-tailed test, p = 0.009) and editing tasks (t(38) = 3.215, 2-tailed test,
p = 0.003).
Table 1. T-test results for multimodal comparison w.r.t. the task completion times
Fig. 2. Mean and S.D. of number of errors for all multimodal combinations
Empirical Evaluation of Multimodal Input Interactions 41
Further, table 2 shows the result of paired sample t-tests comparing the accuracy of
the four multimodal combinations for navigation and editing task. Results of the t-
tests showed that, for navigation task, S+T combination is significantly less accurate
than all other combinations; for editing task, K+S+T and K+T combinations are sig-
nificantly more accurate than K+S and S+T. Additionally, using t-test we also com-
pared the errors committed by the participants using all the bi-modal combinations
(K+S, K+T and S+T) as well as the tri-modal combination (K+S+T). We found that
in terms of accuracy, the tri-modal combination is significantly better than the bi-
modal combination only for navigation tasks (t(38) = 2.989, 2-tailed test, p = 0.005).
In case of editing task this difference is not statistically significant (t(33) = 1.919,
2-tailed test, p = 0.064).
Table 2. T-test results for multimodal comparison w.r.t. the number of errors committed
User Experience Level. We analyzed the user experience grades given by the partic-
ipants using all the multimodal combinations one by one. Fig.3 shows the mean and
standard deviation of the user experience levels.
Fig. 3. Mean and S.D. of number of errors for all multimodal combinations
One way ANOVA showed that, there is significant variation w.r.t. the user expe-
rience levels among the multimodal combinations K+S, K+T, S+T and K+S+T for
navigation task (F(3, 36) = 6.127, p = 0.002), as well as editing task (F(3, 36) =
13.629, p = 0.000). Further, table 3 shows the result of paired sample t-tests compar-
ing the user experience level of the four multimodal combinations. Results of the
42 S. Ghosh, A. Joshi, and S. Tripathi
t-tests shows that, for navigation task, the K+S+T combination has significantly
higher level of user experience than all other combinations; for editing task, S+T
combination has significantly lower level of user experience than all other combina-
tions. Additionally, using t-test we also compared the user experience levels for bi-
modal combinations (K+S, K+T and S+T) as well as the tri-modal combination
(K+S+T). We found that in terms of user experience, the tri-modal combination is
significantly better than the bi-modal combination for navigation (t(19) = -4.6208,
2-tailed test, p = 0.0002) as well as for editing tasks (t(37) = -4.7170, 2-tailed test,
p = 0).
Table 3. T-test results for multimodal comparison w.r.t. the user experience level
Performance. Fig.4 shows the mean and standard deviation of task completion times,
for the following multimodal combinations -
Fig. 4. Mean and S.D. w.r.t. task completion time with/without keyboard, speech and touch
Table 5 shows the result of t-tests comparing the performance of these multimodal
combinations. Results shows that, for editing tasks, availability of keyboard signifi-
cantly increases and that of speech significantly decreases the performance.
Table 5. T-test results of task completion times with and without keyboard, speech and touch
Accuracy. Fig.5 shows the mean and standard deviation of the number of errors, for
the three pairs of multimodal combinations, i.e. with/without K, S and T. Results of t-
tests shows that, for both navigation and editing tasks, a keyboard significantly in-
creases and speech significantly decreases the accuracy of a user.
User Experience Level. Fig.6 shows the mean and standard deviation of the user
experience levels graded by the participants, for the three pairs of multimodal combi-
nations, i.e. with and without K, S and T. Table 7 shows the result of t-tests compar-
ing the performance of the above mentioned multimodal combinations pairs for
navigation and editing task. Results of the t-tests, showed that, for editing tasks,
a keyboard significantly increases and touch significantly decreases the user
experience.
44 S. Ghosh, A. Joshi, and S. Tripathi
Fig. 5. Mean and S.D. w.r.t. number of errors with and without keyboard, speech and touch
Table 6. T-test results of number of errors with and without keyboard, speech and touch
Fig. 6. Mean and S.D. w.r.t. experience levels with and without keyboard, speech and touch
Table 7. T-test results of user experience levels with and without keyboard, speech and touch
Our results showed that, the multimodal combinations with speech had low per-
formance and accuracy. Few earlier works [5] [6] too reported similar results. Speech
does contribute to the speed of task; however, due to less accuracy of speech this
contribution is not achieved in a multimodal combination. Speech was found to be
efficient for commanding and not for information entry. Keyboard was found to be
efficient for information entry and not for commanding. Touch pen seemed good for
pointing to entities which were easily located on the screen. In addition, it was found
that the conventional interaction modality i.e. a keyboard has a significant role to
play, even in the presence of non-conventional interaction modalities. Ren et al. [5]
mentioned that mouse was useful and was more accurate than pen.
Correlation was performed among the pairs of the three usability parameters used in
the experiment, task completion times (representing performance), number of errors
(accuracy) and user experience. Table 7 presents the Pearson’s correlation coefficient
‘r’ and corresponding significance value ‘p’ between the pairs of usability parameters.
The results of correlation showed that, there is a strong correlation among the three
usability parameters. This means, the multimodal combination having smaller task
completion time (i.e. higher performance) is expected to have lesser number of errors
(higher accuracy) and also higher user experience. Similar results were reported by
Sauro and Kindlund, [15] who observed positive correlation between the direct data
and indirect data from their experiments. Contrary to this, Hornbaek and Law [16]
reported negative correlations between direct and indirect data.
designing multimodal interactions. For any application which requires extensive use
of GUI but minimal use of text editing, speech along with touch would be the prefer-
able multimodal combination. Similarly, for an application requiring more text editing
and lesser navigation, speech together with keyboard would be preferable.
The work presented in this paper is an initial research in the direction of develop-
ing quantitative models of multimodal combination, which could guide in designing
the multimodal interactions for different applications. Future work would involve
inclusion of other non-conventional input modalities like hand or body gesture in the
experiment. This work may also be extended for specific domain applications, and
more involved user groups like bank teller, tele-caller, industrial plant operator, etc.
References
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Empirical Evaluation of Multimodal Input Interactions 47
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Usability Evaluation of the Touch Screen
User Interface Design
1 Introduction
With the advancement of ICT technologies, the growth of mobile devices smart
phones and tablets outpacing that of desktop systems in 2011. User interface design is
becoming more and more important, especially for mobile devices with touch screen
interface. These devices allow users to surf the web, read electronic documents, play
games, send email and remain connected within their social networks [1].
Some usability studies showed that it is much more difficult to understand content
when it is read on a mobile device than on a desktop computer. To encounter this
problem, Steele and Iliinsky [2] recommended that the designers should identify the
important content, and emphasize it visually by making it bigger, bolder, brighter and
called out with circles, arrows and labels to help the users to understand the hierarchy
of information on the screen.
Text direction, screen size and font size are the factors affecting user’s search time
and accuracy. Lin et al. [3] used the color LCD e-reader to investigate how legibility
and visual fatigue are affected by different text directions, screen sizes, and character
sizes. They found that the recognition performance was better for reading horizontal
words than for vertical words. Screen size and font size were the factors affecting the
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 48–54, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Usability Evaluation of the Touch Screen User Interface Design 49
user’s search time. Wu et al. [4] used three different e-book displays to evaluate visual
fatigue, reading performance, and subjective rating. The results showed that greater
visual fatigue was found in smaller screen size and font size. Search speed is im-
proved, when the screen size and font size are increased.
In general, the fingertip or touch pen is used as the input device for touch screen
interface. As the primary input method, the interface design issues include touch tar-
get size, touch target layout, and tactile feedback. Since target size and layout are
often restricted by screen size, users may be slower to type on devices with smaller
target sizes and lacking of tactile feedback [5]. Budiu and Nielsen [6] indicated the
fat-finger problem with the touch screen device, and it is difficult to precisely touch
the small targets. Thus, some research has shown that the best target size for widget is
1 cm x 1cm for touch devices. Similarly, Wu and Luo [7] evaluated twelve touch pens
including three lengths and four diameters, and recommended to use a smaller
diameter and longer touch pen.
Due to the demographic change with an increasingly aging population, the usabili-
ty issues of touch-screen interface devices for the older adults require high attention.
With the increasing number of aged users on mobile devices, the issue of readability
and usability are becoming more and more important. Ziefle [8] investigated the ef-
fects of font sizes and the size of the window on navigation performance with 40 el-
derly participants (55-73 years old). The results indicated that the optimal perfor-
mance was found when the font size and the size of the preview window were large.
Many usability issues regarding touch screen interface design needs to be addressed,
especially for the older age groups. Hence, this study aims to evaluate the design of
Popover UI elements including location, length and fonts size for different age
groups.
2 Method
2.1 Participants
A total of 45 healthy participants (22 males and 23 females) involved in the experi-
ments. Three age groups including, the younger group (8 males and 7 females) with
age ranged 18-29 years old (Mean = 21.63 years; SD = 2.44); the middle group (7
males and 8 females) with age ranged 30-44 years old (Mean = 35.67 years; SD =
4.49) and the older group (7 males and 8 females) with age range 45-65 years old
(Mean = 56.52 years; SD = 4.48). All of the participants were right-handed, and can
understand and read traditional Chinese.
2.2 Equipment
The touch screen device used in this study was an Apple iPad based smart tablet de-
vice. It has a 9.7 inch screen with a resolution setting of 1024 x 768, and a portrait
soft keyboard.
50 C.-Y. Hsiao, Y.-J. Liu, and M.-J.J. Wang
Fig. 1. The popover windows for the three visual search tasks
2.5 Procedure
Before the experiment, a training session was given to help the participants to fami-
liarize themselves with the iPAD use as well as the visual search tasks. The partici-
pants used left hand to hold iPAD, and performed the touch screen task using right
hand.
When the participants were ready, they have to press the “Start” button. A popover
button would appear in one of the six locations randomly. They were then asked to
press the button as quickly as they can.
After pressing popover button, participants were asked to perform visual search
tasks. The visual search tasks have different popover window length and font sizes.
Usability Evaluation of the Touch Screen User Interface Design 51
The three visual search tasks was given in random sequence. When participants lo-
cated a target in the search field, they would touch the target and the target will be
highlighted. A 3 min rest period was given between experiment sessions. Each of
visual search tasks was given in random sequence.
3 Results
3.1 Reaction Time between Each Age Group and Locations of Popover
Button
The results showed that there were significant differences in reaction time between 6
locations, F (5, 210) = 13.619, p = .000, and the interaction between location and age
group was also significant, F (10, 210) = 3.041, p = .001. As shown in Fig. 2, the
better performance was found in the middle bottom position and the worst perfor-
mance was found in the upper left position. In addition, the younger and middle age
groups showed no significant difference in reaction time. The older age group had the
worst performance in all 6 locations.
3.2 Accuracy and Reaction Time between Fonts Size and Popover Window
Length
Accuracy
For accuracy measure, the results showed that there were significant interactions in
age groups and font sizes in short text search task, F (8, 168) = 2.623, p = .01. And
the worst performance was found in the older group, but the younger and middle age
groups showed no significant difference in accuracy. The results showed that the old-
er group had better performance with the font size of 23 pt.
52 C.-Y. Hsiao, Y.-J. Liu, and M.-J.J. Wang
Reaction Time
For reaction time, there were significant differences between visual search tasks, po-
pover window length and fonts size. In short text search task, the significant effects
were found in popover window length, F (5, 210) = 9.212, p = .000, fonts size, F (4,
168) = 7.235, p = .000, and the interaction between age group and popover window
length, F (10, 210) = 4.321, p = .007. In middle text search task, there were significant
differences in popover window length, F (5, 210) = 9.212, p = .000, and fonts size F
(4, 168) = 7.235, p = .000. In long text search task, the significant effects were found
in popover length, F (5, 210) = 10.510, p = .000, and fonts size, F (4, 168) = 4.785, p
= .001. The worst reaction time performance was found in 5 cell-length popover
length. In short text search task, the 5 cell-length popover window length had the
worst reaction time performance. The better reaction time performance was found in
the 13 and 15 cell-length popover in long text search task. Thus, the findings indicate
that the reaction time decreased as the length of popover increased, as shown in
Fig. 3.
Fig. 3. The effect of popover length and text length on reaction time
For the font size effect on reaction time among the three visual search tasks, the
worst performance was found in short text search task, and the best performance was
found in middle text search task. In addition, for the middle and long text search task,
the best performance was found in 23 pt font size, and the worst performance was
found in 15 pt font size. In short text search task, the best performance was found in
21pt font size, as shown in Fig. 4.
In all three age groups, the worst reaction time performance was found in the 5
cell-length popover. For the older age group, the better reaction time performance was
found in the 11, 13 and 15 cell-length popovers. Thus, this study suggests that the
popover window length should have at least 11 cell-length for the older users.
Usability Evaluation of the Touch Screen User Interface Design 53
Fig. 4. The effect of font sizes and text length on reaction time
For the locations of the popover, the better performance in reaction time was found in
the middle bottom and the worst performance was found in the upper left. In this
study, the participants were asked to press the popover button when it appears. Since
all the participants were right-handed, the upper left location of the popover had the
longest hand movement distance. Thus, the hand movement time increases as the
hand and target distance increases. Thus, it is recommended to position the button on
the bottom of the screen.
For the font size effect, the results showed that the worst performance in reaction
time was found in 15pt font size. Bernard [10] reported that reading 12-point size
were faster than reading the 10-point size fonts. Lin et al. [3] also indicated that too
small the font size tends to cause reading difficulty. Reading larger fonts had better
performance than reading small fonts.
For the length of text message in visual search tasks, searching in short text mes-
sage needs more reaction time than searching in long text message. In the small text
search task, the participants were asked to perform word search task. McClelland and
Rumelhart [11] indicated that perception of letters in words was actually lowered if
the subjects focused on a single letter position in the word. In this study, the reaction
time in long text search tasks (middle and long text message) were better than that of
the short text search task. It seems that the user' ability to recognize a target in sen-
tences is better than to recognize a target in words.
For the length of popover, the reaction time and accuracy performance was found
to be better in the long cell-length popover than those in the short cell-length popover.
Since the long length popover has more cell numbers, it can display more informa-
tion, and reduce reaction time for target search and increase accuracy.
Considering the popover interface design for the older users, the findings suggest
that the popover button is better positioned on the bottom of the screen. Font sizes
54 C.-Y. Hsiao, Y.-J. Liu, and M.-J.J. Wang
should be at least 23 pt. The popover window length should be at least 11 cell-length.
The findings of this study can provide very useful information for the design of po-
pover interface to facilitate usability.
References
1. Chaparro, B., Nguyen, B., Phan, M., Smith, A., Teves, J.: Keyboard Performance: iPad
versus Netbook. Usability News 12(2) (2010)
2. Steele, J., Iliinsky, N.: Beautiful Visualization. O’Reilly, United States (2010)
3. Lin, H., Wu, F.G., Cheng, Y.Y.: Legibility and visual fatigue affected by text direction,
screen size and character sizeon color LCD e-reader. Displays 34, 49–58 (2013)
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Fonts: Which Size and Type is Best? Usability News 4(1) (2002)
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A Study for Personal Use of the Interactive
Large Public Display
Abstract. In recent years, “digital signage” has been used for large screen dis-
plays in public spaces, such as stations or shopping malls. Some display termin-
als have used digital signage to dispatch information in an interactive format;
thus, a user touches an electronic screen to obtain information, such as a map,
store location, or advertisement, and receives it freely. Public systems common-
ly adopt user interfaces with touch panels on display terminals to facilitate
interactive information exchange.
On the other hand, the popularity of personal computers and the explosive
growth of the Internet now make it possible for users to handle a wide variety of
information—regardless of location or time of day. Furthermore, users commu-
nicate not only information that may be seen by others but sometimes informa-
tion not intended to be seen by others. In other words, even information of a
highly confidential nature can be accessed anywhere and anytime. The informa-
tion dissemination which cared about this point is desirable.
In this research, therefore, we will study information security and privacy as
it pertains to large touch screens in public places. The goal of this research is to
identify the variables associated with user safety when interfacing on large
touch screens in public venues; additionally, we will propose a method for
designing public space so that users can communicate interactively with
reassurance of confidentiality.
1 Introduction
In recent years, “Digital Signage” has emerged where a large-screen display is in-
stalled in public spaces like a station or a shopping mall. Some display terminals used
by digital signage have not only information dispatched to one direction, but also
interactive interface. With such an interface, the user may freely access via touch
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 55–61, 2013.
© Springer-Verlag Berlin Heidelberg 2013
56 S. Iizuka, W. Naito, and K. Go
2 Related Works
• A comprehensive analysis of the design space that explains mental models and
interaction modalities, as well as taxonomy for interactive public displays is pre-
sented by Müller et al. [4].
• A preliminary prototype of a personal display, which is deployed in a university
context is presented by Böhmer et al. [1].
A Study for Personal Use of the Interactive Large Public Display 57
• A paradigm for measuring whether or not a user has read certain content is pre-
sented by Desney et al. [3].
• Two initial user studies investigating factors relevant to user acceptance and usa-
bility in the context of a deployed system that provides pedestrian navigation sup-
port through a combination of mobile devices and public displays are presented by
Müller et al. [5].
• A crossmodal ambient display framework that supports multiple users simulta-
neously accessing information that contains both public and personal elements is
proposed by Cao et al. [2].
3 Concept
In order to promote the concept that users can safety disseminate information using
interactive displays in public displays in public spaces, a design for a "shared termin-
al" and a "physical environment" must be developed with the user in mind. This re-
search furthers the following three objectives:
4 Proposal Method
We propose how to show private information on the portion of a large public display
that is hidden by the body of the user, that is, the portion that is a dead angle to the
surrounding people. By using this method, it will be possible to communicate private
information securely in a public space. Moreover, it will also be possible to hide con-
fidential information by a user's judgment by showing the user the portion of the dis-
play that cannot be seen by others.
However, it is insufficient to ensure safety merely to hide in the shade of user’s
body. Therefore we propose a method that makes the privacy of communicating in-
formation via a public interface more reassuring for the user of such an interface. This
method will conceal information according to the level by which the user classifies it
by hiding it in the “concealment domain.” An image of this proposal is shown in
Figure 2.
58 S. Iizuka, W. Naito, and K. Go
Thus, private informationn will be shielded from public view by being placed on the
b the user’s body. We call this the "concealment domain."
part of the screen blocked by
In order to gradually notify the user of the danger, it is necessary to divide the space
in front of a display according to distance. Although the method for dividing the do-
main in front of a public display according to distance and changing an interaction is
already proposed by Vogel and others [1], in our proposal, the interaction of the user
using the domain before this display is not changed, and the divided domain is used as
an index to notify of the user of the danger (Figure 4). According to the distance
(domain) from a display, a system notifies the user gradually of the danger.
2. Hide information according to the privacy level that the user selects beforehand.
This method determines what kind of operation the system performs, and when the
user’s information will emerge from the concealment domain according to the privacy
level that the user selects beforehand.
In a high level, contents are automatically moved into the concealment domain so
that the user’s information must remain within the concealment domain. Where the
concealment domain does not exist, or where it does not effectively shield the user’s
private information, iconifying and minimizing information that appears on the screen
60 S. Iizuka, W. Naito, and K. Go
directly in front of the user can prevent others from reading the contents (Figure. 5).
In addition, the high level further protects privacy by hanging a filter that covers con-
tents in the middle to low screen level. Thus, setting opacity in the filter and allowing
the user to select the place on the screen where information can be read to some ex-
tent balances the competing goals of preserving safety of the information and allow-
ing the user to see the showing information in a public space.
5 Conclusion
look. Based on those results, we aim to design a prototype for such a large interactive
public display in a public space to maximize the privacy of communicated
information.
Chitose Institute of Science and Technology, 758-65 Bibi Chitose Hokkaido, Japan
{d-kobaya,b2080880,b2091930}@photon.chitose.ac.jp
Abstract. Although older adults’ haptic interaction with a paper map (HIM) has
been observed in our previous studies, the effectiveness of touch panel opera-
tion introducing HIM was not addressed. In this study, young adults’ characte-
ristic hand movements were observed, and the hand movements to understand
the present location and directions to a goal by a walker as the HIM were de-
fined. Hence, a digital map with three HIM functions was developed and the
effectiveness of these functions was measured and experimentally clarified.
Further, the effectiveness of a prompted HIM was experimentally investigated
using a specific digital map that prompted various HIM on the walker’s de-
mand. Finally, the characteristics of HIM and the effectiveness of prompting
HIM to the walker using a map were clarified.
Keywords: haptic interaction, paper map, digital map, touch panel, tablet PC.
1 Introduction
1.1 Background
Our previous research [1], [2] has shown that the Japanese elderly have an aversion to
using personal computers (PCs). Therefore, we conducted a usability study of our
specific digital evacuation-route map on personal digital assistants (PDA) with a
touch panel for the Japanese elderly. Almost none of the older participants could get
to the goal using the digital map, but they were able to do so using a paper map.
Hence, we observed the participants’ behavior using the digital evacuation-route map
and compared this interaction with the behavior when they used a paper evacuation-
route map. The results suggested that a participant’s hand motion on the paper map is
for route planning and understanding the present location [3].
The importance of object attributes for haptics and haptic exploration has been
previously considered [4-6]. However, the hand movement on the paper map was not
intended to explore the attributes of the paper map, such as smoothness or texture, but
was for understanding the present location and visualizing the route toward a goal.
Furthermore, the hand movement occurred either at the unconscious level or con-
sciously with think-aloud protocols. Thus, we regard the hand movements as a type of
haptics with paper map and we have named the meaningful hand movement for inte-
racting with the map as haptic interaction with map (HIM).
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 62–71, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Study on Haptic Interaction with Map 63
We assumed that HIM was useful for walking when checking a paper map for di-
rection, and also that HIM would not be useful for a digital map on a PDA with a
touch panel. Although the older participants knew how to use the digital evacuation-
route map, they consciously or unconsciously tried HIM with the digital evacuation-
route map. Hence, the older participants caused unintentional behavior of the digital
evacuation-route map and confused themselves. It appeared to us that the confusion
accumulated and the older individuals gave up walking to the goal using the digital
map. However, the touch panel is a mainstream interface for portable information
devices such as tablet PCs. Therefore, the style of digital map operation should be
taken into account based on unintentional hand movements such as HIM for the Japa-
nese elderly.
On the other hand, it is not clear that HIM is common for young Japanese individ-
uals who have become familiar with smartphones. Further, how the HIM of young
individuals using a digital map affects or effects their context of use is not clear.
1.2 Objective
The purpose of HIM is not to understand the physical properties of paper or a tablet
PC touch panel, but for getting information from a paper map or the screen of a tablet.
Although we can see that HIM is map-reading skill, we assume that the important
characteristics of HIM for getting information by moving the hands, fingers, arms,
and so on are similar to those using the haptic interaction with physical mattes. Thus,
the aim of our study is to experimentally clarify the characteristics of HIM and its
effect on users when reading a paper or a digital map. Although our previous studies
[2] indicate that the Japanese people, especially the elderly, have very wide range
capabilities when using information technologies, we focused on the HIM of young
Japanese in this study.
2 Method
To clarify the characteristics of HIM in young individuals, our research was con-
ducted according to the following steps.
The hand movements of young individuals who tried to walk to a goal using a paper
map were experimentally observed, and their HIM was extracted. The extracted HIM
of the young was compared with that of the elderly we had previously investigated.
In the trial, four male and five female individuals who ranged from 20 to 22 years
of age participated. The participants tried to walk using a paper map in a residential
area. Two types of colored paper maps were prepared and used. One was A4-sized,
printed on a scale of 1 to 3000, and easy to read, while the other was A3-sized,
printed on a scale of 1 to 25000, and difficult to read.
64 D. Kobayashi, A. Suzuki, and N. Yoneya
The participants were given two tasks, i.e., to walk from different locations to the
goal using the two maps, once each time. Each task had to be done within 40 min,
after which the trial ended, regardless of whether the goal was reached or not. Further,
we defined some roads to be impassable but told the participants to draw back only at
the point when they tried to pass through it. As a result, the participant had to replan
the route to the goal while referring the paper map.
Two investigators followed the participants and an investigator recorded the partic-
ipants’ behavior such as hand movement, expression, and think-aloud protocols using
a video camera. The other investigator noted the remarkable hand movements and
interviewed the participant about these hand movements after the trial.
The HIM of the participants was extracted from their various hand movements
based on the experimental data such as the recorded and noted behaviors. In particu-
lar, we investigated the relation between the manner of hand movement and the par-
ticipants’ performance data such as the walking distance and the time taken to arrive
at the goal.
The extracted HIM of the young participants was introduced into the operation of the
digital map by making specific digital software for the tablet PC (MSI Winpad 110W-
017JP). The tablet PC ran Windows 7 Professional Japanese Edition and had a 10-
inch display touch panel. Although the map on the tablet PC was made based on an
easy-to-read map scale, the scale of the map could be changed by pinching in/out
touch operation and it could be scrolled by running a finger on the touch panel. Fur-
thermore, to express the HIM marks such as tracing along a road or applying pressure
with fingers, we developed functions (HIM functions) that visualized HIM on the map
in terms of lines and dots. The HIM functions were available when the user touched
the center button. However, the map could not be rotated by the user.
It seems logical that a user who confidently accesses a digital map by operations or
manipulations, including HIM, will get the appropriate information required to walk
toward a goal. This point gives rise to the hypothesis that prompting for HIM leads to
a walker’s successful decision-making and appropriate performance such as walking
in the right direction without confusion. Hence, we experimentally confirmed this
hypothesis using another specific digital map that prompted for the correct HIM on
demand.
The specific digital map prompting HIM was made based on the prior specific digi-
tal map by adding the new feature that prompts the HIM on demand. If a walker be-
came disoriented with the digital map, touched a “Need Help” button on the screen,
and selected a context menu item from “Not certain of current position,” “Lost all
sense of direction,” or “Planned route has been lost,” then the digital map took into
consideration the participant’s situation and indicated a message prompting the appli-
cable HIM, as shown in Fig. 2.
66 D. Kobayashi, A. Suzuki, and N. Yoneya
The effectiveness of the specific digital map with HIM prompting was tested by
eight participants who ranged from 20 to 21 years of age. The participants were di-
vided into two groups and the conditions for using the digital map with and without
prompting the applicable HIM were tested based on the counterbalanced measures’
design.
The area the participants walked in and the acquisition of experimental data were
the same as the previous experiment.
Consequently, we extracted three different HIM for the paper map and applied
them to the digital map operation to allow using the digital map as if the user manipu-
lated a paper map. “Orienting” was made possible by the antirotation map on the
screen; “Tracing,” “Pressing,” and “Writing” were made possible by the drawing
function on the map when pressing or running a finger. With the exception of “Writ-
ing,” the other three types of HIM were coincident with the older adult’s HIM that we
had observed in the previous studies, and we developed a digital map implementing
these three types of HIM using a function. We then evaluated how the participant’s
performance was affected by the availability of the HIM function.
Although the participants recalled nearly all of their HIM, we interviewed them
about the effect of HIM after the trials. As a result, we know the effect of the respec-
tive types of HIM on the participant’s decision-making with respect to moving toward
the goal and gaining more confidence in understanding their location and direction, as
shown in Table 1. Table 1 shows a specific example of the effect of HIM and the
related HIM the participants pointed out; the number shows how many participants
relate a specific example of an effect to the HIM-type.
As a consequence of these experimental results, we know that the participants used
the HIM function for memorizing or better understanding their path and/or the
planned route toward the goal; therefore, HIM is useful for walkers with a map to
some extent. However, the aim and style of HIM varied a little among the partici-
pants. In fact, some participants did not perform “Orienting” at all, and all the partici-
pants did not use the same types of HIM for the same purpose.
Fig. 4. Walking distance for Task-A (left) and Task-B (right) by the participants
Related HIM-type
Specific example of the effect Pressing Tracing Orienting
Understanding the present location, the goal, or the 6 2 0
landmark well
Gaining more confidence in understanding the present 2 4 5
location and/or the direction toward the goal
Planning the route to the goal 0 2 0
Understanding the path taken from the starting location 0 2 0
The results show that the difference in the walking distance between two cases—(i)
using the prompted HIM and (ii) without using the prompted HIM—was not statisti-
cally significant for the respective tasks; therefore, it can be said that HIM prompted
by a message did not have a direct benefit on a walker’s performance. Next, we fo-
cused on the participant’s verbal protocol data when the participant was in trouble and
tried the prompted HIM. Fig. 5 shows the outcomes of 13 situations when a partici-
pant was in trouble, touched the “Need Help” button, and tried the prompted HIM.
The participants could grasp the key to adjust their understanding in almost all the
cases by trying the prompted HIM.
Fig. 6. The participant’s situation after using the digital map without prompted suggestions
70 D. Kobayashi, A. Suzuki, and N. Yoneya
On the other hand, in five situations, we saw that participants were confused or
were in trouble using the verbal protocol data on the digital map that prompted noth-
ing; however, few participants could get help, as shown in Fig. 6. Therefore, prompt-
ing HIM is effective in difficult situations for walkers from the perspective of their
cognitive processes.
Consequently, we conclude from this experiment that intentional HIM is useful for
getting more information from the map, although haptic interaction is for getting the
characteristics of physical mattes. In fact, we could see that HIM is a type of map-
reading skill. Therefore, digital map operation should be designed based on HIM.
4 Conclusion
From the results obtained from this work, we know that the different types of HIM in
young individuals is same as that of the Japanese older adults observed in previous
studies; therefore, we may say that the three types of HIM including “Orienting,”
“Tracing,” and “Pressing” are common in the Japanese people. However, the effect of
these HIM types on decision-making for movements differed among the participants.
From the experimental results, we assume that the effect depends on various factors
such as the context of use rather than HIM, and therefore, HIM directly affects the
performance measures such as walking distance.
Another question is whether or not intentional HIM and unconscious HIM lead to
the same result. In this study, we focused on the intentional HIM rather than on the
unconscious HIM because the latter is difficult to observe through experiments. How-
ever, some participants were pointed out as using their unconscious HIM by the in-
vestigators, and they said that the unconscious HIM was not effective because it was
the result of a confused situation. Therefore, when unconscious HIM such as “Turn-
ing” is frequently observed, it implies that the walker could be confused.
This study also indicates that the intentional HIM is effective; however, digital
maps do not allow the observation of intentional HIM because of the common style of
touch operation. Thus, the touch-panel operation for digital maps should be rede-
signed by referring to HIM, at least for the Japanese elderly.
References
1. Kobayashi, D., Yamamoto, S.: Usability Research on the Older Person’s Ability for Web
Browsing. In: Kumashiro, M. (ed.) Prom. of W. Ability Towards Productive Aging, pp.
227–235. CRC, London (2009)
2. Kobayashi, D., Yamamoto, S.: Research on the Older Person’s Ability for Touch Panel
Operation. In: Nygård, C.-H., Savinainen, M., Kirsi, T., Lumme-Sandt, K. (eds.) Age
Management during the Life Course, pp. 229–238. TUP, Tampere (2011)
3. Kobayashi, D., Yamamoto, S.: Study on a Haptic Interaction with Touch Panel. In: Khalid,
H., Hedge, A., Ahram, T.Z. (eds.) Adv. in Erg. Mod. and Usability Eval., pp. 472–476.
CRC, Boca Raton (2011)
Study on Haptic Interaction with Map 71
4. Lederman, S.J., Klatzky, R.L.: Hand Movements: A Window into Haptic Object Recogni-
tion. Cog. Psy. 19, 342–368 (1987)
5. Lederman, S.J., Klatzky, R.L.: Sensing and Displaying Spatially Distributed Fingertip
Forces in Haptic Interfaces for Teleoperators and Virtual Environment Systems. Presence 8,
86–103 (1999)
6. Lederman, S.J., Klatzky, R.L.: Haptic Identification of Common Objects: Effects of
Constraining the Manual Exploration Process. Per. and Psy. 66, 618–628 (2004)
Relative Position Calibration between Two Haptic
Devices Based on Minimum Variance Estimation
Abstract. In this paper, we propose a new method to estimate the relative posi-
tions of multiple haptic devices. As is the case in stereo camera calibration, the
accurate measurement of the relative positions of haptic devices is difficult. The
proposed method uses the acquired stylus positions of two devices and esti-
mates the relative positions of two devices based on minimum variance estima-
tion. In this method, the data acquisiton process has been improved to allow a
large number of data points to be easily acquired. We conducted preliminary
experiments to estimate the positions of two devices. The results showed the
feasibility and reasonable accuracy of the proposed method.
1 Introduction
In recent years, various haptic display devices has been developed and utilized in
several practical applications such as surgical and dental simulators [1, 2]. We also
constructed a smart but cheaper dental surgical simulation system [3]. In dental opera-
tions, dentists simultaneously use multiple tools such as a dental bar, mirror, pick, and
vacuum. For this reason, our system is prepared for the use of multiple haptic devices
in parallel. For effective and practical operation, it is preferable to allow the arrange-
ment of devices to be changed based on the operation, working situation, or size of
user’s hand. However, the accurate measurement of the relative positions and atti-
tudes of the haptic devices is a difficult and troublesome task, just as with stereo
camera calibration. Therefore, once the device arrangement is initially fixed, it is
rarely changed, but is continually as is, with the exception of some extraordinary
circumstance.
In a multiple haptic device environment, it is important to know the relative posi-
tions and attitudes of the devices. We have been studying the calibration method in
various situations [4, 5]. In our previous method [5], these properties were calculated
by solving redundant simultaneous equations using data derived from several
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 72–79, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Relative Position Calibration between Two Haptic Devices 73
identical end-points of the two devices. It was found that the accuracy of the calibra-
tion was improved by increasing the quantity of end-point data that was stored. How-
ever, in the previous method, the data acquisition process was very complicated, and
the maximum number of data points was only 24.
In this paper, we propose a new method to estimate the relative positions of mul-
tiple devices based on minimum variance estimation. In this new method, the data
acquiring process has been improved, and a large number of data points can be easily
acquired. The use of this new method is expected to improve the estimation accuracy.
Preliminary experiments were conducted, and the results showed the feasibility and
reasonable accuracy of the proposed method.
2 Methodology
and are the position vectors of the end effectors of two haptic device in indi-
vidual local coordination systems Σ and Σ , as shown in Fig. 1.
T
x y z
T
x y z
i 1, 2, 3, … , n
L is the distance between two end effectors in a world coordinate system. It can be
calculated by
L –
74 M. Koeda, Y. Konbu, and H. Noborio
1
V ∑ L –L
3 System Setup
Two haptic devices (PHANToM OMNI, SensAble Technologies) were used for the
following verification experiment. To acquire the position data and , the two
devices were physically connected using a rigid connecting bar (Fig. 2). The connect-
ing bars were fabricated from plastics using a 3D printer (3D Touch, Bits From
Bytes), and 6.35 [mm] stereo female jacks were mounted at the ends of each bar
(Fig. 3). The two devices were connected to a laptop PC (EliteBook 8440w, HP) by
IEEE1394 through an interface board (1394a2-EC34, Kuroutoshikou). An estimation
program was created using Microsoft Visual Studio 2008 Professional Edition. For
the minimum variance search, a brute-force calculation was applied at 1 [mm] along
each axis. To search a 100 [mm ] area, it took approximately 10 [s].
Fig. 3. Various lengths of connecting bars (100, 120, 140, 160, 180 and 200 [mm])
Fig. 6 shows the results for the estimated relative position, and Table 1 lists the
detailed values of the results. The estimated values are approximately the same re-
gardless of the bar length, and all V values are quite low. This result shows the
feasibility of the proposed method. Note that it is a matter of no importance that
the estimated results shown in Table 1 differ from the experimental condition
(x 250, y 50, z 0). These are not true values, but are only reference values.
Fig. 7 shows the variation in L . The red and blue lines show 0 0 0 T and
T
241 51 7.0 , respectively. As can be seen, the variance of the blue line is
flat and almost exactly zero.
Fig. 8 shows the variation in V, which is calculated in the range of 200 x
300, 0 y 100, z 0. The dark color indicates a low value of V. As can
be seen, the graph has a local minimum of x 250, y 50, and the minimum
point is the estimation result for relative positions of the two devices, .
Relative Position Calibration between Two Haptic Devices 77
argmin V Number
Bar length
x y z V of data
[mm]
[mm] [mm] [mm] points
100 238 49 -3 0.144 773
120 240 50 -4 0.278 741
140 240 50 -7 0.163 745
160 240 50 -7 0.180 759
180 247 53 -8 0.166 770
200 241 51 -7 0.113 690
250
200
150
X_d
[mm]
100
Y_d
50
Z_d
0
-50 100 120 140 160 180 200
350
p_d=(0, 0, 0) p_d=(241, 51, -7)
300
250
L [mm]
200
150
100
50
0
140
105
175
210
245
280
315
350
385
420
455
490
525
560
595
630
665
0
35
70
Data number
Fig. 7. Variation in L (blue: 0 0 0 T, red: 241 51 7 T)
78 M. Koeda, Y. Konbu, and H. Noborio
5 Conclusion
In this paper, we proposed a new method for estimating the relative positions of two
haptic devices. Preliminary experiments to estimate the positions of two devices were
conducted, and the experimental results showed the feasibility and reasonable accura-
cy of the proposed method. It was also revealed that the results had some estimation
error. In this research, we only took into account the relative positions, which may
have caused estimation error. In future research, we will consider the relative orienta-
tions of the devices. To reduce the calculation time, we will also introduce a search
algorithm such as the steepest descent method.
References
1. Webster, R., et al.: A Haptic Surgical Simulator for Laparoscopic Cholecystectomy Using
Real-Time Deformable Organs. In: Proceedings of the IASTED International Conference on
Biomedical Engineering, pp. 219–222 (2003)
Relative Position Calibration between Two Haptic Devices 79
2. Kim, L., et al.: Dental Training System Using Multi-modal Interface. Computer-Aided De-
sign & Applications 2(5), 591–598 (2005)
3. Noborio, H., Yoshida, Y., Sohmura, T.: Development of Human Interface Software in Our
Dental Surgical System Based on Mixed Reality. In: Proceedings of the Workshop on
Computer Graphics, Computer Vision and Mathematics, pp. 107–114 (2010)
4. Koeda, M., Kato, M.: Pen Tip Position Estimation Using Least Square Sphere Fitting for
Customized Attachments of Haptic Device. In: Stephanidis, C. (ed.) Posters, Part II, HCII
2011. CCIS, vol. 174, pp. 340–344. Springer, Heidelberg (2011)
5. Koeda, M., Ninomiya, Y., Sugihashi, M., Yoshikawa, T.: Estimation Method for Relative
Position and Attitude between Two Haptic Devices. In: Proceedings of the 12th Internation-
al Conference on Human-Computer Interaction, pp. 446–450 (2007)
Optimization of GUI on Touchscreen Smartphones
Based on Physiological Evaluation – Feasibility of Small
Button Size and Spacing for Graphical Objects
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 80–88, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Optimization of GUI on Touch
hscreen Smartphones Based on Physiological Evaluation 81
2 Experimental Task
Prior to the experiment, paarticipants rested with their eyes closed for two minuutes.
The assigned task involved repeated touching of command buttons on the touchscrreen
Android GALAXY S3, Samsung). The number of repeaated
display of a smartphone (A
touches was 20. The task was
w performed in the following sequence:
1. Participants were requessted to press the central preparation button on the touuch-
screen display at arbitrarry times.
2. At the time of touching thet prepare button, a group of 9 (3*3) command buttonns at
random positions on thee touchscreen display was shown. Among this group, ppar-
ticipants were required to o touch the centre button as quickly and precisely as poossi-
ble. Touching point wass determined as the first contact point of the fingers on the
display. If the central bu
utton in the group was precisely touched, the detection w was
successful. If other pointts were touched, the detection was false.
3. Return to (1). A single task
t comprised 20 time repeats of sequences (1)–(3). F Fol-
lowing a task, the particcipants evaluated performance usability on 100 levels and
finally assessed the succeess rate of tasks.
The task was performed forr different handgrips, button sizes and button spacings.
Fig. 1. Task sequencee and display design used in the smartphone experiments
2.2 Measurements
The device was tested from performance, psychological and physiological viewpoints.
Performance was assessed from input accuracy and operation time data. Input accura-
cy was defined as the probability of exactly touching the group central button in a
single task; that is, the input accuracy measures the probability of successful touches
per task. Operation time was the time difference between the fingers disconnecting
Optimization of GUI on Touchscreen Smartphones Based on Physiological Evaluation 83
from the prepare button and touching the next (arbitrary) position on the touchscreen
display. As a measure of psychological impact, participants were asked the question
“How easy was touching the command buttons in one task? Please valuate this task
from 0 points (very easy) to 100 points (very difficult)” after task completion. Physio-
logical measures were SCR (Skin Conductance Reflex) and re-rated human emotion;
in particular, excitement and awareness. Measurement instruments were BIOPAC
MP150 and GSR110C skin SCRamp (made by Monte System Corporation). Ag/AgCl
electrode was placed on the index and middle fingers of the participant’s non-
dominant hand. Cutoff frequency was 0.05–1 Hz and sampling rate was 0.2 kHz.
2.3 Participants
10 male college male students (age 21–24) participated in the study. Participants had
consumed no alcohol or caffeine since the previous day. All participants were right-
handed. Eight of the participants used a smartphone in everyday use, while the
remainder used a feature phone.
2.4 Ethics
3 Results
Accuracy as a function of size and spacing of command buttons was assessed using
two-way analysis of variance (ANOVA). The results under dominant-handed domi-
nant-thumb operations are shown in Fig.6. Size exerted a statistically significant ef-
fect on accuracy (Two-way ANOVA, F (3,108) = 44.90, p < 0.01), whereas spacing
did not. Moreover, no interaction between size and space was observed. The above
results were independent of handgrips.
Input accuracy decreased with button size. In particular, input accuracy declined
from approximately 90% to 75% as the button size decreased from 7 mm to 5 mm,
and reduced to below 50% when 3-mm buttons were used (Bonferroni multiple com-
parison). The accuracy achieved for a given button size was not affected by spacing
between the buttons.
Next, operation time as a function of size and spacing of command buttons was
analysed by two-way ANOVA. The results under dominant-handed dominant-thumb
operation are shown in Fig. 7. Furthermore, button size exerted a significant effect
(Two-Way ANOVA, F (3,108) = 15.15, p < 0.01) regardless of spacing, with no ob-
vious interaction between size and spacing. These results were again independent of
handgrips.
84 S. Komine and M. Nakanishi
N
Fig. 6. Relationships between size, space and input accuracy under dominant-handed dominnant-
thumb operation
Operation time was inveersely related to smaller button size. Operations perform
med
on 9 mm buttons consumed less than 565 ms, whereas approximate operating tim mes
for 5 and 3 mm buttons were
w 651 and 746 ms, respectively (Bonferroni multiiple
comparison).
Meanwhile, spacing exerrted no significant effect on input accuracy.
Optimization of GUI on Touchscreen Smartphones Based on Physiological Evaluation 85
Fig. 8. Relationships between size, space and subjective evaluation points under dominant-
handed dominant-thumb operation
Subjective evaluation points related to the ease of touch on command buttons in-
creased with the button size (Bonferroni multiple comparison). Evaluation of the 3-
mm buttons was especially low (around 20 points or less), with a significant increase
as spacing was increased from 0 mm to 2 mm (Bonferroni multiple comparison).
Fig. 9. Relationship between size and standardized SCR under dominant-handed dominant-
thumb operation
4 Discussion
The analysis of input accuracy and performance time revealed that users could oper-
ate exactly and quickly if command buttons were sufficiently large, consistent with a
general hypothesis. Input accuracy was re-assessed for the eight participants in an
ordinary manner using a smartphone (Fig.10).
In this sample, input accuracy was around 50% for the 3-mm buttons, but exceeded
80% and 90% for the 7-mm and 9-mm buttons, respectively. However, regardless of
handgrip, the accuracy improvement as button size increased from 5 to 9 mm was not
statistically significant. Therefore, we consider that most users can touch buttons over
7 mm ‘exactly and quickly enough’, whereas seasoned smartphone users can likely
manipulate smaller buttons (5 mm) with an equally high accuracy.
However, we regard 9 mm as a suitable size for command buttons. With larger size
buttons, the display has extra space and the ‘ease of touch’ judgment is maximized, as
evidenced in the positive relationship between subjective evaluation points and in-
creased size and spacing.
SCR analysis presents a different viewpoint. Ogawa et al. reported an inverted U
relationship between ‘interest’ and information load (see Fig.11) [4].
Optimization of GUI on Touch
hscreen Smartphones Based on Physiological Evaluation 87
Fig. 11. Relation between ‘in nterest’ and information load (re-edited based on the chart pre-
sented by Ogawa, et. al. [4] )
While the theory of Ogaawa and colleagues is not entirely consistent with thatt of
our study, it suggests that the inverted U-shaped relationship between load, whhich
may be interpreted as ‘diffficulty to touch’ and button size reflects a correspondeence
between the physiological response
r (SCR measurements) and psychological responnse,
nd awareness. From the results of this experiment, the op-
in particular, excitement an
timal size at which particip
pants report exact and easy touching can be assumed aas 7
mm. At this size, participannts may conduct operations under the most active and ex-
cited psychological conditio
ons. Therefore, a 7-mm command button, correspondingg to
88 S. Komine and M. Nakanishi
the top of an inverted U curve, is ideal for applications intended to enhance the user’s
psychological state (such as gaming).
Comparing these findings with existing design guidelines, we note that the peri-
pheral joint width of the index finger exceeds 14 mm in 95% of Japanese males
(IOS9251-9(2000); [5]). Given that a 9-mm button size ensured sufficient perfor-
mance in this experiment, we conclude that the existing guidelines are not suitable for
modern interfaces. Also, in the latest UI guidelines released by companies, the mini-
mum space allocated to button size plus spacing is approximately 9 mm, consis-
tent with the results of our study in terms of task performance and subjective
evaluation.
However, a 7-mm button size is sufficient to inspire smartphone users a sense of
‘interest’ and ensure high task performance. We suggest that UI design guidelines be
reviewed for uses such as games and amusement.
5 Conclusion
In this study, we experimentally investigated how command button size affects the
physical performance of users and the psychological perception of smartphone
devices.
It was found that most users can easily and accurately touch command buttons ex-
ceeding 7 mm. Users who ordinarily use a smartphone can accurately manipulate
buttons as small as 5 mm. However, the ‘ease of touching’ increases as button size
increases. Thus, extra-space displays (9 mm command buttons) appear to offer the
most user comfort. Meanwhile, the button size for which users reported ‘not too diffi-
cult and not too easy’ was 7 mm. At this size, button touching was accompanied with
a rise in user excitement. Thus, applications such as gaming, in which users should
feel excitement rather than relief, are well serviced by a 7-mm command button.
References
1. Microsoft: Windows Dev. Center: Touch interaction design (Windows Store apps)
(January 13, 2013),
http://msdn.microsoft.com/ja-jp/library/windows/apps/hh465415
2. Apple: iOS human interface guideline (2011)
3. Nokia: NOKIA Developer: S60 5th Edition C++ Developer’s Library v2.1 (January 13,
2013),
http://library.developer.nokia.com/
index.jsp?topic=/S60_5th_Edition_Cpp_Developers_Library/
GUID-5486EFD3-4660-4C19-A007-286DE48F6EEF.html
4. Ogawa, S.: Concept of playing—the basis of intent—the collection of treatises of econom-
ics research center, vol. 26, pp. 99–119 (2003)
5. ISO9241-9: Ergonomic Requirements for Office Work with Visual Display Terminals
(VDTs) –Part 9, Requirements for Non-Keyboard Input Devices (2000)
Changes in Posture of the Upper Extremity Through the
Use of Various Sizes of Tablets and Characters
Abstract. The aim of this study was to analyze the posture of the upper extrem-
ities during the use of mobile communication devices. Using various sizes of
mobile devices and display characters, we examined subjective muscular loads,
viewing distances, and joint angles in the head, neck, shoulder, elbow, and low-
er back. No postural differences were found between the use of 7-in and 10-in
devices, whereas the head and neck were significantly flexed and the elbow an-
gles were decreased during the use of the 13-in device. Character size signifi-
cantly affected the viewing distance; however, no differences in body angles
were found. Participants continually increased their muscular loads during the
task by flexing the head and neck, despite their high subjective discomfort
levels in the neck and upper arm.
1 Introduction
The use of small mobile communication devices equipped with touch panels has be-
come common. The resulting increase in the incidence of musculoskeletal disorders
(MSDs) caused by extensive use of these devices (e.g., text messaging and viewing
Web pages) has become a major concern [1]. Previous studies on MSDs associated
with the extensive use of mobile devices have focused on subjective muscle loads on
the upper extremities [2] and on the movement of the thumb during device operation
[3]. The posture assumed during mobile device use has been reported to result in tens-
ing of the upper extremities, which can lead to the development of MSDs [4]. How-
ever, no reports have addressed how changes in upper extremity posture during the
use of mobile devices may affect MSDs risk. Moreover, no objective data have been
reported regarding the pathology of smartphone syndrome, caused by extensive use of
mobile devices, in relation to the size of the mobile device [3]. Although studies [5]
have reported that the size of the characters on the display screen affects readability,
the effect of character size on upper extremity posture has not been addressed.
Establishing guidelines to prevent MSDs caused by extensive use of mobile devic-
es is important. To begin the establishment of such guidelines, we considered it
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 89–96, 2013.
© Springer-Verlag Berlin Heidelberg 2013
90 H. Maniwa et al.
important to objectively assess the posture of the upper extremities during the use of
devices with different sizes of characters and display areas. In this study, we report
the changes in upper extremity posture depending on the size of the mobile device
used and the size of the characters displayed on its screen.
2 Method
2.1 Participants
Ten right-handed university students who used mobile devices regularly (5 men and 5
women) participated in the experiment. Their corrected vision was greater than 20/30.
In this study, video images were obtained while the participant was operating the
mobile device to observe whether the posture of the upper extremities changed during
device use. A digital video camera (PJ760V, SONY) was used, and the frame rate of
the video was set to 29 fps. Three mobile devices of different sizes (7-in TOSHIBA
REGZA AT570, 10-in AT700, and 13-in AT830 ) were used (Figure 1). Their
weights were 332 g, 535 g, and 1000 g, respectively.
To become familiar with the operation of the mobile devices used in the experiment,
participants underwent practice sessions before the experiment. The input method was
set to flick motion. Participants were instructed to use the left hand for grasping the
device and the right hand for character entry. At the start of the trial, participants were
asked to perform a simple text-editing operation for 5 minutes. In addition, they were
instructed orally to enter the text message as follows: “There is no need to try to enter
as fast as you can. Please focus on the work on your own pace.” After 5 minutes, the
instructor gave a signal to stop. After each trial, the participants filled out a question-
naire regarding the subjective muscular loads during operation of the mobile device.
3 Data Analysis
The range of motion in the upper extremities, especially the head and neck, vary
widely among participants [7]. Therefore, even if the same angle was obtained for
different participants, the absolute range of motion could differ between participants.
In this study, we used percentage range of motion (%ROM) as an index for normaliz-
ing the magnitude of the angle to represent the level of body flexion for each
participant. Therefore, we defined “zero position” as the neutral posture assumed
92 H. Maniwa et al.
when relaxed. The %ROM was calculated as the absolute range of motion divided
into the direction of extension and flexion and normalized by the maximum angles, as
shown in Figure 3.
Fig. 3. Flexion and extension motions starting from a relaxed posture (absolute zero position)
4 Results
4.1 Effect of Display Size on Upper Extremity Posture
The size of the mobile device was significantly associated with the viewing distance;
flexion angles at the head, neck and elbow; and subjective muscular loads on the neck
and left upper arm (Table 1). Multiple comparisons revealed that there were no signif-
icant differences between viewing distances for 7-in and 10-in devices. However, a
significant difference was observed between the viewing distances for 13-in, 7-in, and
10-in devices. No significant difference was observed with respect to eye fatigue, the
subjective muscular load on the upper back, or the flexion angle at the shoulder and
lower back.
Changes in Posture of the Upper Extremity Through the Use of Various Sizes of Tablets 93
Table 1. Viewing distance, body angles, subjective muscular loads, and eye fatigue according
to the size of the mobile device
Table 2. Viewing distance, body angles, subjective muscular loads, and eye fatigue in relation
to character size
Table 3. Changes in flexion angles of the upper extremities and viewing distance with
operation time of a 7-in mobile device
Table 4. Changes in flexion angles of the upper extremities and viewing distance with
operation time of a 10-in mobile device
Table 5. Changes in flexion angles of the upper extremities and viewing distance with
operation time of a 13-in mobile device
Changes in Posture of the Upper Extremity Through the Use of Various Sizes of Tablets 95
The viewing distance significantly decreased and the flexion angles in the head,
neck, and elbow significantly increased between 30 and 300 sec of mobile device op-
eration (Table 3). The viewing distance decreased and the flexion angles in the head
significantly increased between 30 and 300 sec of mobile device operation (Table 4).
The viewing distance and the flexion angles in the head, neck, elbow, and lower back
significantly increased between 30 to 300 sec of mobile device operation (Table 5).
Therefore, the posture of the upper extremities changed with performance time; the
flexion angles increased in the head, neck, and lower back and decreased in the elbow
(with the viewing distance) for the 13-in device compared to the other devices.
5 Discussion
The viewing distance and the posture of the upper extremities changed with the size
of the mobile device. A significant change was observed in the flexion angles of the
head, neck, and elbow with the time of device operation of the 13-in device but not
the 7- or 10-in device. In particular, a high subjective muscular load on the left arm
was observed compared to the other parts of the body during operation of the 13-in
device. This load may lead to the observed change in posture, most often the place-
ment of the device on top of the thigh to support the weight of the device, causing
hyperflexion of the head and neck. If the weight of the device exceeded the level that
the participant could hold while in an upright position, they changed the viewing dis-
tance and hyperflexed the head and neck. While the participants strongly felt that the
subjective muscular load on the neck increased with increasing size of the mobile
device, they tended to continue flexing the head and neck, with more neck flexion
over time. A previous anatomical study [7] reported that flexing the head and neck
affects hypertension of the trapezius, located in the upper back. However, no signifi-
cant differences in the subjective muscular load in the upper back were observed,
although the flexion angles of the head and neck significantly increased with increase
in size of the mobile device. This observation is consistent with the report by Berolo
et al. [2], suggesting that the subjective muscular load on the upper back does not
necessarily lead to hypertonus of the trapezius from flexion of the head and neck.
Increasing the character size did not appear to change the angle of any part of the
upper extremity, although the viewing distance increased. This observation suggests
that the whole upper body cooperatively adjusted to decrease the viewing distance,
not just one isolated part of the body. Enlarging the text on the mobile device actually
produced a change in the posture of the upper extremities. A comparison of differenc-
es in muscle strength and stature of participants is required to clarify whether text
enlargement effectively reduces the risk of MSDs.
In this study, we observed that the flexion angles of the head and the viewing dis-
tance changed significantly with the time of mobile device operation. Lin et al. [4]
reported that muscle activity in the upper extremities changes under different working
conditions (e.g., before work, during the first work break, during the second work
break, and after work); however, studies regarding dynamic changes in posture during
work have not been reported thus far. In our study, the flexion angle of the head in-
creased with increasing time of mobile device operation. This observation indicates
that the upper extremities remained tense throughout the task. Additional and more
96 H. Maniwa et al.
6 Conclusion
This study aimed to determine whether changes in posture during mobile device use
are related to the size of characters displayed on the screen or the mobile device size.
No postural differences were found between the use of 7-in and 10-in devic-
es, whereas the head and neck were significantly flexed and the elbow angles were
decreased during the use of the 13-in device. We observed a tendency to support the
subjective muscular load on the arm by resting the mobile device on the thigh. Cha-
racter size did not affect posture but significantly affected the viewing distance;
however, no differences were found in the body angles. Tension in the upper body
increased with operation time of the mobile device; thus, operation of such devices
for continuous stretches of time without breaks may be related to the risk of develop-
ing MSDs. Further research should focus on relating quantitative muscular loads rec-
orded by electromyography to postural changes associated with the operation time of
mobile devices.
Acknowledgements. Part of the present study was funded by Research Group Eco-
logical Interface Design and Kansai University Kakenhi of the Japan Society for the
Promotion of Science (24370143, 24657182).
References
1. Judith, G., Driban, J., Thomas, N., Chakravarty, T., Channell, S., Komaroff, E.: Postures,
typing strategies, and gender differences in mobile device usage: An observational study.
Applied Ergonomics 43, 408–412 (2012)
2. Berolo, S., Wells, R.P., Amick, B.C.: Musculoskeletal symptoms among mobile hand-held
device users and their relationship to device use: A preliminary study in a Canadian univer-
sity population. Applied Ergonomics 42, 371–378 (2011)
3. Gustafsson, E., Johnson, P.W., Hagberg, M.: Thumb postures and physical loads during
mobile phone use - A comparison of young adults with and without musculoskeletal symp-
toms. Journal of Electromyography and Kinesiology 20, 127–135 (2010)
4. Lin, I.-M., Peper, E.: Psychophysiological patterns during cell phone text messaging: A Pre-
liminary Study. Applied Psychophysiology and Biofeedback 34, 53–57 (2009)
5. Kubota, S.: Effects of character size, character format, and pixel density on subjective legi-
bility of reflective liquid crystal displays for personal digital assistants. The Institute of
Image Information and Television Engineers 55(10), 1363–1366 (2001)
6. Sommerich, C., Starr, H., Smith, C., Shivers, C.: Effects of notebook, computer configura-
tion and task on user biomechanics, productivity, and comfort. International Journal of
Industrial Ergonomics 30, 7–31 (2002)
7. Donald, N., Hirata, T., Hirata, S.: Kinesiology of the Musculoskeletal System Foundations for
Physical Rehabilitation. Ishiyaku Shuppan Kabushikigaisha, 128–360 (2008) (in Japanese)
GUI Efficiency Comparison Between Windows and Mac
Keywords: Graphical User Interface (GUI), Menu Bar, Title Bar, Operating
System, Locality.
1 Introduction
Graphical User Interfaces (GUIs) have become an integral part of the average individ-
ual’s everyday activities even in instances where one may not be aware of its composi-
tion or of its existence. Modern operating systems normally come packaged with a
graphical user interface, and these GUIs have continuously evolved over the years, and
in most cases have extensively enhanced the user experience with every major release.
For example, Windows and Mac have GUIs that are tightly integrated into their OS
kernels and have made significant changes on nearly all of their versions. [1]
Window’s and Mac’s GUI implementation both support the use of large and mul-
tiple monitor environments. This functionality was eventually added due to the chang-
ing customer desire and the cheaper cost of display equipment. Support for these
multiple monitor configurations was added to Windows in its Windows 98 OS, and
Mac implemented this as a standard feature in 1987. [2]
A significant occurrence in GUI efficiency is the convergence of stylistic elements
belonging to Mac OS X and Windows GUIs. This fact brings to our attention the
amount of similarity found in these two operating systems, and upon observation
beyond the “look and feel”, there are more resemblances and likeness of functionality.
With so little difference between core functionality, it is useful to understand the
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 97–106, 2013.
© Springer-Verlag Berlin Heidelberg 2013
98 E. McCary and J. Zhang
differing means of utilizing the functionality offered by the OS GUIs and how effi-
cient and user-friendly these methods are. More specifically, how efficiently these
two GUI styles will handle themselves in environments with large or multiple display
screens.
Since these two operating systems implement their menu bars differently, it is use-
ful to measure the disparity in efficiency among them in single and multiple display
scenarios. This paper will evaluate the graphical implementation of the menu bar in
the GUIs used by Microsoft Windows and Mac OS X.
2 Initial Analysis
An excellent tool to measure efficiency of interface design is Fitts’ Law. Fitts’ Law,
as defined in [3] as a mathematical model of fine motor control which predicts how
long it takes to move from one position to another as a function of the distance to and
size of the target area. Although Fitts' model was originally formulated to project how
quickly a human could point at a physical button, we can use the same set of rules to
determine how quickly we can acquire specific points or objects on a screen. The law
also states that the bigger buttons are the faster they can be accessed and should be
used for more important functions. This law has been previously defined as:
• The farther away a target is, the longer it takes to acquire it with the mouse.
• The smaller a target is, the longer it takes to acquire it with the mouse.
For our purposes, Fitts' law will be used as a quantitative method of modeling user
performance in rapid, aimed movements, where one's appendage starts at rest at a
specific start position, and moves to rest within a target area while controlling a point-
ing device.
It is important to note the edges of a screen which ends the visible and tangible
viewing area. These sections are thought of to be infinitely wide or tall because it is
not possible to scroll or move past these areas. For example, it is not possible to scroll
left past the leftmost boundary of a display. So we describe any object on the outer-
most borders as being infinitely wide or tall.
The authors in [6] explain how bigger targets are easier to click, and edge-adjacent
targets are effectively infinitely big. This makes us aware of the fact that in order to
improve user accuracy or acquisition speed, we can either make the desired object
larger, or closer. To further examine this, we can inspect the equation that represents
Fitts’ Law with inputs from two hypothetical scenarios. These scenarios will demon-
strate attributes that an infinitely large menu bar and a menu bar which has excellent
GUI Efficiency Comparison Between Windows and Mac 99
M1 represents the equation with inputs from an infinitely large menu bar, while M2
represents a menu bar which is attached to its application. We can see that the solu-
tions to these equations will be very small in either case, and in reality, the value of D
in M2 will likely be a very small number, making both Time values very close to zero.
There are many of such truths of interface that extend beyond what the user is used
to or favors, and good interface design requires close attention to these. So familiarity
has a lot to do with comfort and ease of use and users frequently prefer the familiar to
the more usable.
Fitts’ Law can be utilized to scientifically estimate the results of the experiment to
be detailed later in the paper. This process can provide users with a definitive value
which delivers the calculated efficiency of acquiring the menu bar in each of the GUIs
being tested.
Screen size further complicates the efficiency in a GUI when dealing with differing
methodologies of menu bar placement. This is important to consider as the technolo-
gical trends seem to be incorporating larger and larger screens into the majority of
environments where computers are used with exception to mobile devices.
Mac OS X is installed on a limited set of hardware. The smallest of these is an 11-
inch MacBook air. Mac OS X works well in this environment, as the menu bar of
applications is detached and resides on the top of the screen. This type of configura-
tion maintains a shorter travel distance to the buttons belonging to the running pro-
gram. This is achieved due to the small screen size of this specific laptop. So in this
situation there is less work to be done by the user in order to access application con-
trols. On the other end of the spectrum, in a situation where OS X is being displayed
on a large screen or even multiple screens, this operating system’s menu bar is some-
times located a great distance from the focused application.
As in both OS GUIs, a single instance of application control objects being located
on a single screen culminates into a concept of a main screen. This basically means
that objects such as the Menu Bar can only be located on this singular screen. The fact
that the menu bar can only reside on this screen may create more efficiency difficul-
ties. Considering that normally when one uses multiple screens to expand their work-
space, this individual would like to move application and documents into windows
other than the main screen. Moving back and forth between these screens may create
more work for the user.
Windows software can be installed on a wide variety of devices with a wide range
of screen sizes. This operating system also makes use of the main screen concept
100 E. McCary and J. Zhang
which will keep its taskbar on a single window when utilizing multiple monitors.
However, Windows operates somewhat differently from Mac OS X with its menu
bars for an application and allows for menu bars to be attached to their respective
applications.
When dealing with single monitors of various sizes, Windows GUI configuration
allows for universal locality of an application’s control objects, including the menu
bar. In this case, regardless of the screen size, the applications in use will still be rela-
tively near to their respective controls and functional buttons.
We will be measuring efficiency of the GUI in part by the size and distance of ob-
jects that have an important relationship with each other. Many of the comparisons
and tests will be evaluated with this premise in mind.
interface is uniform in Windows and there are no shared modules which may incon-
venience the user. Also, the menu bar itself and its' buttons will be much smaller than
those belonging to a Mac menu bar. Application control buttons and menus on Win-
dows are of a fixed size based on the application while on a Mac they are “infinitely
tall”.
According to [3] Bruce Tognazzini, human computer interaction professional,
claims the Mac OS menu bars can be accessed up to five times faster due to Fitts' law
because the menu bar lies on a screen edge. The time to acquire a target is a function
of the distance to and size of the target, with this knowledge Apple claims their pull-
down menu acquisition can be approximately five times faster than Windows menu
acquisition.
One can argue that any GUI offers the same “top of the screen” location if a win-
dow is simply maximized. Also, if one is utilizing an application and would like to
close another, they would have to select the desired application to focus in Mac OS
GUI while in Windows buttons grab the focus when the mouse hovers over it, and
then close the application. Fitts’ Law does not account for the time that this extra step
consumes. The effectiveness of this technique is also reduced on larger screens or
with low mouse acceleration curves, especially due to the time required to travel back
to a target in the window after using the menu. [8]
It is also important to consider the menu bars proximity to the application, and that
its positioning is based on logically sound reasoning. Another important fact to con-
sider is that most operating system environments place the menus within the applica-
tion window, and that is a familiar location.
5 Experiments
Experiments were conducted to test both of these GUI’s efficiency. Each experiment
yielded the time and distance it takes for a user to acquire several different control
objects offered by the operating systems GUI.
Thirty participants were recruited to create the data necessary for this study.
Twelve of the thirty expressed being familiar or expert users of Mac OS, while the
others were primarily Windows users. The process was officially approved by the
IRB at The University of Alabama and actions were consented to by the participants.
Each of the tests is comprised of a series of clicks with a pointing device which
will each prompt the next step in the test. Upon the end of the testing session, the
application will display the timing and distance results to the user. This test will
record the time and distance traveled per task, and the deviation from the “best” poss-
ible route to complete the task (which will be a straight line).
The experiment is expected to gather data which will undoubtedly determine which of
these two GUIs is more efficient in completing specific and common tasks. Initial
impressions were based on most of the general population being more familiar with
the Windows GUI environment, and environments fashioned like it. Since Windows’
102 E. McCary and J. Zhang
menu bar is based on locality to application that owns it, and excels in certain situa-
tions where the display is larger than normal or when multiple displays which span a
large area are in use.
While Windows’ menu bar has the locality advantage in all situations other than
full screen mode, Mac’s menu bar is infinitely tall and users have the ability to simply
throw the pointing device to the corner of the screen and acquire their menu.
Taking these details into consideration, the initial assumption is that Windows GUI
would be the better option when comparing distance traveled to acquire the menu bar,
while Mac would dominate the acquisition time category. This premise takes into
account the differing screen sizes in use today, and the skill level and ability of the
average user.
A program was written that simulates the GUI environments (Mac and Windows),
and will allow for the completion of identical tasks while recording the time and dis-
tance of each of the tasks. This program was built with java on Windows 7 and Mac
OS X Lion.
To record data, the program will present the user with a window which simulates
an application. A red square will serve as the starting point for the current task. The
initial view of the application is the same in each of the tests, while the tasks in each
test are in the same order and routine. Figure 1 displays one of the testing environ-
ments for a task. For this specific widow size there will be a total of seven separate
tasks (represented by each of the red squares) which will generate new data about the
user and the GUI which is simulated as a housing for this application in the specific
task.
Once the starting point is clicked, the data from the actions which follow imme-
diately will be recorded which should culminate with the user acquiring the File Menu
in the simulated environment. The final data consists of distance per task, time per
task, and each point the pointing device traverses over during the task session.
GUI Efficiency Comparison Between Windows and Mac 103
This data is recorded in three separate sessions where the participant will repeated-
ly acquire the menu bar in environments with different windows sizes. The largest
windows size has nine points, the medium sized window has seven points, and the
smallest window is host to a single point in the center. Each of these “start points”
(red squares) will be acquired at the beginning of each task which upon completion
(the user acquires the File Menu), will yield the desired result data.
6 Results
The data did not completely support the initial assumption that Mac’s infinitely large
menu bar would prove to increase acquisition rate. In fact, acquiring Mac’s menu bar
proved to be slightly slower on average in all but four of the tasks. These tasks were
acquiring the menu bar from the bottom two corners of the medium sized window,
and the top and bottom middle of the maximized window. Figure 2 shows the average
time it took to complete a task during the tests below. This data is important to con-
sider while misleading. Fast times could equate to the user being comfortable with the
GUI (as suspected of the Windows users), or the ease of use and efficiency of the
GUI.
When observing distance efficiency, it is obvious that Windows will likely require
the user to move the pointing device the least distance with an acceptable amount of
error. This premise was proven true as Windows was more efficient in all tasks. This
data is represented in Figure 3. As is made understandable by the figure, Mac tasks
took nearly twice as long as the Windows tasks. This is obviously directly affected by
the environments locations of the features on the application which is determines the
locality.
There is a very large disparity in this category with the advantage belonging to
Windows. When comparing the distance traveled per amount of time, Mac more than
doubles Windows in this category. This is partially a product of Mac’s static menu
bar position even though it is infinitely large. Windows menu bar is closer, but must
move and resize itself as the window resizes and moves.
104 E. McCary and J. Zhang
To better understand the role of context in error inclusion and its adequacy, the devia-
tion along the x-axis of the path that the participant took en route to completing each
task was analyzed. This was accomplished by locating the start and end points of the
task and every point directly between the two. In addition, the distance the partici-
pant’s path is from each x-value had to be calculated. This data is very important to
the experiment. While a normal amount of deviation is expected, if deviation is con-
stantly above a certain threshold it will lead to results which are more defined by the
ability and actions of the participants rather than the placement of objects and
accessibility of the GUI.
This data is collected in units of pixels and the total deviation is the sum of the
deviation of all points on the line.
The numbers here are much more sporadic as they depend mainly on the partici-
pants’ ability and focus. Each participant was encouraged to complete the tasks as
they would in their most comfortable environment. It is understandable that the
amount of deviation is greater on tasks executed in the Mac environment as the travel
distance to complete the tasks is so much greater which creates more of an opportuni-
ty for error. With this method of error calculation, travel distance as well a precision
GUI Efficiency Comparison Between Windows and Mac 105
plays a large role in the participants overall route efficiency. Taking all of these fac-
tors into account will help us to come to the best conclusion.
The deviation recorded for each task is displayed as a summation of the deviation
at each point which the user traversed over during task completion. Understanding
that the Mac tasks on average are several times more than that of the Windows tasks,
we can calculate the exact ratio of time per unit of distance. This will make the devia-
tion data more relevant and useful. For example, the distance ratio of the Mac to Win-
dows tasks on the main screen is approximately 3.321467. This means if we divide
each of the tasks in the Mac deviation by this amount, will have the amount of devia-
tion per an equal amount of distance which makes the two categories comparable.
Here, the Windows tasks have incurred more error in 5 of the 15 tasks. This can be
attributed solely to the actions of the user, as the paths to complete tasks are all equal-
ly attainable.
The tasks set in the Windows GUI were completed slightly faster than the identical
task in the Mac GUI. In terms of distance, the average distance per task in the Mac
GUI is nearly double that in the Windows environment. When taking these facts into
account, we see that the distance covered per unit of time is much more efficient in
the Mac environment as the participants covered distance significantly faster here.
The experiment also calculated the deviation that the participants added in error to
their routes along with the total time. In observing these details, we see that tasks
completed in the simulated Mac environment were completed much more efficiently
from a distance per unit of time standpoint due to the distance of the tasks being more
the double the length of the Windows tasks while the deviation is relatively the same.
8 Conclusion
When determining the overall GUI efficiency, we must understand that the speed with
which the participants completed the tasks reveals little about the efficiency of the
environment whether it is of a small screen size or multi-monitor format. We must
first weigh the value of the distance of the elements present on the interface as well as
the time participants took to complete the tasks as the first line of assessment, then
106 E. McCary and J. Zhang
weigh the deviation results and other factors exposed in this study. This will render
our final result.
The results from this study lead us to conclude that Windows menu bar presents a
shorter travel distance in identical situations than Macs’ menu bar. Although In cer-
tain situations, each GUI environment has its advantages. For example, Mac’s GUI
excels in scenarios where full screen mode is in use. The results yielded in these situa-
tions displayed that the time per task in a Mac environment is less, while the distances
are relatively equivalent. In situations where small or overly large windows sizes are
necessary, Windows excels. The amount of deviation introduced into the experiments
makes it difficult to reach a clear cut victor but according to the overall results, Win-
dows menu bar implementation is more efficient when completing tasks such as or
similar to the ones in the experiment. This would include most of the everyday opera-
tions that are completed using the bar. These results stand with regard to the minimal
amount of difference in values recorded.
This paper has evaluated and discussed the differences and similarities between the
menu bars utilized by Microsoft Windows and Mac OS X. These aspects were eva-
luated while operating in multiscreen as well as large and small screen environments.
The experiment introduced for the user study described in this paper, was used to help
solidify and prove that Windows menu bar implementation provided for a shorter
travel distance and acquisition time of the elements present in each of the operating
systems simulated GUI environments.
References
1. Dale. E.: Operating Systems Uncovered: The Inside Scoops Are Revealed (March 2012)
2. Dunn D., Mikes. N.: Multiple Monitor Computing. 9X Media Inc.,
http://www.9xmedia.com/PDFs/
9X_Media_multiple_monitor_whitepaper.pdf
3. Tognazzini, B.: First Principles of Interaction Design,
http://www.asktog.com/basics/firstPrinciples.html#fittsLaw
4. MacKenzie, I.S.: Fitts’ Law as a Performance Model in Human-Computer Interaction.
Ph.D. Thesis, http://www.yorku.ca/mack/phd.html
5. Harris, J.: Giving You Fitts,
http://blogs.msdn.com/b/jensenh/archive/2006/08/22/
711808.aspx (August 22, 2006)
6. Atwood, J.: Fitts’ Law and Infinite Width,
http://www.codinghorror.com/blog/2006/08/
fitts-law-and-infinite-width.html (August 9, 2006)
7. Apple Inc.: http://www.apple.com
8. Leigh D.: “Mac” menubar as default,
http://lists.kde.org/?l=kde-look&m=95705988431395&w=2
(April 30, 2000)
Correction Method Based on KI-VPA Model for Changes
in Vibratory Perception Caused by Adaptation
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 107–116, 2013.
© Springer-Verlag Berlin Heidelberg 2013
108 Y. Mori, T. Tanaka, and S. Kaneko
vibrations. In particular subjects feel different vibrational strengths from the same
frequency when that frequency is the result of a change from other frequencies. We
have also proposed the Katagiri-Aida model-based vibratory perception adaptation
(KI-VPA) model to predict changes in vibratory perception caused by changes in
frequency. The model correctly shows changes in human vibratory perception.
In this study, we show that the KI-VPA model can be used as the basis for correct-
ing changes in vibratory perception that are caused by adaptation. The KI-VPA model
provides correction frequency on the basis of the vibratory perception to be conveyed
by VAI; the model also considers duration of the frequency experienced before the
change. In human tests, in accordance with the frequency before the change, subjects
felt a precise vibrational strength from the correction frequency after the change.
This paper is organized as follows. Section 2 describes an experiment that ex-
amines how vibratory perception is affected by the frequency before the change. Sec-
tion 3 explains the modeling of the change in vibratory perception described in
Section 2. Section 3 also describes our method for correcting this change. Section 4
presents results obtained from experiments with human subjects that verify the effec-
tiveness of the correction method proposed in Section 3. Section 5 states conclusions
drawn from this work.
Many devices use vibrations to convey information or issue warnings. When a user
feels a vibration from a device, the user interprets signals on the basis of the vibra-
tional strength. However, even when the vibrational frequency is the same, the user
can feel the differences in vibrational strength. The user can misinterpret signals be-
cause of adaptation; when the vibrational frequency changes, the frequency before the
change affects the user’s perception of the vibrations after the change. In this section,
we discuss experiments that show how vibratory perceptions after a frequency change
are affected by the frequency before the change.
When that device’s user feels vibration, user read information from vibration
strength. Although vibration frequency is the same, user can feel different vibration
strength. One of the causes is the adaptation to the vibration. When the vibration
frequency changes, the frequency before the change affects vibration perception user
feels after the change. Therefore this section examine experimentally how vibratory
perception after the shift changes with the frequency before the shift.
Experiments were conducted to examine whether vibratory perceptions are
changed by adaptation. In the experiments, vibrations were conveyed to subjects us-
ing VAI shown in Fig. 1. VAI had a diameter of 4 cm and a length of 10 cm. A vibra-
tion motor was mounted inside the device. The experimental procedure was as
follows:
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 109
f
beep
fb
Tans
fa
t
5.0
Fig. 1. Timing of the step change in frequency Fig. 2. Vibration alert interface. Length is
from the initial value fb to the final value fa. 10cm, diameter is 3.5cm.A compact DC mo-
After a delay of Tans s, the device beeps, sig- tor is mounted in the device.
naling the user to record the perceived final
frequency. On the abscissa, time is in seconds.
1. Subjects grasped VAI. They were instructed to associate a relative vibrational in-
tensity of 10 with VAI vibrations at 70 Hz and an intensity of 20 with vibrations at
150 Hz.
2. VAI vibrated for 5 s at one of these frequencies: 70, 90, 110, 130, or 150 Hz. This
frequency was the one before the change, fb, and its duration was Tfb.
3. Then, the frequency fb was changed via a step function. The frequency after the
change was represented as fa and its duration was Tfa.
4. It beeped after another Tans [s]. The values used for Tans were 1.0, 2.0, or 3.0 s. At
the beep, subjects reported their perceived vibrational intensities relative to the
standard values 10 and 20. These reported vibrational strengths were represented
by Pva.
The timings of events in steps 2–4 are illustrated in Fig. 2. In this experiment, Tfb and
Tfa were both 5 s. Each subject repeated steps 1–4 20 times at five values of fb and five
values of fa. Moreover, they repeated the steps three times using each of the allowed
values for the interval to beep, Tans. The test involved 10 subjects, both male and fe-
male, with an average age of 25.5 years. During the experiments, subjects wore eye
masks and heard white noise through headphones to ensure that they were focused
solely on their tactile senses.
The experimental results are shown in Fig. 3. The plots in the figure show how the
perceived vibrational strength after the change (Pva) relates to the frequency before
the change (fb). In Figs. 3(a), 3(b), and 3(c), the frequency after the change (fa) is
treated as a parameter. Each panel in Fig. 3 is for a different interval between the
change and the beep. Figures 3(a), 3(b), and 3(c) had intervals of 1, 2, and 3 s, respec-
tively. Each point in the figure is an average over the ten subjects, and the lines are
linear approximations to the points.
110 Y. Mori, T. Tanaka, and S. Kaneko
Since each line in each panel of Fig. 3 is at one final frequency fa, each line should
be horizontal if the perceptions of the subjects were consistent. However few lines in
Fig. 3 are close to horizontal, and all have negative slopes. The slopes are tabulated in
Table 1. The negative slopes indicate that higher the initial frequency fb, weaker is the
perceived vibration after the frequency change. This occurred irrespective of the final
frequency fa being greater or lesser than the initial frequency fb. This implies that the
perceived vibrational strengths depend on not only final frequency fa but also the ini-
tial frequency fb ; we interpret this as evidence for adaptive behavior.
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 111
Further note that the lines become more horizontal from Fig. 3(a) to Fig. 3(c), i.e.,
with increase in the interval of times after frequency changes. In Table 1, the slopes at
Tans = 1.0 s (Fig. 3(a)) are larger than those at Tans = 3.0 s (Fig. 3(c)). This implies that
the influence of fb on Pva is large immediately after a frequency change but the influ-
ence decreases with time.
These experiments demonstrate that vibratory perception is affected not only by
the current frequency but also by earlier frequencies. If the frequency before the
change was low, subjects perceived strong vibrations after the change. But if the fre-
quency before the change was high, subjects perceived weak vibrations after the
change. Moreover, the influence of changes in frequency on vibratory perception
decreased with time.
In this section, we model adaptive changes in vibratory perception using the KI-VPA
model [7], which is based on the KI model shown in Fig. 3 [8]. The KI model consists
of excitatory and inhibitory neuron firings and is represented as follows:
Rα ± β
u ± (t ) = ± Q0
1
exp − ±2 t (1)
2 πt α±
where u is the potential for both excitatory (+) and inhibitory (−) responses, t is time,
while α and β are parameters determined experimentally. Quantities Q0 and R are
constants; following [2], we set Q0 = 1.0 and R = 2.0. Figure 4 displays the potential
outputs of excitatory and inhibitory neurons. Excitatory neurons fire a positive pulse
(Fig. 4(a)), while inhibitory neurons fire a negative pulse (Fig. 4(b)). The output from
the KI-VPA model is represented as follows:
N
1
u (t ) = a u + t − i
1
+ τ + u − t − i + b
(t )
(2)
i =1 f ( t ) f
where τ is the difference in firing times between excitatory and inhibitory neurons. An
excitatory neuron fires when a vibrational stimulus is inputted, while an inhibitory
neuron fires after a time lag. In the above equation, f(t) is the vibrational frequency,
and a and b are constants determined experimentally. To minimize the error between
the model and the experimental results in Fig. 3, we set a = 1.25, b = 4.42, α+ = 1.5,
α− = 0.8, β+/α+2 = 3.6, and β−/α−2 = 2.0. Figure. 5 shows the change in output of the
KI-VPA model when frequency change to110 Hz from 70-150 Hz. After 5 s, it is
confirmed that vibratory perceptions are different even though frequency after the
change are the same.
112 Y. Mori, T. Tanaka, and S. Kaneko
Fig. 6. Output of KI-VPA model when frequencies change to 110 Hz from 70-150Hz
The outputs from the KI-VPA model are shown in Fig. 6. In the figure, the lines
are from the KI-VPA model, and the points are experimental data from Fig. 3. The
figure shows that the KI-VPA model captures changes in vibratory perception with
high accuracy.
With vibrational frequency as the input, the KI-VPA model outputs the vibratory
perception felt by a user. Therefore, if the relation between the frequency and
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 113
vibratory perception is known, VAI enables the user to feel the desired vibration by
adjusting the vibrational frequency depending on the frequency before the change.
We perform this correction using the schematic diagram shown in Fig. 6.
The KI-VPA model establishes a linear relation among the vibratory perceptions
felt by subjects after the change (Pva), the frequency before the change (fb), and the
duration (Tfb):
Pva = g 1 f b + g 2T fb + g 3 f a + g 4 (3)
c) Tans=3.0
Fig. 7. Output of the K I-VPA model (lines) compared with the experimental data in Fig. 3
(points). Tans are the same as in Fig. 3.
114 Y. Mori, T. Tanaka, and S. Kaneko
where a1–a4 are constants. Therefore, the correction frequency fa’ that eliminates the
effects of adaptation is calculated in the KI-VPA model by
1
fa ' = ( Pva − a1 f b − a 2T fb − a 4 ) (5)
a3
This equation provides the frequency that eliminates the influence of adaptation. It
allows the VAI device to convey Pva by vibrating at fa’ after VAI has vibrated at an
initial frequency fb over a duration Tfb.
f’
a
P VAI Pva
target KI-VPA User
f t
b fb
Fig. 8. Schematic of the correction method based on the KI-VPA model used in the VAI device
to correct perceived vibrations for effects of adaptation
4 Correction Experiment
3. The frequency fb was changed via a step function. This new frequency was the
correction frequency fa’ that eliminates changes in vibratory perception due to
adaptation as calculated by the KI-VPA model.
In the correction experiments, VAI vibrated at the correction frequency after it vi-
brated at fb for 5 s. In the experiments described in Section 2, the time to report Tans
were 1.0, 2.0, and 3.0 s. However, in the correction experiments, we reduced Tans to
0.5, 1.0, and 1.5 s because the results in Section 2.2 show that adaptation has greater
effects on vibratory perception immediately after the change in frequency. Pva in eq.
(4) is obtained by calculating average value of Pva on fb = fa in Figs. 3(a), 3(b), and
3(c).
The results from the correction experiments are shown in Fig. 8. In Fig. 3, the data
were represented by lines with negative slopes because vibratory perceptions were
changed by adaptation. However, the lines in Fig. 8 are nearly horizontal, i.e., with
the correction model, VAI conveys precise vibratory perceptions without adaptive
effects. Further, the correction model is effective at all times Tans since all the approx-
imated lines in Figs. 8(a), 8(b), and 8(c) are nearly horizontal. The slope of each line
is shown in Table 2. Compared to the data in Table 1, the values in Table 2 are lower,
confirming that changes in vibratory perception did not occur in the correction
experiments.
Correction Method Based on KI-VPA Model for Changes in Vibratory Perception 115
Table 2. Slopes of lines in Fig. 8 from the correction experiments. MAV is the mean of the
absolute values.
5 Conclusions
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Non-contact Measurement of Biological Signals
Using Microwave Radar
1 Introduction
To monitor the autonomic activation induced by mental stress without placing any
burden on the monitored individual, we developed a non-contact autonomic monitor-
ing method using a 24-GHz compact microwave radar. We have previously reported
non-contact methods to monitor the heart and respiratory rates in experimental ani-
mals exposed to toxic materials or under a hypovolemic state to determine the patho-
physiological condition of the subject, such as exposure to toxins or shock induced by
hemorrhage [1, 2, 3]. Single photon emission tomography (SPECT) with a radioiso-
tope (99mTe-FBPBAT) can successfully map the autonomic nervous system but is
impractical for autonomic activation monitoring due to the need for large-scale
equipment [4]. Using continuous electrocardiography (ECG) with conventional elec-
trodes, rhythmic components of heart-rate variability (HRV) can be assessed using
power spectral analysis, and modifications in autonomic activities induced by mental
stress have been reported in the HRV power spectra [5, 6]. However, long-term elec-
trocardiographic monitoring using electrodes places a heavy burden on the monitored
individuals.
To determine human stress while driving or operating equipment, we monitored
human autonomic activation induced by stressful temperatures using non-contact
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 117–125, 2013.
© Springer-Verlag Berlin Heidelberg 2013
118 H. Morodome et al.
measurement of HRV with a 24-GHz compact microwave radar, which can easily be
attached to the rear surface of the back of a chair without using either radioisotopes or
electrodes.
Experiments to measure the heart rate and changes in the HRV using the prototype
system were conducted. At the same time, the ECG was measured by the contact
monitoring system using normal electrodes. We compared the results for the ECG
with the results acquired by the prototype system (see Fig. 1). The prototype system
was tested with four healthy male subjects (mean age 22.00 ± 0.96 years; range 21–23
years). Each subject sat on a chair with a mesh back composed of 2 layers of polyester
plastic (Baron-Chair, Okamura Co., Tokyo, Japan). The distance from the antenna of
the prototype system to the chair back was 120 mm, and it was placed approximately
60 mm to the left of the spine at around the level of the fourth intercostal space.
Non-contact Measurement of Biological Signals Using Microwave Radar 119
Following a silent period of 120 s, a cold pressor test was conducted for 120 s. The
cold pressor test was performed for 30 s, following which there was a break for 30 s.
We performed this test for 2 min, repeating the cold pressor test twice over 120 s.
3.2 Analysis
The output signals from the prototype system and a reference precordial ECG signal
from the V5 position were sampled by the A/D converter with a sampling frequency
of 100 Hz. Band-pass filters were used for the prototype system outputs to reduce
noise and interference. The band-pass filters were set at between 0.5 Hz and 3 Hz; this
model band-pass filter covers a range of 30–180 heartbeats per minute. After filtering,
the power spectra of heartbeat intervals at low frequency (LF) (0.04–0.15 Hz), high
frequency (HF) (0.15–0.4 Hz), and LF/HF [7, 8] were calculated to monitor the HRV
by using the maximum entropy method (MemCalc software, GMS Co., Tokyo, Ja-
pan); this method is normally used for medical research [9, 10].
The intervals of the peaks in amplitude in the outputs from the prototype system
were assumed to correlate with the R-R interval for the ECG, and HRV was calcu-
lated by using peak-to-peak intervals in the output signal of the prototype system. The
power spectra of the HRV (i.e., LF, HF, and LF/HF) for the R-R intervals derived by
the ECG were also calculated by using the MemCalc software.
4 Results
When the subjects sat on a chair, the compact microwave radar output through the
control unit showed a cyclic oscillation, corresponding to the ECG (Fig. 2). As can be
seen in Fig. 2 (radar), cyclic oscillation synchronization with the occurrence of the R-
wave of the ECG was confirmed.
120 H. Morodome et al.
Fig. 2. A compact microwave radar output showing a cyclic oscillation that corresponds too the
cardiac oscillation measured by ECG
Fig. 5. In both non-contact andd contact measurement, LF/HF of a sbject (reflecting sympathhetic
activation) exhibits a peak duriing cold stimuli
122 H. Morodome et al.
5 Discussion
6 Application
We carried out the detection of abnormal breathing using a prototype system. Subjects
simulating abnormal breathing were measured using the prototype system. Figure 6
shows the results of the respiratory pattern of the subjects, acquired from the proto-
type system and ECG as reference. The oscillation halted for approximately 30 s after
continuing short-period oscillations, and Cheyne-Stokes respiration was confirmed.
This trend can be seen in both the ECG and the prototype system. Moreover, the start
and end time of the apnea period was the same in the ECG and the prototype system.
These results show that a prototype system to detect apnea is possible with high
accuracy. Therefore, a prototype system would be possible for the measurement of
respiratory activity.
Non-contact Meaasurement of Biological Signals Using Microwave Radar 123
7 Conclusion
In this paper, we describe a novel prototype system using microwave radar for nnon-
contact cardiac monitoring that requires neither direct contact with the body nor the
removal of clothing. The an ntenna of our prototype system is relatively small and can
easily be attached to furnituure in the workplace. This means that the device is suitaable
for civil applications at a lo
ow cost. We will examine its actual use in various settiings
in the future.
We monitored human autonomic activation induced by a chilled water load
through non-contact measurrement of heart rate variability using a compact microw wave
radar. The results confirmeed that the intervals captured by our prototype system are
similar to the intervals capttured by the ECG signal because the estimated heart raates
determined by using the daata captured by our prototype system are roughly in acccor-
dance with the actual measurements. Results confirmed that our microwave systtem
can capture information sim milar to that obtained with the ECG system. In addition, the
changes in the HRV meassured by both methods were also similar, although thhere
were some differences in th he absolute values. These results mean that our protottype
system can capture signalss with sufficient accuracy to calculate the heart rate and
HRV.
The long-term monitorin ng of HRV can be used as a diagnostic test for sepsis [114].
Moreover, it has been repo orted that a reduction in the HRV is useful in identifyying
septic patients at risk of th
he development of a multiple organ dysfunction syndroome
(MODS) [15]. Our method d of noncontact monitoring for HRV can thus be used not
only for monitoring autono omic activation but also as a future diagnostic method for
124 H. Morodome et al.
sepsis or as a predictor of MODS, without touching the patient. Zheng et al. [16] have
proposed a wearable health care system for long-term continuous vital sign monitor-
ing of high-risk cardiovascular patients. Our system does not require special gear and
may be suitable for the screening of high-risk patients as part of a health check.
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Non-contact Measurement of Biological Signals Using Microwave Radar 125
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Leaning Origami Using 3D Mixed Reality Technique
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 126–132, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Leaning Origami Using 3D Mixed Reality Technique 127
Though, in this way, Non Photo Real renderings are be useful in 3DCG, the
perspectives obtained in the researches in 3DCG may not be adopted in utilizing them
in AR. For example, the enhanced shapes of objects may provide unnatural feelings in
overlapping physical objects because some features of physical objects are deformed
and some gaps may be appeared between physical objects and their 3DCG.
This paper aims to find some rendering manners suitable for the 3DCG mixed
reality, and especially we focus on the Non Photo Real rendering. We investigate, in
this paper, whether Non Photo Real rendering technique are suitable for the 3DCG
mixed reality in making Origami.
Origami is one of the traditional plays in Japan and we transform one piece of
paper into a complex shape such as animals and flowers by holding paper. Though
there are many books with the illustrations, movies, and 3DCG to explain how to
make Origami, it is difficult for the beginner to how to make origami correctly.
2 Related Works
Kitamura proposed a system which explains how to make Origami using AR [2]. The
reason why Kitamura utilize the AR technique is that it is difficult for the beginners to
comprehend the guidance because they should watch the paper and the instructions
alternately and not to be able to understand where they hold the physical paper only
watching the instructions. This system consist of a web camera and HMD (head
mount display). When a web camera catches the AR markers on the paper, this
system superimposes the line to fold on the paper through the HMD. Though the
Kitamura’s system could solve some problems of origami instructions, the users
sometimes complicated the lines on the paper.
Mitanni and Suzuki proposed a rendering manner of 3DCG for Origami 3DCG [2].
In general, it is difficult to understand how much paper is overlapped with 3DCG and
even if the quality is improved. So, they proposed the Non Photo Real approach.
Their approach represents a shape of origami in 3DCG as Non Photo Real like the
illustrations used for the instructions in many books. In this approach, “Gap of Faces”
and “Misaligned Overlap” were presented. Gap of Faces is the technique, to make
easy to express which folded parts of the paper are overlapped, to render the paper of
the top layer in thicker. In Misaligned Overlap, the overlapped parts of the paper are
rendered in staggering positions even if they are overlapped precisely.
To investigate the Non Photo Real rendering animation is effective in 3DCG MR, we
created two types of origami 3DCG animations. One is called “Normal Model”,
which is the animation of one of the traditional origami 3DCG renderings. The other
is the one whose each frame are rendered by the Non Photo Real technique, called
“Approach Model”. To make these models to be superimposed on the physical paper,
we utilize the ARToolKit [4].
128 A. Nakano, M. Oka, and H. Mori
Non Photo Real rendering were developed to create a still CG. As the Approach
Model requires their animation, we create the first frame and the last frame by Non
Photo Rendering, and do the frames between them by tweening. The thickness of the
paper in each frame is also tweened using the first and last frames to apply the “Gap
of Faces” technique.
4 Experiment
In this system, we use the HMD for single eye to superimpose the 3DCG animations
on the physical paper, and the WEB Camera to detect the special position of the paper
(Figure 4). Several AR markers are printed on the paper. The subjects are 20 students
who are not the expert of origami though they have a few experiments. 10 subjects
were under the “Normal Model” condition and the other ten subjects are under the
“Approach Model.” After making Origami under their assigned condition, all subjects
show the Origami CG animation of the other condition and filled out the
questionnaires. Figure 5 is the steps of the task to be done in this experiment.
Fig. 4. Device NWEBcamera: Logicool 2-MP Portable Webcam C905m, HMD: SCALAR
Teleglass-3 T3FCEMA
5 Result
Figure 6 shows the rates the subjects accomplished each step. Though all subjects
could accomplish the step1 and step2 with both of the Approach Model and the
Normal Model because of too easy tasks, in the step 3 and step 4, the rate with the
Approach Model is higher than the one with the Normal Model. By this result, it can
be said that the Non Photo Real rendering also make special understanding easy even
130 A. Nakano, M. Oka, and H. Mori
in animation and in overlap pping physical objects. The subjective evaluation suppoorts
this result (Figure 7) Figurre 7 shows the result of the question that the subjects felt
easy to understand how to fold paper. Majority of the subjects answered that ““the
Approach Model is more un nderstandable than Normal Model” and, interestingly, tthey
also answered that “I feel real in the Approach Model than in the Normal Moddel”,
despite the Normal Model represents physical objects more realistically.
However, all rendering ways
w of Non Photo Real do not have such effects. Figurre.8
and Figure 9 show whetheer the subjects noticed each Non Photo Real techniquues.
Though most of subjects noticed the effect of the “Gap of Faces”, only few subjeects
do not notice the effects of “Misaligned Overlap”.
6 Discussions
The analysis showed Non Photo Real rendering is more understandable and hum man
feel more realistic than thee Photo Real rendering approach, even though the Phhoto
Real technique reproduces physical situations. This may be caused by the naturee of
humans’ internal image rep presentation. It has been known that we do not repressent
external world in mind in juust the way they are, but also in the manner of emphasizzing
their features. If the emphasis in rendering the feature coincide the human interrnal
representation, we may feell realistic even if overlapped images have different exterrnal
appearances from the physiical objects.
All rendering techniquess, however, do not allow human to be understandable. T They
feel “Gap of Faces” is reaalistic, while they do “Misaligned Overlap” is unrealisstic.
“Gap of Faces” is a techn nique to convey how to fold paper and to represents the
internal structure. On the other
o hand, “Misaligned Overlap” is the one to depict hhow
many layers of papers theree are at one point and to represent the internal structuree. It
can be considered, therefo ore, the CG which represent the internal structure do not
provide some sort of mismaatch for human, even if it is unrealistic, while some sorrt of
deformed CG such as dep picting the external appearance provide it when they are
overlapped on the physical object.
7 Conclusion
This paper investigated thee effectiveness and the human feelings in overlapping the
non-realistic 3DCG animattion on the physical objects in Origami. The results shhow
that human feels some non-realistic
n rendering more realistic than the realiistic
rendering and they allow hu uman to understand the structure better, in spite of the gap
between the CG and physiccal objects. We also showed that the rendering techniqques
to represent internal struccture work well but the ones to emphasize the featture
appearance do not well in overlapping
o physical object.
132 A. Nakano, M. Oka, and H. Mori
References
1. Information Processing Society of Japan, vol. 51 (2010)
2. Kitamura, Y., Oka, M.: Proposal of ORIGAMI tutoring system with Augmented Reality.
Information Processing Society of Japan, 142–148 (2011)
3. Mitani, J., Suzuki, H.: Model Construction and Rendering for Understanding the
Conformation of Origami. Information Processing Society of Japan 46(1), 247 (2005)
4. ARToolKit, http://www.hitl.washington.edu/artoolkit/
Basic Investigation into Hand Shape Recognition
Using Colored Gloves Taking Account
of the Peripheral Environment
Abstract. Although infrared cameras are sometimes used for posture and hand
shape recognition, they are not used widely. In contrast, visible light cameras
are widely used as web cameras and are implemented in mobile and smart
phones. We have used color gloves in order to allow hand shapes to be recog-
nized by visible light cameras, which expands both the type of background that
can be used and the application areas. It is considered that the hand shape rec-
ognition using color gloves can be used to express many patterns and can be
used for many applications such as communication and input interfaces, etc.
The recognition performance depends on the color information of the color
gloves, which is affected by the environment, especially the illumination condi-
tions, that is bright or dim lighting. Hue values are used to detect color in this
investigation. The relative finger positions and finger length are used to con-
firm the validity of color detection. We propose a method of rejecting image
frames that includes a color detection error, which will, in turn, give rise to a
hand shape recognition error. Experiments were carried out under three dif-
ferent illumination conditions. The effectiveness of the proposed method has
been verified by comparing the recognition success ratio of the conventional
method and with the results using the proposed methods.
1 Introduction
Communication is one of their largest barriers to independent living for hearing im-
paired or speech-impaired persons. Although most of people who are born with a
disability have opportunities to study sign language or Braille, those who become
handicapped later and non-handicapped people rarely learned such communication
methods. Gesture recognition systems etc. have been developed in order to solve
these problems [1]. A comparison between an inertia sensor based gesture recogni-
tion method and a vision based method has been reported [2]. In addition, a finger
Braille recognition method using a special-purpose sensor has been reported [3].
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 133–142, 2013.
© Springer-Verlag Berlin Heidelberg 2013
134 T. Sugaya et al.
Gesture recognition using a 3D sensor has also been reported [4]. However, some
problems remain with these methods. The methods with a special sensor or devices
[2-4] involve a high cost of introduction and this makes it difficult to expand the area
of usage. Locations where these systems can be used will also be restricted in the
case of special purpose sensors. Therefore, it is difficult to use these systems to
achieve easy communication for handicapped people.
If we assume that a handicapped person can carry a computer system, we can
achieve gesture recognition realize by using a camera and a laptop PC. We have
selected a vision-based recognition method, because it does not require sensor to be
attached to the human body. Although its range for satisfactory viewing is limited,
this is not a problem because the distance between two persons when communicating
is not great. There are two kinds of approach as methods for vision-based gesture
recognition. One is a method using a color marker, such as a color glove, and the
other is a method which does not use a color marker [5]. Of course, the recognition
method that does not use a color marker is more user-friendly. However, it is quite
difficult to realize a highly reliable recognition system in an environment with a com-
plex background color and under both, bright and dark light conditions without using
a color marker. We have given priority to use in a variety of environments. There-
fore, in this research we decided to use a color glove in which a different color was
assigned to each finger.
In general, the use of color detection techniques alone cannot maintain high per-
formance in an environment of varying light conditions, and as a result it is difficult
to realize high recognition accuracy. We propose a technique for recognizing hand
shape with high accuracy under varying illumination conditions by taking additional
features of fingers into account.
Color gloves have an advantage in facilitating the recognition of hand shapes in com-
parison with recognition by contour abstraction of hand shapes, especially when con-
sidering the background environment. We have used colored gloves on each hand,
with the fingers being identified with different colors. Six colors were selected by
considering the appropriate hue values, and the positions of the colored areas are the
tip of each finger and the wrist as shown in Fig.1. The viewing region of a single
camera is divided into two separate regions and the crossing of hands during use is
not allowed. This makes it possible to distinguish between the two hands as right
hand and left hand.
We propose a new set of finger patterns which is easy to memorize. Some exam-
ples of these finger patterns are shown in Fig.2. Each finger represents a binary
number, where 1 means visible from the camera, and 0 means an invisible finger, that
is a finger which is folded back and not extended. The order of digits in a number
follows the order of fingers, that is, the right hand digit is represented by the thumb,
and the left hand digit by the little finger. Since each finger pattern in each hand can
represent different information, 25×25 different signals could theoretically be created.
Basic Investigation into Hand Shape Recognition Using Colored Gloves 135
In practice, 24×24 finger shape patterns are used, as some finger patterns are difficult
to form.
Since the proposed finger patterns can be formed easily and quickly, the number of
possible signal patterns is quite large, and this method seems to have many possible
applications. In addition, a high hand shape recognition performance can be
expected, because each finger can be identified correctly by the color of the finger.
Yellow Violet
Green
Pink
3 Recognition Methods
The hue value is used for color detection in this investigation, as this value corres-
ponds to the color that we see. Two hue value thresholds patterns are considered:
one is the nominal threshold pattern which uses narrow regions to avoid color detec-
tion errors, as shown in Fig.3 (a), while the other uses broader regions as shown in
Fig.3 (b). This broader pattern is expected to provide high sensitivity for color detec-
tion in a variety of environments, especially under bright conditions. However, this
thresholds pattern might be more likely to cause color detection errors that result in
finger pattern recognition errors as a side effect.
123 131 168 180
where,
di : distance between the center of the wrist and center of the colored area at the tip
of each finger as shown in Fig.4.
di = (2)
√
where,
, : center of gravity of the tip of each finger 1, 2, 3, 4, 5
, : center of gravity of wrist
: Area of wrist
is used to normalize the distance so that the recognition is not influenced by the
distance between the finger and the camera. The five elements of distance form a
feature vector that represents a hand shape, where the element value of a colored re-
gion which is invisible due to a finger being bent is set to 0. The shape recognition
result is obtained by selecting the hand shape which has the minimum distance be-
tween template feature vectors prepared in advance and the target feature vector
which is to be recognized.
d3
d2 d4
d1 d5
There exists a problem that the peripheral illumination affects the hue values that
are used to distinguish each finger tips. This change of values gives rise to a color
detection error, which degrades the performance of the shape recognition. We have
therefore introduced a new operation of validation before the recognition process,
which involves calculating the vector distance between a template feature vector and
targeted feature vector to be recognized. The relationships of the position of each
finger, and the length of the fingers are taken into account when checking the validity
of the color detection. Figure 5 shows examples of color detection error. Color
detection errors may be of two kinds, an example of one being shown in Fig. 5(a).
In this case, the color pink is detected in a different position to that it should be, on
the little finger. The other type of error, called, “over detection”, as shown in Fig.5
(b). The color yellow is found, but this color should not have appeared because the
forefinger is bent. We consider the relationships between each finger in order to
guarantee the correct color detection. Table 1 shows the judgment criteria for color
detection error, taking the relative finger positions into account. The intersection of
the position of the column headings at the top and the row headings on the left indi-
cates the position of the relationship between two fingers. If the finger position rela-
tionship satisfies this Table 1, the frames are removed from recognition process as a
frame including color detection error. But this criteria cannot remove errors such as
that in Fig.5 (b), which results from over detection.
However, the length of each finger also can be used to detect color detection errors.
To detect color detection errors, the following conditions are applied, on the assump-
tion that the finger length, di, is between 1.5 to 3.5 for correct color detection. The
color detection error as shown in Fig.6 in which the distance between the wrist and
the tip of ring finger is abnormal can be detected by considering length of finger, with
the following conditions assumed to indicate an error.
Pink Yellow
Green Green
Pink
Red Red
Blue Right or
below below below Left or below
(Wrist) below
Pink
Red
Green
proposed method. Case1 is the base case, which used the conventional method.
Case2 used the expanded color detection threshold pattern to confirm the effective-
ness of enhancing the color detection sensitivity to avoid situations where detection
was impossible. Case3 was for full evaluation of the proposed sequence, that is,
using the expanded color threshold pattern for color detection and the rejection of
frames which indicated a color detection error.
50cm
Threshold Frame
Experiment purpose
pattern rejection
Case1 Nominal None Base case
Enhancement of
Case2 Broad None
color detection sensitivity
Evaluation of
Case3 Broad Enabled
proposed sequence
Experiments were carried out in each environment for each of the three cases. 6
typical hand shapes, as shown in Table 4 were used in each experiment. The number
of frames evaluated for each experiment that is for each light condition and each of
the 3 Cases described above was 1800, that is, 100 frames, 3 times (each test was
repeated three times), and 6 different hand shapes. Table 5 shows the experimental
results. For each set of tests, the total of 1800 frames were classified into three
types, frames rejected by color detection error (Case3 only), error frames and success
frames (correctly recognized frames). An evaluation factor was also calculated as
the summation of the number of rejected frames (R) and 4×number of error frames
(E). The recognition success ratio was defined as follows.
Recognition success ratio = success frames / (total frames - rejected frames) (4)
The following conclusions may be drawn from these results. The effect of hue val-
ues expansions that is extending the hue threshold region is confirmed by the experi-
ments carried out in a bright environment (290Lux), as shown in Case2 and Case3.
The recognition success ratio was increased to 79.3% in a dark environment (110
Lux) by introducing both hue value expansion and frame rejection based on hand
shape characteristics. The average success ratio for the three cases, that is, Case1
(base case), Case2 (hue value expansion) and Case3 (hue value expansion and frame
rejection) was 63.6%, 87.2% and 93.0%, respectively. These results demonstrate the
effectiveness of the proposed method.
Finger
00001 00010 00100 01000 10000 11111
pattern
5 Conclusion
This paper presents a hand shape recognition method using colored gloves which
takes into account the surrounding environment. Two methods are proposed to
maintain a high recognition performance under different illumination conditions.
The hue value threshold region is enlarged to enhance the sensitivity for color detec-
tion. In addition, image frame rejection is introduced to maintain recognition accu-
racy by considering hand shape features and finger length. A success ratio of 99.6%
was obtained under bright illumination conditions, and 79.3% is under dark condi-
tions. This verifies that the proposed method is effective in enhancing the recogni-
tion performance. To raise success ratio of 79.3% under dark conditions remains as
one of further studies.
References
1. Khan, Z.R., Ibraheem, A.N.: Comparative Study of Hand Gesture Recognition System. In:
Proc. of International Conference of Advanced Computer Science & Information Technolo-
gy in Computer Science & Information Technology (CS & IT), vol. 2(3), pp. 203–213
(2012)
2. Baatar, B., Tanaka, J.: Comparing Sensor Based Techniques for Dynamic Gesture Recogni-
tion. In: The 10th Asia Pacific Conference on Computer Human Interaction, APCHI 2012,
Poster 2P-21 (2012)
3. Matsuda, Y., Sakuma, I., Jimbo, Y., Kobayashi, E., Arafune, T., Isomura, T.: Development
of Finger Braille Recognition System. Journal of Biometrical Science and Engineering 5(1),
54–65 (2010)
4. Jing, L., Zhou, Y., Cheng, Z., Wang, J.: A Recognition Method for One-stroke Finger Ges-
tures Using a MEMS 3D Accelerometer. IEICE Transactions on Information and Sys-
tems E94-D(5), 1062–1072 (2011)
5. Yoruk, E., Konukoglu, E., Sankur, B., Darbon, J.: Shape - Based Hand Recognition. IEEE
Transactions on Image Processing 15(7), 1803–1815 (2006)
Managing HMI Quality in Embedded System
Development
1 Introduction
Today, a single system fault could cause a big disastrous turmoil, because many of
functions in our modern society is operated by the collaboration of various informa-
tion systems. The system fault could happen in wide range of field, such as from an
embedded system in the smart phones to the social IT infrastructure. It is known that
the many of the system faults were caused by software defects. In Japan, the “soft-
ware quality audit system (provisional)” which audits systems in various fields by the
third party has been considered to ensure safety, reliability, and usability. [1]
According to the previous research, the most causes of the software faults are soft-
ware defects, problems in system planning and specification phase, and hardware
defects. Especially, the first two already occupied more than 70%. [2]
In general, software defects are attempted to eliminate in software refinement
phase. Especially, the development of the highly reliable software is aiming to elimi-
nate all problems during software refinement phase. In such case, human-based activi-
ties are tended to minimize because the problems in software refinement phase are
originated by human factors. On the other hand, problems in system planning and
specification development can not apply this approach, because it is impossible to
eliminate the human-based activity in those two processes.
Furthermore, the HMI (human-machine interface) specification makes the specifi-
cation development more difficult. The performance and productivity of the system
can be finally influenced by the HMI specification, because the operation or the use of
the system is made by actual human. In the most case, even the safety of the system
can be determined by it.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 143–150, 2013.
© Springer-Verlag Berlin Heidelberg 2013
144 H. Urokohara and N. Hirasawa
Since this issue is widely recognized, one of the solutions is training and appoint-
ing specialists who have capability to deal with development of HMI. In fact, certifi-
cations systems of specialists in HMI design have been established in these years in
Japan.
However, such certifications are well recognized by user-interface designers and
web-designers, but not so well by embedded systems engineers. These engineers seem
that introducing HMI design process has obstacles, such as overhead time and cost in
development, not recognizable benefits for developers, and not urgent necessity [3].
For these reasons, system engineers with knowing the constraint of their develop-
ment team without sufficient HMI design specialists, need to have to increase quality
in use, and usability in their products, even in smaller steps, according to following
requirements from the international market;
In this paper, authors attempt to clarify an approach to ensure the HMI quality that
directly relates to marketability and safety of the products from the upper process of
the development.
It is possible that HMI design solution without HMI quality tests will survive the
final process of software development, if usability evaluation is not conducted within
the whole development life cycle.
To avoid such situation, it is necessary to have a mechanism to check the HMI
quality mechanism in the upper process of the system development. And, a method
for quantitative evaluation of HMI quality has been studied. [6] This method, howev-
er, can not be applied to a single system development project to expect efficiency
continuous basis, because the method requires the activities involving a whole organi-
zation, and requires the implementation of the quality management system and so on.
Fig. 1. HMI design process in the system life cycle process (ESPR 2007)
The HMI quality should be ensured within the framework of the quality management
for the embedded system development. The product quality of system products has
been schematized as ISO/IEC 25000 -Software product Quality Requirement and
Evaluation (SQuaRE) series of international standards. [7] One of the merits of this
series is that the quality management starts from the most upper process, and aims the
quality improvement integrated with system development life cycle.
146 H. Urokohara and N. Hirasawa
Fig. 2. HMI quality bridging between quality in use and system quality
A quality metric indicates the measure of a quality characteristic and the method of
measurement. The status of system quality is interpreted by the result of measure-
ment. The relationship of HMI quality model and metrics is presented in Figure 4. As
the figure shown, quality characteristics and metrics have many-to-many relationship,
and the number of measurement indices will be uncontrollable to apply without
proper management.
The objects evaluated by the measurement of HMI metrics are intermediate work
products in HMI design process, such as HMI design specification, design solution
(screen transitional diagram, screen layout, element design, and so on), and should be
organized systematically.
HMI metrics rarely can be developed in logical way. Basically, they can be devel-
oped experts’ knowledge and refined through development lifecycle. It is also
possible that metrics to refer public metrics form standards and literature. And, sys-
tematical approach, such as the GQM method, can be done by clarifying measurement
“Goal,” clarifying the criteria if the goal is achieved by “Questions,” and collect
necessary “Merics”. [9]
U’eyes Design Inc., with over 20 years experiences of development of HMI for
embedded systems, has been developing over 150 metrics.
Those metrics will be redefined according to system development lifecycle for
each client, and evaluated their validity through the operation in each development
organization.
148 H. Urokohara and N. Hirasawa
Also, by providing HMI metrics to organizations, the company helps them to im-
plement HMI quality management lifecycle to ensure their continuous improvement
in HMI quality.
The lower halt describes the improved UI design with positioning a “more” option
to avoid such inefficiency on the original design. The new design requires fewer steps
when creating a filter based on multiple sender addresses without going back to the
first screen every time.
Although a drastic solution could be an operational flow requiring “done” opera-
tion after choosing multiple senders addresses, if the system is flexible enough for
changing specifications.
Using such metrics can lead to create HMI designs with better quality in use by
quantifying an attribute of usability, and leading efficient UI with less steps.
Here describes “’Steps for direct screen transition and indirect screen transition’ on
a smart phone” as an example of metrics for information architecture.
5 Summary
This study discussed about the HMI quality which directly relates to the marketability
and safety in the approach from the upper development process management. And
also it is important to point out that the continuous measurement and evaluation of the
quality to improve the HMI quality through the development life cycle. Therefore, it
is essential to use HMI quality metrics.
And, it is important that the initial value of HMI quality metrics should be set ac-
cording to the prior experiences, HMI metrics should be tailored through the system
development process to confirm its validity.
For the basis of HMI metrics the following two are emphasized;
150 H. Urokohara and N. Hirasawa
Finally, preparation of the metrics would be able to diagnosis of the HMI quality sys-
tem, the safety in system operation as applications. Comparing to the filed software
quality metrics, collecting and editing of empirical data rarely has done in HMI
quality.
In order to ensure the safety in consumer products, improve the effectiveness in
product development, and improve the competitiveness in international market, it is
important to implement HMI metrics as a part of the social foundation.
References
1. IPA: Information-technology Promotion Agency, JAPAN Software Engineering Center,
Activity reports of Group the software quality auditing system and Report commissioned
project related, IPA (2011)
2. Ministry of Economy Trade and Industry, Commerce and information policy bureau, In-
formation service industry division, Embedded software industry survey report 2010 - Re-
search projects for responsible of business, METI (2010)
3. Hirasawa, N.: An Empirical Analysis for the Effectiveness of HCD Integration. Otaru
University of Commerce The Economic Review 61(1), 127–139 (2010)
4. IPA: Information-technology Promotion Agency, JAPAN Software Engineering Center,
ESPR: Embedded System development Process Reference guide. SHOEISHA Co., Ltd.
(2007)
5. Cooper, A., Reimann, R., Cronin, D.: About Face 3 The Essentials of Interaction Design.
ASCII MEDIA WORKS Inc. (2008)
6. Shackel, B., Richardson, S.: Human factors for Informatics Usability - Background and
Overview. In: Shackel, B., Richardson, S. (eds.) Human Factors for Informatics Usability.
Cambridge University Press (1991)
7. ISO/IEC 25000:2005 Software Engineering - Software product Quality Requirements and
Evaluation (SQuaRE) - Guide to SQuaRE (2005)
8. ISO/IEC 25010:2011 Software Engineering - Software product Quality Requirements and
Evaluation (SQuaRE) - System and software quality models (2011)
9. Basili, V.: Using Measurement to Build Core Competencies in Software. Data and Analy-
sis Center for Software (2005)
10. Urokohara, H., Hirasawa, N., Kanda, S.: HMI guidelines and metrics for improving Quali-
ty in use. In: HCD Research Conference 2012 (2012)
Usability Evaluation of the Universal Computer
Workstation under Supine, Sitting and Standing Postures
Abstract. The purpose of this study was to evaluate the usability of the self-
made universal computer workstation. The 9 handicapped and 10 healthy adults
were recruited to participate in this study, in order to understand the perfor-
mances of computer operation, ratings in comfort and satisfaction for using the
tested workstation in different positions. This workstation can be successfully
adjusted for standing, sitting, and supine postures. This workstation also allows
easy access of wheelchair. No significant differences in performances were
found among supine, sitting, and standing postures. All of the participants con-
sidered this workstation comfortable. Most handicapped participants preferred
to adopt supine posture to use the computer. The experimental results revealed
that supine posture lead to more comfort in the lower back without decreasing
performances while using a computer. Further, the healthy participants had the
mean rating in satisfaction of 3.7, which was similar to that of the handicapped.
It indicates that the tested workstation satisfied both the handicapped and the
healthy participants. The findings of this study can provide helpful information
for further improvement of a universal computer workstation.
1 Introduction
The computer technology has greatly advanced in the world. No matter in life or
work, the use of visual display terminals (VDTs) has been very popular and indis-
pensable. Generally, the computer workstation is designed for sitting posture. Unfor-
tunately, for the person with chronic low back pain (LBP), seated posture also has its
share of risks. In fact, the traditional VDT workstations not only hinder the use by
some people with chronic LBP but have been shown to cause LBP after prolonged
use [1]. Some people with chronic LBP are able to relieve their discomfort by lying in
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 151–156, 2013.
© Springer-Verlag Berlin Heidelberg 2013
152 H.-C. Wu et al.
2 Methods
2.1 Subjects
Nineteen people, including ten healthy adults and nine young handicapped persons,
participated in this study. The healthy adults all have no musculoskeletal disorders.
The young handicapped persons have lower limb disabilities or spinal injuries, and
need to rely on a wheelchair or crutches or other aids; but their mental abilities and
hands are able to operate a computer. All of the subjects weekly use a computer for
more than 10 hours. The entire participants are all right-handed, and must sign the
written consent of the test.
2.2 Equipments
The self-made universal computer workstation was used here. This workstation had a
base of electric lifting table, and it was designed to be adjusted for standing, sitting,
and supine postures (as shown in Fig. 1). The screen can be adjusted from 0 to 90
degrees forward; keyboard adjustment range is from 0 to 50 degrees from the desktop
plain.
Usability Evaluation of the Universal Computer Workstation 153
(a) Supine
Computer Operations. Subjects should type Chinese words in accordance with the
articles shown on the computer display, and the article input time was ten minutes.
After the Chinese typing test, the score and error rate were calculated as typing
performances.
After the typing test, the mouse drag-and-drop test was required to perform by sub-
jects. Each subject was required to select twelve objects evenly distributed on a circle
surrounding a central box, and then drag each object separately into the box (Fig. 2).
The program automatically record the completion time until all objects were moved to
the central box. This test repeated three times, and the average completion time was
the performance of the mouse operation.
154 H.-C. Wu et al.
Each item had a five-point Likert scale, with 1 representing ‘very unsatisfactory’ and
5 representing ‘very satisfactory’.
Usability Evaluation of the Universal Computer Workstation 155
3 Results
3.1 Operation Performances
Table 1 shows the computer operation performances for the healthy adults and the
young handicapped subjects in the standing, sitting, and supine positions. No data
were available for the young handicapped subjects in the standing position because
they were not able to adopt standing posture. The ANOVA results indicated that body
posture had little effect (p> 0.05) on typing score, error rate, and mouse drag time.
Further, it is obvious that the young handicapped subjects had worse operation
performances than the healthy adults.
Table 1. Computer operation performances in the standing, sitting, and supine positions
Table 2. Subjective comfort ratings for the standing, sitting, and supine postures
4 Discussion
The main purpose of this study was to evaluate the usability of the self-made univer-
sal computer workstation in three different body postures. Computer operation per-
formances, subjective comfort and satisfaction were collected. Experimental results
show that the participants had similar computer operation performances among stand-
ing, sitting, and supine postures. It implies that the tested workstation could be ade-
quately adjusted for operating a computer in standing, sitting, and supine positions
and inconsequently caused similar performances at different body postures. In addi-
tion, the comfort rating results show that supine posture had significantly better com-
fort ratings in lower back than those of standing and sitting postures. Therefore, it
should be noted that supine posture can improve lower back comfort without decreas-
ing operation performances while using a computer. However, the operation time of
each trial was only 30 minutes in the current study. More studies are required to in-
vestigate whether the current findings can be applied in the prolonged VDT operation
tasks.
Acknowledgments. The authors thank the National Science Council of the Republic
of China for financially supporting this research (Contracts No. NSC98-2221-E-324-
013 and NSC99-2628-E-324-024).
References
1. Bendix, T.: Low back pain and seating. In: Lueder, R., Noro, K. (eds.) Hard Facts about Soft
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2. Haynes, S., Williams, K.: Product review of alternative computer workstations as possible
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3. Nachemson, A.: The lumbar spine, an orthopedic challenge. Spine 1(1), 59–69 (1976)
Window Manager Designed for Cloud Services
Abstract. Cloud services like web-based e-mail or hosted office suites are be-
coming widespread. With these services, PC users are likely to use several ser-
vices and to visit several sites at once. As a result, several windows appear on
the desktop, and their overlapping complicates access to hidden windows. In
this study, the authors propose a window manager running on the browser. The
proposed window manager employs a tiling style in order to improve the usabil-
ity of multiple cloud services at the same time. It also employs a window
placement method, implemented by drawing frame edges, and a window re-
placement method using drag and drop. It is user-friendly, even for unskilled
PC-users. An experiment showed that the proposed window manager was
effective in reducing the number of operations for window placement or
replacement.
Keywords: window manager, cloud service, drawing frame edges, tiling style,
window placement, usability.
1 Introduction
Cloud services, like web-based e-mail or hosted office suites, are becoming wide-
spread. With such services, PC users are more likely to use several services and to
visit several sites at once, e.g. document preparation while consulting a net dictionary,
or Internet surfing while watching a movie. As a result, several windows appear on
the desktop, and their overlapping complicates access to a hidden window. Reducing
the cost of window operations is an important challenge. According to an analysis by
Shibata [1], workers at an intellectual property management department spent 7.4–
9.1% of time in window operations such as activating, moving, and resizing windows.
A window manager may be used to operate multiple windows efficiently. Window
managers are classified into two categories, overlapping style and tiling style [2][3].
Most current window managers follow the independent overlapping window style.
In this style the user manages a window’s location and size in any way desired. When
the location and size of a window changes, other windows may be obscured. When
a window is hidden behind the front window, the user needs to move the window to
the front in order to see the contents.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 157–166, 2013.
© Springer-Verlag Berlin Heidelberg 2013
158 S. Yoshino, T. Tanaka, and K. Matsumoto
The window manager of MS Windows 7 has a feature called Aero Snap[4]. Us-
ing this function, users can automatically resize the window to half the size of the
display screen by dragging and dropping to the edge of the screen. But the size of the
window is fixed at half of the screen. If there are three or more windows, windows
overlap and rear windows are hidden. Moreover, users have to turn the function on or
off in the control panel, and it is troublesome to re-enable the function if users have
disabled it.
With the tiling style, any window is always fully visible, because windows are not
allowed to overlap. It is easy to figure out where each window is. However in existing
window managers like dwn[5] and so on, a user has to enter a numeric value in pixels
to set the position and size of a window. It is not easy to use for unskilled users.
Shibata et al.[6][7] proposed a system that made it possible to construct workspac-
es consisting of multiple windows through a simple user interface of window docking.
The system makes it possible to switch workspaces easily, and reduces the overhead
of window operations within workspaces by use of a tiled window approach. Their
experiment of a task-switching task showed that the system is 14% to 21% faster than
a traditional window system. However, when using the system, the user builds a
workspace by docking, after starting multiple windows for the task and so time is
spent on the placement of the windows.
Meanwhile, there has been a wide introduction of cloud services, such as Google
Drive[8], which lets you store all your files including documents, photos, videos
and Google Docs online and access them from anywhere, Microsoft Office Web
Apps[9], which is a web-based version of the Microsoft Office productivity suite,
Facebook[10], which is a social networking service, and so on. As a result, a win-
dow manager for the cloud services is required. But existing window managers are
designed for managing desktop applications. There are few designed for cloud
services.
CEITON technology Inc. offers a window manager WinLIKE[11] running on a
browser. With WinLIKE, web applications, websites and portals can contain real
windows just like a normal desktop application. However, it adopts an overlapping
window style, and so it suffers from the above-mentioned problems of overlapping
windows. Moreover, it takes time to get used to using it, because its user interface is a
CEITON proprietary one, and it requires users to enter a URL to launch cloud
services.
In this study, the authors propose a window manager that is developed as a cloud
service running on a HTML5 enabled browser, such as Chrome or Firefox. The pro-
posed window manager employs a tiling style in order to improve the usability of
multiple cloud services at the same time. It also employs a window placement me-
thod, based on drawing boundary lines, and a window replacement method, based on
drag and drop. It is user-friendly, even for unskilled PC-users. In addition, it can save
and restore a workspace consisting of a collection of multiple windows. Users can
switch tasks smoothly.
Window Manager Designed for Cloud Services 159
2 Approach
In WinLIKE and dwn, because users must set the window size and position by means
of numeric input, unskilled PC users do not really know where the window will be or
how large it will be. For example, a user may need to modify the input number sever-
al times before succeeding in resizing the window to half the size of the desktop
screen. It also takes time to move the cursor to the edge of the window to resize it by
dragging the edge. If a user wants to swap a window, he or she must resize and repo-
sition both of the two windows.
In order to overcome the difficulty of using the resize function by means of numer-
ic input or dragging edges, this window manager provides three functions, namely
adding and removing a window frame by drawing frame edges, automatic placement
of the window, and moving windows using drag and drop. To add or to remove a
window frame, the user draws frame edges in the window manager. The position and
size of a window frame are determined by the frame edges. When a cloud service is
invoked, the window is automatically opened at the size of window frame that has
been set. If a user wants to swap the windows in the right half and the left half, this
can be achieved by dragging the left half of the window, which the user wants to
move, and dropping it into the right half of the window.
To use a cloud services, a user normally needs to enter the appropriate URL. To
eliminate this operation, the window manager provides a menu bar at the top. The
user clicks the cloud service menu item he or she wants to use, and the cloud service
window will be displayed in the browser. The menu displays the cloud services that
are commonly used. This makes it possible to launch a cloud service that the user
160 S. Yoshino, T. Tanaka, and K. Matsumoto
wants to use in an instant, without entering the URL. At present these services are
pre-determined in the window manager, so a user cannot change them, but this option
may be possible in the future.
Fig.1 shows an example of a screen including windows of a word processing ser-
vice, a dictionary service, and a video site. Items (a) are frame edges that have been
drawn. Each window is resized to fit into the frame enclosed by the drawn lines. Items
(b) are the drag and drop bars for moving or swapping windows. Item (c) is the menu
bar; using this menu bar, users can start a cloud service with a single click, without
having to enter configuration details in a dialog window.
This window manager is written in JavaScript and HTML5, and has the following
five functions: (1) cloud service launch, (2) adding or removing a window frame by
drawing, (3) automatic placement of a window, (4) moving a window, (5) and saving
and restoring a workspace. Details are described below.
Using the menu bar, as shown in Fig.2, users can invoke cloud services. In this win-
dow manager, users can invoke three types of services, i.e., office software, video
sites, and dictionaries. In the current implementation, we use Hanscom’s ThinkFree,
which is compatible with Microsoft Office, as office software, Dailymotion as the
video site, and Wikipedia, FreeTranslation and goo as dictionaries. Because the menu
bar is similar to sites that have many users such as Google and Facebook, users can
quickly grasp how to handle it. The menu has a hierarchical structure.
line (iii) is deleted when a user clicks on the point (a) again. A newly drawn frame
edge (iii) can be manipulated in the same way, so clicking on point (b) will produce a
new frame edge (iv). With this function, users can grasp the size of the window intui-
tively and visually. As a result, users can reduce the number of operations involved in
resizing a window.
This function places the cloud service window to fit the drawn frame edge lines au-
tomatically. As shown in Fig.4, if the border lines have already been drawn, that is, if
there is more than one empty window frame, the window manager displays the cloud
service window in an empty frame in order starting from the top left frame. If there
are no empty frames to display the window, the user can creates empty frames by
adding frame edge lines, or a new window will overwrite the oldest one. When the
user deletes a frame edge line, the frame on the extreme right or the bottom is re-
moved, and the upper or left frame is expanded to cover the entire available area.
4.1 Implementation
In order to run the window manager on a browser, it was developed as a web applica-
tion (as a cloud service) using HTML5, JavaScript as shown in Fig.6. The frame edge
line drawing function is implemented using the Canvas feature of HTML5. The
workspace store function is implemented by the Local storage feature of HTML5.
164 S. Yoshino, T. Tanaka, and K. Matsumoto
In addition, the moving window function is implemented by the drag and drop feature
of HTML5. A window of a cloud service is embedded in the window manager by
using the inline frame element of HTML.
4.2 Evaluation
The effectiveness of this window manager was evaluated by comparison with Win-
dows (with Aero Snap enabled), Windows (with Aero Snap disabled), and Win LIKE.
In this experiment, we compared the number of mouse clicks and drags based on a
scenario that consisted of the following seven steps:
Fig.7 shows the results of the evaluation. Thirty operations were required in Windows
with Aero Snap disabled. When changing the window size by dragging, it was not
possible to select the desired size with a single drag; it was necessary to make
additional “tweaks” to the position when placing a tile, and in practice it takes thirty
operations or more. In Windows, when Aero Snap is either enabled or disabled, the
window manager does not remember the size and position of the window. Therefore,
in order to reconstruct the window arrangement in step 7, the same operation as step 2
is required. WinLIKE requires a lot of operations to launch a new cloud service and to
resize a window. This is due to the use of a dialog window to set the screen parame-
ters when starting a new cloud service.
The experiment showed that the proposed window manager was effective, that is
to say, it reduces by about half the number of operations for window placement or
replacement compared with other window managers.
Number of operations
0 5 10 15 20 25 30 35 40
AeroSnap Disabled 0 9 5 0 5 2 9
AeroSnap Enabled 0 8 4 0 4 2 8
WinLIKE 1 16 3 4 5 1 5
5 Conclusions
In this paper we have proposed a window manager designed for cloud services. The
proposed window manager employs a tiling style in order to improve the usability of
multiple cloud services at the same time. The main feature of the window manager is a
window placement function based on drawing frame edge lines and a window re-
placement method by drag and drop. An experiment has shown that the proposed win-
dow manager reduces the number of operations for window placement or replacement.
References
1. Shibata, H.: Measuring the Efficiency of Introducing Large Displays and Multiple Dis-
plays. IPSJ Journal 50(3), 1204–1213 (2009) (in Japanese)
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information.pdf
Part II
Information Searching, Browsing
and Structuring
Finders, Keepers, Losers, Seekers: A Study of
Academics’ Research-Related Personal Information
Collections
Abstract. In conducting their research, scholars are not only information seek-
ers, they are information keepers and managers as well. This paper describes a
study of seventeen scholars from Education and Health disciplines (College of
Nursing and Health Science College) in the Public Authority for Applied Edu-
cation and Training (PAAET), Kuwait and their research-related personal in-
formation collections. A model explaining the size, diversity, hybridity and
fragmentation of these collections to immediate and underlying causes is
presented.
1 Introduction
Within their research, scholars engage in “searching, collecting, reading, writing and
collaborating” [25]. As a result of these information practices, they build and then
have to manage significant Personal Information Collections (PICs) [23], [16]. Such
materials accumulate over time [17] and collections can grow to be huge in size, di-
verse in nature and format [11]. They include books, published works, and web pages,
emails and electronic files on a computer’s hard drive [11]. Ensuring that information
can be re-found when needed and so “exploited” [17], [27] is an information and data
management challenge [10].
Investigation of these issues requires a holistic view of what are often separated out
as different fields of study, i.e. Information Behaviour (IB), Personal Information
Management (PIM) and Information Practice (IP). Research in this area should link
information practices to the research process, and include investigation of the man-
agement of research data as well as secondary literature and other information. Stu-
dies often focus either on physical or electronic information collections [5], [15], [1],
[13], [28] but both should be looked at together.
The purpose of this paper is to describe a study that was carried out to develop
such in-depth understanding of scholars’ research-related PICs. The study examined
how research-related PICs are created, used and managed within the research process.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 169–176, 2013.
© Springer-Verlag Berlin Heidelberg 2013
170 M. Al-Omar and A. Cox
It explored the factors that shape their management and sought to evaluate how suc-
cessful scholars are at achieving the exploitation of information they collect.
2 Literature Review
3 Methodology
then analyzed thematically with the photographs to produce a list of codes which were
then integrated to produce the themes identified in the textual data [19]. Transcripts
and photographs were sorted into broad categories known as “proto-themes” [8] in
order to allow themes to emerge from the data by categorizing similar topics together.
The transcribed interviews were re-read in order to refine the proto-themes into the
actual themes [3], [8].
4 Findings
The study found that scholars’ research information collections are large, diverse,
hybrid, and fragmented (see figure 3 below). Scholars’ personal space of information
contained a massive quantity of information related to their research that is stored in
different places at different stages of the research. The part of a scholar’s desk where
they were working usually contained an accumulation of information related to re-
search, sometimes merged with non-research material such as for teaching, and man-
agement tasks. Research is an “off-on process” scholars said, so that when they are in
an active research mood, the amount of the information on their desks is larger than
when they are less active research mode. Within their working offices, the research
collection accumulated in different storage places such as open shelves, drawers and
closed cabinets in the form of piles, files, pile of files and randomly stored piles with-
in a file. Information was stored in huge amounts electronically too. Electronic folders
were found on scholars’ desktops, external storage devices, and stored virtually in
personal E-mail or websites of participants that were created in an effort to support
their own research tools of management.
Fig. 1. Pile and files of diverse papers stored physically in different ways in the main setting
working space
The research-related PIC was found to be typically diverse in type, including four
main categories of material, namely: sources gathered for the literature review,
research data, publications and administrative papers.
Even after publishing a paper, literature review sources were kept by many scho-
lars. They said that they thought they would need the material in future research in the
same subject. It was also kept to share with colleagues in their local network within
the department or anywhere across Kuwait. The second type of information was re-
search data. It was found that the original paper questionnaires, for example, were
kept together with processed results. Electronic versions were stored on their personal
computers. Some scholars found it enough to keep the summary of the data in SPSS
or Excel tables, but others preferred keeping the data as originally collected in the
form of paper questionnaires. Research publications were also part of the collection,
again occurring in both traditional and electronic formats. The final category of ma-
terial in the collection was paperwork related to the research project.
In addition to its size and diversity, the scholars’ collection was hybrid in formats
including a complex mix of physical and electronic content, and located in multiple
locations that change at different research stages. There was typically no clear strate-
gy of keeping print or electronic or even both. All what was found is a random mix of
both with a large amount of redundancy. All four types forming the diverse collection
were found in both print and electronic form. Some scholars prefer reading printed
versions while others prefer reading electronic. Some would tend to start with one
version and continue reading in the other.
The collection is also fragmented. Enormous piles of papers and files were stored in
multiple spaces whether in the main or secondary setting, in addition to abundant exter-
nal storage devices for saving electronic versions such as flash memory and hard disks.
Working in different locations necessitated the existence of the collection in each of the
locations either by carrying the collection between locations by a mobility solution or
like in some case keeping multiple copies here and there. Scholars tried to build an iden-
tical copy of the collection in each location, however hard that was to achieve.
The causes for these collection features can be divided into two main categories
namely immediate and underlying causes.
The immediate causes found were the need for research, time pressure, quality of
space, technology opportunity, support services, English resources and display. Scho-
lars were obliged to conduct research for their career development. Conducting mul-
tiple research projects at the same time, along with poor support services, created time
pressure and affected the research collection size, hybridity and fragmentation. In
order to overcome the time pressure, and accomplish their tasks, scholars tried to
manage their time by taking uncompleted tasks to a secondary setting (usually home)
rather than conducting all research activities at the workplace. The quality of personal
space triggered the failure of management of the research collection. Shared or poor
quality offices forced scholars to find different working spaces which encouraged
information hybridity and fragmentation. Technology opportunities such as the facili-
ties of internet and ease of tools with the currency of applications were also effective-
ly challenging scholars to maintain control. Such opportunities helped create the
Finders, Keepers, Losers, Seekers 173
deluge of information. When participants were asked about the services offered to
them by PAAET libraries, all talked about their dissatisfaction about the type and
quality of services offered to support their research tasks. Scholars expected more
support to aid their information finding, keeping and re-finding tasks. As some of
the modules they teach have to be taught in Arabic language, English resources were
one of the factors that shaped the features of the scholar’s research collections. The
research collections were displayed in the working spaces by some scholars for a
number of reasons. The displayed collections were not limited to books and research
output, but included awards and certificates. Such items were used for several
purposes not for just sharing, and confronting fear of loss, but were displayed for
remembering, constructing identity and creating legacy as well.
The immediate causes were driven by a number of underlying causes, namely Age,
Gender, Nationality, Seniority, Discipline, and the Place PhD obtained. The age of the
scholar affected the extent to which scholars took technological opportunities and
English resources. Their need of Arabic resources also was affected by the place PhD
obtained, as scholars who had graduated from UK and USA had no problem of using
English resources, while those who graduated from Arabic universities struggled find-
ing Arabic resources and translating material. It was found that female scholars were
more eager to display their research related collections as well as their certificates and
awards. Nationality affected the research and time pressure, as non Kuwaiti scholars
were working under more pressure to conduct their research in order to renew their
contracts. Seniority affected time pressure, quality of space, and support services.
Whereas, the discipline affected the quality of space, technology opportunity, support
services and English resources.
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EventLens: An Automatic Magazine Generating System
for Social Media
Hao Chen, Han Tang, Zhiyu Wang, Peng Cui, Yingquing Xu, and Shiqiang Yang
Tsinghua University
Peter_chenhao@126.com, wonderwall1231@qq.com
zy-wang08@mails.tsinghua.edu.cn, cuip@mail.tsinghua.edu.cn
yingqingxu2004@hotmail.com, yangshq@tsinghua.edu.cn
Abstract. Social media has become the most convenient platform for news
reading nowadays. In this paper, we introduce an automated digital magazine
generating system—EventLens, which provides a platform to help the users get
information more effectively through intelligent information selection and inte-
gration on social media. In our application, we not only design the functio-
nalities, interface, and overall user experience to satisfy users’ need in terms of
information content and reading habits, but also propose the necessary solu-
tions: an automated magazine layout method and a swift image retargeting me-
thod to solve the problems in the process of digital magazine auto-generation.
1 Introduction
Social media platforms, such as Twitter, are convenient channels for users to share
experiences, discuss events, and read news. The big events are always the most trend-
ing topics on the micro-blog platforms. Such a platform provides not only a large
quantity of rich media content but also gives users’ different point of views of ongo-
ing trending events. Besides, much more facets are also available from the third-party
resources such as the news websites, which are good supplement for social media
information. Adequate resources enable users to access the information presented
comprehensively. However, information overload makes it very time-consuming to
effectively find the useful content. Furthermore, the data retrieval of cross-platform
usage is absolutely uncomfortable comparing to users’ traditional reading habits.
One of the possible solutions is to closely integrate the contents from multiple plat-
forms into one medium like a digital magazine, to give a much more unified UI and
centralized experience. However, how to provide the mechanism for auto-generate a
magazine with aesthetic layout becomes a big challenge. In this paper, we introduce
a novel digital magazine generation system—EventLens, that can automatically
generate a digital magazine with a user-friendly and aesthetic layout.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 177–186, 2013.
© Springer-Verlag Berlin Heidelberg 2013
178 H. Chen et al.
2 Related Work
Digital magazines have become more and more popular since 1980s; and it has been
much evolved to be highly customizable. Many readers subscribing to digital maga-
zines not only have desires to read their contents, but also tend to personalize their
forms, such as selecting the layouts and appearances. With the rapid increasing of the
mobile applications, now people can easily download many Apps from different plat-
forms to create heavily customized digital magazines for personal or commercial
purposes.
The apps that are currently available on different platforms mostly have slick user
interface and enable the customization as their advantages. They classify the informa-
tion into categories and let users to customize the categorization. For example, Filp-
board lets user to have their own information resources registered as content provider,
such as Twitter and Facebook, on the “board”—the main view in their UI. It is shown
to be a generally accepted concept, from the huge success of Flipboard on iOS [1].
However, these apps are only categorizing the information in very restricted and li-
mited ways, without being able to put the related news together automatically. Users
cannot get any sort of linkage based on the semantic relevance of different pieces of
information like Wikipedia does. The result is that user has to keep going in and out
of different categories or even different apps, to manually search for more information
about the same event he is interested in. We have developed EventLens system which
is able to find the news related to a certain topic contextually and integrate them
together.
In the digital magazine generating procedure, we faced two big challenges. The
first is how to automatically generate the layout of the contents to deliver great legi-
bility via well-designed presentation; and the second is how to do image-retargeting
to make the reading experience conformable.
For the first challenge, there are some previous work but mainly focus on adaptive
document layout via manifold content [2], and adaptive layout for dynamically aggre-
gated documents [3]. These work give us great inspiration, but due to the different
usage scenarios, it is hard to directly employ their methods to solve our problems. For
the second challenge, many image retargeting methods have been studied [4], such as
Non-homogeneous warping (WARP) [5], Seam-Carving (SC) [6], Scale-and-Stretch
(SNS) [7], Multi-operator (MULTIOP) [8], Shift-maps (SM) [9], Streaming Video
(SV) [10], and Energy-based deformation (LG) [11], but most of them were based on
relatively complex computer vision algorithms. However, our foreground part based
on Flash Actionscript3.0 that is not so strong in pixel level processing. So a fast image
retargeting without complex computing is necessary.
3 System Design
To solve the information integration problem in social media, we propose our auto-
matic event mining algorithm and layout management method. Our system (Fig.1)
deals with a huge amount of micro-blog data by using the algorithm called “Bi-lateral
EventLens: An Au
utomatic Magazine Generating System for Social Media 179
Correspondence Topic Model” [12] which mines the correlated data among the im-
ages, texts, and the related web news, to make each event containing more sufficiient
information. These correlaated data consist of the unformatted texts, images, time,
locations, persons, and articles. How to re-organize and make up such complex ddata
in the digital magazine is a big challenge. There are three levels in our magazine ggen-
eration system to form a toop-down scope. The first level provides several trendy ttop-
ics to make it easier to folllow the popular events, since news readers are more likkely
to care about what is popullar. On the second level, micro-blog keywords and relaated
images provide users an overview
o of the whole event. The third level presents the
detail of the news articles; the newsreader can access the links of the original neews
sources.
The results show that when the templates contain 1 to 4 news blocks they will gen-
erally be accepted by participants. After calculating and analyzing the area division
and arrangement of each layout, we found that if we define different values (large=4,
medium=2, small=1) of each block, the layout template will fit the news with differ-
ent size (Fig. 2). After layout templates design, our next step is how to put the real
news into them. News on social media has not only texts and images, but also its time,
location, type and popularity. The popularity always greatly affects the users’ reading
order, so we choose popularity as one factor for the news re-ordering. Popularity cal-
culating is supported in our background algorithm, each piece of news is provided
with its popularity. Firstly, the system will provide a popularity ranking, because
users may pay more attention to more popular information. After popularity ranking,
the system quantitates the news images by their resolutions into three levels (large=4,
medium=2, small=1), while we think that the news with better image will take larger
space and. Our system will separate the news to several pages firstly, each page con-
tains 1 to 4 piece of news. Because the area summation of each layout template is 8,
the system will computing how to group the news with different image levels to get a
summation nearest to 8. Also, considering that adjacent pages should have slightly
different layout to avoid repetition form which may influence the user experience, our
system do not allow same layout form of news appearing in adjacent pages. After
grouping the news by pages, we need to place each piece of news into the correspond-
ing news block in the page.
therefore the form factors and resolutions of the images are very different. In some
extreme cases, pictures may even have a width-to-height ratio of 1/10 or less. And
EventLens system is an automatic online magazine system, for one thing it will be a
waste of time for traditional image retargeting methods to treat a large number of
strange pictures by some complex pixel computing. For another reason the Flash
Player platform is not very strong in image processing in pixel level. Thus, we need a
fast and simple image retargeting method that can provide a generally acceptable
result; maybe it cannot give the best result in quality, but getting the job done simple
and fast is more important.
shows a random image from the dataset which contains about 20,000 images from
Tencent Weibo (different dataset from the 2,000 sample images). We asked 20 aver-
age users and 5 artists to participate the experiment. The result shows our image re-
targeting algorithm has over 85% satisfaction (Fig. 6). So that we consider that the
algorithm is an efficient method for our system.
4 Demonstration
Fig. 8. Autom
matic layout based on designed template selection
5 Conclusion
Our EventLens system propposes a good solution of social network multimedia inffor-
mation integration, while it provides a platform that user can get social meedia
EventLens: An Automatic Magazine Generating System for Social Media 185
information about some events and topic more efficiently. Firstly, we designed and
set up an automatic magazine generating system to make it more comfortable for
users in reading information of events and topic on social media, because digital mag-
azine form may satisfy the users traditional reading habits better. For more, the auto-
system also reduces the human supervise editing cost. Thirdly, we developed a layout
generation and designed templates selection method to make the magazine both au-
tomatic and aesthetic. Finally, we found a method to solve the problem of reducing
the loss of semantic meaning and visual effectiveness when pictures sizes are not
aligned well with the templates.
Acknowledgement. We must say thanks to all the people who contributed to the
system testing. In particular, we wish to thank Lexing Xie,Wenwu Zhu, Mingdong
Ou, Dan Xu, Shifei Jin, Chang Tu, Tao Cui, Yue Luo, Yunzi Qian, Menglin Ye for
supporting us establishing the system and improving the user experience of the
system.
This work was supported by the National Basic Research Program of China (Grant
No. 2012CB725300), the National Natural Science Foundation of China (Grant No.
61232013), Project 973 under Grant 2011CB302206, and NSFC under Grant
60933013 and 61003097.
References
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http://mashable.com/2012/06/05/flipboard-design/ (June 06, 2012)
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Second International Workshop on Web Document Analysis, WDA 2003 (2003)
3. Schrier, E., Dontcheva, M., Jacobs, C., Wade, G., Salesin, D.: Adaptive Layout for Dy-
namically Aggregated Documents. In: Proceedings of the 13th International Conference on
Intelligent User Interfaces (2008)
4. Rubinstein, M., Gutierrez, D., Sorkine, O., Shamir, A.: A Comparative Study of Image Re-
targeting. SIGGRAPH ASIA 2010 (October 2010)
5. Wolf, L., Guttmann, M., Cohen-Or, D.: Non-homogeneous Content-driven Video-
retargeting. In: Computer Vision, ICCV 2007 (2007) (WARP)
6. Rubinstein, M., Shamir, A., Avidan, S.: Improved seam carving for video retargeting.
Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2008 (2009) (SC)
7. Wang, Y.-S., Tai, C.-L., Sorkine, O., Lee, T.-Y.: Optimized scale-and-stretch for image re-
sizing. ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia
2008 (2008) (SNS)
8. Rubinstein, M., Shamir, A., Avidan, S.: Multi-operator media retargeting. ACM Transac-
tionson Graphics (TOG)-Proceedings of ACM SIGGRAPH 2009 (2009) (MULTIOP)
9. Pritch, Y., Kav-Venaki, E., Peleg, S.: Shift-Map Image Editing. In: Computer Vision,
ICCV (2009) (SM)
10. Krähenbühl, P., Lang, M., Hornung, A., Gross, M.: A system for retargeting of streaming
video. ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia
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11. Karni, Z., Freedman, D., Gotsman, C.: Energy-Based Image Deformation. Computer
Graphics Forum 28(5), 1257–1268 (2009) (LG)
12. Wang, Z., Cui, P., Xie, L., Chen, H., Zhu, W., Yang, S.: Analyzing Social Media via Event
Facets. ACM Multimedia 2012 Grand Challenge (2012)
13. Hermes, J.: Reading Women’s Magazines: An Analysis of Everyday Media Use (June 16,
1995)
14. Terror, D.: Lessons From Swiss Style Graphic Design (July 17, 2009),
http://www.smashingmagazine.com/2009/07/17/lessons-from-
swiss-style-graphic-design/
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(July 1976)
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future-of-interaction/
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docomo-challenge-event-understanding-through-social-media-
and-its-text-visual-summarization/
A User Driven Design Approach to Creating UGC
Services – Challenging the Newspaper Industry
Abstract. This paper presents a user driven approach to creating user generated
content services together with newspaper representatives and researchers in a
Living Lab setting. Two cases are discussed, one with creating city district
blogs and one with creating a site for un-employed youth. In each case both
situated and distributed design activities were conducted, and the paper
discusses the challenges with this approach. As the newspaper industry
traditionally designs their services in-house from their own ideas and thereafter
tests them with their readers, a user driven approach by readers was very
challenging. However, the newspaper representatives also found it rewarding to
embrace their ideas. The participating readers were very active in the situated
activities but only a few continued the same activity online. The paper
concludes by proposing a model for how to view the changing role of a
researcher or facilitator in these types of setting.
1 Introduction
Allowing readers to express their opinions has always been embraced by newspapers.
However, in print media it has only been possible on a small scale, e.g. in the form of
letters to the editor. Since the mid-nineties when most newspapers began their online
journeys, the amount of material produced by readers increased substantially on their
web sites.
User generated content (UGC) as a phenomenon has its origin on the Internet. New
web services have empowered users to contribute in numerous ways by creating,
customizing, developing, distributing, rating, commenting, and collaborating on
internet content and applications (O´Reilly, 2007). Internet content includes video,
sound, text and pictures that are created, elaborated on or customized by users. UGC
has been a success in for example YouTube, Flickr, Wikipedia and The Huffington
Post.
The newspaper industry has enjoyed a lucrative business over more than a century
by bringing the news to the breakfast table. Revenues from subscriptions together
with substantial income from advertisement made the industry prosper. However, this
era is over and we are now witnessing a changing media landscape where newspapers
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 187–196, 2013.
© Springer-Verlag Berlin Heidelberg 2013
188 E. Ebbesson and C.I. Eriksson
struggle to keep their readers and to attract advertisers. They are seeking new ways of
boosting their digital presence to attract both new readers and advertisers. One way of
doing that is to innovate new interesting services based on UGC.
Traditionally, newspaper publishers work internally to innovate their business
(Küng, 2008), and services are often evaluated with focus groups of readers.
However, in order to develop new innovative services that are attractive to the end
users i.e. their readers, it has been argued that a more open and user driven approach
can be beneficial (see e.g. von Hippel, 2005); opening up in this manner is a
challenging task for the newspaper industry.
In this paper we are presenting results from two cases in which we have taken a
user driven approach to create UGC services at two different newspapers. In both
cases the newspaper representatives (managerial, marketing and designer levels),
readers and researchers worked together to: a) come up with ideas of new UGC
services for the newspaper industry, b) design the services and c) evaluate the
services. The readers should have a say in each decision regarding content and design.
We are discussing the challenges of conducting such an user driven design
approach in a very traditional industry and illustrating reflections from all three
involved parties.
Recent phenomena, such as co-creation (Prahalad and Ramaswamy, 2004) and open
innovation (Chesbrough et al., 2008), have popularized different types of co-design in
the innovation process over many different industries. Co-design is nothing new
within the design of IT products and services; we have a long history of engaging
users of systems in the design process one way or another in for example the
participatory design movement (Greenbaum & Kyng, 1991). However, much of the
participatory design methods used for co-design between users and other stakeholders
are developed for a situated face to face setting where the participants have the ability
to meet (Danielsson Öberg et al., 2009). This has led to increasing interest in finding
methods of how to engage users in a distributed fashion, where users from both inside
organizations and outside organizations can engage in co-design design together
(Obendorf et al., 2009). Distribution in this sense, regards both the physical space
where people meet as well as the distribution between users and other stakeholders.
This is challenging as the concept of the users has become a lot wider, and today the
user can be engaged in a design process as a consumer and private citizen instead of a
mere “system user”.
These challenges are addressed by Living Labs (Eriksson et al., 2005). The
concept of Living Labs according to Bergvall-Kåreborn et al. (2009) is built on
openness, influence, realism, value and sustainability and puts the user in the center of
the design process, through engagement. The openness promotes creation and
validation of products and services in an as open fashion as possible, aligning itself
with the thinking that users are the source of innovation (Thomke and Von Hippel,
2002). The view of the users as a vital part of the innovation process is also reflected
A User Driven Design Approach to Creating UGC Services 189
in how the Living Lab sees the user as an essential resource when engaging them as
active and competent domain experts (Bergvall-Kåreborn et al., 2009). To leverage
value in shape of innovative IT products and services, the Living Lab methodology
also calls for the involvement of other key stakeholders such as academia and private
and public sector in the innovation process (Eriksson et al., 2005), thereby aligning
itself with the open innovation thinking (Chesbrough et al., 2008).
The methods and techniques used within these heavily user influenced innovation
processes to involve stakeholders vary widely from process to process due to obvious
reasons such as different focuses of the processes and stakeholder needs, but also
questionnaires, focus groups and observation are commonly used (Følstad, 2008).
Others have mapped additional “traditional” participatory design or IT design
techniques such as scenarios, mock-ups, image-boarding and brainstorming
techniques into the innovation process of a Living Lab (Svensson et al., 2010). The
challenges related to these methods and techniques in a Living Lab setting, for
example to adapt or generate new techniques suitable for a distributed setting
(Schumacher and Feurstein, 2007), is generic and shared by others in similar practices
(Danielsson Öberg et al., 2009).
However, the actual facilitation of design work in these participatory settings has
also been seen as very challenging. The inclusion of new types of users alongside
other stakeholders such as public sector or firms presents challenges for the facilitator
of the activities (Svensson et al., 2010). These challenges are related to the
moderation of activities and to the balancing of perspectives (Svensson et al., 2010) in
order to create a common ground where stakeholders with very different perspectives
can meet to discuss, create and innovate together (Obendorf et al., 2009). These
challenges not only illustrate how the changing landscape of design and innovation is
changing our perspective on suitable methods and contexts, but also on the role of the
user in these processes.
An additional level of complexity is found when looking at co-design processes
where research is a vital part (Thomke and von Hippel, 2002, Bergvall-Kåreborn et
al., 2009), as for example participatory design or Living Lab approaches. In these
processes where researchers take an active part of the actual innovation or design
activities, the role of the researchers has been noted to change from a more passive
translator to a more active facilitator, with the ability to guide and help other
stakeholders express their needs and creativity (Sanders and Stappers, 2008). This
presents challenges for researchers, who may have to adapt their skillsets when
working within multi-stakeholder settings.
The two cases (Alpha and Beta) in this paper were part of a research project called
The Local Newspaper 2.0 – with Engaged Readers (LoCoMedia) which was
conducted between 2009 and 2011 in a Living Lab setting with seven Swedish
newspaper partners.
190 E. Ebbesson and C.I. Eriksson
In both cases, the researchers acted as facilitators between readers and newspaper
representatives. The facilitation process included managing the design activities,
experimenting with different types of technology that could aid the design process
and helping the newspapers during the recruitment phase. The term reader will from
now on be used to describe current readers of Alpha and Betas newspaper, but also
the potential future users of the services that were developed in the two individual
cases.
Both of the Alpha and Beta cases were designed to be user driven from the start,
i.e. based on the initial area for a UGC service suggested by the newspaper, the
readers should come up with ideas for the service and be a part of each decision
regarding content, design etc.
Each case started with a pre-meeting with the project team at the newspaper to
discuss the area for the potential UGC service and setup. Thereafter, readers were
invited to participate in the project. They were recruited through ads in both the
printed and online newspaper or from already established groups connected to a
newspaper. A startup meeting with the invited readers and the project team was
conducted at the premises of the newspaper. During this face to face meeting the
readers and newspaper representatives participated in activities with the purpose of
coming up with initial ideas and concepts for the service. Thereafter, the majority of
the interaction between all participants was done through an online platform which
functioned as a meeting place where design activities were carried out. At the end of
these projects, which ran for 3-4 months, we interviewed members of the project team
and participating readers. The projects were also evaluated through questionnaires.
The projects were documented through notes from at least two researchers from the
initial meetings, through all comments and questionnaires in the online platform, and
through transcriptions of the recorded interviews. In Table 1, the different activities in
the two cases are presented.
The coding of the data was done manually by the researchers using the computer
software HyperRESEARCH to manage codes and themes. Codes were applied to the
empirical data in a grounded fashion to highlight the reader, newspaper representative
and researcher perspectives in the individual cases. The empirical findings were then
used to theorize on challenges, changing roles and perspectives in co-design processes
involving readers, researchers and newspaper representatives.
A User Driven Design Approach to Creating UGC Services 191
“The newspaper staff should act as a partner that you can bring up ideas to, they
shouldn’t take up too much room, but always be there for discussions” (Nils, Reader).
The readers own commitment to the design process seemed to hail from a curiosity to
explore new things, in this case to learn more about blogs and UGC, and some of
them were interested in becoming bloggers themselves at Alphas blog platform when
they were finalized. Another strong incentive seemed to be the ability or willingness
to help shape the future services offered by Alpha. One of the more engaged readers
stated that:
“I tried to be as active as possible, until the very end, I even managed to get the
district I live in myself to become a city district blog, even though it initially wasn’t
supposed to be .. I was both active and managed to put my dedication into action, if I
put it that way” (Mats, Reader).
After continuous discussions on issues such as ads in online media, what districts to
cover, the design of the blogs, and who future bloggers could possibly be, the district
blogs finally launched after 4 months of online collaborations. Some of the readers
that participated in the co-creation process took the step to become bloggers, while
the majority of the bloggers on the platform in its current state were recruited through
advertising and voluntary sign ups.
The newspaper representatives primarily mentioned two areas when they reflected
upon what they had learned from the design process; firstly that they had learned a lot
about how to engage and work with users and secondly regarding how to think about
user generated services and both the readers and newspapers role in the generation of
such.
agreed upon to continue the collaboration online using the private community
platform.
Since all the participants had been so enthusiastic during the initial meeting, the
team at the newspaper and the facilitators expected a smooth transition to the
collaborative online phase of the project, especially since the readers stated that they
were very active online. However, the second phase met many challenges. The
researchers had a hard time getting the readers to register and sign on to the online
platform, and when they did most of them did not interact with any of the other users.
The most engaged newspaper representative was still very committed to the design
process, even though it was very challenging to work with the readers in the online
settings. The reasons for why this was challenging varied; some readers claimed that
they had already found a job and thus their incentive to help build a job-hunting
platform was lessened while others simply didn’t want to be bothered with follow up
activities. These opinions were however not shared by everyone; some of the readers
were very active on the online platform, although not enough to create the critical
mass needed to collaborate. One of the readers explained it like this:
“My engagement lessens when others aren’t engaged. I want people to be
engaged, I expected others that have accepted to be a part of this to give 100%. I was
there every day [the online platform] in the beginning, but when others weren’t as
engaged, I just visited once a week. Everyone has to engage themselves!” (Anna,
Reader).
After many, often fruitless attempts to stir life into the online platform, the facilitating
researchers decided to change the approach and plan for more face to face meetings
instead, since the initial meetings had been so successful. They decided to introduce
techniques to the readers that made it easier to capture and communicate design ideas
between the readers and the newspaper representatives. For example, design patterns
and mock-ups were used during the face to face meetings to capture reader opinions,
which later on were put on the online platform for other readers and newspaper
representatives to feedback on. This feedback could then be incorporated into the
design which eventually matured into a high-fi prototype that was evaluated with the
group of readers.
The job-hunting service finally went live, and contained most of the features that the
readers had wished for during the initial workshop, for example an “ask the expert”
section, user blogs, tools to help market yourself and your skills etc. The service was
deemed as a success from the project leader’s perspective at the newspaper since it had
allowed them to learn more about how to work with users, and also more about user
generated content and the newspapers role in these kinds of processes. The project
leader at the newspaper concluded that:
“UGC demands more resources than one thinks. The newspaper needs to have
close relations with the readers that you have established a dialogue with. Those who
had stated that they will contribute with material don't always deliver on their own”
(Angela, Newspaper representative).
194 E. Ebbesson and C.I. Eriksson
We find that both of these cases are illustrative for user driven Living Lab activities,
where the users could contribute on their own terms at the time of their choosing.
However, as seen in the two cases this was not an easy task to achieve.
Both the newspaper representatives and the readers seemed to appreciate the new
way of working; the incentives from the readers varied between the two cases and
between the readers themselves, ranging anywhere from curiosity to more tangible
rewards, like the hope of getting a job. The newspaper representatives seemed to
appreciate learning about new ways of working with their readers, in some cases more
than the actual service that was developed. This perspective might reflect a more
long-term and process like thinking, which might not be that surprising since the
majority of the newspaper representatives clearly expressed that they were all
interested in trying out new ways of working along with readers, and that user
involvement was here to stay in one way or another. The change of perspective on
how to view the readers, and the acknowledgement of them as a competent resource
that can be a part of future innovation processes also clearly reflects the key principles
of the Living Lab.
Another important lesson learnt from the perspective of both the newspaper
representatives and the readers was that user involvement takes time, and in some
cases more time than expected. The newspaper representatives were used to
brainstorm and develop first, and ask questions later; having the readers along for the
ride made the processes a lot more time consuming. The slow pace was also reflected
upon by some of the readers in the Alpha case that expressed interest in more face to
face meetings and a faster process, to help sustain the engagement and enthusiasm.
Furthermore, an insight from the newspaper representatives was that UGC is much
more complicated for the newspapers to handle than they thought. It is hard to try and
“force” new innovative UGC services by involving the readers. UGC comes from the
users by their own initiative, and sometimes a newspaper site is not the most preferred
host for such services.
From the researcher point of view the difficulty of conducting design activities
online was an eye opener. The insight is that it is essential to have a critical mass (a
large sample) of users if choosing this path, as shown by the activity of the users in
this project which maps the general activity of users in social media, i.e. only very
few are actually contributing frequently, a larger mass contributes now and then, and
some are only lurkers.
The two cases also clearly illustrate the shift of the role of the researcher in these
types of processes. Sanders and Stappers (2008) have previously pointed out that the
researcher that had more often acted as more of a translator in participatory design
projects has to take the role of a more active facilitator. This can be illustrated by how
the researchers had to take on an active role as mediator between Alpha and Alphas
readers to help communication, and in the Beta case, had to spend much time trying to
create more engagement amongst the readers. It is however interesting to note that the
lower engagement from the readers in the Beta case increased the need for more
translator-type work from the researchers where creative solutions aided the ability to
A User Driven Design Approach to Creating UGC Services 195
translate needs between the readers and newspaper representatives, i.e. ad hoc
planning of face to face workshops dedicated to design patterns and mock-ups. These
findings indicate that even though the changing practice indeed has implications for a
higher degree of commitment and facilitator skills from the researcher, the role as a
translator is also still high in demand, but perhaps coupled with stronger facilitator
skills. Figure 1 summarizes these findings and illustrates how the need for facilitation
type changes based on commitment from the readers and organizational
representatives Alpha and Beta.
The empirical findings from the Alpha and Beta case do not suggest how facilitator
activities change in innovation processes where the newspaper representatives
commitment is low. Instead we suggest that as a possible future research area.
Potential findings could help shed light on the changing practice of researchers,
designers and facilitators, but could also provide managerial implications for how to
manage innovation processes where users have a very high commitment but lack
support from parts of the product or service developers.
Acknowledgement. This work was funded by the KK-foundation and the NordForsk
LILAN programme through LoCoMedia and the SociaLL project.
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A Novel Human-Computer Interface for Browsing Web
Data by Leaping Up Web Pages
Abstract. With the rapid growth of network technologies, various web services
have been developed for providing information. Therefore, search engines
become popular to obtain the useful data. It is critical to efficiently acquire the
data from huge data pool in the Internet; especially the number of web pages is
increasing dramatically. In this paper, we propose an efficient approach to
browse web data by leaping up web pages. In addition, the proposed approach
using web preloading and cache technologies to enhance the performance of
accessing web page. The simulation results show the proposed approach can be
useful for browsing and searching data in the Internet.
1 Introduction
With the rapid growth of network technologies, network bandwidth has been
enhanced dramatically. In the current generation of information explosion, an amount
of data and information have to be abstracted and viewed in the limit time; especially
on Internet. The number of web pages growth by billion each year. Not only the
number of web pages is increasing, but also the complexity of web page is increasing.
From 2003 to 2011 the average web page grew from 93.7K to over 679K, over 7.2
times larger [1]. During the same eight-year period, the number of objects in the
average web page more than tripled from 25.7 to 85 objects per page. It is obvious
that the web design is toward more complicated. Actually, the sitemap of a current
web site is deeper and wider than former design. However, such complicated design
leads to people browsing web page inefficiently. People may need to go through the
whole page or several hyperlinks to retrieve the required information or reach the
desired page. Browsing the content of a hyperlink, people have to click the hyperlink
and wait to download the new page according the URL of the hyperlink. Therefore, it
is inefficient if people need to reach the required page by click several hyperlinks.
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 197–202, 2013.
© Springer-Verlag Berlin Heidelberg 2013
198 C.-L. Hung et al.
In the past few years, web search engine has become the daily tool for people.
People rely on such tool to retrieve information from Internet. However, the current
web searching engines concentrate on improving the search accuracy, and the search
results are listed as link by link according to the sequence of page ranking. In the
duration of using search engine, the most of time is to check the web pages of the
links. Sometimes, people have to click many links and view many pages to get to
the page they need. It is time-consuming that people have to look at every hyperlink
and the brief of the content of the web page linked by the hyperlink.
The user-interface design of current browsers, such as IE [2], Chrome [3], FireFox
[4] and Safari [5], only present the web page by the URL. Therefore, user should view
each web page by clicking hyperlink. These browsers are unable to provide efficient
interface for uses to browse web pages. In addition, the web page has to be
downloaded before showing on the browser. It is critical to decrease download times
of web pages and reduce Internet traffic. To make document caching is a necessity for
the increasing demand for World Wide Web (WWW) services [6, 7, 8]. To make
efficient use of caching, an instructive conclusion has to be made as to which
documents are to be ejected from the cache in case of cache saturation.
In this paper, we propose a novel mechanism to efficiently browse web pages by
downloading web pages in parallel and leaping web pages. In this mechanism, the
web pages are preloaded before browsing these pages. Otherwise, these preloaded
pages are presented on the browser, and users can watch these pages by scrolling
them. The simulation results show the proposed approach can be useful for viewing
and searching data in the Internet.
2 Method
Nowadays, surfing on the Internet is the important part of life for most of human
being. However, most of surfing time is wasted in looking for the real useful
information. The huge amount of information exist on the Internet, also the huge
amount of junk information exist as well. A search engine can be a filter at the first
level to present the potential disserted data in first few pages. Generally, a well-
designed search engine is able to decrease seeking time. However, more and more
web designers have used the keyword skills to push their websites at the top of the
searching results for specific search engines. To reduce the download times of web
pages and Internet traffic is a pivot for current web browser. Therefore, we propose a
framework including a novel user-interface style and web caching mechanism to
achieve this goal. The proposed user-interface, called “leaping-up”, is to efficiently
browse large amount of web pages by scrolling pages arbitrarily. The idea of leaping-
up style is to present the web pages linked by the hyperlinks that are listed in the
current web page. User can view these web pages without clicking hyperlinks. The
web pages are presented as in a stack. Figure 1 demonstrates the web pages presented
by leaping-up style. To implement the proposed framework, we use the agent server
to pre-download the web pages. Then, these pages will be transferred to user from the
agent server. User can go to next web page in the stack by scroll backward the scroll-
wheel of mouse and vice versa. Therefore, user can exactly find the required web
page without guessing among hyperlinks. Figure 2 shows the use of leaping-up style.
A Novel Human-Computer Interface for Browsing Web Data 199
3 Performance Evaluation
p i
t 21 = i =0
,
B
where B is the bandwidth of agent server. The page downloading time for the agent
server is
pagent
t22 = ×m ,
b
where pagent is the size of the page from agent server and m is the number of the
scrolling time. When the caching mechanisms is added in the proposed framework,
the computing time is
n
pi
pagent
t2 = (1 − chit ) × i =0
+ × m , chit = 0.8, 0.6, 0.4,
B b
where chit is the cache hit rate. When B is xb and then the enhancement of the
proposed framework is
A Novel Human-Computer Interface for Browsing Web Data 201
Fig. 3. Web caching technology for browsing results by using search engine
Fig. 4. The enhancement of the proposed framework with various cache hit rate
202 C.-L. Hung et al.
t1 x 1 n
s= = , where pagent = pi .
t 2 (1 − chit ) m i =0
The enhancement of the proposed framework is illustrated in figure 4 that is based on
the network bandwidth for end user and agent server is 10Mbps and 45Mbps,
respectively. The x axis is the cache hit rate and the y axis is enhancement of
performance by the proposed framework. Obviously, the proposed framework is
useful for enhancing the browsing data, especially at 80% cache hit rate.
4 Conclusion
With the rapid growth of the Internet, huge amount data exist on the Internet. Thus, it
results in the difficulty to searching information from such big data pool. In this
paper, we propose a novel mechanism to efficiently browse web pages by
downloading web pages in parallel and leaping web pages. From the performance
evaluation, the proposed framework can enhance the efficiency of browsing data on
the Internet.
References
1. Websiteoptimization, http://www.websiteoptimization.com
2. Microsoft IE, http://www.microsoft.com
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6. Dhawaleswar Rao, C.H.: Study of the web caching algorithms for performance
improvement fo the response speed. Indian J. Comput. Sci. Eng. 3, 374–379 (2012)
7. Na, Y.J., Ko, I.S.: Design and Performance Analysis of the Web Caching Algorithm for
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D., Chua, T.-S., Chia, L.-T. (eds.) MMM 2007. LNCS, vol. 4352, pp. 686–693. Springer,
Heidelberg (2006)
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distributed caches. In: Proceedings of the IEEE Workshop on Internet Applications (1999)
Can a Clipboard Improve User Interaction and
User Experience in Web-Based Image Search?
1 Introduction
A study on web-based multimedia search [10] revealed that 56% of all image
searches have a follow up. On average, 2.8 queries are executed during an im-
age search session [10]. Thus, multiple pages of query results are inspected and
different images are reviewed and compared until the final decision is made. On
the other hand, 90% of image search sessions last less than 5 minutes [10]. This
raises the question for appropriate user interface designs to conduct image search
tasks effectively and efficiently. Search engine providers constantly improve their
information retrieval methods and add techniques like content-based filters to
enhance the image search experience. However, selecting and using content-based
features can be challenging to users. Our idea is to improve the user interaction
and experience by extending standard web-based image search engines with the
concept of a clipboard. A clipboard can be considered as overlay that is auto-
matically filled with images during the users’ search session. The users can open
the clipboard at any time and view the selected images and review their details.
In this paper, we compare the unmodified Google Image Search with two vari-
ants using a clipboard. In the first variant, the clipboard is filled with the query
search results of the users by applying an image ranking based on the discounted
cumulative gain (DCG) algorithm. In the second variant, the user’s gaze informa-
tion provided by an eyetracking device is leveraged to identify relevant images.
The eyetracking device is used without any specific interaction by the user. We
have formulated the null hypothesis saying that there is no difference in the three
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 203–212, 2013.
c Springer-Verlag Berlin Heidelberg 2013
204 L. Kastler and A. Scherp
One way to fill up the clipboard is an algorithm that only uses the result
set of the image search engine. We use an algorithm based on the discounted
cumulative gain algorithm (DCG). The DCG algorithm is normally used to
evaluate information retrieval systems [6]. The function is shown in Equation 1.
Here, RB,i is our selection function for image i, qj is the j-th query of the
complete query set Q, and posq (i) is the position of image i in query q. If images
are contained in several result sets, the system adds up the calculated values.
The order of images is determined by the decreasing order of RB,i of all i. If the
system calculates the same value for two images, it takes the first added image
as higher ranked.
1
RB,i = (1)
posqj (i)
qj ∈Q
Since this algorithm is highly influenced by the user interaction, we face the
following problem: it is necessary for our evaluation that the user does not know
how images are added to the clipboard. Knowing how the selection algorithm
works may lead to an explicit usage of the eyetracker by the participants, i.e., the
eyetracker is applied as explicit input device. To prevent that the participants
compare images in the clipboard with images outside the clipboard, we span the
clipboard over the result set. This is done in both clipboard variants to keep
them comparable.
3 Evaluation Design
the calibration of the eyetracker. The participant begins now with the machine-
based evaluation process, starting with an overview of the system, the specific
evaluation object and the task execution process. To ensure that the participant
understands the task evaluation process, we give him an example task at the
beginning, that is ignored in later data analysis. This helps to reduce curiosity
in using the eyetracker. The task evaluation phase consists of a number of tasks
that are executed by the participant. At the beginning of every task, the par-
ticipant gets a short motivational description with a list of actions. When the
participant clicks on the “next” button, a new window opens with the specific
variant where the task is executed. Closing this window leads to a task-related
questionnaire. When all tasks are processed, the participant is asked to fill in a
final questionnaire with general questions about the evaluation. In addition, we
encourage the participant to give a short free feedback, either written or oral.
Participants: For the evaluation, 32 participants (9 female) were randomly se-
lected and assigned to the three different system variants. The average age was
25.7 (SD: 3.0). The majority, 28 participants, were students from our university.
20 of the students studied computer science, seven studied education and one
participant studied in the field of humanities. The other four participants had
a finished, non-academic training in one of the fields of economy, computer sci-
ence, or physical therapy. All participants were asked to state their experience
with Google Image Search on a five-point Likert-Scale. The average experience
level was 3.78 (SD: 0.67). Concerning the question of their usage frequency of
Google Image Search, eight participants reported that they use it on a monthly
basis, 14 on a weekly basis, five on a daily basis and five participants use Google
Image Search several times a day. Overall, we can say that all participants use
Google Image search on a regular basis and are experienced in its usage.
Tasks: We developed three common scenarios with an increasing level of com-
plexity, based on information from Google Insight1 . Each scenario was translated
into two tasks, rendering a total number of six tasks (as shown in Table 1) to
be completed by participant. The first scenario was based on a simple image
search task. The participant had to formulate a good query for the task, search
through the result set, and select an image as his/her solution. The second sce-
nario includes the usage of filters like specific image types or colouring. Here,
the process of the first task was extended by either using a more complex query
1
http://www.google.com/insights/search/
Can a Clipboard Improve User Interaction and User Experience 207
or filters of the search engine directly. The last scenario was designed to create
a set of images given a specific topic where several queries were necessary.
Measurements: We recorded the same data for all participants: the duration
of task execution, eyetracking events like gaze-in and gaze-out, mouse events
like mouse-over and mouse-out, the number of queries, the number of filters
used, questionnaire answers, and free feedback. Taking this measurement in all
conditions A, B, and C ensures comparability of the groups and reduces the rule
of error by bias.
Questionnaire: We have created two different questionnaires, a task-related (see
Table 2) and a final one (see Table 3). The task-related questions aimed on
the usability of the variant for the given task. The final questionnaire included
questions about the evaluation as a whole. All questions were based on the
Fig. 2. Slider element, initial state Fig. 3. Slider element, after clicked on so-so
5 Evaluation Results
We measure the effectiveness by comparing the amount of images saved on the
computer to the amount of images requested in the task description. To measure
the efficiency, we mainly analyse the duration for every task per participant. We
also analyse the number of gaze-in events on the images in the result set, number
of mouse events, number of queries, and number of filter usages. We measure
the user satisfaction by evaluating both questionnaires, the task-related and the
final one. We had to remove two participants from the evaluation results. The
first tried actively to manipulate the eyetracking-based selection algorithm. The
second participant was removed because we lost the session data by a critical
error during the evaluation process.
Effectiveness: For the other participants, we checked the images of all partici-
pants and verified, if they stored the amount of images as requested in the task
description. We found out that one participant of group A and two participants
of group C missed to store the correct amount. One participant of group A stored
no image in task 1. In group C, one participant stored only one image in task 6,
where three were requested and another participant in group C stored for task
3 one image less than requested.
Can a Clipboard Improve User Interaction and User Experience 209
Efficiency: For efficiency, we compared the durations of all three groups per
task. Figure 4 shows an average-high-low diagram of these values. We analysed
all three groups pairwise with the Mann-Whitney U-test at a significance level
of α = 0.05. These analyses show a significant difference between group A and
C in task 1 (p = .029). In all other tasks, we had no significant differences.
However, we could observe that variant C was on average slower than both other
variants. Besides duration, we also investigated all other measured data as shown
in Table 4, but no significant differences was inferable from it. To analyse the user
satisfaction, we looked for statistically significant differences between the groups
by using Mann-Whitney U-Test. For the task-related questionnaire, we tested
every question for every task. The results are presented in Table 5. We found
three significant differences between group B and C. Here, question Q6 (“The
Clipboard supported me in the conducting the task.“) and question Q9 (“The
images selected for Clipboard were suitable for the task.“) show advantages for
variant B over variant C in task 3 (pTQ63 = .021) and task 5 (pTQ65 = .027, pTQ95 =
.045). In regard of the final questionnaire, we compared the groups pairwise with
each other, obtaining results that are presented in Table 6. Here, no significant
differences could be found.
6 Discussion
In terms of effectiveness, all three variants can be considered similar. Although
variant C has two participants with missing images, the interface for saving
images is identical to variant B, where no image was missing. We have not
observed any further differences with respect to the effectiveness between the
three variants.
Regarding efficiency, all three variants are not significantly different from each
other, besides for task 1 where group A was significantly faster than group C. In
this task, the means of both groups were 15 seconds apart but due the fact that
the task only took 30 seconds for A and 45 seconds for C at average makes it
hard to derive further conclusions. As there are no further significant differences,
we derive that the two different clipboard variants are equal to the Google Image
Search and to each other. This shows on the one hand that the clipboard does
not hinder users in executing tasks but also brings no advantages, what possibly
indicates that the Google Image Search might be sufficient for most participants.
Considering the average usage of Google Image Search of our participants, we
can see that the group is familiar with this site.
The fact that the DCG-based clipboard (group B) got better results than
the eyetracking-based (group C) is a surprise for us. For this, we investigated
how often the clipboard was used in each task. For group B the average usage
per task was 1.01 (SD: 0.36) and group C with 0.88 (SD: 0.42). Thus, the clip-
board was only opened once or not at all in each task, although the participants
were instructed to do so. This shows that the participants did only accept both
clipboard variants to a minimum extent. We further investigated the amount of
Can a Clipboard Improve User Interaction and User Experience 211
images shown in the clipboard when first opening it. We found out that group
B had an average of 48.52 images in the clipboard (SD: 7.2) where group C had
only 15.4 images (SD: 5.57). We also checked how many times the clipboard con-
tained less than 20 images, which is the predefined maximum number of images
stored in the clipboard. For group B, this occurred three times, for group C 19
times. Given this difference, the lower number of selected images for variant C
might lead to a less satisfying selection as in variant B.
7 Related Work
This work is related to approaches that use eyetracking devices as input devices
and approaches that receive implicit information from collected eyetracking data
to improve ranking (relevance feedback). Cosato et al. [2] used eyetrackers as in-
put devices for their so called Rapid Serial Visualization Presentation methods
for large data sets of images. They compared their methods with a grid-based
presentation of images. There are also many other applications that make use of
an eyetracker as input device like for example drawing shapes [5] or composing
texts [11,12]. A general problem of using eyetrackers as direct input device is that
it was considered by participants as ”unnatural” use of one’s eyes in a focused
way to control an application. By this, users get quickly tired using such a sys-
tem. In contrast, in our approach we only collect normal gaze movements of the
users while using an application they are familiar with. The users do not control
the image search nor the clipboard by using the eyetracker as direct input device.
Another way to use eyetracking data is for implicit relevance feedback in in-
formation retrieval tasks. For instance, in textual information retrieval, Hardoon
et al. [4] extracted implicit relevance feedback from eyetracking information. An-
other work is the Text 2.0 project from Buscher et al. [1]. They used eyetracking
information to recognize text areas of interest and to provide additional content
depending on these areas. Besides these text-based approaches, there are works
like Pasupa et al. [9] that used eyetracking information to rank images. A work
concerning the retrieval of relevance feedback from eyetracking data was pub-
lished by Jaimes et al. [7]. They recognized different patterns of observation for
images of different semantic categories. The system GaZIR, created by Kozma
et al. [8], is an approach for visual image search engines using an eyetracker. In
contrast to these systems, our approach aimed to use the feedback for filling the
clipboard and so improving the usability of results, rather than improving the
search itself. Also, prior work used predefined, closed sets of images, we use live
data received from a popular web-based image search engine.
8 Conclusion
We have presented an approach to use eyetracking information in web-based
image search engines. We have evaluated a baseline variant with two clipboard
versions using different selection algorithms. To our surprise, all three system
variants showed almost no significant differences (α < 0.05). Comparing both
212 L. Kastler and A. Scherp
References
1. Biedert, R., Buscher, G., Schwarz, S., Möller, M., Dengel, A., Lottermann, T.: The
Text 2.0 Framework – Writing Web-Based Gaze-Controlled Realtime Applications
Quickly and Easily. In: Proc. International Workshop on Eye Gaze in Intelligent
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activities using rsvp display techniques. In: Proc. Working Conference on Advanced
Visual Interfaces, AVI 2008, pp. 416–420. ACM, New York (2008)
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operationalization of ISO 9241-10 supporting summative and formative evaluation
of software systems. Behaviour and Information Technology 18, 151–164 (1999)
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ments. In: Proc. Symposium on Eye-Tracking Research and Applications, ETRA
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human observers’ eye movements in automatic image classifiers. In: Proc. of SPIE
Human Vision and Electronic Imaging VI, pp. 373–384 (2001)
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trieval. In: Proc. International Conference on Multimodal Interfaces, ICMI-MLMI
2009, pp. 305–312. ACM, New York (2009)
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ing to rank images from eye movements. In: Proc. 12th International Conference
on Computer Vision, pp. 2009–2016 (2009)
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M.R.: Typing with eye-gaze and tooth-clicks. In: Proceedings of the Symposium
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York (2012)
The Effects of Website Familiarity on Website Quality
and Intention to Use
Abstract. Previous research has revealed that mere exposure to a website can
positively influence a user’s experience with that website. This research extends
this line of investigation by looking into the influence of familiarity on ads that
appear on a website as well as the website itself. The results revealed familiarity
to have a significant impact on ad evaluation directly and website quality indi-
rectly (through ad entertainment and informativeness).
1 Introduction
Increasing the number of customers to a website and their use and reuse of that site
has been a major focus of companies on the Web, since its inception. This has lead to
numerous studies looking into website quality (Loiacono, et al., 2007) and usage (van
der Heijden, 2003; van der Heijden et al., 2003).
Several factors that influence a consumer’s satisfaction relate to the website itself
(i.e., website quality) and have been studied in great detail (Loiacono, et al., 2007).
These factors relate to the site’s intrinsic components, which are both aesthetic and
utilitarian in nature. Other factors, which have not received as much attention, are
more extrinsic in nature. These aspects are outside of the website, but may still effect
a consumer’s decision to reuse it. First, the mere familiarity with a site may impact a
consumer’s perception of it (Zajonc et al., 1971; Kim and Malhotra, 2005). Addition-
ally, external elements, such as advertisements (ads) that are placed on a website may
influence the evaluation of that website.
The following research focuses on how these external factors impact a consumer’s
evaluation of a website and subsequent decision to reuse it.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 213–220, 2013.
© Springer-Verlag Berlin Heidelberg 2013
214 S. McCoy et al.
2 Literature Review
Several theories have been put forth in psychology and communications to explain
how individual perceive and react to entertaining phenomenon (Oatley, 1994; 1999;
Vorderer, 2001). Entertainment, although difficult to define (Vorderer, 2004), is de-
fined as stimuli that through interaction with the user produce a sense of enjoyment or
pleasure (Moody et al., 2007). It is important to note that entertainment is perceived
and experienced by the user and is not specifically an aspect of the system (Lowry et
al., 2008a), even if a system is intended to produce entertaining outcomes or not
(Klimmt and Vorderer, 2003; Moody et al., 2007).
advantage (See Loiacono, Watson, and Goodhue, 2007 for a complete explanation of
these factors).
Extent research in e-commerce has also shown that cobranding is an effective me-
chanism for increasing perceived website quality (Lowry et al., 2008b; Stewart, 2003;
2006). Specifically, these studies have found that brand equity held by a brand adver-
tised on a website can be transferred to the website. Given that online advertisements
have already been shown to be influential in the buying process (Briggs and Hollis,
1997; Danaher et al., 2003; Ha and Perks, 2005), cobranding becomes an effective
mechanism to quickly improve website quality by taking advantage of the advertised
brand on the website.
1
The mere exposure effect refers to the consistent finding that through repeated interactions
with an object, one’s attitude the object is enhanced (Zajonc et al., 1971).
216 S. McCoy et al.
We thus propose:
H3: The perceived enjoyment of the online ad will positively influence the website
user’s perception of the informativeness of the online ad.
4 Methodology
The study was conducted in an experimental setting to control the location and fre-
quency of the advertisements, as well as to allow measurement of all of the outcome
variables. The use of a real website and real ads allowed us to make the experiment as
realistic as possible. The dependent variables were used as they appeared in previous
research (for example, McCoy, et al. 2007; 2009; Galletta, et al. 2006). Four hundred
and twenty volunteer students at a large South American university performed several
search tasks under conditions chosen for them at random. The experiment was con-
ducted in two closed rooms in the campus computer lab with each room containing 40
identical computers.
The Effects of Website Familiarity on Website Quality and Intention to Use 217
Analysis of the data supports our model. The results show strong explanatory
power for website quality (R2 = 0.81) and intention to reuse a website (R2 = 0.45).
The specific model relationships are strongly supported as well. We predicted that a
familiar website would positively influence a user’s perception of an ad’s (H1) enter-
tainment value and (H2) informativeness. The results support both hypotheses.
Further, it was predicted that the spillover of an ad’s affect would impact consum-
ers’ perceptions of an ad’s informativeness (H3), as well as the website’s quality
(H4a) and a consumer’s intention to reuse the site (H4b). All three hypotheses were
supported.
Extending the utilitarian concepts contained in TAM (Davis, 1989; Venkatesh et
al., 2003; 2013), we predicted that an informative ad would positively influence a
consumer’s perception of a website’s quality (H5a) and his/her intention to revisit that
site (H5b). Both hypotheses were supported.
Finally, as Loiacono, et al. (2007) predict, the quality of a website is proposed (H6)
to directly impact a consumer’s intention to reuse the website. This hypothesis was
highly significant. This is evident in the popularity and continued growth of websites
like Amazon, Google, etc.
6 Conclusion
As outlined above, the results show strong explanatory power for website quality and
intention to reuse a website with the model explaining over 80% of the variance in
218 S. McCoy et al.
determining a website’s quality and almost half of the variance for the intentions to
continue to return to and use the website. In addition, the specific model relationships
are strongly supported. It is important to note that ads can produce a negative feeling
from website users. However, given the revenue they generate to the host site, they
are often seen as a necessary evil. Our research shows that given the right ads, which
are entertaining and informative, the result can provide positive feelings toward the
overall website quality and intentions to return by users.
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Designing Effective User Interfaces for Crowdsourcing:
An Exploratory Study
1 Background on Crowdsourcing
Ever since Jeff Howe famously coined the term “crowdsourcing” in a 2006 Wired
magazine article [1], the term has seeped into the public consciousness and become a
popular buzzword for all things sourced on the Web. Well known crowdsourcing
applications abound in the world today: A Netflix contest that offered a $1 million
prize for coming up with the best movie recommendation algorithm; smartphone apps
like Gas Buddy, which ask the crowd to report on the prices of gas stations in their
area; crowdsharing web sites like AirBnB in which the crowd “rents out” their homes
and apartments to others as a cheaper alternative to hotels. Howe’s formal definition
of crowdsourcing is “the act of a company or institution taking a function once per-
formed by employees and outsourcing it to an undefined (and generally large) net-
work of people in the form of an open call.” [2] More specifically, crowdsourcing
can be viewed as a process that is made up of the following steps:
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 221–229, 2013.
© Springer-Verlag Berlin Heidelberg 2013
222 R. Nakatsu and E. Grossman
In some cases, it is necessary for the requestor to sift through the solutions to find the
best one, or aggregate and synthesize the crowd output in some meaningful way, es-
pecially when there are numerous responses from the crowd.
Why crowdsource? What are the benefits of using the crowd to do something for
you? There are a least three good reasons. First, crowdsourcing can lower costs to a
much greater extent than hiring another organization to perform the task for you (as is
the case in traditional outsourcing) because the crowd will often be willing to solve
problems for little cost, or in some cases, for free. Second, companies can acquire
firsthand insights into their customers or the marketplace by interacting directly with
the crowd. Third, and perhaps most fundamentally, crowdsourcing enables compa-
nies to draw on a diversity of ideas and perspectives. By drawing on the crowd,
companies may be able to more effectively tackle difficult problems that cannot be
solved by their in-house staff.
We now look at user interfaces employed in five of the seven categories of crowd-
sourcing (we do not consider the two categories in Quadrant IV: collaborative
crowdsourcing, but leave this as an area of future investigation). Each of these user
interfaces represents a successful crowdsourcing application, as evidenced by the
long-term viability of the web site (or smartphone app) as a successful e-business
model. Although each example is a well-known crowdsourcing application in the
category, it does not represent all the user interface features that are possible or repre-
sentative in that category: we acknowledge that there is more diversity within each
category. This exploratory study is meant to illustrate what is possible in terms of
user interface features across this limited sample of best practices.
1
This taxonomy does not address user-generated content in sites like Wikipedia, Yelp, and
Youtube. Although an important form of crowdsourcing, we are primarily concerned with
more novel forms of crowdsourcing in this paper.
224 R. Nakatsu and E. Grossman
effectively performed by a human than a computer. Tasks like selecting the correct
spelling for search terms, choosing the appropriate category for products, and tagging
images are all easily performed by a human problem solver but more difficult to
automate using computers.
The user interface of Mechanical Turk is simple and relatively easy to learn. You
first sign in and register as either a worker or a requester (the worker and requester
user interfaces are different). As a worker you can search from over 200,000 HITs,
and sort for an HIT by reward amount, title of task, expiration date, among other cri-
teria. A requester can ask that workers fulfill qualifications, by taking a test. Once
you have passed the test (e.g. knowing how to correctly tag a video clip) you satisfy
the qualification, and can begin the task to earn rewards, usually a few cents per cor-
rect task performed. You can attain the status of Mechanical Turk Master when you
have demonstrated an accuracy score on HITs across a wide variety of HITs. A
dashboard tracks and shows what HITs you have performed and your earnings to
date. Information on the site is easily tracked and monitored.
On the other end of the spectrum are high commitment tasks that are supported by
web sites like Elance, one of the web’s leading online employment platforms. The
main idea behind this site is to find freelance jobs from companies that need pro-
grammers, mobile developers, designers, marketers, and the like. It is free to post a
job or register as a freelance worker.
The user interface is well organized and easy to navigate through. You can click
on categories of jobs like “IT and Programming” or “Design and Multimedia”. You
can also specify the job type, whether fixed price or hourly. Job postings feature a
job description, together with desired job skills. One of the interesting features of
the Elance user interface is that you can either self-rate your skills, meaning you eva-
luate yourself, or you can be tested in over 300 skill tests, which show how a candi-
date scored relative to all other individuals who took the same test. If you have
posted a high score, you can share your results on your favorite social media outlet, or
via email.
Like in Mechnical Turk, there are screens to manage your Elance account online.
For example, you can view your transaction history: the Manage tab allows you to
keep track of your account balance and scheduled transactions; you can also withdraw
funds and deposit funds (to a bank account). Finally, Elance also has a ratings sys-
tem where employers can rate the freelance workers they have hired in the past.
Waze is a GPS app that enables a community of drivers to share real-time traffic and
road information. The app is easy to use. Because it involves the reporting of geo-
located data, it is most effective on a GPS-enabled mobile device such as a smart-
phone or tablet computer. All this real-time information is aggregated so that the
GPS knows how to re-route you to a different route depending on traffic reports and
Designing Effective User Interfaces for Crowdsourcing: An Exploratory Study 225
other road alerts reported by the crowd. This is one important benefit of a crowd-
sourced GPS application: it can learn about your travel times and adjust its
navigational advice accordingly.
The Waze user interface enables you to very easily report events you see while
driving. Because this is typically done on a small-screen smartphone, the driver (or
the passenger in the vehicle) must be able to do this in a few short clicks. A report
icon on the main screen quickly takes you to a Report screen, which contains a num-
ber of icons: traffic jam, police, accident, hazard, and so forth. An interesting fea-
ture is the Map Issue icon, which lets you report maps errors, and other driving errors
as a result of receiving wrong driving instructions—hence Waze is able to update map
errors in real time.
People using Waze, known as Wazers, are known to have a strong emotional con-
nection to the app--as opposed to a run of the mill GPS device that are purely utilities.
Because of the immediacy of the app, and its ability to detect real-time events, Waz-
ers feel part of a community of drivers united by their mutual hatred of traffic.
Through Waze, you can also connect to Facebook to arrange meet-ups with your
friends. It allows you to see a live status of your friends and colleagues arriving to an
event. Other features create a sticky app: map chat lets you chat with other Wazers,
and a gas option shows the prices of gas around your area.
keyword search. Registered users can enter their public profile, including bio infor-
mation; external links to LinkedIn, Facebook, and Twitter; as well as professional
qualifications including education, areas of expertise and publications. If the user
becomes a winning solver, some of this information is displayed on the winning solv-
ers page. There is even an Innocentive app that allows you to browse and read the
latest challenges on your mobile device.
The preceding discussion suggests a number of best practices for designers of crowd-
sourcing platforms to consider in the development of the user interface. Here we
summarize some of the issues that emerged in our exploratory investigation.
Simplicity of the Mobile App User Interfaces. It is important for a user interface to
be simple and easy to use when it is delivered as a mobile app, and the task involves
the reporting of real-time events. Waze is a case in point. Drivers need to be able to
quickly access the appropriate screen of information. Through two direct clicks, a
driver is able to immediately report an event, whether it is a traffic jam, road alert, or
map issue.
The Ability to Vote Ideas Up or Down. To understand the pulse of the crowd—what
it is thinking, what the most popular ideas are, and whether consensus has been
reached—there needs to be a mechanism to vote ideas up or down. This is especial-
ly important when a crowdsourcing application becomes bombarded with a multitude
of ideas. Voting and rating mechanisms allow one to quickly view what ideas have
risen to the top. One example of this is My Starbucks Idea, which allows visitors to
vote on their favorite ideas. The most popular ideas rise to the top, while the less
popular ones can be filtered out.
Creating “Sticky” or Addictive User Interfaces. All of the best practices discussed in
this paper employ techniques that engage the crowd, and make them more likely to
stick around for more. Mechanical Turk has a dashboard that allows you to track
your progress and money earned. Waze lets you chat with other Wazers, as well as
check gas prices in your area. My Starbucks Idea uses Leaderboards so that creating
the best idea becomes almost like a contest. Likewise their “Ideas in Action” give
you incentive to create an idea that might actually be implemented. Innocentive has
a mobile app that sends you real-time updates whenever a new challenge in your area
of expertise has appeared. Many of these crowdsourcing initiatives also allow you to
set up links to Facebook, Twitter, and other social media, further creating an expe-
rience that keeps you connected—e.g., Waze links up with Facebook to show you
where your friends are.
Learning from the Crowd: Adaptive User Interfaces. User interfaces that adapt to
crowd behaviors can be especially effective in creating an engaging interaction with
the crowd. Waze aggregates information about traffic information and road alerts to
dynamically generate a route to your destination. In the future, we foresee many
more crowdsourcing applications that learn about you, and learn about the crowd, to
deliver more effective advice tailored to your particular circumstances.
228 R. Nakatsu and E. Grossman
5 Future Work
The exploratory study described in this paper will be the basis for a more extensive
study on creating user interfaces for crowdsourcing. We will be looking more exten-
sively at the 100+ examples of crowdsourcing that we have gathered in our own data-
base and records. Some of our research questions will include consideration of the
following:
• What types of user interface features are most appropriate for each different type
of crowdsourcing?
• How do we support collaboration (Quadrant IV) types of crowdsourcing?
• How do we better support processes in managing more complex forms of crowd-
sourcing involving high commitment tasks—e.g., online problem-solving plat-
forms that support the process for idea submission to payment, to intellectual
property management.
• What can we learn from current efforts of crowdsourcing to developing user in-
terfaces for new and emerging forms of crowdsourcing in the future? For exam-
ple, what can we learn from open source software development that we can apply
to the open source design of hardware and other products?
• What are some of the critical success factors of crowdsourcing? Conversely,
why do some crowdsourcing initiatives die out and fail?
It is clear from our review of the literature, and this exploratory study, that crowd-
sourcing applications are very much on the rise today, and will continue to generate
many more interesting applications in the future. We believe the study of the user
interface is a rich area to pursue, one that is currently underserved in the literature.
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Designing Effective User Interfaces for Crowdsourcing: An Exploratory Study 229
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Trailblazing Information:
An Exploratory Search User Interface
1 Introduction
Adhoc-searches are well supported by current web search engines. Beyond that,
complex information needs or investigations which often rely on multi-session
search processes are not very well supported [12]. There is a growing need of
users to be supported in complex search tasks like exploratory searches.
Noël et al. [16] modelled the exploratory search process in general by providing
three axes of freedom a user usually selects from in order to navigate in an (un-
known) information space (Fig. 1). Thereby, an overview visualization of search
paths (search trails) is identified as a crucial aspect to support the XS process.
New concepts to satisfy such requirements are being developed and investigated
under the term exploratory search (XS) [12,23]. It is based on advances in tech-
nology as well as novel insights from psychology. Ergonomically designed user
interfaces (UIs) should support users by easy-to-use switches between overview
and context views [20] since this is one of the key tasks an Exploratory Search
User Interface (XSI) should support [23]. In this work we present a possible
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niques and methods are proposed that were evaluated as useful enhancements
to support exploratory search tasks.
2 State-of-the-Art
Modern search engines have been engineered and tested to be good in finding
answers to relatively straightforward questions. However, if the user has a more
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 230–239, 2013.
c Springer-Verlag Berlin Heidelberg 2013
Trailblazing Information: An Exploratory Search User Interface 231
Fig. 1. 3D of movement in exploratory searches [16]: (A) query input, (B) vertical axis
for filtering, (C) horizontal axis for similarity measures and (D) transversal axis
complex information need, traditional search engines can only partly - if at all -
assist in finding sources that could satisfy the demand [8].
Beyond search user interfaces (SUIs) that are solely based on user queries, a
myriad of systems to explore information spaces exist. One exemplary informa-
tion exploration system is the dynamic queries interface by Ahlberg, Williamson
& Shneiderman [1]. It is characterized as an interactive graphical visualization
of a database and allows query formulation via direct manipulation of widgets
such as sliders. While corresponding tasks differ in motivation, search objec-
tive, complexity, uncertainty, activities and task [6], exploratory search can be
characterized by the problem context and the search process [23]. The searcher
is aware that he needs information to solve an ill-structured problem or pro-
cess [19]. Around 20-30% [18] of searcher’s goals are undirected queries. Beyond
knowledge acquisition, the search process yields higher-level intellectual capabil-
ities of the searcher within a particular subject area [23]. The user experience
suffers in these cases, as SUIs are not well equipped for exploratory behaviour,
and thus users employ non-expedient strategies out of necessity [22].
“The goal of information exploration is the refinement of a vague information
need that leads, through interaction with information objects and information
resources, to a more thorough understanding of the problem” [21]. Further char-
acteristics of this kind of exploration is a defined conceptual area [22] and the
examination of metadata of information sources [7]. In this area, filtering tech-
niques can be useful to reach the informational goals. Exploratory data analysis
is an example for information exploration [22]. One exemplary information ex-
ploration system is the dynamic queries interface [1]. It is characterized by an
232 M. Nitsche and A. Nürnberger
1
http://www.google.com (03.02.2013)
2
https://plus.google.com (03.02.2013)
3
http://www.youtube.com (03.02.2013)
Trailblazing Information: An Exploratory Search User Interface 233
3 Trailblazer
In 1945, Vannevar Bush and Jingtao Wang described in their article “As we may
think” the MEMEX system [4]. MEMEX (memory extender) is a theoretical sys-
tem that was conceptualized to support users in “trailblazing”: Trailblazing as
a profession that establish “useful trails through the enormous mass of the com-
mon record” [4]. Since the proposed SUI here is also supposed to support users in
trailblazing useful information out of the mass, we call the system “Trailblazer”
in honor of Bush’s early vision.
3.1 Concept
Fig. 4. Iconic representation of search trails. Here, the search trail of Fig. 3 is symbol-
ized on top as a characteristic representation.
Trailblazing Information: An Exploratory Search User Interface 235
and
Fig. 6. Preview in context of other results (left and right) and InFrameBrowsing [15]
– automatic loading of further results if user reaches the right or bottom end of
the display (infinite scrolling, no page turns necessary),
– support of explicit searches like user’s expect of ordinary search user interfaces
(in this case automatic archiving of previous search paths),
– saving & loading of search paths (supporting seamless switching between
searches)
and
4 Evaluation
Three would use it for grounded specialist research, with one subject saying,
“the system would be a good support, one only has to use one platform”. Two
of them would separate between their ad-hoc search system and a special tool
for exploratory searches.
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QUEST: Querying Complex Information
by Direct Manipulation
Abstract. When users search for information in domains they are not
familiar with, they usually struggle to formulate an adequate (textual)
query. Often users end up with repeating re-formulations and query re-
finements without necessarily achieving their actual goals. In this paper
we propose a user interface that is capable to offer users flexible and
ergonomic interaction elements to formulate even complex queries in a
simple and direct way. We call this concept QUEST (Query User Inter-
face for Exploratory Search Tasks). The proposed radial user interface
supports phrasing and interactive visual refinement of vague queries to
search and explore large document sets. The main idea of this concept
is to provide an integrated view of queries and related results, where
both - queries and results - can be interactively manipulated and influ-
ence each other. Changes will be immediately visualized. The concept
was implemented on a tablet computer and the usability was stepwise
evaluated during a formative and a summative evaluation process. The
results reveal high usability ratings, even if the concept was completely
unknown to our test users.
1 Motivation
When users try to handle complex information needs they often end up in con-
ducting exploratory searches [11]. One of the main characteristics of exploratory
searches is that users often do not know how to formulate their information
need and that they are unfamiliar with the domain they search in [18]. Thereby
learning and exploring aspects will be covered as well [18,11]. This concept of
interactive visual filtering of relevant information in a more natural way that
enables data processing in cases, where standard algorithms can not be applied
since these algorithms might filter out relevant data.
In this work we like to tackle the problem of formulating appropriate queries
by offering dynamic user interface (UI) elements that enable users to manipulate
directly the UI elements by touch gestures. We introduced the concept of this
paper back in 2011 [15], where we described the basic idea and did some pre-
studies with a digital mock-up prototype. In [16] we first introduced a running
implementation and a more detailed user study towards this concept. In this pa-
per the latest results of conducted user studies the platform independent HTML
5 re-implementation of the proposed concept and newly designed UI elements
are presented.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 240–249, 2013.
c Springer-Verlag Berlin Heidelberg 2013
QUEST: Querying Complex Information by Direct Manipulation 241
2 State-of-the-Art
Interactive filtering search user interfaces (SUIs) are not new: The VIBE-system
[10,17] also supports users in finding relevant information using magnets to at-
tract relevant documents to specific screen points (Fig. 1). The principle of dust-
and-magnet was previously presented by Yi et al. [19]. Our proposed concept
uses this principle also - as one aspect of the interaction concept. In contrast
to VIBE we offer users an interactive visualization with less classical WIMP
(Windows, Icons, Menus, Pointer) UI elements. Thereby, no virtual mapping of
functions is necessary and users might be able to use the interface in a more
firm and reliable way. Cousins et al. [5] developed a system that follows a direct
manipulation approach like done here. In contrast to our proposed solution it
is divided into different UI elements and different views. It is less integrated in
a single view. Therefore user’s work load might be higher since she or he needs
to face various mode switches. Commercial systems, like the Vis4you concept1 ,
are more focused on visualization than on interaction (via direct manipulation).
Furthermore, their system is designed to be used on desktop computers with a
mouse (single point and click principle), no support for multi-touch, no platform
independent approach.
3 QUEST
Since users sometimes do not know what they are searching for, we like to support
them by the opportunity to formulate vague queries. The proposed solution
1
http://www.vis4you.com/vis4you/ (accessed on 04.07.2012)
242 M. Nitsche and A. Nürnberger
is called QUEST (Query User Interface for Exploratory Search Tasks). Here,
the user is asked to narrow the search results by dragging user interface (UI)
elements, so called widgets, with its query terms (or objects), see also Fig. 2.
3.1 Concept
The concept follows the idea that more relevant data are centred. Note, this is
equivalent to filtering an overcrowded desktop, cf. Fig. 3 (left picture), where
the more centralized documents are possibly more important (highlighted in the
right picture). Query objects (widgets) can be entered via a virtual keyboard and
can also be dragged by the user to formulate more complex or vague queries.
Selecting a specific data point supports the user with additional information on
this data point and highlights all further related data points (Fig. 4). The dis-
tance of a certain term is directly connected to its importance for the user: If a
user thinks a specific term is more relevant to its actual filter/search task, he po-
sitions the corresponding UI element nearer to the center. Thereby, users do not
need to specify a concrete position of UI elements on the screen, we support this
by a non-determined precision. Due to the increasing amount of data and com-
plexity, it is necessary to apply and improve the concepts of visual information
filtering and retrieval. This goes along with the underlying methods and tools.
2
http://lawprofessors.typepad.com/ (accessed on 04.07.2012)
QUEST: Querying Complex Information by Direct Manipulation 243
Considering clustering algorithms (e.g., k-means [3]), we thought about the con-
cept of vague query formulation: Since users sometimes do not know what they
are searching for, we like to support them by the opportunity to formulate vague
queries. The system was designed to be a multi-user system. Therefore a num-
ber of multiple users need to be supported at the same time, also considering
security aspects [14]. To offer each user the same possibility to interact with the
system we use a radial form for the interface layout. Furthermore, an underlying
multi-touch device is a hardware requirement, that enhances the combination of
tool and application domain significantly. Another appealing advantage is, that
multi-touch also supports users in a more natural way of interaction [9]. Other
radial user interfaces for selecting or filtering often offers fixed places for items.
In contrast to this our system is supposed to be more flexible since users are
allowed to position their query widgets where they like.
Fig. 4. Concept of relevance mapping (left) and corresponding results (right), visually
highlighted to group them (e.g. highlighted results for the search term “cat”)
The formula for calculating the relevance of a SearchResult object (result dot) is
shown in Fig. 6. The calculated relevance determines the distance to the center,
considering further result objects. To address various types of end devices such
as multi-touch desktops or mobile interfaces with large displays, we use direct
manipulation as a central interaction paradigm. Only the relative distance of an
UI element to the center is relevant for the system. Thus, we provide users with
a direct linking to the data they like to filter. By this interaction concept, we
propose to achieve more precise results. Additionally, we support users with the
concept of What-if -queries, which supports a fault-tolerant interaction system,
using a ghosting technique: Dragging an element and holding it on a specific
position triggers the system to show the user how many items are in the center
point of interest (POI) after releasing the element. Thereby, users are able to
explore the impact of possible next steps.
Changes of the query configuration also effect the data points to provide the
user with a direct link to the data (interactive visualization). By the underlying
metaphor of magnets, we offer an integrated feedback, comparable to Dust-and-
Magnet [19]: When users drag a specific UI element to a certain point, relevant
data points follow this UI element. Data points that have the same TF-IDF value
(equal relevance to a query configuration) are drafted with a minimal distance
to each other to minimize the possibility of occlusions.
3.2 Features
4 Implementation
To proof the concept of the proposed user interface, a first prototype was imple-
mented, using an Apple iPad (Fig. 8). This application was written in ObjectiveC
using the xCode environment3 . The backend architecture is the CARSA system
[1], an information retrieval framework for research purposes.
Currently, an HTML 5 re-implementation is going to be developed. In Fig.
10 the re-design is shown: Left, a drop area for currently unused UI elements
is offered, on top the complex user query is represented by numbers and us-
ing different shades of blue. On the right side a common known result listing
is shown that corresponds to the radial representation shown in the center of
the screen. The radial representation follows the principles introduced in this
paper. The result dots are now represented using favicons to support a better
representation.
Since this contribution is basically driven by fields of human factors and user
interface design, we are using common methods from these research areas. Such
as user centred design (UCD) processes [7], formative evaluation methods [12],
questionnaires [6], think-aloud-protocols [8], and cognitive walkthroughs [4].
The evaluation concept followed a formative evaluation process where several
usability testing were conducted. Several test users mentioned that it was fun to
use it, which might is reflected by a high rating of joy of use measurings. Also
in parallel to the development process: To identify at least 85% of all usability
issues this mock-up was evaluated according to Nielsen and Landauer [13] with
only a small number of test users since most usability issues will be mentioned
repeatedly by users. The sixth tested user would report new usability issues in
only 15% of all cases. Therefore we decided to ask only eight users. The results of
this first user test seem to be promising that this concept works as desired. Users
were introduced in the main features and were asked afterwards to formulate
a filter query consisting of three terms to find all relevant documents while
visualizing most important relations to other potential interesting data. After
going through a cognitive walk-through of a movie filtering task our eight test
users (six male, two female, average age: 23.4) answered seven usability questions
by filling out a 7-step Likert scale from 1 (very bad) to 7 (very good). Next to
cognitive walk-throughs, we used think-aloud-protocols and questionnaires. The
usefulness of the prototype was rated high, the functionality was praised by test
users, performing tasks were rated as very easy and test users were satisfied
with QUEST. Terminology, attractiveness, and consistency were rated lower.
Our final evaluation revealed the results you can see in Fig. 9. Even if there is
room for improvement the results reveal overall a good usability, several test
users mentioned that it was fun to use it, which might be reflected by the high
rating of the joy of use measurement.
3
developer.apple.com/xcode/ (accessed on 04.07.2012)
QUEST: Querying Complex Information by Direct Manipulation 247
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Analytics on Online Discussion and Commenting Services
Abstract. From the view of design claims for online communities, it is very
crucial to take interactions among members in a community into account when
starting and maintaining it. This means managers of online communities need to
technically support their members through online discussion and commenting
services. Online discussion and commenting service, so called, blog comment
hosting service, helps communities to provide their members with feedbacks of
others, since such feedbacks play much important role in starting and maintain-
ing an online community. Through online discussion and commenting services,
we can post a comment on the website using our own social network service
account if the website uses a social comment platform. Whenever, whatever,
and wherever users post a comment, every comment is integrated and managed
by the social comment platform. One of most powerful social comment
platforms is Disqus. It is the social comments platform or social discussion
platform used in the world popular websites such as CNN, Billboard. Thus,
we analyze it in various views and give a several suggestions to make the web-
sites more active. Main findings reported in this paper include significant
implications on the design of social comment platforms.
1 Introduction
Most online communities don’t practically fail in their business. There are thousands
of online community projects that have been created, and only the 10.3% of them
have more than three members [1]. From the studies on boosting up online communi-
ties, many key words are extracted: motivation, incentive, Q&A, contribute, commit-
ment, regulation, newcomers and so on. These are highly related to success of an
online community. In other words, we need to take them into much account in analyz-
ing an online community in order to start up and encourage it. Some of them such as
motivation, incentives, Q&A are basically necessary to follow design claims to make
an online community successful. The others directly guide it into being valuable.
Based on design implications for the successful online community, their effects are
simple and clear. Most of them are due to the increase of the members' motivation,
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 250–258, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Analytics on Online Discussion and Commenting Services 251
Online community is a group separated by space and time [3]. The other key concept
behind online community is the use of networked technologies in one form or another
to collaborate and communicate. It is also purposely designed by starters.
Starting and maintaining online communities should be much systematic and specia-
lized to be successful. In order to start new online communities, Resnick et al. [1] sug-
gest three major challenges. The first is to manage to obtain a position among online
communities even though it is quite small. The second is to keep that position in the
competing communities and to provide alternative ways that potential members can
spend their time. We need to make strategic choices about the scope of the community
252 S. Shin et al.
and about its compatibility and integration with other communities to meet these two
challenges. The third challenge is to get to critical mass. A new community must recruit
members before it has become a kind of community that they will value. There are a
number of design approaches to meet this challenge, including substituting a professio-
nally-generated content for a user-generated content in the early stages, leveraging early
participants to attract later ones, and setting expectations about the likely future evolu-
tion of the community. Here is some design claims mainly considered to begin new
online communities, especially in terms of the interaction among members.
Single-user and small-group productivity, entertainment, or commerce tools can
attract people to an online space before the community features are successful [1].
Many online sites with successful social content started by providing valuable ser-
vices to their customers in the absence of a critical mass in the online community.
Instead of offering a service that is individually valuable to one person, it is some-
times possible to offer a group service that is valuable to a small enough group that
the group can collectively decide to join. For example, Yahoo! Groups, for example,
is a community-hosting service that allows anyone to create a group (complete with e-
mail list, discussion board, photo storage, calendars, and other tools). Amazon.com is
another example of site that attracted initial users for shopping. It has a large collec-
tion of successful social content options within its site. It uses collaborative recom-
mender technologies. Amazon amassed a critical mass of people and data by offering
a distinctively non-social application.
Therefore, most design claims including one thing mentioned above emphasize on
increasing members' motivation and commitment to communities, facilitating com-
munications, and increasing new members. Online discussion and commenting ser-
vices can’t perfectly support all of them. These design claims, however, enable us to
analyze how they are useful and helpful to manage online communities. Chua et al.
[4] reveal in their recent study that based on the content analysis performed on a sam-
ple of 1,800 messages from six online discussion communities (ODCs), ODC users
seemed to be engaged in a combination of online interactions to satisfy human sharing
needs such as to share or acquire knowledge, establish a social presence and convey
emotions. This implication represents how important online communities support a
discussion and commenting service to their members. N.F.Ali-Hasan et al. studied on
the social relationships on the blog through links and comments. They considered
blogs as social networks and applied social network analysis method on the blogs to
find out the way individuals share their information and how interact socially via
blogs. They found out that many interactions occur in comments written by bloggers
on a post of another blog [5].
Currently, there are several online discussion and commenting services such as Intense-
Debate, Livefyre, Echo, and Disqus. 1Many such services allow for users to log into a
1
http://en.wikipedia.org/wiki/Blog_comment_hosting_service
Analytics on Online Discussion and Commenting Services 253
blog comment hosting service using social network profile credentials, for example those
of Facebook Connect, Yahoo!, Google, LinkedIn, MySpace, etc. Such services may also
have an effect upon the instantiation of comment spam, as a prior registration to the com-
ment hosts may be the only means by which to make comments onto many blogs.
Disqus2 platform includes various features, such as social integration, social net-
working, user reputation, spam and moderation tools, analytics, email notifications, and
mobile commenting (Figure 1). Disqus is featured on many major publications, such as
Engadget, CNN, Daily Telegraph and IGN. The service offers a networked comment
system used to foster engagement and connect audiences from around the web. It looks
to make it very easy and rewarding for people to interact on websites using its system.
Commenters can build reputation and carry their contributions from one website to the
next. Using the Disqus' built-in network effects, bloggers and publishers can expect a
higher volume and higher quality of conversations by using the comment system. Both
the Disqus website and comment system are translated into more than 60 languages.
Besides, it works in all major web browsers, including Internet Explorer, Firefox,
Chrome, Safari, and Opera. On mobile devices, Disqus currently only supports browsers
using the WebKit layout engine. Now, we will take more look at Disqus.
The comment system of Disqus works hand-in-hand with a dedicated forum back-
end, so the conversations are never fragmented. It drives real engagement and traffic
on websites3. The fully real-time Disqus is perfect for participation on breaking news,
hot discussions, live events, and video content. No matter what platform people use,
2
http://en.wikipedia.org/wiki/Disqus
3
http://disqus.com/for-websites/
254 S. Shin et al.
In Disqus, people do not need to make new account because Disqus supports social
network login. For sure, it is possible Disqus account and people can connect their
own SNS account to Disqus. Disqus supports a system of following and, follower
such as Twitter. Using this function, we can subscribe the other users’ comments.
Moreover, votes, on like/dislike functions are supported in Disqus.
Different from general web crawler systems [6], Disqus offers an Application Pro-
gramming Interface (API) that is easy to crawl and collect data. We selected 10 web-
sites which have high activity among many websites introduced in Disqus showcase4.
The websites are CNN, The Week US, Washington Times, Wired, The Next Web,
Billboard, People, AllKPop, BoingBoing, and MLB. We categorized those 10 web-
sites into 4 types. CNN, The Week US, Washington Times were classified with News
category. IT category was assigned to sites such as Wired and The Next Web. Bill-
board, People, AllKPop belonged to ‘Entertainment’. BoingBoing and MLB sites
were exclusive with others. For each website, we collected 100 most active threads
(articles) with most 100 comments from each thread for recent 30 days on December
21th, 2012.
We made use of a Disqus API to collect data from the websites. Several Disqus
APIs, however, are still running under beta version and even have a few limitations.
For example, we could maximally obtain just 100 articles which users posted their
comments on according to sorts of downloading purposes prefixed by the Disqus.
4
http://disqus.com/showcase/
Analytics on Online Discussion and Commenting Services 255
So we could download information on just 100 articles. Besides, the maximum num-
ber of comments on a article has the default limit of 100 to be downloaded. Even
though a article has more than 100 comments, the Disqus API returns just 100
comments on the article. This limitation might be why there are few researches on
analyzing Disqus data.
Users. We also obtained information of users with using URLs containing users’
profile images who posted those comments. Furthermore, we downloaded all profile
images to analyze how many users uploaded their own images. Total users were
21,006, but information of some users was not enough. Therefore, total valid users
were 20,716. There are two default images provided by Disqus, and there might be
additional default images depending on the websites. We checked out all default im-
ages from the websites. Finally, we extracted their color histogram and compared it
with all profile pictures we downloaded. As a result, we had information on who
changed their profile images from the default. The number of users by websites is
shown in Table 1.
User Profile. We found that there is an interesting feature in user profile. Some users
upload their image file to change the profile picture from default to their own. Ac-
cording to our research, usually, almost half users uploaded their profile picture, and
the others use one of default images as their profile picture. However, only 36.7% of
users in ‘News’ category changed their profile pictures (Figure 3). We can assume
256 S. Shin et al.
that users in ‘News’ have low tendency to show their identity while users in the other
categories usually want to show their identity. This happens more obviously on the
list of top commenters of each category or website. For example, most top commen-
ters in AllKPop uploaded their own profile pictures, but most top commenters in
CNN do not have their own profile pictures.
There is less than 1% overlapped users between any two categories (Table 2). This
is because users usually post comments on the websites they are interested in, which
is proven by the result of analyzing the average number of forums mentioned above.
Main services and functions of Disqus have been discussed so far. Some cons, how-
ever, are investigated through our review as well. In Disqus, users are sent notifica-
tions via email, and can also be sent replies via email simply by replying. But they
receive nothing for notifications when other people like their comment. This may
decrease intrinsic motivation and intangible incentive. Disqus provides real-time
commenting, which means people don't have to refresh the page to view their new
comment. But Disqus doesn't provide any real time counters for the number of com-
ments or readers currently on the page. It also doesn’t extend its real-time comment-
ing service to mobile devices at this time. This may supports members' answering but
finally can decrease intrinsic motivation and intangible incentive. Disqus has a com-
munity box that displays Disqus comment metrics for the website you're currently on.
However, it is not sure that this feature is useful, and people can't share any individual
comment with Disqus via Twitter or Facebook. This can decrease affective commit-
ments of members. Disqus' Community Box contains metrics for the website people
are currently viewing. The service tracks the likes people' comments have received.
But these statistic numbers are scattered in different places and certainly don't look
helpful for users. This can decrease normative commitments of members and mem-
bers adherence to normative behavior at the same time because it is not efficient to
show statistics of normative behavior. Disqus doesn't provide the service of tagging
Analytics on Online Discussion and Commenting Services 257
users' friends on Facebook and Twitter. This function is really attracting. So this prob-
lem can make it difficult to get to critical mass because of lacking of membership.
In contrast, one of the most attracting factors in Disqus for online communities is a
user profiles management service. Disqus provides the full user profile via a pop-up.
Pop-up profile includes full user profile, user bio, Twitter and Facebook account
links, the number of comments and likes, a list of the communities associated with the
user, and an activity stream(previous comments), so that people follow user's com-
ments via Disqus by clicking 'follow'. This can increases bond-based affective com-
mitment and membership in terms of the design claims.
We have some limitation in the analysis of Disqus data because the data provided
by Disqus APIs is not enough. Moreover, we could not use the reputation scores of
each user in this research because of reliability, although we collected them. We sent
a Discus manager an email to ask how Discus generates the reputation scores. But
their reply just said that the reputation is not perfect yet. What we only know is at this
moment that the score is related with the number of likes and comments.
To make our study better, a comparative study is necessary such as how different
the number of comments users post is between websites using an online discussion
and commenting service and websites not using, or the analysis on how different the
number of comments is between before a website starts using the service and after.
6 Conclusion
We have reviewed what design claims are important to start and to maintain online
communities so far. Helping users in online communities to interact with other mem-
bers is quite useful to make online communities successful through online discussion
and commenting services. Some analytics on users and comments data from ten active
websites have been also done to see how Disqus is used for them, and what we can do
to make a website more active with using a discussion and commenting service.
Our analysis on Disqus data show the website that we selected can be classified
mainly two types; news and the other. There are specific features and suggestions of
websites. Firstly, interaction is more active by following and followers in ‘News’
category. The number of users who have their own followers and following is rela-
tively higher in ‘News’ than in the other categories. Secondly, discussion is more
active with thoughtful comments in ‘News’ category. This represents that the forums
in ‘News’ are usually about hard topics such as politics, economics, etc. which are
good for discussion. Thirdly, users post comments in more various forums in
‘News’ category. Interestingly, they tend to post comments in the same type of fo-
rums which are mostly other news sites. Finally, users have low tendency to set their
profile pictures in news type compared to the other websites.
References
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2. Kraut, R.E., Resnick, P.: Encouraging contribution to online communities. In: Evidence-
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4. Chua, A.Y.K., Balkunje, R.S.: Beyond knowledge sharing: interactions in online discussion
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Incentive Structure of Participation in Community
Activity
1 Introduction
2 Previous Studies
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 259–268, 2013.
© Springer-Verlag Berlin Heidelberg 2013
260 Y. Shiozu, K. Yonezaki, and K. Shimohara
increased happiness. It is often said that financial relationships with family, compan-
ions, the neighborhood, etc. contribute to happiness. Also, from economics, the signif-
icance of social relations is pointed out based on the capability approach. Every
theory shows that relationships increase the feeling of happiness.
1
For example, m persons expense the cost, benefit will be expressed as Bi − ( N − m ) d i .
Incentive Structure of Participation in Community Activity 261
Cooperation Non-cooperation
Sphere [1] and [2] show cooperating cases, and sphere [3] and [4] express non-
cooperative cases. As the conditions are originally satisfied, in sphere [1] cooperation
is carried out. On the other hand, in sphere [2] by connecting games, cooperative be-
havior occurs. Since the benefit obtained by linking a game is less than the sphere [3]
from the cost cutting on which I depend non-cooperative, cooperative behavior does
not break out. Since the incentive which I depend non-cooperative exists and a benefit
serves as the maximum under the behavior, sphere [4] is a sphere where social
dilemma does not exist.
Therefore, even if a social dilemma exists, Aoki has pointed out that there is the
potential that cooperative behavior will be performed, when social capital exists.
These models assume that society consists of brethren groups, such as trading mer-
chants or farmers only. As a result, social composition members have long-term rela-
tionships, and maintain the workplace environment together. Thus, these models are
based on a strong relationship of interdependence.
3 Model
In current city suburbs, since they are easier to move into than modern rural commu-
nities, suddenly an unknown person becomes a neighbor. It is an open network. Since
current city suburb inhabitants' vocation and family structure are diversified,
community activity consists of the following two types.
Private Provision of Local Public Goods. For local residents, broadening sidewalks,
and a crime prevention patrol, etc. are common subjects. Two or more persons can
improve sidewalks and simultaneously take countermeasures against a suspicious
person. However, they cannot completely eliminate [remove] someone who does not
pay the cost. Based on these two characteristics, broadening a sidewalk and taking
countermeasures against a suspicious person, etc., can be called public goods. In addi-
tion, peripheral [other] people can use the sidewalk daily, or can expect crimes to be
prevented by the patrol of a specific area. Therefore, broadening sidewalks and
countermeasures against a suspicious person can be called local public goods.
262 Y. Shiozu, K. Yonezaki, and K. Shimohara
There are various kinds of local public goods, and local governments usually pro-
vide them. However, when the manpower and financial support of local governments
are insufficient, local residents on their own might undertake a crime prevention pa-
trol, etc. as a countermeasure against suspicious people. This case is called the private
provision of local public goods.
In this paper, in order to clarify the participating incentive structure to a communi-
ty activity of a current city suburb, the collaborative activity of an Aoki model is re-
placed with the private provision of local public goods. But since there is a conflict of
interest for local residents about the provision of local public goods, a model is made
about this section using the tie-up formation on the basis of a negotiation model.2
Association with Neighbors. According to Ishida (2011), in the past in Japan, the
gender division of labor was not clear, and there was mutual help for nursing, patient
care, etc. by the neighborhood. The benefit of the community game in an Aoki model
assigns merit to the mutual help of such a community.
In Japan after modernization, with the emergence of an industrial structure, gender
division of labor advanced and the number of employees increased. As a result, com-
panies and households started to offer the mutual help function that the community
had so far borne. The benefit of association with neighbors assumed by the model of
this paper is a residual part of the mutual help which neither the household nor the
company can cover. Specifically mentioned are people talking to one another in a
neighborhood, confirming their safety following a disaster and taking refuge together,
etc. It is assumed that the cost of association with neighbors is dependent on the num-
ber of interveners. This is because various types of effort are required in an open
network in order to have interpersonal relations.
Regional community activities consist of two stages: At the first stage, the members
of the community determine by negotiation the type of local public goods that they
will provide privately. The model of the game is the sequential style negotiation mod-
el of Rubinstein (1981). The second stage is the game where someone communicates
with neighbors or does not.
The model consists of two stages: First by an OFT strategy, where only when the
participation right to the negotiation of the private provision of local public goods in
the first stage is acquired. Also examined is the case where there is participation in
association with neighbors at the second stage. Later, when an OFT strategy is not
being achieved is also analyzed.
First Stage: Negotiation/Tie-Up for the Private Provision of Local Public Goods.
We assume the inhabitants of a community, N = {1, --, N}.Cooperative relations is
2
Aoki (2001) also points out the importance of negotiation as another side of economics.
Incentive Structure of Participation in Community Activity 263
{ }
m
expressed as the tie-up S. The structure of this tie-up is denoted by ∏ = S k .
k =1
Moreover, Π is a split ups (partition) of N= {1,--.,N} (i.e.
S k ≠ ∅, S k ∩ S k ' ≠ ∅, for k ≠ k', and ∪ mk =1 S k = {1,..., N } ). Each inhabitant
supplies local public goods privately. z is the social marginal benefit from the player
or inhabitants who cooperated in the private provision of local public goods arbitrari-
ly, and sets the cooperation cost to c(z). When Z is made into the total benefit from a
private provision of all the inhabitants' local public goods, a certain inhabitant's gain
is defined as Z-c(z).
If it is assumed that when all the people that belong to the tie-up S contribute at the
same level, the total of the gain of the tie-up S will become like s[ sz − c ( z ) + Z − i ] . s
is the number of member participants of the tie-up S, and Z − i is the total of inhabi-
tants' contribution that is not included in S. Therefore, the participant in a tie-up will
solve the following questions:
max sz − c ( z )
z
This expresses the kind of cooperation organization on the basis of the private provi-
sion relationship of local public goods using a tie-up formation model. The sequence
of the suggestion and the response is decided exogenously and the negotiation process
of a tie-up formation performs the game according to the sequence. When people of
the initiative propose a formation of the tie-up S to which self belongs, a game starts.
In proposed tie-up S, each person who has participated answers the suggestion ac-
cording to the sequence decided. If one refuses a suggestion, the person has to pro-
pose S', a counterproposal. A tie-up will be formed if a suggestion is accepted by all
the people contained in the tie-up S. And when all the people in the tie-up S are away
from the game, the inhabitants of the initiative begin a suggestion out of a set of the
inhabitants of N/S which remain. Time is denoted by t=1,2,…. Each inhabitant's strat-
egy, tie-up size which may happen at each term if it is a proposer and which contains
self for every history. It proposes, and if it is a response person, it is an acting pro-
gram which may happen and which opts for "acceptance of order" and "veto" for
every history.3
A stationary subgame perfect equilibrium (SSPE) is a strategy profile
Γ = {Γ1 ,..., Γ m } that fulfills the following two conditions: (1) About all inhabitants,
Γi is a stationary strategy. (2) A strategy is an optimum strategy to other inhabi-
tants' strategy in all the histories in which each acted about all inhabitants.
A strategy profile means that it is dependent only on a suggestion while each inha-
bitant is running, and the already formed tie-up. That is, in a stationary strategy, inha-
bitants' behavior is dependent only on the factors relevant to gain. In the game of this
paper, this corresponds to the already formed tie-up and the left-behind inhabitant
player. In other words, a stationary subgame perfect equilibrium is the profile of a
3
We call what happened in the past history. So, the history of time t is all the list of behavior.
264 Y. Shiozu, K. Yonezaki, and K. Shimohara
stationary strategy with the history that inhabitants do not exist for whom gain goes
up from the strategy determined by one-sided deviation.
Second Stage: Association with Neighbors. The second stage is based on the com-
mons game by Aoki (2001), which is a part of community game connecting the social
exchange game and the commons game by Aoki (2001). The participant has to pay
the cost C s for association with neighbors, as in the preceding paragraph. The benefit
Bs ( n) can be obtained if n person has participated in it among the inhabitants of a
certain region.
When the OFT Strategy Is Achieved. We calculate the solution of the game by
backward induction from the second stage to the first stage. First, we reason from the
second stage (association with the neighbors). When an OFT strategy is taken, in
association with the neighbors, it will be a requisite that the negotiation for private
provision of local public goods has been achieved.
If it is a game only for one time and is Bs (n) > Cs (n) , it participates in an associ-
ation with the neighbors, and mutual help is performed. If it is Bs (n) < Cs (n) , it will
not participate in an association with the neighbors’ game.4 But since the social
interaction in the region is not a one-time limitation, it usually considers repeating a
game.
A benefit at each time and the slippage of the cost serve as . Total ben-
efit which will be obtained by participating in association with the neighbors if the
discount rate to the future is set to δS is below. It is set to (1).
δS
BSC = ( BS (n) − CS (n)) (1)
1 − δS
Because the benefit that eq.(1) expresses is considered to also be the benefit obtained
only by doing the private provision of local public goods, this can be interpreted as
social capital which associates neighbors with each other. So,
As long as it is (2), participate in association with the neighbors at the second stage.
Eq.(2) is the participating incentive compatibility condition (IC 1) for association with
neighbors.
We consider that, at the first stage, the cooperative relationship to the private pro-
vision of local public goods includes the results of the second stage. Each inhabitant's
utility function serves as the shape where the gain of the first stage and the second
stage was united, and is the following:
4
We call what happened in the past history. So, the history of time t is all the list of behavior.
Incentive Structure of Participation in Community Activity 265
sz − c( z ) + Z − i + BSC i∈S
u= (3)
Z − c( z ') i∉S
Proposition 1
1. If Z − c( z ') > sz − c( z ) + Z − i + BSC , the tie-up structure will serve as
Singleton.
2. If Z − c( z ') < sz − c( z ) + Z − i + BSC , the tie-up structure will serve as a totality
tie-up.
<Proof> Here, we use the theorem written by Bloch (1996). "When a player is
symmetrical, as for the regular subgame perfect equilibrium of a tie-up formation
game, the player 1 chooses whole-number from interval [1,n]. Then player
k1 + 1 chooses whole-number k from interval [k1 +1, n] . The game agrees with
the part game perfection balance in the limited procedure game that continues until a
If Z − c( z ') > sz − c( z ) + Z − i + BSC is always formed, they are all the sug-
gestions, everyone does not propose several tie-ups, but one proposes the cooperation
with only oneself, and it is achieved. For the opposite case, the first proposer proposes
totality tie-up, and it is achieved. ■
If the inhabitants who do not cooperate in a tie-up assume that private provision of
local public goods is not carried out at all, the conditional expression in which the
totality tie-up is achieved will be set to Z < sz − c( z ) + BSC . Since Z=sz here, it is
set to c( z ) < BSC and the measurement of the private provision cost of the gain of
the second stage of association with neighbors and the local public goods of the first
stage serve as a key to whether it is able to produce a cooperation system. But since
the cost of association with the neighbors is dependent on the number of people par-
ticipating in the game, the following corollary is drawn.
Corollary
When the number of players who participate with neighbors becomes N→∞,
1. If Bs (∞ ) > Cs (∞ ) , a tie-up structure is the totality tie-up.
2. If Bs (∞ ) < C s (∞ ) , a tie-up structure is Singleton.
When the cost of association with the neighbors exceeds the benefit,
Bs (∞ ) < C s (∞ ) , or the cost for cooperating in the private provision of local public
goods exceeds the gain of association with the neighbors, c( z ) > BSC , it is difficult
to do private provision of local public goods over the long run.
266 Y. Shiozu, K. Yonezaki, and K. Shimohara
When the OFT Strategy Is Not Achieved. We examine the case that even if
someone does not cooperate for the private provision of local public goods they still
associate with neighbors. In order to find a long-term relationship (following the
preceding paragraph), we examine an infinite time repeated game.
Theorem. If the following conditions are satisfied when the OFT strategy is not
taken, someone who does not cooperate in the private provision of local public goods
and participates in association with neighbors. However, this strategy is not a domi-
nant strategy.
(4)
<Proof> When the OFT strategy is not taken, the first stage and the second stage
become independent. Therefore, the utility function of each inhabitant of eq.(3) be-
comes only a benefit of the first stage.
u (3’)
Proposition 2
1. If , a tie-up structure will be Singleton.
2. If , a tie-up structure will be totality tie-up.
4 Considerations
with the neighbors, C s ( n ) , cannot but go up. Then, the case that the cost of associa-
tion with the neighbors exceeds the benefit of association with the neighbors or the
case where the cost of private provision of local public goods exceeds the benefit of
association with the neighbors will occur. As a result, the continuation of a communi-
ty activity can become impossible from the propositions and corollary.
Of course, a working population also resides in the region. Considering deleting
the time of an occupation or holidays and going out for a crime prevention patrol for
the aged (the cost of private provision of local public goods), and the aged's talk (the
cost of association with neighbors), C s ( n ) ), they may sometimes feel more satisfac-
tion is obtained from an occupation, housewifery, and leisure than the sense of securi-
ty that there is a companion nearby. Today, since NPOs or volunteers carry out crime
prevention patrols in the region, they take over the cost of private provision of local
public goods (c (z')). In this way, if the OFT strategy is achieved, the strategy of co-
operation will realize only the private provision of local public goods. Otherwise, the
strategy of participating in no community activities is realized. In fact, there are many
cases where people only associate with neighbors and are exempt from cooperation in
the private provision of local public goods for reasons of being aged or by paying a
fee. These are considered to be the cases where the OFT strategy is not achieved.
For the private provision of local public goods at the first stage, the problem is the
selection of the kind of private provision of local public goods. In many cases, long-
time inhabitants and subjects who have already performed the community activity act
as the proposers of the initiative. If the OFT strategy is achieved, from proposition 1
and the corollary (when new inhabitants cooperate in private provision of local public
goods), only the old inhabitants form a tie-up and a situation without friendships de-
veloping with new inhabitants may also occur in a new residential area.
Two procedures can be considered as solutions to the question raised as the subject in
the preceding sections. One is decreasing the cost of the private provision of local
public goods or association with neighbors. Another is that the new and the old inha-
bitants will cooperate to equally enjoy the benefit of community activity.
First, we concretely consider the ways for decreasing the cost of private provision
of local public goods or association with neighbors. If you meet and talk with your
neighbors, your time with an occupation, or housewifery and leisure will decrease.
However, there's some possibility to reduce the troublesomeness of association with
neighbors. That is, by using ICT such as a virtual common space composing of virtual
plants as users’ avatars, a person's movements may be visualized as a plant on a
screen, and another person may send a certain signal at his/her slit time.
Similarly, appeals for participation in a crime prevention patrol, etc. by an elec-
tronic bulletin board or a discussion in an electronic conference room might also de-
crease the cost of private provision of local public goods. But, according to the social
trial run that Hampton (2007) studied in the Boston suburbs, a big slippage was seen
by the occupancy rate of an electronic conference room or an electronic bulletin board
268 Y. Shiozu, K. Yonezaki, and K. Shimohara
by individual ICT skill and life stage. Kimura (2012) has indicated that a survey in
Japan like Hampton’s has not been conducted yet but such a measure is required.
Another is that new inhabitants and old inhabitants will enable participation to
equally enjoy the benefit of a community activity. What is necessary is, theoretically,
just to suppose that a sequential move game with an entry and recession is repeated,
in order to raise the benefit of private provision of local public goods. In fact, there is
a way to do that. For instance, by using an electronic conference room, everyone
could easily make suggestions or confirm participation in activities. Considering re-
gions where the OFT strategy has not already been achieved, this is one of the ways to
reduce inhabitants' opportunity cost by collecting the cost of private provision of local
public goods in money, and to outsource this to NPOs and so on.
We will do a future trial run to solve these two questions in a specific community
by utilizing ICT. The purpose of the trial run will be to see whether or not this contri-
butes to improving the happiness of local residents.
Appendix. When the private provision of local public goods and association with the
neighbors are restricted only once. Since the benefit to the non-cooperative person of
private provision of local public goods is and if it is a game with
limitations, un-cooperating is chosen once. Since participation in association with
neighbors is refused by an OFT strategy, if one does not cooperate in the private pro-
vision of local public goods, the gain from association with neighbors is set at 0.
Suppose all the members other than oneself participate in association with neigh-
bors in cooperation on the private provision of local public goods (n=N-1), the gain
for the non-cooperative person of the private provision of local public goods will be
. The gain of association with the neigh-
bors is set to 0, as mentioned above.
Similarly, the gain for the cooperation of the private provision of local public
goods is . In addition, when all
other members cooperate in association with neighbors, an association with the
neighbors participant's gain is .
References
1. Aoki, M.: Toward a Comparative Institutional Analysis. MIT Press (2001)
2. Bloch, F.: Sequential Formation of Coalitions in Games with Externalities and Fixed Payoff
Division. Games and Economic Behavior 14, 90–123 (1996)
3. Grief, A.: Institutions and the Path to the Modern Economy: Lessons from Medieval Trade
(Political Economy of Institutions and Decisions). Cambridge University Press (2006)
4. Hampton, K.N.: Neighborhoods in the Network Society. Information, Communication &
Society 10(5), 714–748 (2007)
5. Rubinstein, A.: Perfect Equilibrium in Bargaining Model. Econometrica 50, 97–109 (1981)
6. Ishida, M.: Sociology of Loneliness, Keiso-shobo. Koritsu-no-syakaigaku (2011) (in Japa-
nese)
7. Kimura, T.: A desire to Community Network is disassembled. Senri Ethnological Re-
ports 106, 41–60 (2012) (in Japanese)
Are the Intrusive Effects of SPAM Probes Present
When Operators Differ by Skill Level and Training?
1 Introduction
The Next Generation Air Transportation System (NextGen) plans to implement a
series of automated tools into the National Airspace System in order to aid air traffic
controllers (ATCos) in managing a two to three times increase in air traffic [1]. Next-
Gen seeks to accommodate this increase in traffic efficiently and safely, and at the
same time reduce its impact on the environment. To do this, NextGen will implement
a series of automated tools into air traffic management (ATM) systems that will
aid ATCos in managing the increased number of aircraft (AC). Some of the tools
that NextGen seeks to implement will aid controllers with conflict detection and
resolution [1].
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 269–275, 2013.
© Springer-Verlag Berlin Heidelberg 2013
270 H.I. Silva et al.
However, the lack of attention on the part of the operator when a system is highly
automated is likely to cause detrimental effects. For example, introducing automated
technologies into a system like ATM changes the responsibilities of the ATC from an
active controller to a passive monitor [2], which can result in lower levels of situation
awareness (SA), and out-of-the-loop syndrome. With highly automated tasks, the
operator is less vigilant, and, as a result, will have a harder time regaining awareness
should something go wrong [3-4].
The most common real-time probe method used to measure SA in a dynamic task
such as ATM is the Situation Present Awareness Method (SPAM). With SPAM,
operators are presented with a “ready” prompt to indicate that a probe question is
ready to be administered. If the operator’s workload is low enough for him/her to be
able to take a question, the operator will indicate that s/he is ready (typically by press-
ing a designated button). The time between the presentation of the ready prompt and
the operator’s response is a measure of workload. The time needed to answer the
SA probe question, and the accuracy of the answer, is taken to be a measure of SA.
Participants who show shorter SA probe latencies and higher SA probe accuracy are
considered to have higher SA. Using SPAM to measure SA has many benefits over
other methods by providing a more sensitive measure of SA (i.e., providing latency
data as well as accuracy data), being a method that can be applied in the field while
the operator is performing his or her task, and by being consistent with theoretical
notions of SA, such as the distributed approach where the user off-loads information
into the environment or displays [5-9].
Besides the benefits of using SPAM, it is important to note the drawbacks of using
this method. Despite the use of the ready prompt, SPAM does not eliminate all ef-
fects of workload, which makes the method somewhat intrusive. Answering probe
questions is a secondary task which could cause negative effects on the primary task
[9]. Pierce [10] had participants perform an air traffic management task in conjunc-
tion with a secondary task that consisted of answering SPAM queries, or one that
involves a high or low cognitive load. Pierce reported that use of SPAM queries re-
sulted in greater disruption in performance compared to other secondary tasks. In
addition to this, asking the operator questions may change the information that the
user is paying attention to and therefore can affect the user’s attention post-query [9,
11]. On the other hand, Bacon and Strybel [12], in a simulation designed to manipu-
late the operators’ attention to off nominal events, found no evidence that SPAM SA
probes affected the operator attention.
The present study examines whether these intrusive effects of SPAM are present
when the test participants are given extensive practice with the task, and whether the
effects of SPAM differs depending on the operator’s skill level at the time of test. In
addition, we wanted to determine if there were differences in the effects of adminis-
tering SA probe questions using SPAM when operators were given different types of
training. The data reported in the present study comes from a larger study examining
the effects of training participants to rely more or less on NextGen automated tools. It
could be that being trained to rely more on automated NextGen tools would lower
workload enough and thus allow the operator the cognitive resources to be able to
complete the secondary task of answering probe questions without disturbance to the
Are the Intrusive Effects of SPAM Probes Present 271
primary task. Conversely, it could also mean that training to rely on the harder-to-
learn manual skills provides a strong foundation, which could lead to the development
of multi-tasking skills that can lead to successful completion of both primary and
secondary tasks. In addition, highly skilled ATCo students may have gained multi-
tasking skills and be efficient enough to allow them to complete a secondary task
without much interference to the primary task.
2 Method
2.1 Participants
Fourteen students enrolled in Mount San Antonio College, a Federal Aviation Admin-
istration Collegiate Teaching Initiative school, were recruited to participate in this
study. The students were seeking an Aviation Science degree and took part in a 16
week internship at the Center for Human Factors in Advanced Aeronautics Technolo-
gies at California State University, Long Beach.
2.2 Measures
To measure mental workload, the NASA Task Load Index (TLX) was administered
after each scenario. The TLX is a questionnaire that measures workload on six dimen-
sions: Mental Demand, Physical Demand, Temporal Demand, Performance, Effort,
and Frustration. The scores on these dimensions can be added and multiplied by 1.11
to yield a combined score on a 100 point scale. The combined score of these dimen-
sions were used for data analysis.
Measures of air traffic controller task performance were also recorded. Perfor-
mance as a measure of safety was recorded as the number of losses of separation
(LOS) that occurred. A LOS occurs when two aircraft come within 1,000 feet verti-
cally or 5 nautical miles laterally of each other. The lower the number of LOS, the
safer the controllers were in managing the sector. Along with safety, two measures of
efficiency were recorded. The average time and distance that aircraft took to fly
through a sector show how efficient the student controllers were in maneuvering the
aircraft through the sector.
The students that participated in the internship were separated into two groups. Both
groups were trained to manage traffic in a mixed equipage airspace where some air-
craft were equipped with NextGen technologies and others were not. One group
trained with 25% equipped and 75% non-equipped aircraft, and thus trained to rely
mostly on their manual skills to manage aircraft for the first 8 weeks. Because this
group only had a few equipped aircraft, the students were much less likely to benefit
from NextGen technologies.
The second group was trained in 75% equipped aircraft and 25% non-equipped air-
craft for 8 weeks, which had the students rely heavily on NextGen technologies. Se-
venty five percent of the aircraft in the sector are equipped because prior research has
shown that at least 50% of the aircraft must be equipped in order for the benefits of
NextGen to be realized [14]. By having mostly equipped aircraft in their sector, the
students were able to benefit from NextGen technologies as well as have much more
opportunity to use them.
Both groups were trained to identify and resolve conflicts between aircraft using
manual and NextGen tools before a LOS occurs. To resolve and/or avoid these con-
flicts, the students were trained in four separation techniques. One skill is vectoring
aircraft, where the ATCo changes the flight plan or heading of one or more aircraft.
The ATCo must assess the current heading of the aircraft and be able to calculate the
safest heading change. The ATCo may change the heading angle in which the aircraft
is traveling (determined by the degrees on a compass), or by having the aircraft move
a number of degrees to the left or right of its present course. Another skill is altitude
separation, where the altitude of the aircraft is manipulated. If two or more aircraft are
at the same flight altitude and their paths will converge, the ATCo can issue clear-
ances to one or both of the aircrafts to climb or descend from their current altitude to
maintain separation between the aircraft. The students can also use speed separation,
where the speed of the co-altitude aircraft is increased or reduced to maintain lateral
separation. Lastly, the students were trained to use structured traffic flows, where the
controller can create a “highway” for aircraft at certain altitudes, headings, and
speeds. This helps the ATCo by grouping aircrafts together in a structure that will
maintain separation. The students had to complete a full scenario using only one of
these separation methods to successfully move to the next technique. Upon success-
ful completion of all four techniques, the student was awarded “Journeyman” Status
by the instructor. Skill level was determined by whether or not the students had
earned Journeyman Status by the time testing occurred after the 8th week. Seven out
of the 14 participants earned Journeyman Status by the time of the midterm testing.
Are the Intrusive Effects of SPAM Probes Present 273
As noted earlier, the data for this report is a small part of the larger study. The
present study included data obtained after the first 8 weeks of the internship when the
students completed a midterm examination. The scenarios used in the midterm test
varied in the percentage of equipped aircraft, with participants completing scenarios
with 0%, 100%, and two 50% equipped aircraft scenarios. The order of the scenarios
was counterbalanced between all participants using a partial Latin square. The Situa-
tion Present Awareness Method was employed during only one of the two 50% scena-
rios. To establish a baseline measure, no SPAM queries were presented during the
other 50% scenario. This allowed us the opportunity to directly compare the effects of
SPAM query presentation.
When administered, SPAM queries operators with questions about their task as the
task is ongoing and all displays remain visible and active. Therefore, SA is measured
in response time to answering correct questions (with lower response times indicating
greater SA) and with accuracy to answering the probe questions (with higher accuracy
indicating greater SA). Before a query is presented, the operator must first accept it.
Although more realistic in terms of real-world performance than many other freeze-
probe methods, answering probes is still a secondary task that may disrupt the prima-
ry task of air traffic management. In the present experiment, a query was presented on
a touch screen computer approximately every 3 minutes for the complete duration of
the scenario. The ATCo students responded to these questions by touching one of the
multiple choice responses on the touch screen monitor.
3 Results
Because we are mainly interested in whether the effects of using the SPAM probes
are intrusive, we report data from the two 50% scenarios. The performance measures
of interest were analyzed using separate 2 (training emphasis: manual/NextGen) × 2
(Journeyman Status: yes/no) × 2 (probes presented/not presented) ANOVAs. Next-
Gen training emphasis and earning Journeyman Status were between subjects factors,
and use of SPAM probes (presented or not presented) a within-subjects factor.
3.1 Workload
For workload as measured by the NASA TLX, a main effect of Journeyman Status
was present, F(1, 9) = 13.783, p = .005, η2 = .605. Air traffic control ATCo
students who achieved Journeyman Status experienced significantly lower workload
(M = 45.18, SE = 3.14) than ATCo students who had not achieved Journeyman Status
(M = 62.79, SE = 3.56). We did not find any differences in workload as a function of
whether the SPAM queries were presented, and the use of SPAM probes did not inte-
ract with any other variables.
274 H.I. Silva et al.
3.2 Performance
Only the main effect of Journeyman Status was found to be significant for time and
distance through the sector, Fs(1, 9) = 11.00 and 12.66, ps < .010, η2s = .550 and
.585, respectively. Students who achieved Journeyman Status managed their aircraft
in less time (M = 652.78 s, SE = 3.52 versus M = 670.45 s, SE = 4.00), and had their
aircraft travel a shorter distance (M = 78.65 nm, SE = .42 versus M = 80.89 nm,
SE = .47) through their sector, than students that were not awarded Journeyman
Status.
The analysis on the number of losses of separation revealed a marginal main effect
of Journeyman Status, F(1, 9) = 3.57, p = .079, η2 = .303, where students awarded
Journeyman Status tended to commit fewer LOS (M = .60, SE = .26) than those who
were not (M = 1.375, SE = .29). In addition, a main effect of training emphasis was
also found, F(1, 9) = 5.280, p = .047, η2 = .370. Students trained to rely on manual
skills committed fewer LOS (M = .542, SE = .26) than students trained to rely on
NextGen tools (M = 1.438, SE = .29).
We did not find any differences in performance as a function of whether the SPAM
queries were presented, and the use of SPAM probes did not interact with any other
variables.
4 Discussion
The results showed that the main factor determining whether the student ATCos expe-
rienced less workload and better performance was their individual skill level—that is,
whether they were awarded Journeyman status by the time they were tested. There
was no evidence in the present analysis that SPAM probes were intrusive to perfor-
mance or affected operators differently as a function of their individual skill level or
training method. However, the lack of significant effects involving the use of SPAM
queries may be a result of the low observed power observed in our analyses. Upon
closer look of the analyses executed, we see modest values of observed power for the
significant effects reported above (0.91 for Journeyman effect of TLX scores; 0.84
and 0.89 for Journeyman effect on time and distance through sector, respectively;
0.54 for training effect on LOS, and 0.42 for Journeyman effect on LOS). However,
we see relatively small observed power values for all other effects that were expected
(all < 0.35). Thus, although our sample of 14 participants allowed us to detect some
effects, it may not have been sufficient to capture the intrusive effects of SPAM
probes, if any were evident.
References
1. Joint Planning and Development Office. Concept of operations for the next generation air
transportation system version (2010),
http://www.jpdo.gov/library/NextGenConOps.pdf
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Persuasive Narrative via Digital Storytelling
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 276–283, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Persuasive Narrative via Digital Storytelling 277
What is required for a storytelling system to convey the messages of stories to users?
For the work described here, we considered four types of conditions based on two
factors for a story and its central character. As Figure 1 shows, there are two axes
corresponding to the two factors: the x-axis represents the central character’s level of
abstraction, while the y-axis represents the story’s level of abstraction. For each axis,
the level of abstraction ranges from abstract to concrete. The four conditions are thus
as follows.
• Myself: This is a condition based on a user’s real story. The main character is the
user himself or herself. In this case, the story and character are both concrete.
• Fairy tale: This is a condition based on a traditional fairy tale. The story and cha-
racter are both abstract.
• I play a fairy tale character: This is a condition based on a fairy tale but with the
user playing the central character. Here, the story is abstract but the character is
concrete.
• A fictional character plays my role: This is a condition based on a user’s real story
but with someone else playing the central character.
A storytelling system can change the central character’s face to the user’s face, his or
her friend’s face, or someone else’s face according to the level of character
abstraction. The user’s face is very concrete, a friend’s face is somewhat less
concrete, but an unknown person’s face is abstract. In this case, therefore, the story is
concrete but the character is abstract.
We might use a storytelling system to persuade users via abstract stories with a
message, or via concrete stories. We might also persuade via the story of a friend’s
failure. An experimental storytelling system should be able to change conditions as
278 K. Sumi and M. Nagata
3 Experiment
Experimental Method
To perform this comparison between types of content, we varied two factors—the
character condition (myself or someone else), and the story condition (realistic
or fairy tale)—and showed corresponding animated content to each user. A total
of 34 undergraduate student subjects were assigned each of the four condition
combinations.
Experimental Content
1. Content
The animation content was created using WordsAnime. The subjects were shown
Aesop’s fable of “The Ant and the Grasshopper” for the fairy tale condition, or an
original story called “Job Hunting” for the realistic condition. “The Ant and the Gras-
shopper” suggests the virtue of not being lazy, while “Job Hunting” gives the same
message in a student’s real world environment. In addition to the meaning, the num-
ber of scenes in each story was also the same.
For character condition, when the condition was “myself” the system showed a
picture of the user’s face on the face of the main character, and also the name of the
main character in the sentence was changed to the user’s name. When the condition
was “someone else” the system showed the picture of an unknown person’s face on
the face of the main character (Figure 2), and also the name of the main character in
the sentence was changed to the unknown person’s name.
The two stories and the scenarios were as follows (Figure 3).
The story of “The Ant and the Grasshopper”:
During the summer, the ant worked to store food for the winter.
On the other hand, grasshopper played his life away.
Winter came; the grasshopper had nothing to eat and was hungry.
The grasshopper asked the ant for food, but he refused.
The grasshopper died of hunger.
Persuasive Narrative via Digital Storytelling 279
Fig. 3. Stories of “The ants and the grasshoppers” and “Job hunting”
Persuasive Narrative via Digital Storytelling 281
First, the subjects submitted their information and pictures of their faces. Next, they
each selected a friend and an acquaintance. Depending on their answers to an initial
questionnaire, the system chose their stories. As described above, we offered two
stories with the same message. After viewing the selected content, the subjects ans-
wered a follow-up questionnaire.
The follow-up questionnaire contained the following questions:
Question 1: Was the story impressive?
Question 2: Was the story interesting?
Question 3: Did you know the story?
Question 4: Did you understand the message of the story?
Question 5: Are you in the same situation as the person in the story?
Question 6: Is the story relevant to you? (i.e., could you learn from the message?)
Question 7: Did you learn a lesson from the story?
Question 8: Did you improve yourself by watching the story?
We found the average evaluation values on a five-point scale for each of the eight
questions. We then conducted a two-factor analysis of variation among the subjects,
consisting of the central character (2: myself/someone else) and the story (2: con-
crete/abstract). The following questions were of particular interest.
Question 1: This question reflected the trend of interaction between the central
character and the story (F(1, 30)=3.65, p<.10). Specifically, when the central
character was another person, the realistic story was more impressive than the
fairy tale. It also reflected the trend that when the story was a fairy tale, the cen-
tral character as “myself” was more impressive than as “someone else”.
Question 3: The main effect of the story was significant (F(1, 30)=88.24, p<.01),
confirming that a realistic story was more unfamiliar than a fairy tale. The main
effect of the central character was also significant (F(1, 30)=3.57, p<.10), con-
firming that the “myself” central character was more familiar than “someone
else”. This question also reflected the trend of interaction between the central
character and the story (F(1, 30)=3.53, p<.10). Specifically, when the story
was a fairy tale, the “myself” central character was more familiar than
“someone else”.
Question 8: The main effect of the story was significant (F(1, 30)=4.23, p<.05),
indicating that the fairy tale was more suggestive of self-improvement.
According to cross tabulation, when the story was a fairy tale, if the central character
was “someone else”, subjects tended to think of improving themselves, whereas if the
central character was “myself”, subjects tended to answer “no opinion”.
By analyzing the correlation factors of the questions, we obtained several findings.
Typical positive correlation when the central character was “myself”:
When the subject associated the central character with himself or herself, the impres-
sion of the content was related to understanding its meaning, and the amusingness of
282 K. Sumi and M. Nagata
the content was related to whether it was helpful or not. If the subject considered the
content relevant to himself or herself, then he or she considered self-improvement.
Typical positive correlation when the central character was “someone else”
(equivalent to the case when the central character was “myself” and the story
was “abstract”):
It was difficult to understand the message and to learn from it.
Typical positive correlation when the central character was “myself” and the
story was “concrete”, or when the central character was “someone else” and the
story was “abstract”:
Whether the condition that was realistic or had little relevance to the real world, it was
interesting and provided a good lesson.
4 Discussion
In the experiment, we used two kinds of content and two conditions for the central
character, according to the level of abstraction for both the story and the character.
When the story was a fairy tale, the condition when the central character was
“myself” was more impressive to the subjects than when the central character was
“someone else”. Furthermore, in the case of a fairy tale, the subjects knew the story.
In general, when the central character was “myself”, they knew the story better than
when the central character was “someone else”, but this was especially so for the fairy
tale case.
The experiment indicated that a fairy tale encouraged subjects to improve them-
selves more than a realistic story did. According to this result, when a subject was
shown a fairy tale, if the central character was “someone else”, he or she tended to
think about self-improvement; while if the central character was “myself”, the subject
tended to answer “intermediate”.
As for the subjects’ impression of the story, a greater impression was created when
the central character was “myself” than “someone else”. Moreover, the subjects
thought more about improving themselves when the central character was “myself”
than when it was “someone else”. According to this result, the combination of an
abstract story and an abstract character was effective in prompting subjects to reflect
on themselves.
Finally, we can summarize our statistically significant results as follows. First, re-
garding the ease of creating an impression through a story, if the central character is
“someone else”, a realistic story is more impressive. This means that a real story with
an unknown person as the central character would be impressive. Next, regarding
Persuasive Narrative via Digital Storytelling 283
message transmission via a story, a fairy tale encourages people to be more careful
than a realistic story does. This means that people simply accept the message of a
fairy tale. This suggests that a game with sententious messages should consist of a
fantasy story, like a role-playing fantasy adventure, rather than a realistic story.
Our experiment suggests that in the fairy tale case, if the central character is
“someone else”, people take heed of the message; on the other hand, if the central
character is “myself”, people do not apply the message to themselves. That is, a fairy
tale better conveys its message when the central character is an unknown person, and
the same consideration applies for such as fantasy role-playing games.
Note that in this experiment, the subjects were all freshmen and thus a few years
from searching for work, so they did not take job hunting seriously. If we had used
junior or senior students as subjects, the results might have been different.
Given that users have no idea of the conditions of their characters (e.g., hon-
est/dishonest), we will have to investigate the effectiveness of persuasion on multiple
personal characters and their conditions on a case-by-case basis.
5 Conclusion
References
1. Yamakawa, S.: Jirei de wakaru monogatari marketing, nihon nouritu management center
(2007) (in Japanese)
2. Brown, C., Augusta-Scott, T.: Narrative Therapy: Making Meaning, Making Lives. Sage
Publications (2006)
3. Uchida, N.: Kodomo no bunsho: Kaku koto kangaeru koto (Shirizu ningen no hattatsu),
Japanese edn. Tokyo Daigaku Shuppankai (1990)
4. Atkinson, R.: The Life Story Interview. Sage Publications (1998)
5. Sumi, K.: Animation-based Interactive Storytelling System. In: Spierling, U., Szilas, N.
(eds.) ICIDS 2008. LNCS, vol. 5334, pp. 48–50. Springer, Heidelberg (2008)
6. Sumi, K., Nagata, M.: Interpersonal Impressions of Agents for Developing Intelligent Sys-
tems. In: Prendinger, H., Lester, J.C., Ishizuka, M. (eds.) IVA 2008. LNCS (LNAI),
vol. 5208, pp. 496–497. Springer, Heidelberg (2008)
7. Sumi, K.: Anime Blog for collecting Animation Data. In: Cavazza, M., Donikian, S. (eds.)
ICVS-VirtStory 2007. LNCS, vol. 4871, pp. 139–149. Springer, Heidelberg (2007)
8. Fogg, B.J.: Persuasive Technology –Using Computers to Change What We Think and
Do-. Elsevier (2003)
Prediction of the Concern of People Using CGM
Shizuoka University
1 Introduction
It is that the spread of CGM(consumer generated media) is been noticed in recent
years. There are 42,890,000 Japanese SNS users at the end of 2011, and it is say
that 56,430,000 people will be user of it at the end of 2014. The month-long user
of a buzz marketing site has reached to 83,560,000 people, and it being increasing.
Recent market scale is 200,500 million yen in Japan. This will be expanded
396,300 million yen in 2013. It originates in the background of growth at (A), (B),
and (C). (A) It can use for free. (B) Not only a general user but a company can
do promotion and communication. (C) Receiving physical restrictions, such as a
place and time, are decreased by development of a communications infrastructure
and a portable terminal. On the other hand, pretending to be it a negative
campaign and false rumor information by the anonymity of the sender occurs a
lot. This becomes the inveterate problem that the net literacy of users is asked.
Still ,CGM is becoming indispensable to our life up to everyday communication
and interchange, purchasing activity [1]. We show some concrete example. It
is used for Web promotion activity or the questionary survey. Because its give
a user easiness of friendly feeling and get the true intention. Subsequently, we
give an example of the further possibility of CGM. kabu.com Securities Co. Ltd
develop a system that collect and analyze the huge information from SNS such
as Twitter or mixi. It may be said that this is one of the big data business. And
we expect further value of CGM. This time, we select Twitter from CGM and
I build a model to observe the interest of people, and to estimate and inspect
it. Twitter is SNS site to contribute the short sentence within 140 characters
to. The user reach 13,920,000 people, it is the second scale next to Facebook in
Japan. Also it has four characteristics. First, it holds the organization which can
be connected without needing each other’s approval. Second, it is easy to aim
the opinion leader from the number of the followers and the number of retweet.
Third, full retrieval service. Last, observation of the number of tweet is easy, and
it is easy to treat it as quantitative data. Thus, We paid attention to Twitter.
The goal of this researches to prediction in transition of new objects (a product
and a phenomenon).For that purpose, we build a model to express a change of
the interest, and carry out numerical value simulation. From a simulation result,
I examine to grouping the tendency of research object.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 284–292, 2013.
c Springer-Verlag Berlin Heidelberg 2013
Prediction of the Concern of People Using CGM 285
Don’t writing
Indifference Interest(1) Quiet
Interest(2)
&Q9TKVKPI
z2 (T ) = l (2.7)
z3 (T ) = m (2.8)
z4 (T ) = 0 (2.9)
l is ratio of user of ”Interest(1)”, and m is ratio of user of ”Interest(2)”.
Give differential equation (2.2)‘(2.5) condition (2.6)‘(2.9), and the solution of
the differential equation is found.
(T ≤ t)
z1 (t) = P e−c1 (t−T ) (2.10)
c1 P
z2 (t) = (−e−c1 (t−T ) + e−(c2 +c3 )(t−T ) )
C1 (2.11)
+ le−(c2 +c3 )(t−T )
c1 c3 P
z3 (t) = (−e−c1 (t−T ) + e−(c2 +c3 )(t−T ) )
C1 C2
lc3 −(c2 +c3 )(t−T )
+ (e − e−c4 (t−T ) )
C2 (2.12)
c1 c2
+ P (e−c1 (t−T ) − e−c4 (t−T ) )
C2 (c1 − c4 )
+ me−c4 (t−T )
c2 c4 P
z4 (t) = c3 + E2
C2 C1 (c2 + c3 )
lc2
+ −c4 e−(c2 +c3 )(t−T ) + (c2 + c3 )e−c4 (t−T )
C2 (c2 + c3 )
c2 P
+ (−c4 e−c1 (t−T ) + c1 e−c4 (t−T ) ) (2.13)
C2 (c1 − c4 )
lc3
− e−(c2 +c3 )(t−T ) − me−c4 (t−T )
c2 + c3
c2 P c4 1
+ 1+ + {c3 P − c3 l + c2 l} + m
C2 c2 + c3 c2 + c3
P = (1 − l − m), C1 = (c1 − c2 − c3 ), C2 = (c4 − c3 − c2 )
E2 = (c2 + c3 )e−c1 (t−T ) − c1 e−(c2 +c3 )(t−T )
Prediction of the Concern of People Using CGM 287
3 Data Analysis
We set the parameter to perform the simulation by the model. The setting of
the parameter uses least squares method by the Solver of Excel. When we set it,
set the number of tweet per unit time of T w × z3 (t) T w expresses the number
of total tweet per unit time. We suppose the number of tweet per month to be
1,200 million and analyze.
4 Result of Analysis
We perform inspection and consideration of the analysis. T w × y3 is indicated
estimated value, data is indicated measured value. The number of tweet of the
target word and change of the interest state of the user are provided than sim-
ulation. We can classify it in three cases from them.
288 Y. Ueda and Y. Asahi
Continnuation
The case which continues keeping the interest of the fixed quantity after a boom.
The fixed quantity is that the interest of the standard is higher than before boom.
The revival that the number of tweet increases again is classified in this case too.
In the change of the interest, Interest(1) continues lengthening after a boom.
The Second Boom
The case which shows sudden increase again when a change calmed down. The
increase and decrease of the number of tweet is confirmed before a boom. The
change of the interest is similar to continuation.
One - Shot
The case which suddenly falls in when a boom is over. After a boom, there are
few signs that interest rises to. It is supposed that the phenomenon that has
concluded without what is used on Twitter is just forgotten. The number of
tweet decrease, and the interest of the user calms at the same time.
㼀㼍㼞㼓㼑㼠㻌㼣㼛㼞㼐
㻯㻻㻺㼀㻵㻺㻺㼁㻭㼀㻵㻻㻺 㼓㼑㼚㼜㼍㼠㼟㼡㻌㻘㻌㼟㼡㼠㼑㼙㼍
㼔㼕㼗㼍㼞㼕㼑㻌㻘㻌㼚㼛㼠㼠㼢
㼀㻴㻱㻌㻿㻱㻯㻻㻺㻰 㼟㼕㼞㼕
㻮㻻㻻㻹 㼟㼗㼥㻙㼠㼞㼑㼑
㼗㼕㼚㼗㼍㼚㻙㼚㼕㼟㼟㼥㼛㼗㼡
㻻㻺㻱㻌㻙㻌㻿㻴㻻㼀 㼗㼕㼚㼗㼍㼚㼟㼥㼛㼗㼡
㼏㼛㼙㼜㻙㼓㼍㼏㼔㼍
Inspect the precision of the model as a specific example from three cases which
were classified.
4.1 STUEMA
An official name is called stealth-mareting with sutema. Point to publicizing it
with an article so that it is not noticed with an advertisement by consumers.
The words existed than before. However, it became if in late years it would be
used frequently led by a net user.
It is said that the simulation result is good from Fig. 2 and R2 . But it did not
come true to reproduce the increase and decrease of the number of tweet fully.
It is necessary for precision of the simulation to give a thought to a standard to
what extent.
The change of the user who is in each state becomes Fig. 3.
The user of the state of Indifference occupies most in a change . In this situ-
ation, the user of other states is uncommon. I will omit a change of Indifference
Prediction of the Concern of People Using CGM 289
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:ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ :ƵŶͲϭϭ ^ĞƉͲϭϭ ĞĐͲϭϭ ƉƌͲϭϮ :ƵůͲϭϮ KĐƚͲϭϮ
ͲϭϬ͕ϬϬϬ ͲϬ͘ϬϬϮ
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Fig. 2. Change of the number of tweet Fig. 3. State change of the user (sutema)
(sutema) (R2 = 0.877)
4.2 SIRI
SIRI is secretary function applications software for iOS. It provides a reply and
the Web Service for the question of the user by the sound recognition. It was put
on iPhone 4S on October 4, 2011, came to support Japanese on March 8, 2012,
and attracted attention by announcement of iOS6 of September, 2012 again.
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Fig. 4. Change of the number of tweet Fig. 5. State change of the user (siri)
(siri) (R2 = 0.718)
We set March, 2012 when a Japanese edition was released with a boom start
from Fig. 4. We have ignored the big upsurge at the time of the announcement
in the previous year in October. Not having been able to follow a rapid increase
of the number of tweet of September, 2012, it may be said that it is the factor
that a value of R2 has lowered. These will become the future problem.
The change of the user who is in each state becomes figure 5.
290 Y. Ueda and Y. Asahi
We were able to confirm that there was not the influence to the whole Twitter
like stemma. The user of Interest(1) shows big growth for the littleness of the
ratio of a tweeting user. We can consider this growth from contents of the tweet.
For example ”A new story came out when I said that I told siri that it was
interesting. http://t.co/4zC6BpBF”. He(she) does not merely declare the con-
venience of the verge using SIRI, suggests play to let the interest of the partner
go down. It may be said that the organization where a user offers new value to
is a characteristic of CGM.
4.3 Comp-Gacha
Comp-gacha calls an official name complete-gatya. (The meaning of gacha is
capsule toy.) It is one of the charging methods of the social game for cell-phone,
smartphones. It purchases an item by a lottery method like a capsule toy. And
complete several kinds of decided items. The system what obtain a rare item by
doing so it. Consumer Affairs Agency forbade comp-gacha by the charging large
amount request of the social game on May 5, 2012. The contents that accounted
for important weight in the profit of the industry were abolished. Therefore a
social game-related brand of the Tokyo business market makes a sudden drop.
DeNA and GLEE of industry major became the stop-low, and aggregate market
value of 200 billion yen became extinct in a day.
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Fig. 6. Change of the number of tweet Fig. 7. State change of the user (comp-
(comp-gatya) (R2 = 0.928) gatya)
There was not the tweet about comp-gacha while service is carried out. De-
tailed structure was transmitted many users after Consumer Affairs Agency
decided it illegal. In that way we understand that it followed that collect big
interest. The stock plunge acts as a cause to attract interest. Change of the user
who is in each state is Fig. 7
We collect interest at the time of the outbreak of the phenomenon, but calm
if a boom is over because there is not an additional impact. The case concluded
early, It is thought that it becomes the aspect like this time.
Prediction of the Concern of People Using CGM 291
4.4 Observations
Cf. analysis, If the pattern of continuation and pattern oh one-shot, An estimate
of the precision that R2 is high in like about 0.9 is possible. The problems that
the model had became clear from the second boom.
Specially, because the control of the boom is early as for the single-engine
pattern, a stable estimate is possible. Conversely, Interest(1) continues length-
ening, and do not get control in other cases. Thus, it is necessary to build the
structure which can be equivalent about a future prediction.
About a Change of the Interest
It may be said that the judgment of the right or wrong of the purpose “visual-
ization of size and the change of the interest” is difficult. Realy, the proof of the
estimated result is poor just method to consider it from contents of the tweet,
and to plan adjustment. The measures thought about are qualitative investiga-
tions using the questionnaires at the very beginning. It is thought that sequential
adjustment is difficult by Twitter observing a continuous change and the ques-
tionnaire to capture a change discretely. In other words We cannot assert with
the interest of the user by an estimated result as now. However, it is a fact that
one featuring it of the target words became clear by digitizing a process before
leading to the estimate of the change of the number of tweet.
Corectively, We was able to visualize invisible interest. A problem is left in the
proof of the result, and the right or wrong is divided by how to receive estimate
results. In a future study, you must define it some other time how you treat it.
Text Mining
We examine qualitative analysis by the text mining. In this reserch, we express
the influence that the qualitative elements such as contents of tweet used for
only the proof in the change of the interest give.
The factor that comp-gatya is classified in a single-engine case is ”lacked
versatility of word” and ”stamina of the topic is short”. In the case of nuclear
power generation, number of tweet and volume of interest are bigger than other
target words. Not only because this is derived from interest of the nuclear power
generation in various elements, it is explained, but also it is pointed to be problem
connected directly with our life. It is thought with the example that a sense of
impending crisis supports than interest. We can ask about size of the influence
that the qualitative factor and background in the target word. Then, we give
the tendency of the word to classify from contents of the tweet.
1. Sutema, siri, kinkansyoku, kinkan-nissyoku, sky-tree and comp-gacha are
liven up by user.
2. Hikarie and nottv are liven up by user and service-provider. They work hard
not to run out of interest.
3. Genpatsu is liven up by user, the media, learned men and society as a whole.
We can classify these with volume of growth of Interest(1). The case to write in
with the service-provider has a bigger surge of the interest than the case to write
292 Y. Ueda and Y. Asahi
in with user. Furthermore, we understood size of the influence by the media and
learned men. From the above, we derive a tendency from contents of the tweet
about the target word. And we promise improvement of the precision by it. K
5 Conclution
Express the thing that became clear and the consideration about the inflection
method of the model in this reserch.
– The simulation result by the model left a problem in the second boom, but
appearance of the graph, decision coefficient R2 were good together.
– In Twitter, there was a big difference in the number of tweet before and after
a boom. Thus, it worked to have built a model based on an existing model.
– There is a tendency in the number of tweet and the interest of the user each
and can sort it. In addition, We seemed to be able to grasp a tendency from
an attribute derived than consideration by contents of the tweet.
– There is not a numerical index about the proof of the change of the user
interest. Instead using contents of the tweet inspected it. We were able to
get consistency by reading the background that surrounded a target word.
However, it is not interest itself of the user under the present conditions.
The side as the specification of the process before tweet showing interest is
stronger.
References
1. Chen, Y.: One consideration about an effect of Collective Intelligence and the com-
pany use of social media, pp. 241–266. Osaka Sangyo University
2. TOPSY, http://topsy.com/
3. Yuko, N., Osamu, K.: On a Differential Equation Moel of Booms. Transactions of
the Operations Research, 83–105 (2004)
Part III
Design and Development Methods
and Tools for Interactive Systems
and Services
Unified Modeling Language:
The Teen Years and Growing Pains
1.1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 295–304, 2013.
© Springer-Verlag Berlin Heidelberg 2013
296 J. Erickson and K. Siau
While technological change continuously swirls around many businesses and or-
ganizations , systems development often still adheres to the general ADCT (Ana-
lyze, Design, Code, Test) rubric, and utilizes such specific methodologies as the
Waterfall Method, the Spiral Method, the System Life Cycle (alternatively known as
the System Development Lifecycle, or SDLC), Prototyping, Rapid Application
Development (RAD), Joint Application Development (JAD), End-User development,
Outsourcing in various forms, or ‘simply’ buying pre-designed software from vendors
(e.g., SAP, J. D. Edwards, Oracle, and People Soft).
In the past, systems and software development methods did not require that devel-
opers adhere to a specific approach to building systems, and while this may have been
beneficial in that it allowed developers the freedom to choose a method that they were
most comfortable with and knowledgeable about, such open-ended approaches can
affect and constrain the system in unexpected ways or even result in failure. For ex-
ample, system development and implementation failure rates remain stubbornly high.
Cost overruns and time overruns are still the norm, rather than the exception. Also,
open-ended approaches sometimes result in maintenance issues as not all systems
analysts are trained in all methods. . In the current development environment, a dif-
ferent approach to systems development, one that provides close integration between
analysis, design, and coding, would appear to be necessary. Further, many of the
information system project failures are the result of human issues and human factors.
Thus, not only do we need to enhance systems analysis and design methods, but we
also need to enhance them with the human factor issues in mind. In this paper, we
explore the role of the Unified Modeling Language (UML) as a modeling language
that enables such an approach.
The first section of the paper explores the concept of object-orientation, including
object-oriented systems analysis and design, the idea of modeling and modeling lan-
guages, and the history of UML. The following section, Section 2, covers the basic
UML constructs, and Section 3 examines UML from a practical or practitioner pers-
pective, while Section 4 discusses the future of UML and the human factor issues that
need to be studied in enhancing UML.
1.2 Object-Orientation
Over the past two to three decades, object-oriented programming languages have
emerged as the approach that many developers prefer to use during the Coding part of
the systems development life cycle. However, in most cases the Analysis and Design
steps have continued to proceed in the traditional style. This has often created ten-
sion, since traditional analysis and design are process-oriented instead of being
object-oriented.
Object-oriented systems analysis and design (OOSAD) methods were developed to
close the gap between the different stages, the first methods appearing in the 1980s.
By the early 1990s, a virtual explosion in the number of OOSAD approaches began to
flood the new paradigmatic environment. Between 1989 and 1994 the number of OO
development methods grew from around ten to more than fifty (Booch, Rumbaugh
Unified Modeling Language: The Teen Years and Growing Pains 297
and Jacobson, 1999). Two of these modeling languages are of particular interest for
the purposes of this paper, Booch and Jacobson’s OOSE (Object-Oriented Software
Engineering), and Rumbaugh’s OMT (Object Modeling Technique). A partial listing
of methods/languages is shown below:
• Bailin • Hood
• Berard • Jacobson
• Booch • Martin-Odell
• Coad-Yourdon • Rumbaugh
• Colbert • Schlaer-Mellor
• Embley • Seidewitz
• Firesmith • UML
• Gibson • Wirfs-Brock
2.1 Modeling
UML, as its name implies, is really all about creating models of software systems.
Models are an abstraction of reality, meaning that we cannot, and really do not care to
model in total reality settings, simply because of the complexity that such models
would entail. Without abstraction, models would consume far more resources than
any benefit gained from their construction. For the purposes of this paper, a model
constitutes a view into the system. UML originally proposed a set of nine distinct
modeling techniques representing nine different models or views of the system. With
the release of UML 2.0 in July, 2005, five additional diagramming techniques were
incorporated into the language. The techniques can be separated into structural (stat-
ic) and behavioral (dynamic) views of the system. UML 2.4.1, the latest version of
the modeling language, includes additional diagram types for model management.
298 J. Erickson and K. Siau
Structural Diagrams
Profile Diagrams, Class Diagrams, Object Diagrams, Component Diagrams, Deploy-
ment Diagrams, Composite Structure Diagrams, and Package Diagrams comprise the
static models of UML. Static models represent snapshots of the system at a given
point or points in time, and do not relate information about how the system achieved
the condition or state that it is in at each snapshot.
Class diagrams represent the basis of the OO paradigm to many adherents and
depict class models. Class diagrams specify the system from both an analysis and
design perspective. They depict what the system can do – analysis, and provide a
blueprint showing how the system will be built – design (Ambler, 2000). Class dia-
grams are self-describing, and include a listing of the attributes, behaviors, and re-
sponsibilities of the system classes. Properly detailed class diagrams can be directly
translated into physical (program code) form. In addition, correctly developed class
diagrams can guide the software engineering process, as well as provide detailed
system documentation (Lago, 2000).
Object Models and Diagrams represent specific occurrences or instances of class
diagrams, and as such are generally seen as more concrete than the more abstract class
diagrams.
Component diagrams depict the different parts of the software that constitute a
system. This would include the interfaces of and between the components as well as
their interrelationships. Ambler (2000) and Booch, Rumbaugh and Jacobson, (1999)
defined component diagrams as class diagrams at a more abstract level.
Deployment diagrams can also be seen as a special case of class diagrams. In this
case, the diagram models how the run-time processing units are connected and work
together. The primary difference between component and deployment diagrams is
that component diagrams focus on software units, while deployment diagrams depict
the hardware arrangement for the proposed system.
Profile Diagrams are structure diagrams that describe lightweight extension me-
chanisms to the UML by defining custom stereotypes, tagged values, and constraints.
Profiles allow adaptation of the UML metamodel for different platforms and domains.
Composite Structure Diagrams depict the relationships and communications be-
tween the functional parts of a system. These diagrams depict high level and abstract
views of the system being modeled.
Package Diagrams are essentially a subtype of Class or Object Diagrams. They
are intended to depict or show a grouping of related UML elements. Package Dia-
grams make it easier to see dependencies among different parts of the system being
modeled (Pilone and Pitman, 2005). As such, Package Diagrams represent a high
level view of the systems being modeled and therefore a good possibility for convey-
ing understanding to users and other interested parties.
Behavioral Diagrams
Use Case Diagrams, Activity Diagrams, State Diagrams are the primary types of
Behavioral Diagrams. The set of four Interaction Diagrams form a sub-type of
Behavioral Diagram: Sequence Diagrams, Communication Diagrams, Interaction
Unified Modeling Language: The Teen Years and Growing Pains 299
Overview Diagrams, and Timing Diagrams. In contrast to the static diagrams, the
dynamic diagrams in UML are intended to depict the behavior of the system as it
transitions between states, interacts with users or internal classes and objects, and
moves through the various activities that it is designed to accomplish.
Use Case Diagrams. While class models and diagrams represent the basis of OO as
previously discussed, use case models and diagrams portray the system from the pers-
pective of an end-user, and represent tasks that the system and users must execute in
performance of their jobs (Pooley and Stevens, 1999). Use case models and the re-
sulting use case diagrams consist of actors (those persons or systems outside the sys-
tem of interest that need to interact with the system under development), use cases,
and relationships among the actors and use cases. Booch, Rumbaugh, and Jacobson
(1999) proposed that developers begin the analysis process with use cases. By that,
they mean that developers should begin the analysis process by interviewing end us-
ers, perusing the basic legacy system documentation, etc. and creating from those
interviews and documents the use cases that drive the class model development as
well as the other models of the system. Dobing and Parsons (2006) propose that Use
Case Narratives, which are written descriptions of Use Cases, are also heavily em-
ployed by developers to aid in assembling and understanding Use Case Diagrams.
Activity diagrams model the flow of control through activities in a system and, as
such, are really just flow charts. In addition, activity diagrams are special instances of
statechart diagrams.
State diagrams model state machines. State machines model the transition be-
tween states within an object, and the signals or events that trigger or elicit the change
in state from one value to another (Booch, Rumbaugh and Jacobson, 1999). For
example, a change in air temperature triggers a thermostat to activate a heating or
cooling system that regulates the temperature in a room or building. A rise in air
temperature in this case would be sensed by the thermostat and would cause the cool-
ing system to change states from inactive (or idle) to active, and begin the cooling
process. Once the ideal temperature is reached, the thermostat would sense that and
trigger a state change in the cooling system back to inactive.
Interaction Diagrams are intended to depict communications, such as messages
and events between and among objects. UML 2.X substantially enhanced flow of
control in Interaction Diagrams over UML 1.X. The old isomorphic Sequence and
Collaboration Diagrams from UML 1.X have been supplemented by two new dia-
grams -- Interaction Overview Diagrams and Timing Diagrams. Collaboration Dia-
grams are known as Communication Diagrams in UML 2.X. The four interaction
diagrams are briefly described below.
Sequence Diagrams portray and validate in detail the logical steps of use cases
(Ambler, 2000). Sequence diagrams depict the time ordering of messages between
objects in the system, and as such include lifelines for the objects involved in the
sequence as well as the focus of control at points in time (Booch, Rumbaugh and
Jacobson, 1999).
Interaction Overview Diagrams are a simplification of and a sub-type of Activity
Diagrams. These diagrams can aid the user in understanding the flow of control as a
system operates, but they suppress the details of the messages and information the
300 J. Erickson and K. Siau
messages pass among objects. These are high level diagrams that are not intended
to convey the specifics or details of how a system interacts with other systems or
subsystems.
Communication Diagrams stress or depict the items involved in the interactions
as opposed to the sequencing and control flows. There is some level of isomorphism
present between Communication and Sequence Diagrams because one can easily be
converted to the other. However, the mapping is not one to one (a formal isomor-
phism). In other words, some details can be lost when converting from Sequence
Diagrams to Communication Diagrams.
Timing Diagrams are most often used with real-time systems and attempt to con-
vey the timing element related to the massages being passed throughout the system
being modeled. Timing Diagrams show a lifeline and the events that occur temporal-
ly as the system works at run time. The details of temporal constraints included in
messages are the elements highlighted in these diagrams.
Stereotypes
In a basic sense, Stereotypes simply add new “words” to UML’s vocabulary. Stereo-
types are generally derivations from existing structures already found within UML,
but yet are different enough to be specific to a particular context. Booch, Rumbaugh
and Jacobson (1999) used the example of modeling exceptions in C++ and Java as
classes, with special types of attributes and behaviors.
Tagged Values
Providing information regarding version numbers or releases is an example of tagged
values in use (Booch, Rumbaugh and Jacobson, 1999). Tagged values can be added
Unified Modeling Language: The Teen Years and Growing Pains 301
to any UML building block to provide clarity to developers and users during and after
the development cycle.
Constraints
Constraints are simply that – constraints. UML allows developers to add constraints
to systems that modify or extend rules to apply (or not apply) under conditions and
triggers that might be exceptions to those rules.
However, since nearly all businesses are process-oriented, or at least are seen that
way by most end users, it might be desirable, even necessary, for developers to cap-
ture essential end-user requirements by means of their process-based descriptions of
the tasks that they and the system must perform. Other proposals to extend UML
include the one by Tan, Alter, and Siau (2011). They propose that service responsi-
bility table be used to supplement UML in system analysis. Another proposal is by
Siau and Tan (2006) to use cognitive mapping techniques to supplement UML.
In addition, UML has been criticized for being overly complex, too complex for
mere mortals to understand or learn to use in a reasonable time (Siau and Cao 2001).
Some research has been done with regard to complexity. Rossi and Brinkkemper’s
(1996) study established a set of metrics for measuring diagram complexity, while
Siau and Cao (2001) apply the metrics to UML and other modeling techniques. Their
results indicated that although none of the individual UML diagrams is more complex
than those used in other techniques, UML as a whole is much more complex. Since
UML 2.0 was released in 2005, the language reached new levels of complexity.
Siau, Erickson, and Lee (2005), extending the work of Siau and Cao (2001), argue
that there is a different between theoretical and practical complexity. Siau and Cao
(2001) study the theoretical complexity of UML. In practice, not all the constructs
will be used and some constructs are more important than others. Therefore, the prac-
tical complexity of UML is not as great as that computed by Siau and Cao (2001).
However, Duddy (2002) takes a more pessimistic view of both current and future
versions of UML. He believes that even though UML 2.X provides coverage for
development tools and paradigms currently in use, there is no way that it can provide
support for emerging application development approaches or tools, such as applica-
tion servers, loosely coupled messaging, and Web services. To be fair, however, it is
also somewhat unrealistic to expect any tool to be a panacea for whatever methodolo-
gies, approaches or paradigms capture the attention of developers at any given point
in time.
Finally, with the appearance of aspect-oriented programming, it is entirely possible
that the entire object-oriented approach could be supplanted with a new paradigm. If
that were to happen, it might become problematic in that UML is constrained by its
limited extensibility mechanisms. In other words, we must ask whether or not UML
is robust enough to adapt, or be adapted to a radically new paradigm?
MDA and fully executable modeling, and those who use UML simply as a documen-
tation tool. These behaviors beg the following question: if most systems developers
do not use many of the features and capabilities of UML, is it worthwhile to maintain
in the language those capabilities and features that are rarely used? Only research
into the issue will be able to answer that question. For more information regarding
this issue see Siau and Halpin (2001).
None of this should be surprising, since no modeling tool will be adopted by eve-
ryone. However, a critical point here is the middle group, those that use UML, but
not in a formal fashion, may do so by changing the diagramming techniques as they
feel necessary in the pursuit of their projects. Valid questions are, do they not fully
use the capabilities of UML because the tools are too expensive, because fully using
UML is too complex, or for any of a variety of other reasons?
While these questions and suppositions are based on anecdotal evidence, at least
one highlights an issue with UML. Do developers feel that UML is too complex for
them to use easily? If the development tool is extremely difficult to use, then it ap-
pears that perhaps more effort is expended toward understanding and using the tools
than toward developing the system, which is the primary goal in the first place. If so,
and this would need research, then does or will future versions of UML be improve-
ments from a usage perspective?
The paper by Siau and Tian (2009) points out some of the human factor issues in
UML graphical notations. Human factor studies seem necessary to evaluate the usa-
bility of many of the UML constructs and propose modifications to the existing UML
constructs to make them more useable and user friendly.
4 Conclusions
Neither UML nor any other modeling language, development method, or methodolo-
gy has proven to be a panacea for the Analysis, Design, and Implementation of infor-
mation systems. As suggested by Brooks (1987), this is not surprising because the
inherent, essential characteristics of software development make it a fundamentally
complex activity. UML is not perfect but it integrates many important software engi-
neering practices that are important enhancements to systems development, and it
does so in a way that, if not clear to everyone, is at least enlightening to developers.
Finally, looking back at the past 40 years of systems development chaos and woes,
it appears that UML can and should be seen, problems notwithstanding, as one of the
most important innovations in systems development since the advent of the structured
approaches.
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puter 20(4), 10–19 (1987)
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5. Dobing, B., Parsons, B.: How UML is Used. Communications of the ACM 49(5), 109–113
(2006)
6. Duddy, K.: UML2 Must Enable a Family of Languages. Communications of the
ACM 45(11), 73–75 (2002)
7. Erickson, J., Siau, K.: Theoretical and Practical Complexity of Modeling Methods. Com-
munications of the ACM 50(8), 46–51 (2007)
8. Fowler, M.: Why Use the UML? (2000),
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topic=uml
9. Kobryn, C.: What to Expect from UML 2.0. SD Times (2002)
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lishing, Hershey (2000)
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12. Miller, J.: What UML Should Be. Communications of the ACM 45(11), 67–69 (2002)
13. Pilone, D., Pitman, N.: UML 2.0 in a Nutshell. O’Reilly Media (2005)
14. Pooley, R., Stevens, P.: Using UML: Software Engineering with Objects and Components.
Addison Wesley Longman Limited, Harlow (1999)
15. Rossi, M., Brinkkemper, S.: Complexity Metrics for Systems Development Methods and
Techniques. Information Systems 21(2), 209–227 (1996)
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Evaluation of System Engineers’ Intellectual Productivity
Focusing on Coding Procedures in Application Development Tools
1 Introduction
Currently, from control systems for massive plants to the applications of portable
information terminals, the occurrence of systems that operate using software is in-
creasing explosively. Accuracy and speed are necessary in many software develop-
ment cases. As a consequence, the burden on developers who are engaged in software
development is also progressively increasing.
Research on the thinking and judgment of system operators, such as plant operators
or stock traders, has largely not been focused on the thinking and judgment of system
engineers. The characteristics of system engineers’ behind-the-scenes work that does
not directly involve users may contribute to the lack of research focused on these
system engineers.
In case of software for business, system engineers generally code using develop-
ment environment tools according to the characteristics of the hardware and operating
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 305–315, 2013.
© Springer-Verlag Berlin Heidelberg 2013
306 R. Hirano, Y. Nakamura, and M. Nakanishi
systems by referring to the instructions from end users who use the software. There-
fore, not only the quality of instructions but also the usability of the development
environment tools and its manuals significantly influence the performance of system
engineers.
Consequently, in this study, we construct a method for evaluating the thinking and
judgment as intellectual productivity of system engineers, with emphasis on support-
ing system that the engineers engaged in software development.
2 Experiment
2.1 Task
We imposed the task of coding on the subjects in order to construct functions, as re-
quired by the instructions, using development environment tools for software devel-
opment, which were installed on small business terminals. The subjects performed the
task on notebook PCs (Dell XPS L502X) while referring to printed instructions.
While coding, the subjects were allowed to refer to the manuals for the development
environment tool on a tablet PC (Apple iPad).
First, in order to adjust to the development environment tools, the subject per-
formed a task for learning. The task for learning was a task in which the subject coded
the details of the software from the state in which the framework of the software (such
as the screen structure) was already completed in the development environment tool.
The subjects performed this task while referring to the manuals until the task was
completed. The subjects then performed practice tasks. They coded frameworks and
details from scratch on the development environment tool while referring to the
instructions on a tablet PC.
2.2 Measurement
While the subjects were performing the tasks, we recorded their operating logs. We
used software (ADGRec_120F) to capture the subjects’ screens in order to record
their operations in a time series. In addition, we recorded the subjects’ hand move-
ments and facial directions using an overhead video camera. We analysed the anima-
tion captured by the screen-capturing software and output the results as operating-log
data. We output the operating logs by 65 fp (per 0.5 sec) because we recorded the
videos at 130 fp. An example of an operating log is shown in Table 1.
Evaluation of System Engineers’ Intellectual Productivity 307
2.3 Participants
The subjects were five students who had elemental knowledge of coding but had no
experience in using the development environment tool used in this experiment.
2.4 Ethics
3 Analysis
We extracted the operations of the subjects from the operating logs. As a result, 45
types of operations were identified, and we found that coding was proceeded by a
combination of these operations. We therefore classified the operations into eight
groups, from A to H, according to the purpose of the operation.
Group A (Stopped State). In group-A operations, the subject did not move the
pointer of the mouse and did not refer to instructions or manuals.
Group B (Moving of the Pointer of the Mouse). In group-B operations, the subject
moved the pointer of the mouse.
Group C (Referring to Manuals or Instructions). In group-C operations, the sub-
ject referred to manuals or instructions.
Group D (Adding or Deleting Something). In group-D operations, the subject’s
purpose of operation was adding or deleting new screens, variables or files.
308 R. Hirano, Y. Nakamura, and M. Nakanishi
Next, to read the subjects’ process of thinking during the task, we focused on the pat-
terns of sequences of the groups of operations. Hollnagel (E. Hollnagel, 1994) [1] has
proposed a contextual control model (COCOM) that can divide workers’ working
situations into four phases depending on the degree of understanding. The four phases
of situations that occurred during working were defined as follows:
1. Scrambled control mode. In the scrambled control mode, the choice of the next ac-
tion is basically irrational or random, which is typically the case when situation as-
sessment is deficient or paralysed and, accordingly, little or no correlation between
the situation and the action is observed. The scrambled control mode includes the
extreme situation of zero control.
2. Opportunistic control mode. In the opportunistic control mode, the salient features
of the current context determine the next action. Planning or anticipation is limited,
perhaps because the context is not clearly understood or because the available time
is limited.
Evaluation of System Engineers’ Intellectual Productivity 309
3. Tactical control mode. The tactical control mode corresponds to situations where
performance more or less follows a known procedure or rule. Planning is of limited
scope or range, and the needs taken into account may sometimes be ad hoc.
4. Strategic control mode. In the strategic control mode, the joint system has a
wider time horizon and can look ahead to higher-level goals. The dominant fea-
tures of this situation or the interface therefore have less influence on the choice of
action.
According to the previous definitions, we divided the subjects’ process of thinking
into four phases:
1. Scrambled control process. In this control process, subjects are alternately referring
to instructions and manuals, which means that the subjects do not understand what
to do and that operations have no progress. The sequences of operations like this
situation were categorized as scrambled control processes.
2. Opportunistic control process. In this control process, operations semantically un-
related to each other are being repeated, which means the subjects are operating in
a haphazard manner. The sequences of operations like this situation were catego-
rized as opportunistic control processes.
3. Tactical control process. In this control process, although operations semantically
related to each other are being performed, operations are interrupted as the subjects
refer to instructions or manuals, which means that, when the subjects’ perspectives
of what operations to perform are not clear, they are performing operations that
they could understand one-by-one. The sequences of operations like this situation
were categorized as tactical control processes.
4. Strategic control process. In this control process, subjects are correctly performing
operations semantically related to each other without referring to instructions or
manuals during operations, which means that the subjects’ perspectives of what
operations to perform are clear and the operations are being conducted. The
sequences of operations like this situation were categorized as strategic control
processes.
The specific patterns of the sequences of operations extracted for each of the four
phases were as follows:
1. Sequences of operation groups that correspond to scrambled control processes
C→A. In this pattern, subjects fall into a stopped state despite having acquired infor-
mation by referring to instructions or manuals.
A→B→A. In this pattern, subjects lose their focus and fall into a stopped state again,
even though the subjects move the pointer of the mouse to perform some task after the
stopped state.
C→B→A. In this pattern, subjects lose their purpose and fall into a stopped state;
however, after acquiring information by referring to instructions or manuals, the sub-
jects move the pointer of the mouse according to the acquired information.
B→A→B→A. In this pattern, subjects repeatedly move the pointer of the mouse and
fall into a stopped state. The situation where operations of group D~H emerge
after the movement of the pointer of the mouse has changed to a stopped state is not
310 R. Hirano, Y. Nakamura, and M. Nakanishi
considered a scrambled control process because the subjects are judged to be thinking
of the next operation during the transition from the movement of the mouse to the
stopped state.
2. Sequences of operation groups that correspond to opportunistic control processes
B→E→B→E. In this pattern, subjects repeatedly move the pointer of the mouse and
choose menus. This pattern is regarded as a situation where subjects are attempting to
find clues to solutions by clicking somewhere without understanding what operations
should be performed next.
B→A→E. In this pattern, subjects fall into a stopped state after moving the pointer of
the mouse and choosing menus. In this pattern, subjects move the pointer of the
mouse to perform a task but lose their purpose along the way and choose menus that
appear to be related to the operation, or alternatively, the subjects move the pointer of
the mouse to choose menus but lose their confidence along the way with respect to
whether the choice is correct, and after having given the matter some thought, they
finally choose a menu based on their estimation that the operation is correct.
3. Sequences of operation groups that correspond to tactical control processes
→ →→ →→
B E, C B E, B C E. In these patterns, subjects choose menus after having
moved the pointer of the mouse. This pattern is different from the pattern of
B→A→E in opportunistic control processes in that a series of operations from mov-
ing the pointer of the mouse to choosing menus emerges only once, and then opera-
tions of group D~H are performed. The case where subjects refer to instructions or
manuals before performing or while performing operations of group D~H is also
included in these sequences.
→
B G. In this pattern, subjects move objects after having moved the pointer of the
mouse. In many cases, the text related to the objects is edited, which means the pur-
pose of the operation has not yet been accomplished using this pattern.
→ →→→ →→ →→ →→→
B D, B D B D, C B D, B C D, C A B D. In these patterns, the
subjects change operations without editing variables or newly added files after having
moved the pointer of the mouse, or the subjects repeatedly move the pointer of the
mouse and add the necessary amount of variables. The case where the subjects refer
to instructions or manuals before or while performing these operations is also
included in these sequences.
4. Sequences of operation groups that correspond to strategic control processes
→ → →→ →→
B F, C F, C B F, B C F. In these patterns, subjects edit the name of vari-
ables or files after having moved the pointer of the mouse, and they do so without
falling into a stopped state. The case where subjects refer to instructions or manuals in
order to obtain information before editing is also included in these sequences.
→→→ →→→
B G B F, B D B F. In these patterns, subjects successively add and edit
objects or subjects edit objects after moving them. These patterns are characteristic
sequences of operations that commonly emerged in subjects’ operating logs.
Evaluation of System Engineers’ Intellectual Productivity 311
→ → →→ →→
B H, C H, C B H, B C H. In these patterns, subjects configure properties
of software after moving the pointer of the mouse. The case where the subjects refer
to instructions or manuals in order to obtain information before editing is also in-
cluded in these sequences.
By searching for patterns of sequences of operation groups that correspond to the
four previously described phases in the subjects’ operating logs, we visualized
changes in the subjects’ thinking processes during the task. Table 3 provides an ex-
ample of an operating log; strategic control processes are marked as green, tactical
control processes as blue, opportunistic control processes as yellow and scrambled
control processes as red.
First, we paid attention to how thinking processes changed between the four phases
while subjects were performing the task. Figures 1 and 2 represent changes in the
thinking processes of subject A, who completed the task in the shortest time, and
subject B, who required the longest amount of time to complete the task. The task
Strategic
4
Tactical
3
Opportunistic
2
Scrambled
1
Configuring propaty
Making frames of screens Editing texts Configuring settings of variables
0
0 100 200 300 400 500 600 700 800 900 1000 1100 1200
Time (sec)
included three subtasks, and red lines on the graph indicate the initiation and the ter-
mination of the subtasks.
According to the changes in subject A’s thinking process, changes between strate-
gic and tactical control processes were frequently observed, and scrambled control
processes were only observed when subject A started to perform the task and was
configuring properties.
The operations in the first subtask mainly involved adding new screens and editing
the names of objects. However, in addition to these operations, subject A was confi-
guring the settings related to the screen’s transitions that are normally an operation
included in the second subtask, which means this subject had clear perspectives about
the whole task. Although subject A exhibited scrambled control processes at the be-
ginning of the task, the subject generally performed this subtask while changing
thinking processes between strategic and tactical control processes.
The operations involved in the second subtask were mainly the addition of new ob-
jects onto the screen and the editing of text. In this subtask, subject A fell into scram-
bled control processes several times but immediately returned to strategic or tactical
control processes.
In the third subtask, the subjects had to configure properties in detail, such as a set-
ting for error control after adding variables or files. However, this subject A did not
fall into a scrambled control process during this subtask and performed strategic
control processes most of the time throughout this subtask.
Strategic
4
Tactical
3
点
( )
Opportunistic
2 点得
Scrambled
1
Making frames of screens Configuring property about screens Adding variables, Configuring properties
0
0 200 400 600 800 1000 1200 1400 1600 1800 2000 2200 2400 2600 2800 3000 3200 3400 3600
Time (sec)
According to Fig. 2, which shows the changes in subject B’s thinking process, this
subject was more susceptible to falling into a scrambled control process than was
subject A. During the first subtask, most of the subject’s time was occupied by strate-
gic and tactical control processes, although scrambled control processes were ob-
served several times. During the second subtask, the subject discretely performed
settings semantically unrelated to each other while configuring the settings for the
screen’s transitions. In this subtask, subject B frequently fell into a scrambled or op-
portunistic control process. During the third subtask, subject B again frequently fell
into a scrambled or opportunistic control process, which means this subject did not
have clear perspectives about configuring the properties. Ultimately, this subject did
not complete the task.
Evaluation of System Engineers’ Intellectual Productivity 313
When we compared the thinking processes between two typical subjects, we found
that the thinking process of the subject with high task performance was mostly occu-
pied by strategic or tactical control processes and that the subject tended to immedi-
ately recover from opportunistic or scrambled control processes to strategic control
processes. In contrast, the thinking process of the subject with low task performance
was found to frequently change between four phases of thinking processes; in addi-
tion, after this subject’s thought process fell into a scrambled control process, the time
required to return to a strategic control process was relatively long.
800
700
600
3% Strategic control
500 process
7%
Time (sec)
400
Tactical control
300 process
31%
200
59% Opportunistic control
100 process
0
Strategic control Tactical control Opportunistic Scrambled Scrambled control
process process control process control process process
Control process in COCOM
Fig. 3. Total time of each control process for Fig. 4. Proportion of each control process for
subject A subject A
The length of each control process in total time followed the order strategic control
process > tactical control process > opportunistic control process > scrambled control
process, and approximately 90 percent of the total time was spent in a strategic or
tactical control process. On the basis of these results, subject A was performing the
task with a clear perspective of the operations and rarely fell into a scrambled control
process. Figures 5 and 6 show the results for subject B, whom we discussed in the
preceding section.
The time spent in a scrambled control process was the longest and occupied ap-
proximately 40 percent of the total time. On the basis of these results, subject B faced
numerous situations where he performed a task without understanding the operations
necessary for completing the task.
We succeeded in quantitatively comparing the intellectual productivities of two
subjects by calculating the proportion of their thinking processes during a task.
314 R. Hirano, Y. Nakamura, and M. Nakanishi
1200
1000
Strategic control
800
process
Time (sec)
600 29%
33% Tactical control
process
400
Opportunistic control
200
process
23%
0 15%
Scrambled control
Strategic control Tactical control Opportunistic Scrambled
process process control process control process process
Control process in COCOM
Fig. 5. Total time of each control process for Fig. 6. Proportion of each control process for
subject B subject B
5 Conclusions
In this study, we suggested a method for evaluating the thinking and judgment of
system engineers who are engaged in software development; that is, a method for
measuring their intellectual productivities. This method can express intellectual pro-
ductivities based on operating logs by indexing different tasks. This method is there-
fore a simple method that can be applied to practical work.
This method can be applied in two ways. The first application is an approach to
evaluate the skill of system engineers. This method can not only evaluate the aptitude
by scoring engineers’ intellectual productivities but can also analyse the tendencies of
the skill of system engineers using the proportions of each control processes and time-
series graphs. The results could be applied to effectively educate and train systems
engineers. The second application is an approach to improve the tools and manuals of
Evaluation of System Engineers’ Intellectual Productivity 315
Reference
1. Hollnagel, E.: Human Reliability Analysis: Context and Control (Computers and People).
Academic Press (1994)
Freiform: A SmartPen Based Approach
for Creating Interactive Paper Prototypes
for Collecting Data
1 Introduction
The creation of multi-modal data collection is a complex task for all empirically
working scientific disciplines (e.g. social sciences, psychology, linguistics or edu-
cational science). Currently the data is collected using complex audio-video tech-
nology and is then manually processed, quite often in a computer supported way.
In order to collect the data, complex experimental setups have to be constructed,
which are in many ways interfering with actual situation under investigation.
In this project we developed a system allowing to easily create interactive
paper prototypes for collecting data. The systems is based on smart pen tech-
nology. A smart pen is an ”electronic” pen that records it’s movements and also
creates an audio recording. The pen is equipped with a small text display and is
able to play back sound files. The tracking of the pen’s movement is realised by
a micro pattern, which is printed onto the used paper, which is then analysed by
a built in camera of the pen. As such, it becomes possible to store the collected
data digitally, while having a paper transscript at same time. Applications for
the smart pen, so called penlets, are written in java and are being uploaded onto
the pen. A demonstration video of the running system can be found at the our
media server1 .
1
‘‘mms://mediasrv.hs-fulda.de/FBAI/public/MUC2012/
freiform demo 1080.wmv"
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 316–321, 2013.
c Springer-Verlag Berlin Heidelberg 2013
Freiform 317
The user interface of the Freiform system is maximally reduced, as the elec-
tronic pen is only equipped with a single line text display (see figure 2). Navi-
gating through the pen’s internal system menu is achieved by pointing the pen
at a cursor cross printed onto the paper. Acoustic and visual feedback is given
to the user. Starting the Freiform application requires a couple paper clicks.
Once the application is started, no further explicit navigation steps have to be
initiated. Instead of providing a complex menu system, we have tried to model
an optimal workflow, which will guide the user in an intuive way through the
creation process and the data collecting process. Informal usability tests have
shown, that users very easily adapted to the proposed interaction concept and
were able to use the pen almost without any training.
318 M. Klomann and J.-T. Milde
During the first phase of form creation the user needs to set up the tool
buttons for defining the data fields of the actual form. This step is nesseary, as
we wanted the system to be as flexible and independent as possible. The user
is completely free to use her own language and is able to design the interface
using her prefered symbols. This approch allows to design minimal interfaces
as well as interfaces with a more detailed design structure. It would have also
been possible to print out the tool buttons onto the paper. We put down this
approach, as we would to like to support the idea of sketching out functional
interfaces in this research.
The only limitation to this idea is the design of the user interface on the pen
itself. Here textual output had to used for communication, so we had to decide
for a system language (currently English). The implementation restrictions make
it hard to replace the interface language, as external ressource files are not pro-
vided by the smartpen API. Another approach would have been spoken language
output through the built in speaker. Again, while this would have supported the
workflow and could have lead to a more efficient form design process, yet we
discarded this idea. The pen should be used in a non disturbing way, e.g. during
an interview session in field work. Acoustic output would have interfered with
these kind of delicate research situations.
In the example form we are using letters to mark down the tool buttons. The
Freiform system instructs the user to write down the initial letter of an english
term describing the tool category. When defining a label tool button, the user
should write down a capital L (see figure 3).
Step by step the user has to mark down symbols for all tool buttons. Following
the label tool button, the user is asked to define the text tool button. Again the
inital letter should be used (see figure 4). This process is continued until all tool
button are visible.
The user is not restricted to using letters for denoting the tool buttons. Any
symbol could be used. In order to identify the end of sketching out a tool button
symbol, we needed to define a timeout period. A symbol will be identified by con-
tinuously drawing strokes. Once the user stops drawing for more than a second,
the strokes will be stored by the system and the user is requested to draw the
next tool button. The timeout approach makes it possible to write down words
and phrases as part of the user interface. As a result of this implementation,
sketching out the tool buttons is very simple and very intuitive.
Freiform 319
Once all tool buttons are defined (currently 6 tool buttons are available), the
actual data collecting interface can be sketched out. The user clicks onto the
tool button he likes to draw and then sketches out the data collecting field. This
step is repeated until all fields of the form have been drawn.
In our example form three data fields have been defined: a text field, a number
field and a counter field. In addition three labels have been written down, making
it easier for the user to identify the semantics associated with a specific data field.
These labels are optional.
In order to create a minimal form, only the outline of a data field has to be
drawn. The graphical form of the drawing is ignored. Instead its bounding box
is calculated. All user input, which is marked down inside this bounding box
area will be associated with the data field. In the example an L shaped form is
used for the data fields. This form is simple to draw, supports the user during
the data collection step and the bounding box of the data field can be easily
indentified (see figure 5).
More data fields can be added to the form. The system stays in the sketching
mode until the user decides to start recording data. In order to get into record
mode, the user has to activate the record tool button. It is also possible to
return to sketching mode by activating the record button one more time (see
figure 6).
320 M. Klomann and J.-T. Milde
Fig. 6. Once the sketch of the form is finished, data can be recorded
Each data field is internally associated with a specific variable holding its
current (interpreted) value. As we have put down five strokes inside the area
of the counter field, the value amounts to five. Every time a change in value
is detected, the current value will be prompted to the user (see figure 8). No
acoustic feedback is given here.
The number field is is used to collect numerical data. Here the internal OCR
system of the pen is processing the strokes and provides the appropiate digit to
the Freifom system. The final field value will be calculated based on these digits
Freiform 321
(see figure 1). The text field works similar to the number field. The internal
OCR of the pen tries to identify the letters and joins bigger units like words or
phrases. Unfortuneatly, the OCR does not work as robust on letters as it does
on digits. Even with block letters the recognition is error prone (see figure 9).
3 Conclusions
The Freiform system allows to easily sketch out interactive paper prototypes. In
order to design a data collecting form, the user is requested to draw a number
of tool buttons, that will then be used to sketch out the actual data collecting
form.
An important feature of the chosen approach is it’s very low technological
entry point. Writing down notes with a pen is a common scientific technique
and is generally accepted. Defining the paper prototype is very simple and does
not require a high level of computer skills.
Towards an Ontological Interpretation on the i*
Modeling Language Extended with Security Concepts:
A Bunge-Wand-Weber Model Perspective
1 Introduction
Goal-oriented requirements engineering can facilitate the elicitation and
representation of organizational requirements and security requirements [1, 2]. To
specify goals and related concepts, many goal-oriented requirement languages
(GRLs) have been proposed [2-5]. The modeling languages offer constructs to specify
the agents involved in a modeled domain and the goals that the agents intend to
achieve. Among the proposed GRLs, the i* language [5] is considered in this study
due to the following rationales. Ongoing academic efforts have succeeded in giving
birth to the ITU-I Recommendation Z.151 standard based on the i* language [6].
Furthermore, Elahi et al. enhance the expressiveness by extending the i* modeling
language with the concepts of vulnerabilities, attacks, and countermeasures [7]. This
integration enables an analyst to simultaneously express concepts with rich
vocabulary regarding social characteristics, organizational information needs and
security requirements in one modeling framework.
To understand the quality of the representations provided by a modeling language,
Wand and Weber propose the Bunge-Wand-Weber (BWW) ontological model to
analyze and evaluate conceptual modeling grammars [8, 9]. The BWW model has
been applied to evaluate various modeling languages [10-15]. The evaluation results
may provide some insights to improve the inspected languages. The effectiveness of
ontological evaluations with the BWW model has been empirically validated in the
study of Recker et al., which claims that the users of a conceptual modeling language
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 322–328, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Towards an Ontological Interpretation on the i* Modeling Language Extended 323
can perceive ontological deficiencies and the deficiency perceptions of users should
negatively be associated with usefulness and ease of use of the language grammars
[16]. Accordingly, this study aims to examine the security concepts in the i* modeling
framework based on the BWW ontological model. The examined language elements
include all of the security elements proposed in [7].
This paper is organized as follows. Section 2 introduces the language elements to
be analyzed. Section 3 briefly introduces the BWW ontological model. Section 4
describes the method conducted in the ontological analysis process. Section 5
describes the analysis results and Section 6 proposes some discussions on the results,
followed by the conclusion in the last section.
Table 1. Security languge constructs and the definitions used in the ontological analysis
Construct Definition
Malicious actor A specialization of actors that has malicious intentional elements inside its
(attacker) boundary
Malicious task The necessary steps to fulfill a malicious goal via resource consumption
Malicious goal A subtype of goals; also a supertype of malicious hard goals and malicious
softgoals
Malicious hard A subtype of hard goals that an analyst considers as malicious
goal
Malicious A subtype of softgoals that an analyst considers as malicious
softgoal
Countermeasure A protection mechanism employed to secure the system planned
Vulnerability A weakness or a backdoor in IT systems
Vulnerability of A state of a resource in which, while executing a task employing the resource, the
resource system planned might be susceptible
Vulnerability of A condition caused by executing a task might render the system planned
task susceptible
Vulnerability A relation between a vulnerability and a resource, a task, or a hard goal, indicating
effect that the intentional element might be impacted once the vulnerability is exploited
Vulnerability A relation between a vulnerability and a resource, indicating that the resource
effect on might be impacted once the vulnerability is exploited
resources
Vulnerability A relation between a vulnerability and a task, indicating that the task might be
effect on tasks impacted once the vulnerability is exploited
324 G.-Y. Liao, P.-J. Liang, and L.-T. Huang
Table 1. (continued)
Vulnerability A relation between a vulnerability and a hard goal, indicating that the hard goal
effect on hard might be impacted once the vulnerability is exploited
goals
Exploit link A relation between a malicious task and vulnerabilities that it exploits
Exploit link with A relation between a malicious task and a vulnerability of a resource that it
resource’s exploits
vulnerability
Exploit link with A relation between a malicious task and a vulnerability of a task that it exploits
task’s
vulnerability
Impact of A relation between a countermeasure and a malicious task, indicating the
security protection effect of the countermeasure against the malicious task
countermeasures
4 The Method
Ontological analysis is often linked with the subjectivity issue [17]. To overcome
the potential threat to the validity of the ontological analysis, this study employed the
three-step methodology proposed in [17]. First, two authors separately read the
language specification and mapped the examined language constructs to the BWW
Towards an Ontological Interpretation on the i* Modeling Language Extended 325
constructs. Next, the two authors who participated in the previous step met to discuss
and defend their interpretations, which led to an agreed second draft version. Finally,
the second draft version was inspected by a third author, who then independently
reviewed and commented on the draft. This paper presents the results that have
achieved consensus among all of the three authors.
5 Results
Our ontological analysis begins with identifying things (in BWW). Resources are
defined in the i* language as physical or informational entities representing assets that
are of value to actors and to attackers. Another characteristic of resources is that
further decomposition on a resource can only derive resources. Since a thing (in
BWW) is defined as an elementary unit in the modeled world, therefore, this study
suggests mapping resources to things. Based on the same line of reasoning, an actor
and an attacker are both considered as things (in BWW), because both can be defined
as active entities planning and performing activities on resources (e.g., computer
systems). This study assumes couplings (in BWW) exist not only between an attacker
and the attacked resources but also between an actor and the resources.
The state space of a resource can be composed of secure (recovered) states,
vulnerable states, and attacked states. Vulnerability of a resource is therefore treated as
a lawful state space (in BWW), which is governed by a law (in BWW) that explains
under what circumstances attacks can succeed. Similarly, vulnerability of a task refers
to the vulnerable state in which the task is flawed and could be exploited by malicious
actors. This study also considers vulnerability of a task as lawful state space (in
BWW). Since vulnerability itself is a superclass of vulnerabilities of resources and
vulnerabilities of tasks, it is interpreted also as lawful state space (in BWW).
Malicious tasks conducted by an attacker can cause state transitions from vulnerable
states to attacked states and therefore are represented with transformations (in BWW).
On the other hand, since countermeasures either can prevent computer systems from
moving into vulnerable states or help attacked targets recover from attacked states, this
study also considers countermeasures as transformations (in BWW).
Malicious goals are interpreted as intentional (mental) states that an attacker
intends to achieve by conducting malicious tasks. According to the mindset theory of
action phases, one undergoes four phases in pursuing goals: the predecisional action
phase, the preactional phase, the actional phase, the postactional phase [23]. The
theory argues that an individual sets goals in the preactional phase, creates plans to
pursue goals in the preactional phase, strives for goals in the actional phase, and
evaluates and learns from the overall goal pursuing process in the postactional phase.
Please note that, for an attacker, the transition from the actional phase to the
postactional phase depends on whether the malicious goals are achieved, which, in
turn, is determined by the state of the attacked target. Accordingly, malicious hard
goals and softgoals (and therefore malicious goals) are both interpreted as lawful state
spaces (in BWW) governed by the laws that reflect the valuation of the attacker.
Vulnerability effects are interpreted as couplings (in BWW) between a
vulnerability and the associated concepts. A vulnerability effect of a resource R1 on
another resource R2 indicates a coupling (in BWW) between R1 and R2, which
implies R1 operating in a vulnerable state might impact R2. Since tasks are seen as
326 G.-Y. Liao, P.-J. Liang, and L.-T. Huang
6 Discussions
Thirteen terms in Table 2 can be directly map to ontological terms in the BWW
model. This table also offers opportunities for further discussions. First, the
distinction between hard goals and softgoals is not identified. Since the difference
may lie with the goal evaluation process in which one determines whether a specific
goal is achieved, future works are suggested to consider interpreting different types of
goals as distinct lawful state spaces governed by particular state laws. Second, four
occurrences of no direct counterparts were found in the analysis results. These terms
add to the size of the vocabulary offered in the extended i* language, which may
confuse the beginners learning the language. It would be interesting to examine
whether this happens to the users of the extended i* language. Third, it seems difficult
to express the distinction between malicious tasks by a malicious outsider and flawed
tasks by an inadvertent insider, as long as tasks are modeled as transformations. More
research efforts are suggested to undertake to analyze the ontological distinction
between the scenarios associated with the two types of risks.
This paper proposes the results obtained through an ontological analysis on the
security concepts proposed in the extended i* language. To our knowledge, this is the
first attempt to apply the BWW ontology to analyze security concepts in a conceptual
modeling grammar. It is expected that the findings obtained in this study can help
devise modeling rules for security requirements engineering. Since the i* modeling
framework has been accepted as an international standard, it is expected that more
analysis results may improve the design of the language. However, the results
provided in this paper are still preliminary. We expect the suggestions proposed in the
previous section can provide research objectives for future studies.
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Reconsidering the Notion of User Experience
for Human-Centered Design
Hiroyuki Miki
Abstract. Recently, the word “User Experience (UX)” has been often used in
usability-related areas such as web design and system design. Although it was
defined in ISO 9241-210 and its importance has been growing, details of the
notion and results of introduction of it have not been well clarified yet. After
reviewing related research results, this paper firstly summarizes a historical
transition from usability to UX by seeing transitions from ISO/IEC 9126-1 to
ISO/IEC 25010 in the software quality international standard, and from ISO
13407 to ISO 9241-210 in the ergonomics international standard. Then details
of the notion are discussed and a framework for UX is proposed.
Keywords: User Experience, Usability, ISO 9241, ISO 13407, ISO/IEC 25010,
Guideline, American Customer Satisfaction Index, Customer Expectation
Management, Theory of Consumption Value, Persona.
1 Introduction
Usability is a notion, for example, that addresses a degree of how easy one can
use products, systems, or services. As products, systems, or services become complex
and provide high-level functions to the user, designing and evaluation usability
become more difficult. In addition, as business competitions go world wide and
become fierce, conditions of successful products, systems, or services become more
complex [3].
Norman considered this kind of changes and claimed that broader scope than usa-
bility should be considered [14]. He claimed that the user wants not only a good usa-
bility but also a high UX to be truly pleased with good products, systems, or services.
To consider UX, one needs to consider user’s good/ bad feelings and responses,
namely results of relating products, systems, or services more than usability. It was
the first time that UX was mentioned by an opinion leader of usability.
Since international standards provide common bases for international businesses, it
was quite reasonable that the word UX was introduced in them under the changes
described above. However, details of the notion and results of the introduction of it
are not well clarified yet.
After reviewing related research results, this paper firstly reviews a historical tran-
sition from usability to UX by seeing transitions from ISO/IEC 9126-1 to ISO/IEC
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 329–337, 2013.
© Springer-Verlag Berlin Heidelberg 2013
330 H. Miki
25010 in the software quality international standard, and from ISO 13407 to ISO
9241-210 in the ergonomics international standard. Then details of the notion are
discussed and a framework for UX is proposed.
2 Background
User experience white paper [16] is a result from discussions among the invited
experts of the Demarcating User Experience seminar in 2010. It goes beyond
definition discussions, describes core concepts of UX, and clarifies different
perspectives of UX. It addresses what are UX and what are not UX, time span of UX,
factors affecting UX, and UX as a practice. In the description of UX as a practice, it
refers to human-centered design (HC) [8, 9] and briefly explained what have to be
done in HCD. Although it is a twelve page document, it briefly summarizes
arguments at the time well. Fig.1 from the document shows time spans of UX, the
terms to describe the kind of UX related to the spans, and the internal process taking
place in the different time spans. While usability is on “during usage” only, UX
covers all spans.
Reconsidering the Notion of User Experience for Human-Centered Design 331
Fig. 1. Time spans of UX, the terms to describe the kind of UX, and the internal process taking
place. (This is created based on Fig.2 of the paper [16].)
Bargas-Avila and Hornbæk summarize dimensions and data collection methods for
UX [2]. While the dimensions are more than usability dimensions, the data collection
methods are similar to usability ones.
Table 1. UX dimensions and data collection methods for UX (created from Table 2, 3 of [2])
(TCV) [17] in marketing area decomposes it into five sub values to explain consumer
choices: functional value, social value, emotional value, epistemic value, and
condition value. Moser et al. [12] suggested using the five sub values and additional
interpersonal value as sub notions of UX. For example, while the functional value
corresponds to most notions of usability such as efficiency and effectiveness, other
sub values reasonably cover other notions compared with UX dimensions in section
2.3. TCV is referred to create an UX framework in section 4.3.
Perceived Customer
Quality Complaints
Perceived Customer
Value Satisfaction
Customer Customer
Expectations Loyalty
Fig. 2. American Customer Satisfaction Index (Arrows represent influence. This is created
based on http://www.theacsi.org/index.php).
In the previous section, a wide range of related research results of UX are reviewed.
International Standards, on the other hand, have the specific role to provide business
organizations with technical standards. Currently, UX related standards are built
mainly by the ergonomics committee (ISO/TC159) and the software committee
(JTC1/SC7). In this section, fundamental standards related to UX are reviewed: ISO
9241-11:1998 [11], ISO/IEC 9126-1:2000 [6], ISO 9241-210:2010 [9], and ISO/IEC
25010:2011 [7].
systems) [9] in ergonomics standards. In ISO 9241-210, UX is for the first time
defined in international standards as the following.
However, there are three other definitions described as notes in the document, which
showed difficulties in defining it. In addition, there is no description about differences
between usability and UX.
ISO/IEC 9126 series have also been under renewal to ISO/IEC 25000 series in
software quality standards. ISO/IEC 9126-1 [6] was renewed to ISO/IEC 25010 [7]
and the definition of usability was renewed. Unlike ISO 9241-210, the terminology
UX is not used in ISO/IEC 25010. Instead, concepts of UX are included in the defini-
tion of satisfaction of usability definition; Satisfaction consists of not only usefulness
but also trust, pleasure, and comfort.
4 Discussion
So far, related research results and related international standards to UX are reviewed.
In this section, discussions are made on what are missing in the international
standards to represent the notion of UX, and a framework on UX is newly proposed
based on the discussions.
For a development of systems and services, clarifying user’s goals with the systems
and services is very important as emphasized in the international standards described
in section three. “Goal” is defined in ISO 9241-11as “an intended outcome”, which
can be decomposed into sub-goals and accomplishing sub-goals result in
accomplishment of an original goal.
When ISO 9241-11 is extended to cover not only usability but also UX, this defini-
tion of “goal” (intended goal) needs to be wider. Firstly, in addition to the intended
goal, “expected” goal which can not be explicitly decomposed into sub-goals should
be added to the notion of goal. Because, when it comes to service, it is often the case
that what a customer thinks of for UX is expectation rather than the intended goal in
the sense that expectation is so abstract to be decomposed into sub-goals [11]. Exam-
ples of the expected goal include “Be able to capture what she sees in ‘her mind’s
eye’ ” [4].
Secondly, emotional goal should also be added since it is also difficult to be de-
composed into sub-goals. Examples include “Feel like a ‘real’ photographer” [4].
Summaries are shown in Table 2. Three kinds of goals are added to the goal of ISO
9241-11. These different kinds of goals should be mentioned in ISO 9241-11 in the
future.
Reconsidering the Notion of User Experience for Human-Centered Design 335
actional emotional
Intended goal ISO 9241-11 +
Expected goal + +
4.3 UX Framework
perceived value are changed from ISO 9241-11 and ACSI, they are explained in the
following. First, considering section 4.1, “goals” are specified as composed of in-
tended goals and expected goals.
Second, meaning of “perceived quality” is extended as composed of various quali-
ties such as those mentioned in section 2.5. In ACSI, “perceived quality” was calcu-
lated as a total score of desired and undesired degrees against needs. As discussed in
section 2, since quality measures of UX other than satisfaction and long term meas-
ures vary a lot, appropriate measures should be selected for a system and a service.
Third, meaning of “perceived value” is changed as relative quality against input
compared with the relative quality against price in ACSI. Examples of “perceived
value” include relative pleasure against stress in game, relative relief against anxiety
in public machine usage, and so on. Although usability international standards do not
treat a value as a measure, it should be added to consider UX.
Since ACSI has been widely applied to many services, the proposed framework
can also be applied to many systems and services.
Intended/Expected
User
Outcome
Intended/Expected
Goals
Task UX
Equipment
Perceived Quality
Outcome of
Environment Use/Expectati on
5 Concluding Remarks
After reviewing related research results, this paper firstly reviewed a historical tran-
sition from usability to UX by seeing transitions from ISO/IEC 9126-1 to ISO/IEC
25010 in the software quality international standard, and from ISO 13407 to ISO
9241-210 in the ergonomics international standard. Then details of the notion are
discussed and a framework for UX is proposed.
Since UX is a complex notion [5], the proposed framework is expected to be ap-
plied and examined against real applications. Results of this paper are also expected
to be considered in the creation of UX related international standards.
Reconsidering the Notion of User Experience for Human-Centered Design 337
References
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upa_voice/volumes/4/issue_1/intel_ease.htm (electronic version)
The Proposition of a Framework to Support the Design
of Ecological Systems for the Web
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 338–346, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Proposition of a Framework to Support the Design of Ecological Systems 339
1 Introduction
Methods used for ErgoMonitor and ErgoSV development and also presents how these
environments can be used together for allowing Ecologycal Systems development
team achieving their usability design and evaluation goals.
3 Theory / Calculation
This section presents the environments that should be used together to present a
framework for helping the development of Ecological Systems based on the web:
ErgoMonitor and ErgoSV. The joint utilization of these usability supporting tools
may produce a complete guideline for the HCI design and/or evaluation processes and
can be a meaningful tool for Ecological Environments development teams and even
for their users.
3.1 ErgoMonitor
The ErgoMonitor is defined as a system able to be monitoring real interactions per-
formed by real users in their own working environment. This defines the usability
evaluations attention focus: the presence of usability problems without the total
knowledgement about the use context involved (Brajnik, 2000).This project was in-
spired by a need that web site developers and managers deal regularly: continually
assuring and improving the web site usability despite the constant updating of actions
and informations (Scapin et al., 2001).
In the ErgoMonitor context, the possible tasks that could be performed by the users
while interacting with the web site should be the ones considered as “objective” or
“closed”. These special tasks have a main feature: they present beggining and ending
points (ie, urls) clearly well stated. So, the final url that could be accessed by an user
while performing a task, and achieving success, must be an specific success-url. And
so, for this same reason, an initial url, is probably the Homepage for most of the tasks
that are supported by the web site. In this context, if the dilletantes users, that only
wish to visit the web site and do not aim to conclude a task, are not considered.
The ErgoMonitor´s evaluator-operator must have an active participation in the en-
vironment configuration, since he/she should define a “service” parameter for the
achievement of the server log files. Also, he/she should model the tasks and behav-
iours. This modelling is, basically, the presentation of a set of urls that are accessed
while a task is being performed. So, the models needed include the success, cancels,
desistances, help solicitations, error messages, and others.
3.2 ErgoSV
compared with other images collected during the test. The images are collected in an
interval time stipulated by evaluator. After collected all images and the participant
finish the test, the ErgoSV Software performs an image processing and two informa-
tions could be provided: The first one is the moment when the participant´s face is
different from the default image. The second is generated when the software don´t
recognize any face in image.
The speech recognition is performed in order to support verbalization method also
known as Think Aloud. Ericsson and Simon proposed three ways to perform the
Think Aloud (Verbalization): (1) the participant don´t need to perform a hard mental
load to transforming what he/she is seen to what they will pronounced, for example,
whether the participant see a figure containing a number they can pronounce the
number easily. (2) in this approach the participant needs to perform more mental load
than the last one because he/she needs to transform what he is thinking about in a
word to be pronounced; (3) the last approach of verbalization is more complex be-
cause the participant needs verbalizing about specific situations of things, moreover,
the people could be required verbalizing something from past (Boren e Ramey, 2000).
In ErgoSV the participant needs to transform a situation in a word that represents
what he is thinking about the software.
To perform an usability evaluation using speech recognition the evaluator needs to
choose words to the participant. Some words are initially established such as “good”,
“bad”, “regular”. After set the words, the usability test is started and so, when the
participant pronounces one of the configurable words, the software performs the rec-
ognition, stored it in a database and after speech processing the application presents
the word and the confidence (certain recognition rate).
Therefore, the ErgoSV Software is a tool based on observation techniques of usa-
bility evaluation that uses an approach improved from the traditional filming and
verbalization. Also, this application collects data from voice and face emotion. This
evaluation software can support the Ecological Software design in all stages of Usa-
bility Engineering. The next section presents an approach to support the analysis,
development and evaluation of ecological systems.
processes. The observation techniques are used in the development stages to support
the evaluation of existing products, prototypes and final products.
The Interactive Process (Pressman, 2011) which this framework is based allows
and guides the development team to repeat the activities with the final user several
times in order to improve the concepts and user needs.
The Figure 1 presents the Ecological Software Design Development Process
Framework and their activities.
Fig. 1. Framework to Support the Design of Ecological Systems for the Web
The Conceptual Analysis is the first framework stage and did not have relevant
changes compared to traditional usability engineering. In this stage, the designer
should not be concerned about applications of technologies resources to be developed,
but the main activities aim to present information about what the user needs in their
applications, what problems to solve and what are the important data to be collected
to help figuring out how should be the software developed. Mental models, notes,
voice recorders and interviews can be used to support this stage (Cybis et al., 2011).
Although both ErgoSV and ErgoMonitor are not used in this stage since that applica-
tion is not the focus of this phase, the test participants chose is also realized in this
stage. It should be interesting that a minimum of four or five testers should be se-
lected to achieve a good result in this stage (Cybis et al., 2010; Pressman, 2011).
After performing the Conceptual Analysis, the designers must perform the Analy-
sis and Project Stage. In this phase the designer must transform the user needs in
interface (software) requirements and verify whether these requirements are in accor-
dance to the concepts collected in previous stages. The number of tests that must be
performed in order to support the phase activities can be defined by the development
team and can vary according to requirements difficulties, participants´ skills and
application tested.
The Development Stage aims to perform the development of the ecological web-
sites and can be considered as one of the most important framework stages. In this
stage, the development team must transform the user´ requirements, resources,
344 M. Morandini et al.
features and standards established in previous phases into a final product, more exact-
ly, a website for ecological activities. In this stage the use of observation methods
supported by ErgoSV and ErgoMonitor must be considered by the development team
to perform usability evaluation in prototypes and possible releases.
Finally, the Evaluation Stage is focused in evaluating the final product. The usa-
bility evaluation in final products must be performed by the same participants that
realized the other tests and they must use the website completely as had done when
the system is ready. The ErgoSV and ErgoMonitor software will support the evalua-
tion activities and so generate relevant information about the interaction between user
and the software. The tests can be performed using a list of task compiled by evalua-
tor with help of real users, specialist and regular users, participating or not the pre-
vious test. All the tests must be performed in the releases by real users that can submit
the application to several situations, including some that could not be identified in
previous stages.
As the last framework stage, two possibilities are available: (1) the evaluator can
certify that the website is according to all requirements and the interface has all the
features to ensure high levels of usability allowing all skilled users performing their
task; (2) the evaluation can present problems in the final product such as implementa-
tion problems or concept problems leading the project returning to first stage in order
to performing a new conceptual analysis and so go through all the phases again. The
evaluation is the last stage of the proposed lifecycle and is consider as a delicate
phase. This framework also proposes four activities that can be performed in order to
optimize the evaluation:
1. Initial Stages: The participants are orientated about the Ergonomic Criteria and
how they can influence the interface utilization. Also, they are orientated to basi-
cally observe the interface according to the eight elementary criteria and the partic-
ipants are informed that they can be taped and what words they will need to
pronounce during the test and in which situations they should do that so.
2. Configuration Stage that consists making the configurations in the two applica-
tions that will support the evaluation using observation method: ErgoMonitor and
ErgoSV. The evaluation software needs that the set of parameters should be de-
fined. Among these parameters are the interval time to collect image faces, words
to being pronounced and time to collect screen images. The ErgoSV contains
some words predefined such as good, great, bad, regular, but other words can be
configured.
3. In Test performing the participants perform the usability test and are being ob-
served by ErgoSV and ErgoMonitor. The participants can be monitored by a eva-
luator in order to solve eventual problems or doubts. A list containing several tasks
can be available to participants besides ask them to perform everyday task; and
4. Test Analysis is a stage on what the evaluators use the information generated by
ErgoSV and ErgoMonitor in order to take decision about usability problems.
The next section presents the conclusions and expectations related to the use for this
framework and the results that can be obtained with it.
The Proposition of a Framework to Support the Design of Ecological Systems 345
5 Conclusions
To conclude, it is important to say that this paper purpose is to have more environ-
ments being evaluated or designed using this framework. For this reason this paper
was written and submitted: present the Ecological Environments Development Com-
munity a framework able to help their design and evaluation activities. When per-
forming the usability evaluations, we do not just aim to collect the evaluators answers
for the questionnaires applied, but we also plan to ask to the evaluators to rank the
level of importance for each one of the Ergonomic Criterion (Cybis et al., 2010), since
each question had, at least, one Ergonomic Criterion associated. So, based on these
results, we may have conditions to create a framework for designing web sites for
Ecological Simulation applications as we can be able to figure out which information
is more relevant and, so, propose strategies for making them more usable.
References
1. Cybis, W.A., Betiol, A.H., Faust, R.: Ergonomia e Usabilidade: conhecimentos, métodos e
aplicações, 2nd edn. Novatec, São Paulo (2010)
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Environment-Centered Approach to ICT Service Design
Abstract. One of the key factors we should consinder in designing the new ICT
services that provide high user experience is environment. In this paper, we
show two example in which the use of ICT service strongly depends on the
environment in which the service is provided. We then propose an
environment-centered approach for desinging ICT services. Traditional user-
centered approaches like the persona-scenario method focus on the user
domain, but environmental factors are considered in little while designing
servies. We found, however, that service use is diversed drastially in the
different environments. We have started to examine the proposed approach for
ICT service design. A preliminary finding is that we can focus on environmen-
tal factors, especially, the environmental difference at different times, which is
not considered explicitly in the traditional user-centered approach.
1 Introduction
1
In this article, the word “service” refers to services, products and systems.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 347–356, 2013.
© Springer-Verlag Berlin Heidelberg 2013
348 T. Ohno, M. Nakatani, and Y. Katagiri
are available in commercial. Those products are connected on the broadband net-
work, where various network technologies including fixed-line (e.g. ADSL and
FTTH), wireless (e.g. WiFi) and also mobile network (e.g. LTE and WiMax) are sup-
plied. Because ICT service has become popular in everyday life, diversified users
from children to elderly persons now use ICT services. The service design process
must deal in those factors in the unified perspective.
In this paper, we propose the environment-centered approach for designing ICT
services that provide high user experience. In the approach, we focus on the envi-
ronments that contain both users and services, and from the depiction of the environ-
ments, service specifications are derived. Because environment sometimes changes
drastically when the context is changed, different environments in the different
contexts are described.
In the rest of the paper, we first overview the concept of environment-centered ap-
proach for ICT service design, and then we show two example in which the use of
ICT services strongly depends on the environment. Next, we denote the detail of the
proposed approach and discuss the strength and limitations. Finally, conclusion and
future works are described.
The last factor is “environment”, the context or environment within which the inte-
raction occurs contains organizational and social setting, meaningfulness of the activi-
ty, voluntariness, and physical environment. Here, physical environment represents
places, artifacts, and also the arrangement of the room in the house. Even though
Hassenzahl did not mention the physical environment as the major factor for consi-
dering context and environment, we believe it is necessary to include it because it
often determines the usage pattern of the ICT services. For example, various ICT
services and other artifacts are located in the same place, and the arrangement of them
affects ICT service use. In addition, in the mobile services, they are used in the dif-
ferent places in the different manner.
desk
hustband’s position
PC kitchen
printer
fax
WiFi router
counter
living room iPad
BDR
PS3
T
shelf
V audio Table
ble
low ta
smartphone
PC TV
Figure 3 illustrates an example of smartphone use in their everyday life. Here, four
different contexts, in the home, at the train station, on the train, and in the university
and shops are described. In the interview, they reported that they used ICT services
with different manners in the different contexts. In the home, there were different
artifacts including PC and smartphone. All of them had both smartphone and PC, but
their environment was different between users. They preferred the PC because it had
large screen. However, they sometimes used the smartphone instead of the PC. It
was because it took much time to start using PC. Some users kept their PC in the
sleep mode, so it required short time (e.g. within 10 seconds) to start the PC, but they
still thought that the smartphone was better because it was possible to use it
Environment-Centered Approach to ICT Service Design 351
with no burden time to wait. When they thought they required large screen, e.g.
browsing the Web sites with multiple windows or reading PDF documents, they
switched to the PC.
While riding on the train, their ICT service use was sometimes restricted due to the
network condition. Some of them could not use the online services because network
condition was not good on the train, so a contents prefetch service was preferred.
Another example is the train condition. If they sat on the train, they could use the
social network services (SNS) and the email but while standing on the crowded train,
some of them hesitated to use them because the smartphone screen might be glanced
by other persons.
In the university and the shops, the use of smartphone highly depends on whether
they stayed with their friends or not. With their friends, they did not use the smart-
phone frequently, but if they had a time to become alone, i.e. in the toilet, they often
checked SNS and email quickly.
For designing mobile services, it is necessary to consider how they use services in
the different contexts and environments, and design the service to fit into the contexts.
Especially, it is necessary to determine which context will be the major one, and the
service should be designed to be used comfortably in the context.
The traditional user-centered design focuses on the user, and considers how the user
interacts with the services. Figure 4(a) illustrates the interaction between the user
and the service. For example, the persona-scenario method creates ‘persona’, a
description of a fictitious user based on field data as well as statistical data for under-
standing interaction pattern, user needs and user values [1,6]. Traditional user-
centered design assumes implicitly that there is only one user and she/he interacts
with one service. It is because when the user-centered design was proposed in the
end of ’80s, most computers were large, and the user interacted with only one com-
puter at the same time. It was difficult to consider mobile and ubiquitous services in
the real-world. However, as described in Section 1, interaction between users and
services is changed drastically in the last quarter of the century, and various interac-
tion patterns are available today. Different services are supplied in the different arti-
facts, and users interact with different services simultaneously. In addition, two or
more users sometimes interact with the one service. For example, the smart TV in
the home can be shared by two or more users. For understanding interaction in the
real-world, as illustrated in Figure 4(b), it is necessary to focus on the environment
that contains both users and services. Based on the basic idea, we propose the
environment-centered design where users and services existing in the environment
are described simultaneously, and the service specification is derived from the
description.
352 T. Ohno, M. Nakatani, and Y. Katagiri
Environment
Service
Service
interaction
interaction Users
User Service Service
(a). Traditional user-centered design (b). Environment-centered design
If there are unique environments and artifacts, prominent use style, and interesting
values and experiences in some context, the context should be selected.
In Step (3), environment, people, and usage of existing ICT services are described
in the each context. Like creating persona in the persona-scenario method, real data
taken from different users are filtered and merged for creating fictitious environment.
In the environment description, it is necessary to retain interesting, valuable and dis-
tinctive features found in the real data. People are not limited to the user of the ser-
vice, but also other persons who may affect the user’s ICT service use. For example,
in the commute time, users sometimes get on the crowded train where bunch of
people are jammed every day. As mentioned before, some of them hesitate to user
SNS in such environment. In this case, it is necessary to describe that the train is
jammed with people and the user does not use SNS in the environment. While de-
scribing services, it is not necessary to mention the new service designing here, but
taken from the interview and field study, write down what type of the existing servic-
es they used and how they interacted with the services in the each context. It is im-
portant because in our observation, the way to use the service highly depends on the
context and the environment. Therefore, it is possible to estimate how to use the new
service in the same context and environment. For example, in our interview, some
people used weather forecast service on the smartphone in the busy morning, and
rushed to get the latest forecast in the very short time. In the context, services must
be designed as simple as possible, and required to get the answer quickly with a few
or no operations.
In Step (4), write down the service restrictions and opportunities driven from the
each context. For example, from the context ‘busy morning’, it is possible to de-
scribe that ‘service must be simple and requires no operation’ as the restriction, and if
the existing services are not simple, ‘more simple than existing services and an user
can obtain information just by glancing at or without looking at the screen’ will be-
come the opportunity for the new service. In case of ‘crowded train’, privacy prob-
lem will become a restriction if the service is designed for young users.
Finally, in Step (5), service scenario and specifications are derived from the service
restrictions and opportunities. For emerging new services, existing design process
like the persona-scenario method can be applied in the step.
Here, we show a case study that highlights the strength of the environment-centered
approach. The goal in this case study is to design a new voice agent system on the
smartphone for young people.
Smartphone is next to the pillow. Crowded with people. They do not use smartphone
Very busy in the morning They hesitate speaking to while talking with friends.
•Wakeup call the smartphone. They sometimes find coffee
•Weather forecast •Train timetable service and bar in the afternoon.
•Glance at arrived SNS message •Breaking news prefetch •Restaurant recommend
•Train timetable service services service
(remaining time to departure is •Map and navigation service
displayed)
Restriction:
• They sometimes hesitate speaking to the smartphone
• They are very busy and have little time to operate in the morning
• With their friends, they do not use smartphone except they have the shared purpose.
Opportunities:
• Very fast service operation will be preferred.
• Using several selected services in the morning is the routine work for the user.
• Interactive search services which is designed to use by a few users will be accepted.
Fig. 6. Overview of the voice agent service design in the environment-centered approach
Figure 6 illustrates the overview of the voice agent service design in the environ-
ment-centered approach. In the example, three different contexts consist of ‘home’,
‘train station’, and ‘university and shop’ are selected. For the each context, several
remarkable environmental features and user behaviors are derived from the interview
data. Typical applications operated by the user are also presented. Based on the
results, three restrictions and three opportunities for designing the new voice agent
service are derived. With this process, it is possible to create the service scenario
that satisfies both restrictions and opportunities. Here, it is necessary to note that
detail description is required for the each step in the actual design. Contexts are not
limited to three, but a lot of different contexts will be appeared in the actual service
design. In addition, only the subset of the interview data was described here. It is
also necessary to remark that it is not necessary to use all contexts for describing ser-
vice restrictions and opportunities. Selecting several contexts that are not scoped by
the competitive services will make the new service more attractive and superior. For
example, in the case, just saying “Hello” in the morning to get the constant informa-
tion required every morning will be preferred for the users.
Environment-Centered Approach to ICT Service Design 355
5 Discussion
The strength of the proposed design approach is that it is possible to deal with the
environment, the users and the services in the different context simultaneously. On
the other hand, because the proposed design approach is based on the interview and
field study, there are several limitations. The first limitation is the clarity of the tar-
get service at the beginning. If there are no conditions and restrictions in the new
service, it might be difficult to conduct interview and field study for acquiring valua-
ble data. Therefore, the approach may be difficult to use in the very early stage of
the service design. However, in our case, there is rare case that there are no concep-
tual ideas in designing new ICT services.
The second limitation is the difficulty to innovate the completely novel service
which is not available now. It is because we cannot estimate their usage pattern of
the novel service from the existing social rules. In general, when a novel service is
emerged, social rules are formed gradually in the long period, and it is difficult to
estimate the rule before the service appearance in the society. We should examine
how those two limitations will actually affect in the service design process in our
future works.
In the paper, we propose the environment-centered approach for ICT service design.
We have started examining the proposed approach for ICT service design and con-
firmed the strength of the approach. However, we need a lot more case studies to
determine what factors in the each step are the most important and how to derive them
from the field study and interview data. For applying this approach to various ser-
vices, we are planning to make the design process more explicit and easy to use for
service designers and developers for designing high UX services.
References
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2. Fallman, D.: Design-oriented Human-Computer Interaction. In: Proc. of the 2003 Annual
Conference on Human Factors in Computing Systems (CHI 2003), pp. 225–232. ACM
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6. Nielsen, L.: Personas - User Focused Design. Springer (2013)
356 T. Ohno, M. Nakatani, and Y. Katagiri
Abstract. In today world user interfaces must meet the demands of an interna-
tional environment. User Interface (UI) based on the user preferences and target-
ing a specific group of people can improve the usability, it fulfilled market
demand and reduced the service cost. It is very difficult and costly process to lo-
calize a user interface before internationalize it. This paper highlights both the
verbal and the visual part of the interface that can play a very important role
while creating a user interface that aims at being adapted to local user groups.
This paper gives an overview of cultural differences such as different color asso-
ciations, divergent meaning of metaphors as well as different standards concern-
ing typography. The goal of the work is to emphasize the usability of localized
user interfaces and guarantee the comfortable and intuitive use for local users.
1 Introduction
Against the background of the proceeding globalization, the user interfaces of com-
puter–based products and services need to operate in a global environment. Within
this paper, the term globalization refers to the establishment of products and services
for a worldwide consumption/use [1].
First of all, it is to be questioned why a global user interface (UI) is necessary. The
answer is simple: a globalised UI increases the probability of users all over the world
to find the UI more appealing and as a result get more engaged with the product or
service and use it more efficiently. Simply, globalised UI can help to improve usabili-
ty. Furthermore, users from different cultures are used to different standards of UI and
therefore might be dissatisfied or frustrated when not being able to intuitively under-
stand the UI of a product or service [1].
A basic example to demonstrate the importance of globalised UI concern
different date formats used across the world. Most of the European countries use the
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 357–364, 2013.
© Springer-Verlag Berlin Heidelberg 2013
358 C. Peters et al.
date format DD/MM/YYYY, whereas many Asian countries like Japan use
YYYY/MM/DD. The format MM/DD/YYYY is unique to the United States. Within
different countries and cultures, slashes, dashes or periods might be used as separa-
tors. Sometimes leading zeroes are used, in other cases they might be left out If a
native Japanese speaker is reading a US English web page from a web site in Germa-
ny that contains the date 03/04/02 how do they interpret it? [2], there are different
approaches to global user interface solutions: rather universal and general approaches
or localized and individual approaches [1].
This paper first gives an overview of user interfaces. Both localization and interna-
tionalization are dealt with and the benefits of global UI are addressed. Further the
paper highlight the guidelines for UI developers to design their interface with
the consideration of the multicultural backgrounds of their users in order to aim at a
globally enhanced usability.
2 Background Work
International firms try to create global UI in order to adapt to the international envi-
ronment with a solution that is not or minimal to be changed for different user groups
and represents one solution for the majority of the worldwide users. The concept of
user interface for all, it means that the development of one interface that appeals to
the broadest range of users and is in accord with their abilities, skills, requirements
and preferences [3].
However, for certain markets localized versions are necessary in order to achieve
positive feedback from certain users. Localization refers to the process of customizing
a UI to a specific market or culture. One part of this customization is the translation of
the content. Yet, localization efforts go far beyond the mere translation and creation
of a superficial local appearance. Localized UIs are developed for a specific group of
users, which can mean a country, a culture, a region or broadly speaking even a cor-
porate culture [1].
Often enough one product or service is first designed for one particular culture, be-
fore localization efforts for other cultures are made. Once the attempt was made to
localize one UI for several cultures, it became evident that certain preparations could
be done in advance to simplify multiple localization efforts and avoid the step of re-
engineering. Internationalization refers to exactly that, the separation of localizable
data from the primary functionality when preparing code. This means that localizable
items are externalized and the code is becomes language-independent. Hence, the
necessity for re-design in later stages becomes redundant, as the translation into dif-
ferent languages is already prepared during the development stage of the product or
service. Sometimes internationalization is also referred to as localization enablement,
because it aims at making the localization and translation easier [4, 5].
among users as the interests of the broadest range of users might highly differ from
those of many individuals. Research shows that web-site visitors stay twice as long on
local language sites [1]. A product or service will rarely achieve global acceptance
with a one-size-fits-all concept.
A localized UI causes higher initial development costs as content has to be ad-
justed to different cultures and translated into different languages. However these
higher costs go along with more satisfied users and an expanded target market [6]. As
a localized user interface leads to an increased comprehension among the users, cus-
tomer–service costs might be decreased and in the end localization efforts might be a
profitable investment [1].
When a user interface is adapted to familial structures and preferences of the user,
it becomes more usable. The international Standards Organization (ISO) defines the
word usable as effective, efficient and satisfying [1]. Therefore, from the user’s pers-
pective, localization can lead to an effective, efficient and satisfying user interface.
The difficult task of verbally adjusting an interface to local user groups is probably
the most important step of localization. The verbal part of the UI can be internationa-
lized and enabled for localization efficiently; e.g. how to go about the translation
process and which cultural typography differences need to be considered.
Usually an interface that aims at being globalised is first written in English. One
basic rule to follow is to use simple English, because it is generally easier and cheaper
to translate. This can be achieved by using a restricted vocabulary as well as a re-
stricted sentence structure. Most suitable is the noun-verb-object structure. Another
benefit of simple English is that non-native English speakers are more likely to under-
stand and a translation might not even be necessary, as non-natives might be able to
apply their English knowledge to access the content of the interface [7].
Generally, acronyms and abbreviations should be avoided, as they are difficult to
translate. Translated acronyms might not be concise or could have a negative connota-
tion. Additionally it is advisable to not string together three or more nouns. After the
translation process, the relationship between those nouns is more likely to become
360 C. Peters et al.
confusing or cloudy. To solve this problem, prepositions can be used to clarify the
relationships between nouns [7].
The cultural context and local idioms must be kept in mind when writing content
for the user interface. Words might have different meanings or obtain a new meaning
after the translation process. If the cultural context is not considered, embarrassing or
dangerous faux-pas can be a negative consequence. Numerous brand blunders can be
used as an example for an insufficient consideration of the cultural context. Pepsi, for
example, introduced their slogan, come alive! You’re the Pepsi generation, to the
Chinese market. However, translated into Chinese the slogan read, Pepsi brings your
ancestors back from the grave [1, 4].
When a word cannot be translated, it is best to keep the original term. Some words
simply do not exist in other languages. Looking at linguistic evolution foreign words
are often adapted when they do not exist in a language. Schadenfreude, for example,
is a German word that describes malicious joy or pleasure from another’s misfortune.
This word has been adapted to the English language, as no English term existed to
describe this meaning and hence a mere translation would not assure to deliver the
same content meaning [1, 7].
Furthermore it is recommendable to keep additional screen space for translation.
Generally in English the same information can be carried across with a lot less words
than needed in other languages. The word fuse for example, can be translated as Ab-
sicherung in German, almost three times as many letters. Therefore expansion room
for translation should be allowed [1, 7].
because different looking mailboxes exist in the world with a huge variety of color
and shape. There are internationally accepted symbols that have been developed by
trade or standards organizations like ISO. Before designing a customized symbol, it
should be checked whether the needed symbol has already been created and is
internationally acknowledged which would make the design redundant. When no
culture-free or internationally recognized icon is available, different icons for
different cultures must be implemented in order to not confuse the user [4, 7].
It is advisable to be cautious when using images that have potential to be sensitive
or incorrect in certain culture, to make sure that no user feels uncomfortable, offended
or even insulted. Sensitive subjects include pictures of animals and people. Showing
a country’s flag to indicate the according language, might not always be clear,
because some countries are bilingual, which means that a flag cannot be directly asso-
ciated with the language. Furthermore the display of maps, which include controver-
sial regional or national borders, should be avoided. Caution is also appropriate when
using the x or the check mark. Those do not universally have the same meaning. In
some areas the x in a check box means that the option is not applicable, in others it
means that the option is selected [1, 4].
Another important thing to consider concerning graphics is not to present text di-
rectly within the graphic. If text and graphics are not overlaid, the graphic does not
need to be redone when the UI is localized/ translated. This will simplify the localiza-
tion process [4].
5 Conclusion
Nowadays, considering the proceeding globalization, user interfaces have to meet the
demands of international environment to be internationally successful. The paper
emphasis the needs of localizing the user interface of a product or service. Adapting
the UI to the preferences and knowledge of a specific group of users goes along with
more satisfied users and an expanded target market. Furthermore localization en-
hances comprehension among user groups and helps to increase usability, which in
later stages might spare service costs.
As mentioned before, localization efforts of a user interface are very often done af-
ter a UI of a product or service is adapted and finished for one culture. It is a complex
and costly process to localize a user interface that is not internationalized, which
means that culture and content is separated whilst the UI is created. Therefore it is
recommendable to regard internationalization as a necessary step to enable localiza-
tion in the design process.
The given overview concerning both the verbal and the visual part of the interface
can be considered when creating a user interface that aims at being adapted to local
user groups. They consider cultural differences such as different color associations,
divergent meaning of metaphors as well as different standards concerning typography.
Recommendations have been given about which strategies will simplify the localiza-
tion of one UI for many different cultures such as the avoidance of certain topics and
symbols or the order of translating content.
These guidelines cover basic things to consider when attempting to internationalize
and localize a user interface but obviously do not cover all possible challenges that a
364 C. Peters et al.
developer is confronted with when dealing with many different cultures. To assure the
usability of localized user interfaces and guarantee the comfortable and intuitive use
for local users other approaches need to be considered as well. A possible step would
be to conduct user tastings in order to receive the feedback of real users.
References
1. Marcus, A.: Global/Intercultural User Interface Design. In: Sears, A., Jacko, J.A. (eds.) The
Human–Computer Interaction Handbook. Fundamentals, Evolving Technologies and
Emerging Applications, pp. 355–379. Lawrence Erlbaum Associates, New York (2008)
2. Honomichl, L., Ishida, R.: W3C Internationalization. Date formats (2010),
http://www.w3.org/International/questions/qa-date-format
(retrieved November 19, 2012)
3. Stephanidis, C. (ed.): User interfaces for all. Lawrence Erlbaum Associates, New York
(2000)
4. Aykin, N. (ed.): Usability and Internationalization of Information Technology. Lawrence
Erlbaum Associates, New Jersey (2005)
5. Cadieux, P., Esselink, B.: GILT: Globalization, Internationalization, Localization, Translation
(2012), http://www.localization.org/globalizationinsider/2002/03/
gilt_globalizat.html (retrieved November 14, 2012)
6. Schmitz, K.-D., Wahle, K.: Softwarelokalisierung. Stauffenburg-Verlag, Tübingen (2000)
7. Galitz, W.: The Essential Guide to User Interface Design. Principles and Techniques, 3rd
edn. Wiley Publishing, Indianapolis (2007)
Quantifying the Impact of Standards When
Hosting Robotic Simulations in the Cloud
Sekou L. Remy
School of Computing,
Clemson University
Clemson SC
sremy@clemson.edu
1 Introduction
Realistic computer based simulation has been an effective tool – in both academia
[1,2] and industry [3,4] – to explore content that is difficult to recreate in the
physical world (safety, distance), challenging to understand because of scale,
or even impossible to occur under easily reproducible conditions. Simulation
technology benefits from advances in computing and information technology,
but only if these advances can be incorporated in effective and timely ways.
Cloud computing is a “model for enabling ubiquitous, convenient, on-demand
network access to a shared pool of configurable computing resources” [5]. It is one
example of technology that has the potential to impact simulation, especially in
scenarios where the simulations are computationally intensive or data intensive.
It also bears promise for simulations that are difficult to manage, or administer.
Cloud computing is just one (set) of a host of standards or pseudo-standards that
impact the way that simulation is developed and deployed. These standards are
often developed in different communities and as such, it is not uncommon that
multiple efforts to accomplish the same aim exist. It is critical that developers
try the tools (and standards) that are developed in other communities, and com-
prehensive understanding of these tools is the doorway to such cross-community
participation.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 365–374, 2013.
c Springer-Verlag Berlin Heidelberg 2013
366 S.L. Remy
2 Background
3 Methodology
The scope of our investigation is focused on the impact that the suite of relevant
standards can have on remote simulation. We do not seek to address the concerns
of the merits of simulating a robot; instead we are concerned with the potential
benefits (or drawbacks) on performance when these simulations are moved to the
cloud. To that end, we begin by exploring a configuration similar to that devised
for the DARPA Challenge. It involves the use of the Robot Operating System
(ROS) infrastructure [13], coupled with a third party simulation environment.
ROS is a high-quality open source “meta operating system” that provides the
core infrastructure for message/services and abstractions of other useful robotic
resources.
We initially intended to study the use of Gazebo [14] with ROS (as used in
the Challenge), but it was observed that the simulation environment crashed
randomly in the cloud infrastructure (See Fig. 1). The simulation environment
did not demonstrate this instability in hardware, and for this reason we chose
to replace Gazebo with the Stage simulator [15] and limit the control to the two
dimensions permitted by this third party tool.
It is our aim to quantify the impact of the use of standards on performance of
a robotic simulation, and to uncover whether that impact has a significant effect
368 S.L. Remy
Fig. 2. The seven scenarios where the robotic simulation was run on a hardware plat-
form as well as in a cloud-hosted virtual machine (provisioned through IaaS). The
scenarios also feature different combinations of web standards that are relevant in the
delivery of remote simulation to end-users.
to Twist messages [16], which are then published to ROS. Twist messages are a
ROS standard message type in ROS that defines the linear and angular compo-
nent of velocity. This web server also hosts the HTML page that is downloaded
and “run” by the browser on the client machine to run a controller in-browser.
Any scenario that uses the web server to communicate with the robot also makes
use of the Hypertext Transfer Protocol (HTTP) communication protocol. In this
work HTTP uses TCP to actually facilitate the communication over the network.
The baseline for comparison will be the hardware-based simulation that uses
a ROS-native controller. This baseline, and in fact, any scenario that features a
ROS-native controller, directly uses TCP for network communication (and there
is no additional communication overhead).
4 Results
In this work successfully capture the impact of the use of web and cloud stan-
dards on performance of a navigation task. In this section we first take a quali-
tative view, and then proceed to the quantitative assessment of the impact.
Figure 3, shows the trajectories of the robot under the baseline scenario,
as well as when the hardware simulation is controlled with Python and a web
browser over the network. These trajectories capture the robot’s motion through
nine cycles of the “butterfly” pattern. These three figures each capture the same
number of samples of the trajectory of the robot. From these plots it can be seen
that there are different types of errors evident in performance.
370 S.L. Remy
For the baseline scenario (ROS native client communicating over TCP with
the simulation in hardware), there is no noticeable deviation from the target
trajectory. For the other two scenarios however this is not the case. Comparing
Figs. 3b & 3c, the data also appears to belie a difference in the types of devi-
ations from the target. For example, the error observed for the Browser based
controller varies in a uniform manner, while the Python/CURL controller ap-
pears to perform more consistently, except for jolts that move the robot from
the expected position.
It should be clear from the data that the use of different standards (browser,
URI, etc.) has visibly different effects on the observed movement of the robot.
This is as we expected as the use of different standards is coupled with varying
impact on time. Since time is modeled as fixed increments, when it varies, this
changes the actual position of the robot in space, and thus this deviation is quite
evident.
Focusing on the X-component of the robot’s position, this qualitative assess-
ment can be readily quantified. We recall that the X-component target velocity
for the robot is defined as a pure sinusoid (1). The derivative of a pure sinusoid
is another pure sinusoid of the same frequency but with a different phase. This
means that it is possible to determine the intended position of the robot at the
time that the position was actually sampled. The timing on the simulation ma-
chine influences the sampling time, so only approximations of the desired 10Hz
update cycle are actually obtained.
To quantify the performance in the presence of different standards, error is
measured. This error is defined as the difference between the target position
and the actual position over a fixed interval (see Fig. 4). Using this formulation,
the performance can be quantified and compared. For the following data, the
positions were partitioned into 120 contiguous windows and the errors calculated.
Each window (of length 550 samples) approximated the completion of one cycle
of the “butterfly” pattern.
Because networking is required to access simulation in the cloud, it is note-
worthy that while there is an impact of the use of the network, that impact is
not statistically significant (See Fig. 5a). Moreover, the effect of the network
appears to be a large contributing factor to negative effects on performance
Leveraging Standards to Provide Simulations 371
0.3
Actual
Target
0.2
0.1
X position (m)
0.0
−0.1
−0.2
−0.3
−0.4
0 10 20 30 40 50 60
Time (s)
Fig. 4. Example of the difference between target and actual position during velocity
based control of the simulated robot
160 160
140 140
120 120
100 100
80 80
60 60
40 40
20 20
0 0
Localhost Ethernet Python/CURL Browser
since when the web technologies are applied (Fig. 5b), there is no significant
additional impact on performance with this metric. Fig. 5b also allows us to ob-
serve the impact of browser technologies on performance. The browser, using the
same URI/HTTP access to the webserver, on average performs worse than the
Python/CURL client. The takeaway from the results so far is that for remotely
accessed simulations, the browser and the URI encoded access of the webserver
both have a noticeable impact (on average), but this impact does not result in a
statistically significant degradation of performance for the considered this task.
We next shift focus slightly to the impact of the final standard, the use of
cloud virtualization as a substitute for hardware. To explore this impact we
consider two types of cloud usage: one with no external network traffic and
another with traffic initiated from a browser based client. As seen in Fig. 6,
performance in both of these scenarios is impacted by the use of the cloud
virtualization infrastructure. Fig. 6a shows this impact without concern for an
intranetwork connection between client and robot simulation. This data suggest
that the distributions of the error (a measure of performance) are again not
statistically significant. The same pattern is seen when comparing the impact of
virtualization on the browser-mediated control (Fig 6b). So again, the use of the
standard (in this case cloud virtualization) has an impact, but not one that is
statistically significant.
372 S.L. Remy
160
140
120
100
80
60
40
20
0
Baseline All standards
Fig. 7. Comparison of the use of all the considered standards and the baseline
These results effectively quantify the impact of the use of standards on perfor-
mance of a robotic simulation. They also show that in five of the six scenarios,
the impact of the use of standards has no significant effect on the performance
of a mobile robot during a navigation task. By this metric, the only case where
the difference is significant is when comparing the use of all of the standards to
the use of none of the standards (Fig. 7).
not significant. The implications are good for the use of cloud-hosted robotic
simulation and motivate future work in the following directions.
First, since the browser has been shown to be a viable interface for remote
access of the simulation, this means that it provides a path for human studies
testing with remote subjects teleoperating mobile robots. Browsers like Chrome
now have gamepad APIs and speech to text built-in so such resources reduce
the burden on the client side code needed for studies. Of specific interest with
user studies is exploring the impact of these standards on human performance
of teleoperation tasks. Also, we would be interested in the potential variations
due to network conditions, and the impact on performance.
The second area of interest includes increasing the operating frequencies by
two orders of magnitude. Studies performed at such frequencies with cloud-
hosted simulations over the network will help to quantify the impact of the
use of these standards in cases where more autonomy is needed. For example,
the PUMA robotic arm [17], a device often used when learning kinematics and
controls, operates at 100Hz. If our results were not favorable, this could have
provided a critical nail in the coffin as open-loop control at low frequencies
provide the best opportunity to experience the negative impacts on performance.
References
13. Quigley, M., Conley, K., Gerkey, B.P., Faust, J., Foote, T., Leibs, J., Wheeler, R.,
Ng, A.Y.: ROS: An Open-Source Robot Operating System. In: ICRA Workshop
on Open Source Software (2009)
14. Koenig, N., Howard, A.: Design and use paradigms for gazebo, an open-source
multi-robot simulator. In: IEEE/RSJ International Conference on Intelligent
Robots and Systems, pp. 2149–2154 (2004)
15. Vaughan, R.: Massively multi-robot simulation in stage. Swarm Intelligence 2(2),
189–208 (2008)
16. Foote, T. (ed.): ROS: geometry msgs/Twist Message (February 2013),
http://www.ros.org/doc/api/geometry_msgs/html/msg/Twist.html
17. Hayati, S., Lee, T., Tso, K., Backes, P., Lloyd, J.: A unified teleoperated-
autonomous dual-arm robotic system. IEEE Control Systems 11(2), 3–8 (1991)
Survey and Expert Evaluation for e-Banking
Basil Soufi
1 Introduction
Online banking or e-banking has seen rapid development and take-up recently. It
offers customers potential benefits of convenience, cost savings, accessibility and
flexibility. Yet barriers to take-up still exist and can be related to a variety of factors.
Based on the technology acceptance model (Davis, 1989) and more recent research on
trust in electronic commerce (e.g. Casalo et al, 2006; Schlosser et al, 2006), Soufi and
Maguire (2010) have developed an evaluation framework for e-Banking platforms.
According to this framework, there are 4 key determinants of trust and perceived
service quality. These are:
• Functionality
• Usability
• Security and Privacy
• Customer Service
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 375–382, 2013.
© Springer-Verlag Berlin Heidelberg 2013
376 B. Soufi
The UAE is one of the countries that make up the Gulf Cooperation Council or 'GCC'.
According to the World Bank, the UAE had an estimated population of 7.89 million
and a per capita gross national income of 40,760 USD in 2011 (World Bank, 2011).
The UAE is one of the fastest developing countries with a very high human
development index ranking. The UAE was ranked 30 in the world according to the
United Nations Human Development Report, 2011). The UAE is served by a number
of local (e.g. Emirates National Bank of Dubai, First Gulf Bank, Union National
Bank, Abu Dhabi Commercial Bank, RAK Bank etc.) and foreign banks (e.g.
Citibank, HSBC, Standard Chartered). According to the UAE Central Bank's report
of registered banking institutes, 23 locally incorporated banks and 28 foreign banks
operate in the UAE as of 31st October 2010. This makes for a highly competitive
market where banks strive to improve customer service and innovate in their product
and service offering.
Although e-Banking has grown steadily, several factors have impeded the take-up
of e-banking transactions. Lack of trust is an important factor that affects e-
commerce as purchasing and transacting over the Internet requires consumer trust
(Schlosser et al, 2006). Other usability problems that e-banking sites still suffer from
are difficult navigation and the need to remember more codes to access an account
such as a user code, password, or answering security questions (Nielsen, 2001).
Survey and Expert Evaluation for e-Banking 377
These can affect users across different cultures. Another factor is the apparent
reluctance to do banking online for certain cultures (Williams & Richardson, 2005;
Guru et al, 1999).
e-Banking practices and customer satisfaction have been the subject of several
research studies. Studies of e-Banking in China (Laforet and Li, 2005), Estonia
(Eriksson et al., 2005), Iran (Sadeghi and Hanzaee, 2010), Malaysia (Guru et al, 1999;
Wei and Nair, 2006), Taiwan (Wang et al., 2003), Turkey (Sayar and Wolfe, 2007)
and USA (Southard and Siau, 2004) are some examples. The technology acceptance
model (Davis, 1989) and the quality dimension of Servqual (Parasuraman, 1985) are
considered as conceptual foundations to many of these studies as they provide
empirical evidence for the ‘perceived usefulness’ and ‘perceived ease of use’
attributes.
The evaluation methods to be used in this study must be capable of collecting data for
the four key aspects described above. Where it comes to usability, two of the most
popular usability evaluation techniques are user testing and heuristic evaluation.
Studies that compare the efficiency and effectiveness of the 2 methods suggest that
the two methods address different usability problems and are complementary (Tan et
al., 2009; Batra & Bishu, 2007). Because the evaluations considered here are multi-
faceted and involve 4 dimensions, the evaluation method needs to capture customer
perceptions of e-banking functionality, usability, security and customer service. Both
interviews and surveys can have the required breadth and flexibility. Surveys have
the advantage of reaching a larger group and the capability of being administered
online. Surveys were therefore selected as the core data collection method in this
study. In order to provide a different perspective and the scope for the corroboration
of findings, the study included expert evaluation of three of the key determinants;
functionality, usability and security. The study focused on some of the largest and
most recognized locally incorporated banks. Four banks were selected for this
purpose and these are referred to as Banks 1 to 4.
A web based survey containing 25 closed questions was created. These included
four introductory questions about the respondent’s age, profession, use of the Internet,
and experience with e-banking. There were 21 questions relating to functionality,
usability, security and privacy, and customer service i.e. the 4 key determinants of
service quality. Respondents rated their e-banking service on a standard 1-5 scale.
The survey also included 4 open questions at the end. Sixty two respondents took
part in the survey.
The results of the survey are summarized in Figure 1. This shows the average of
the responses of survey participants. Figure 1 shows that for functionality Bank 2
received the highest score whilst Bank 4 received the lowest. Bank 2 received the
highest usability score and Bank 1 the lowest. Banks 1, 2 received a higher score for
security than Banks 3, 4. Bank 2 received the highest customer service score whilst
Bank 1 the lowest. Overall, the scores for usability and security are higher than those
for functionality and customer service. This indicates that these factors have been
given more attention by the banks considered and that there is more scope for
improvement in aspects of functionality and customer service. There was more
disparity in the scores for functionality and security indicating that customer
perceptions of these factors varied considerably.
It is noted that Bank 2 received the highest score in every aspect of the survey
evaluation and was the preferred bank overall. It may be that Bank 2 is superior in
every aspect or it may simply be a reflection of customer preference. Bank 1 was
ranked second. Banks 3 and 4 were ranked third and fourth in close succession.
Expert Evaluation. This method involves analysts evaluating the system with
reference to established guidelines or principles, noting down their observations and
often ranking them in order of severity. The analysts are usually experts in human
factors or HCI, but others, with less experience have also been shown to report valid
problems. The method provides quick and relatively cheap feedback to designers and
the results can generate good ideas for improving the user interface. If experts are
available, carrying out a heuristic evaluation (categorizing the feedback according to
design rules) is beneficial before actual users are brought in to help with further
testing, as well as when an existing system is in use (Nielsen and Mack, 1994).
In this study, expert evaluation focused on three of the four determinants, namely
functionality, usability, and security. Two experts performed a set of 10 tasks on all
four e-banking platforms and recorded their observations. Each of the two experts is
considered a ‘double’ expert. The first expert had extensive knowledge of e-banking
functionality and security. The second expert had extensive knowledge of e-banking
functionality and usability. The tasks used included a mix of informational,
administrative and transactional tasks. The tasks are considered representative of
what customers typically do through e-Banking. The evaluation utilized checklists
and evaluator’s expertise.
It has been found that all banks supported the first 5 tasks. These deal with
everyday transactions such as check balance, validate payment, request statements,
make a transfer etc. Task 6 involved making a bill payment to the national
telecommunication company Etisalat. Although this was supported, the usability of
this facility varied between the banks. This concerns the ability of the user to receive
feedback and providing them with the opportunity to verify details which varied
between the banks. Three tasks were either not supported or could only be carried out
in a limited way. These are ‘opening new bank accounts online’, ‘standing order
facility’, and ‘Government fee payment’.
Usability was generally found to be quite good with 3 out 4 platforms having clear
layout and simple navigation. One of the banks had a cluttered interface and
confusing navigation (Bank 3).
Where it comes to security and privacy, the banks evaluated varied considerably.
Although all platforms use high security SSL encryption methods and provide
confirmation of transactions through SMS and e-mail, the login protocol is one area
that requires some attention both in terms of security and usability. Only one of the 4
banks features strong authentication of the user identity through the use of a security
token generator. This provided a means of enhancing security while maintaining
usability. The login protocol for Bank 3 is considered poor as it features minimal
security. Bank 4 does not use strong authentication but requires multiple passwords
that need activation by telephone contact. This has resulted in a cumbersome login
process.
A summary of the key findings from the expert evaluation is given in Table 1.
Overall, Banks 1, 2 were evaluated as better than Banks 3 and 4. As noted above,
experts identified both usability and security issues to be addressed by Bank 3 which
was considered most in need of improvement.
380 B. Soufi
The results from the evaluations were useful in obtaining ranking scores for the e-
banking platforms and identifying areas of improvement. All platforms offered basic
e-banking functions but differed for advanced features. Experts identified specific
usability and security improvements for certain banks. Usability issues of layout and
navigation as well as the usability and integration of certain types of bill payment
were highlighted. Security and privacy, as evaluated by the survey, were different
across the banks. Experts identified different practices in the areas of login protocol
and privacy policy leading to recommended enhancements in these areas.
It can be seen that there was good agreement between the survey and expert
evaluations in terms of overall findings. However, experts were more specific in their
assessments of the different aspects of the platforms. For example, although Bank 2
received the highest survey score for each of the 4 aspects, the expert evaluation
showed that it did not offer the best functionality.
Further work is required to extend expert evaluation to include the relationship
between banks and their customers. This may be achieved by developing scenarios
involving various types of problem resolution through multiple channels over a longer
time frame. Customer service - the fourth determinant of trust and service quality –
was excluded from expert evaluation in this study. By comparison, all four
determinants were included in the survey evaluation.
Survey and Expert Evaluation for e-Banking 381
A criticism that is often leveled at both survey and expert evaluations is that they
are subjective and results are influenced by the opinions of survey participants and the
expert reviewers. It is interesting to consider the interaction between the four
determinants of service quality in survey evaluation. When survey participants
preferred one of the e-banking platforms for one determinant e.g. security, there was a
tendency for this preference to be exhibited for the other determinants. The two
methods were different in that expert evaluation was less susceptible to such
interaction. It can therefore be argued that of the two methods used in this study,
expert evaluation showed less subjectivity and was more specific than survey
evaluation.
The use of the two methods is considered a success as it has highlighted specific
areas for the banks to attend to and the findings from the two methods were generally
in agreement. Future work should focus on the issues that have been identified and
enable security enhancements to be achieved without compromising usability.
References
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Banking. Bank for International Settlements (2001)
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reputation in the development of online banking. Online Information Review 31(5), 583–
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382 B. Soufi
Yuki Terawaki
1 Introduction
Quality requirements (QR) are a description which indicates how well the software’s
behavior is to be executed. It is widely recognized that quality requirements are vital
for the success of software systems. So, it is necessary to check the quality
requirements carefully to bring good-quality software for the user and to ensure the
quality of service. However, in the requirements acquisition phase, functional
requirements are highly focused, quality requirements are not necessarily sufficiently
defined [1]. Despite the importance of QR, it is generally acknowledged that QR are
difficult to capture and specify. Several studies [2] [3] [4] [5] have identified
challenges of QR as: difficult to gather, often poorly understood, general stated
informally in a non-quantifiable manner, where should QR document, and difficulties
to get attention for QR.
To define quality requirements adequately and sufficiently, we must know how
much QR are stated in the software requirements specifications (SRS). It will make a
good base to explore ways for eliciting, representing and implementing QR. For that
purpose, this paper proposes a framework to identify where in a SRS quality require-
ments are stated and which characteristics class each requirement belongs to. The
proposed framework can analyze QR found in an SRS in terms of their volume, bal-
ance and structure. This framework can analyze the SRS written in natural language,
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 383–392, 2013.
© Springer-Verlag Berlin Heidelberg 2013
384 Y. Terawaki
Japanese [icons ref]. Today, it’s a fact that SRS are mostly written in natural lan-
guage. In this framework, natural language processing techniques, particularly the text
similarity detecting methods, are employed to measure the degree of quality factors in
each requirement sentence.
The paper is organized as follows. In section 2, the background and related work
are presented. In section 3, the proposed framework and the implementation of tool
are described. Section 4 introduces case studies briefly. Section 5 presents the discus-
sion. In section 6 conclusion and future works are provided.
Today, though software development requires quick delivery, it is not unusual for
development documents (such as SRS or Request for Proposal: RFP) to be over
several hundred pages long. As the scale of the SRS gets bigger, the structure of the
SRS becomes complicated. At present, despite of the increasing number of documents
which should be inspected, shortening of development time is desired. To respond
these demands of the present age, some templates of reader-friendly SRS have been
proposed. These templates are often recommended to write Functional Requirements
and QR separately. For example, FR and QR are to be described in separate chapters
in IEEE Std. 830-1998 [6]. Wiegers’s book [1] introduces another template adapted
from the IEEE 830, which also separates FR and NFR. Lauesen [7] said the SRS
written in industry were inspired by the IEEE830 guidelines, but when it came to the
specific requirements, they were bewildering because IEEE 830 suggested no
guidance. Moreover, Lauesen’s book introduces SRS of good example. These SRS
are not similar to IEEE 830 structure, and it is more instructive to grasp how QR’s are
distributed over the document and how they are mixed with FR or not. Particularly,
visualization of the distribution is helpful.
The following researches are developing the tool which detects the defect of re-
quirements. William M. Wilson et al proposed the Automated Requirements Mea-
surement (ARM) [8]. The Quality Analyzer for Requirements Specifications
(QuARS) was proposed by A. Fantechi et al [9]. These researches aim at pointing out
the inaccuracy of the requirement specification document written by natural language.
The advantage of this research over these researches is as follows. This research pro-
vides stronger support function for quality requirements. This framework gives the
evaluation criterion of quality requirements (development documents) to the author of
RS. The author of RS can focus on improving the quality requirements.
Moreover, the following researches are related to specification, classification, and
measurement of QR. Grimshaw and Draper [10] found that QR are often overlooked
and there is a lack of consensus about quality requirements. Johansson et al. found
that reliability was identified by a multitude of stakeholders to be the most important
QR[10]. Our research objective is to investigate an SRS, what kind of QR are actually
written, how they are distributed over quality characteristics as categorized in the
ISO/IEC 25010 standard. There are already some works that attempt to discern
Framework for Quantitatively Evaluating the Quality Requirements 385
and classify QR in SRS. H. Kaiya et al. [12] calls the distribution of requirements
sentences across QR characteristics as ‘spectrum’. In Kaiya’s research, the policy of
distinguishing QR from FR is not clear, so, it is required to classify requirements
quality characteristics by hand. That implies making up the spectrum they needs key-
word-to-quality matrix. The matrix is constructed for each system by a human, al-
though there is a possibility of reusing the existing one if the application domain is the
same. Svensson et al. [13] analyzed how quality requirements are specified and which
types of requirements exist in a requirements specification from industry by manual
work. By contrast, in our approach, a text mining technique is used to filter out QR
statements from SRS, classifying them into the ISO/IEC 25010 quality characteristic
categories at same time. So, the original of our approach is to identify where in a SRS
quality requirements are stated and which characteristics class each requirement be-
longs to. We can identify how each QR characteristic scatters over the document, i.e.
how much in column and in what way.
3 Proposed Framework
Regarding the usage in the RE process, the output of tool can contribute to different
phases of the RE process cycle. For example:
• Quality Assurance phase: Probably, the most natural usage of QR mining is in the
phase of evaluation. When the SRS is completed and passed to a quality assurance
team for reviewing, the output of the QR mining will be informative in analyzing
and improving the SRS. And in inspection process [20] the output of the QR min-
ing helps inspectors examine the work product to identify possible defects.
3.3 Tool
We developed a tool QRMiner that supports the proposed framework. This tool was
developed as a CUI application by using Java programming language and shell
scripts. The Japanese morphological analyzer Sen [16] is employed for morphological
analysis. The Japanese WordNet [18] is used to add Synonyms and extracted through
a method that first acquires a lower level of the word group against the original words
and then acquires the sum of the sets of each upper level word group. For the Quality-
to-term matrix file creation and search operations, GETA associative engine is
employed [21]. GETA, an acronym for “Generic Engine for Transposable
Association”, is an efficient tool that accepts a group of queries in text and returns
highly related documents from the designated repository in their relevance order. It is
open to public use. Such as mkw command, a part of GETA commands are provided
only as the C library, so we developed an execute format to wrap the I/O for the
connection by using the Java program and standard I/O. A detailed discussion of the
tool can be found in [22], [19], [23].
4 Case Studies
This case study presents the results of analysis of SRS that collected from the public
sector of universities and governments. After an early analysis of the SRS, a paper
[19] was presented at conference. This paper extends our previous report on findings
with more description of the SRS and account of idea of future works.
4.1 Overview
Total of nine SRS’s are analyzed, which are consists of two groups; six are systems
for universities and three are for governments. The nine SRS was analyzed by
QRMiner and manually by the three experts. Moreover, to evaluate the usefulness
of QRMiner quantitatively, we calculated the precision and recall between the
results by QRMiner and those decided by the human experts for all the SRS. Precision
and recall in total are 0.60 and 0.62, which is not so bad, the evaluation of the tool in
terms of precision and recall was satisfactory. The followings are findings of the pre-
vious study [19].
QR structure: The QRMiner can show the structure of SRS. As noted before chap-
ter of this paper, a well-structured SRS, where QR and FR are written in separate
chapters. When they are mixed apparently randomly, the SRS commonly have got the
following problems.
388 Y. Terawaki
Redundancy: The QRMiner output detects the same quality requirements in the early
part and also in the later part of the document. Inspecting those parts manually, it was
suggested that they are rather redundant and had better be merged in one place.
• Overloading: The QRMiner detects that some sentences are found to have multiple
QR overloaded within. By inspection, it was suggested to divide the sentence to
enhance the readability.
1. The requestor does not have much technical knowledge. The requestor often gets a
suggestion from competitor several times, and then the requestor perfects the SRS
through the suggestion.
2. The requirements are not only for software but integrated with those for hardware
and includes rules for administration of system.
3. The upper limit budget is determined but usually hidden to the tenders. A proposal
with cost estimation under the budget limit and with high values will obtain the
contract.
5 Discussion
Lately, in Japan, the basic guideline for procurement of information systems and
handling of government procurement of information systems were established. There
exists the improvement we found with this case, and assistance with this framework
that correspond with the government basic guideline. Therefore, this framework can
make a contribution to improve the quality of requirement specification by enhancing
corpus sentences with using ISO/IEC25030 and ISO/IEC2000-2.
We propose a QR mining framework and developed a tool QRMiner that supports the
framework. The effectiveness of this framework was briefly described, we discuss
approach was to enrich the representative quality corpora. We will prepare
representative corpora by hand using ISO/IEC25030 and ISO/IEC2000-2. Another
different approach is the use of a learning mechanism. However, in our first attempt
will be to collect more documents and to extend the scope of target system types. In
near future, we may find a better way of a learning mechanism.
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Effective Practice of HCD by Usability Modeling
and Standardization
Hideo Zempo
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 393–399, 2013.
© Springer-Verlag Berlin Heidelberg 2013
394 H. Zempo
one task window is mainly used, necessitating few other screens or screen transitions.
On the other hand, business systems mainly consists of adding new data to the data-
base or editing registered data; screen types and transitions are required in accordance
with functions, and are suited to standardization.
From the standpoint of software quality, the screen types and transitions that inter-
est us here are system user interfaces, which influence the quality of use, that is, in-
ternal and external software quality. Focusing on usability at this level enables the
formulation of models as concrete screens [2].
It is also effective to standardize UI at the component level, and there are cases in
which standardized UI patterns are converted into tools [3]. However, screens, which
are composed of combinations of component-level patterns, are more important as a
unit that can determine the quality of use. This is why we conducted screen-level
standardization.
The above can be considered the most simplified typical sequence of screen types
and transitions. A point to note regarding usability in processing is whether or not the
sequence incorporates the two options of creating new data and editing already exist-
ing data, and whether this is done in an easy-to-follow manner. In terms of user inten-
tion, an important point for ensuring usability is the general division of tasks into
three types: search, create and view, which respectively correspond to the functions of
data retrieval, new input and confirmation. The fundamental key to usability im-
provement of a business system is to arrange screen types and transitions that take
into account these points, together with functions offered.
To create a template of screens, we identified nine basic screens for a web-based
business system application, that is, the seven screens described above, plus two addi-
tional screens: a text screen (8) that offers sample textual descriptions on the web
browser, and an input assistance screen (9) that serves as an auxiliary screen for input-
ting date and other information items (Table1).
Although the template was initially conceived for use in developing actual systems,
we soon learned that it was also used in the pre-development proposal phase, since it
is useful in producing mockups that can be included in proposal documents as visual
aids, or in presentations as demonstration samples. Such mockups are highly effective
in rendering concrete images of systems proposed to customers. The template has
come to be effectively used in this manner because it has an aesthetically attractive
appearance perfected by designers, in addition to its primary function of screen
standardization.
We also conducted a comparative study regarding screen production efficiency, in
which the template enabled HTML/CSS beginners to create mock screens in about
40% fewer man-hours than when they did not use the template. This is a significant
reduction in man-hours, even considering that template use generally improves effi-
ciency, as compared to creation from scratch.
In view of the above, it can be said that template use is effective in enhancing sys-
tem development efficiency and usability quality, as well as in communicating con-
cepts in proposal and other early stages of system development. This indicates that
HCD-based development, which actively incorporates the user's perspective, is an
important element not only in actual manufacturing, but also in acquiring superiority
in SI business.
Effective Practice of HCD by Usability Modeling and Standardization 399
References
1. Cabinet Office of Japan: Electronic Government Usability Guidelines (2009) (in Japanese),
http://www.kantei.go.jp/jp/singi/it2/guide/
index_before090916.html
2. Nagano, Y., Utamura, S., Zempo, H.: Usability Requirements in Information System De-
velopment. In: The Proceedings of the 53rd Annual Conference of the Japan Ergonomics
Society, p. 176 (2012) (in Japanese)
3. Sociomedia, Inc.’s: UI design patterns,
https://www.sociomedia.co.jp/category/uidesignpatterns
(in Japanese)
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Design. NEC Giho 64(2) (2011) (in Japanese)
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http://sec.ipa.go.jp/reports/20100416.html
Quality of Service Ontology Languages for Web Services
Discovery: An Overview and Limitations
Abstract. Web services discovery, ranking and selection based on QoS parame-
ters is remained a hot topic for research since the start of the semantic web.
Quality of service (QoS) plays an important role to resolve the issue of best
service among the functional similar services. Semantic web relies on the on-
tologies for providing metadata schema and the vocabulary of concepts used in
semantic annotation; resulting improved accuracy of web search. This is why;
the success of semantic web depends on the proliferation of ontologies. De-
pending on the nature of the application, different companies may use different
ontology languages and QoS models for web services selection which lead to
the issue of heterogeneity. In this paper we have presented ontology evaluation
criteria that if satisfied, can solve the problem of heterogeneity and interopera-
bility. Moreover, ontology developers may also use these criteria to evaluate
their developed ontology for the refinements. We have evaluated different
ontologies in-order to know their strengths and limitations along with the new
research directions.
1 Introduction
Service Oriented Computing relies on services for the development of dynamic, flexi-
ble, distributed and cost effective application. Service Oriented Architecture (SOA) is
a style of design that guides at all steps of creating and using services throughout their
lifecycle [1]. Service Oriented Architecture (SOA) enables different applications to
exchange data and participate in different processes regardless the complexity of the
applications.
Semantic Web services with machine readable interface promises to enable the
web services to be selected dynamically at run time to achieve the business goals
within and across the organizational boundaries [3]. To find out the most relevant
service among functionally similar that meet the requirements of users is the key issue
in the web service discovery [4, 5]; however there is a need to define a set of well
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 400–407, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Quality of Service Ontology Languages for Web Services Discovery 401
defined Quality of Services (QoS) criteria and user preferences [6]. Typically QoS
resolves the issue of best service among the functional similar services by ranking and
selection based on non-functional requirements. Hence QoS can be used as main fac-
tor for ranking the web services.
Efficiently locating the web service registries and the efficiently retrieval of servic-
es with QoS from registries (UDDI) is one of the major challenge for web services
[9]. This problem is becoming worst with the ever increasing of web services in the
UDDI; the reason behind this problem is that the current web service technology is
lack of semantic support. Researchers are trying to add semantics to web services to
facilitate the web services discovery, ranking and selection process easy and call it as
Semantic Web Services [9]. Ontologies are the proposed solution of heterogeneity
among web services [7] and present the human knowledge as a critical component
among the web services [8].
In this paper we have presented criteria that if satisfied, can solve the problem of
heterogeneity and interoperability. We have evaluated different ontologies [15, 16,
18, 19, 20, 21, 22, 27] on these criteria to know, which one is the best ontology that
can be used efficiently for web services discovery while addressing its limitations.
The remaining paper is organized as; Section 2 presents state-of-the-art; Section 3
comparative evaluation, while Section 4 discusses the findings and finally Section 5
summarize the paper.
2 State-of-the-Art
In this section the review of different QoS ontologies have been presented.
DAML-QoS [15]; It consists over three layers; profile layer, property definition
layer and metrics layer. QoS property definition layer is used for elaborating the
domain and range constraints of the property; QoS profile layer is used for QoS re-
quirements matchmaking, while the metric layer is used for measuring the QoS prop-
erties. DAML-QoS is the enhanced form of DAML-S for QoS support. This ontology
has a number of drawbacks; QoS ontology vocabulary is missing, concrete definition
for QoS properties are also missing. For measuring the QoS information the scale and
type of metric is not presented. The metric model is also not rich enough, approach is
not perfect, and the use of OWL for imposing QoS values is also incorrect.
QoSOnt [16]; ontology has three layers; base, attribute and the domain specific
layers. Base layer consists on the generic concepts and the unit ontology. Attribute
layer defines the particular metric of the QoS attribute. Dependability and the perfor-
mance ontology are defined by a common set of QoS attributes introduced in [2]. The
domain specific layer is used for defining the specific type of system, for example,
web services or network system. This layer provides the QoS connection concepts in
lower layer with OWL-S service profiles. QoSOnt is similar with [18, 19], but it does
not support QoS profile and the QoS relationships. Conversion mechanism does not
support units for mapping the different QoS properties; the usage aspect of the ontol-
ogy is also poor.
OWL-Q [18]; is an upper level ontology that extends OWL-S [14] specification
for describing QoS of Web services. It consists of six facets; In Connecting Facet,
402 F. Zeshan, R. Mohamad, and M.N. Ahmad
QoS attribute refers to service elements like preconditions, input, effects, parameters
etc. It provides the high level concepts for defining QoS advertisements and demands.
The Basic Facet is associated with several QoS offers or with only one QoS request.
In this facet, QoS specification is used for the actual description of web services in-
terms of validity period of the offer, cost of the service, associated currency with cost
and security etc. QoS Metric Facet represents the upper ontology containing formal
definitions of QoS metric model. It also represents the relationships between two
metrics which may be independent and related. Function, Measurement Directive and
Schedule Facets describe all the important properties and concepts for the definition
of the metric function, while the Function and Schedule facets are used for computing
and measuring the metrics. Unit Facet describes the unit of a QoS metric. A Unit is
divided into BaseUnits, MultipleOfUnits and DerivedUnits but most of the time base
units are used for measurements. Although OWL-Q ontology provides a detailed
specification for modeling QoS information but it has weak support for the usage of
the ontologies, for example QoS priority, quality level, QoS mandatory. It also does
not include concrete definitions of common QoS properties.
onQoS [19]; ontology was developed for specifying the QoS requirements by ser-
vice consumers and by the service providers for advertising. It gives a clear descrip-
tion for a set of QoS properties. It is composed of three layers: upper, middle and
lower. The onQoS upper ontology describes the QoS ontological language and an-
swers the QoS information. Middle ontology refines the concepts of the upper ontolo-
gy. Qos parameters, scales and metrics are defined in middle layer; this layer also
gives the clear specification for metrics and the value types. In low level ontology
domain specific properties, constraints and the QoS information are defined. But this
ontology is quiet on specifying the QoS relationships, quality level, QoS priority,
dynamism etc.
QoS-MO [20]; has different quality levels for the requesters according to his de-
mands, and can represent the interdependent QoS requirements between providers and
requesters. This is an upper level ontology based on OWL-S and consists of three
levels. First layer is for defining the general characteristics; QoS group related charac-
teristics, for measurements and mapping the characteristics of the service. In second
layer three types of constraints are defined, these constraints must be obeyed; service
provider can specify the constraints for the service requester to follow in-order to
make the service quality better. In third layer different QoS levels for different QoS
usage models are defined. But this ontology has very weak support for metric trans-
formation, units, value types and QoS priority.
QoSHOnt [21]; author has presented QoS ontology for semantic service discov-
ery, which provides a unified semantic model for users to advertising and querying
the web services. Due to its context, service providers can describe different QoS
specification for different circumstances. QoSHOnt consists of three parts, top level
ontology is based on general requirements and it is independent to any application
domain, middle level ontology is used to integrate quality features defined in the top
ontology, while low level ontology is constructed for domain specific requirements.
Author also has extended this ontology for contexts, by which service providers can
describe different QoS specifications for different circumstances. The algorithm
presented in this ontology has been used for matching and ranking the web services.
Quality of Service Ontology Languages for Web Services Discovery 403
OSQS [22]; author has proposed ontology consisting of six components. OSQS is
the extension of OWL-S for QoS. In this proposed ontology author has tried to inte-
grate the quality standards like ISO/IEC 9126-1 and ISO/IEC 13236 [12, 13]. For web
service discovery they also have extended the SPARQL query language for searching
the web services according to the quality criteria but the quality properties are not
used in query as other properties. Results of queries are produced without considering
relationships that can be establish between quality properties. The extended SPARQL
solve the problem to much extent. User discovers the services with required functio-
nalities and then further classify on non-functional requirements. It does not provide
the unit conversion facility as well as the metric is also not rich enough.
3 Comparative Evaluation
The defined criteria for ontologies evaluation are quite limited defined over the gen-
eral requirements (questions defined above) and obviously not sufficient to fulfill all
of the requirements of different applications. We have organized the criteria into three
groups; Model related, Process related and runtime related criteria. We have com-
pared different ontologies on these criteria, in-order to know the best approach
that meets the maximum requirements. The short introduction of the criteria is given
below.
4 Discussion
In Table 1, we have analyzed different QoS ontologies to know their strengths and
limitations. We have concluded that none of the existing ontologies cover all over the
aspects of defined criteria; and still, there are many open issues for research.
Most of the ontologies support the model related criteria, less of the process related
and least in runtime related criteria. So, the runtime related aspects should be consi-
dered seriously for building an affective ontology. However, the phases (model and
process) cover the maximum criteria aspects, but ontology support for runtime stage
is still very small. Most of the ontologies described in the literature provide guideline
for ontology development but still there is no agreement for best practices for ontolo-
gy development.
Table 1. Web service composition approaches
Comparison
Dynamicity
Modularity
Scalability
Grouping
Metric
Ontologies
DAML-QoS [15] √
QoSOnt [16] √
OWL-Q [18] √ √ √ √ √
onQoS [19] √ √ √
QoS-MO [20] √
QoSHOnt [21] √ √
OSQS [22] √ √ √
OWL-SQ [27]
Quality of Service Ontology Languages for Web Services Discovery 405
The results show (Table 1) that OWL-Q is the best ontology language among the
rest as it fulfills the most of the parameters of the defined criteria. Despite of the re-
cent efforts there is still a lot to do in enhancing the description of quality aspects of
services. Some of our proposed research areas are as under.
• Most of the ontologies described in the literature provide guideline for ontology
development but still there is no agreement for best practices for ontology devel-
opment.
• The number of best practices that must be followed by designers and developers
is still very small, while there is no technical standard for ontology development.
• Fine-grained ontology development guidelines are needed to develop. In case of
conflicting viewpoints fine-grained ontology can specify more accurately the vo-
cabulary meanings.
Ontology support for runtime stage is very small. So, the runtime related aspects
should be considered seriously for building an affective ontology.
5 Summary
Web services discovery, ranking and selection based on QoS parameters is remained a
hot topic for research since the start of the semantic web. In this paper we have
pointed out some problems associated with the current ontology models for effective
discovery, ranking and selection of services based on QoS. In this paper we have
presented criteria that if satisfied, can resolve these issues. We have evaluated differ-
ent ontologies on these criteria to know, which one is the best ontology that can be
used efficiently for web services discovery while addressing its limitations. We also
have proposed the new research directions in this paper.
References
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Part IV
Personalized Information
and Interaction
Placebooks: Participation, Community, Design,
and Ubiquitous Data Aggregation ‘In the Wild’
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 411–420, 2013.
© Springer-Verlag Berlin Heidelberg 2013
412 A. Chamberlain et al.
2 Placebooks
A user’s books are organised and stored in their own Placebooks library. Each
Placebook can be shared within a group or global network. A user can browse for
public Placebooks from an archive and add elements of other people’s Placebooks to
their own. They may also add content from other online sources and services to their
Placebook and they may specify access rights and privileges to allow other users to
add content to a Placebook. A mobile app enables users to access Placebooks ‘in the
wild’ for viewing and navigation, and they can search for nearby Placebooks based on
their current location.
Placebooks 413
2.1.1 Publishing
Once a user starts to use the editor to make their Placebook, the system will auto-save
the book. However this version of the book is not seen publicly until the user decides
to publish the book. Once the book is published it is then available to all users of
the system and can be downloaded by the mobile part of the system. If we look at
Figure 3 it shows the editor’s library view, unpublished books are all blue and
published books appear with the orange marker on their cover.
Editing rights can also be shared. A user can invite other users to co-create a book
if the original author wishes. This means in practice that a book can have many co-
authors that may be working on creating the content for one book.
Once the book is published it can also be shared (as a published item) through
Facebook and Google+.
414 A. Chamberlain et al.
.
Fig. 3. The Editor – library view
The linking component allows Placebook users to synchronise their EveryTrail and
PCW data with the editing palette to add content to books they are creating. The PCW
data currently includes routes and geo-tagged images.
3 Development Practices
Placebooks was developed through a broad set of inputs, including input from
individual members of the public having diverse practical interests in rural places,
public organisations, and project partners (including geographers, cartographers,
ethnographers, HCI researchers, and software engineers). In addition to the
methodological approaches exploited by project partners – e.g., ethnographic studies
[1], concept design, and mockups – systems development was driven in significant
respects through 3 key design practices: action research 2], the collective resources
approach [3], and agile [4] approaches. Within this paper we are not able to fully
expand upon these approaches in an appropriate manner, so have decided to briefly
expand upon the way that we used Agile approaches in the project, as we feel that this
would be of most interest to the targeted community.
Placebooks 417
• design by doing;
• using languages that are familiar to the participants;
• design as mutual learning;
• participation in design as enjoyable;
• design as situated.
Key to our approach was enabling the community to directly respond to the research,
input into the design and evaluate the system as we went along (co-operative
evaluation). In this regard we were doing research with the user, for the user, and with
the users - having their interests at heart. By taking this design approach and working
with a range of stakeholders (with diverse and overlapping) interests, it is important to
emphasize a degree of flexibility when responding to their situated interests and
needs. These may not necessarily be the designers’ interests but those of the
stakeholders’, and to plot a path between the varying interests that stakeholders may
have.
In using this approach we were able to initially develop a concept, working with
stakeholders in the wild, rather than bringing them to labs.
Actively being in the community and working with people showing them paper
prototypes, discussing ideas and feeding back to the development team. What worked,
what didn’t, what was understood and what wasn’t and what they themselves could
see as working for them.
418 A. Chamberlain et al.
This work with stakeholders in the community informed and added to our initial
mix of ideas based around a project brief, that was originally shaped around interests
in ‘interpretation’ from the Countryside Council for Wales and geographic interests
in ‘vernacular’ maps and user-generated content from the Ordnance Survey. We
also carried out ethnographic studies of the work-practices involved in visiting
places.
As the system has developed the Peoples Collection Wales, a national peoples’
archive have decided to use the Placebooks system and test it in its beta format in
order to add it to their toolset (as part of the collection). This interest has enabled us to
work with them and has also allowed them to think about the design of their own
system and what the best way may be for the public to use tools to provide content to
their national archive. This continued interest has also led to shaping the continued
development of Placebooks and interest from their international partners and UK
partners (the Ramblers) as a platform that they could use.
This allowed us to collectively pool the resources of both the community and the
research team in order to design and develop appropriately. This collective problem
solving approach meant that, unlike other general models of systems development, [8]
we did not end up with an isolated division of labour. That is to say, that sometimes
researchers whose expertise was programming would come to work in the field, in
order to get first-hand experience of the research environment, ethnographers would
sit-in on technical discussions and all of the team would actively engage in design.
We found that it was important to have people coming and engaging with the
community and doing fieldwork because they were able to get directly involved.
Without this direct involvement the researcher is at a disadvantage: they are at a
distance from the phenomena that they want to understand.
4 Conclusion
Within this paper we have given a brief overview of the system and discussed some of
the issues that we have encountered whilst developing the Placebooks system, we
have also expanded upon the CRA approach that we employed to accomplish this.
Although this is a short paper, we hope that this overview will act as an introduction,
prove useful to the community, and in particular to those people that are developing
systems for use in rural areas unlike many pervasive technologies that have focused
upon urban settings (8,9). With an ever-growing archive of Placebooks it will
be possible to further understand the users’ motivations for creating content, the
types of content that they create and how the system’s use develops at a future point
in time.
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A Study of Different Consumer Groups’ Preferences
of Time Display on Watches
1 Introduction
Nowadays, the demand for watches is highly prevalent; however, with the conveni-
ence and advancements of technology, the simple time functions of watches are re-
placed by various kinds of technological products, thus, changing the use of watches
from the single function of precision time to symbolic implication. Watches now
represent their owner’s identity and personal style (Coat, 2003). Current watch mar-
kets can be divided into 2 categories, luxury watch designs made from expensive
metals and worn as jewelry, and low-price watches that are easily changed with fa-
shion trends (Tseng and Tseng, 1996). In intensely competitive low-price markets, the
functions and materials of watches are restricted by sale prices and production costs,
thus, the appearance of watches becomes the key to the design of the products on the
market. In recent years, design techniques and surface materials are diverse. The time
display of watches is one of the important techniques for designers to convey their
design language. Through creative time displays, designers increase the value and
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 421–430, 2013.
© Springer-Verlag Berlin Heidelberg 2013
422 W.-C. Chang and W.-T. Chen
novelty of products for consumers in order to increase their purchase intention. More-
over, the diversity of consumer demands has created many niche markets. New
brands and sales channels continue to expand, and enterprises tend to divide consum-
ers into different consumer groups, according to market segmentation, and establish
marketing and design strategies according to consumer groups’ characteristics in or-
der to satisfy consumers’ needs more precisely and win the market shares (McCarthy,
1981; Kotler, 1994). This study raises the questions of whether designers’ different
time display techniques for specific consumer groups be identified by the target
groups, and what are the differences between the different groups’ preferences for
time displays on watches. These issues are worthy of further study. Differences of
gender and age can be the criteria for watch designers. In addition, regarding the
differences of consumers for design and non-design backgrounds, designers should
not focus on their own preferences when designing time displays on watches, while
neglecting the consumers’ preferences.
2 Research Method
This study included three stages. First, the researcher collected, classified, and record-
ed images of watch samples available on the market; in the second stage, a consumer
questionnaire was designed; and in the third stage, a questionnaire survey was con-
ducted in order to identify different groups’ preferences for time displays of watches.
The functions of watches on the market are varied. In addition to time displays, there
are time zone displays, dates, and time counters. In order to balance the directions of
research, according to time display of watches currently on the market, this study
divided them according to indicator hands, numbers, electronics, and various combi-
nations. This study limited the samples to watches with indicator hands that are cur-
rently available on the market. Time display has the basic functions of hours and
minutes; however, the types of movements and displays are unlimited. First, through
catalogues, magazines, and the internet, the researcher collected pictures of watches
available on the market, and selected pictures of front angles, with 86 samples col-
lected. By the focus group research method, samples were selected. The focus group
of this study was the graduate students of the Department of Industrial and Commer-
cial Design, National Taiwan University of Science and Technology, including 2
males and 4 females. By group discussion, the samples were clustered according to
similarity of pictures into 12 clusters. In each cluster, the researcher selected one rep-
resentative as the sample. In order to avoid subjects’ confusion with the appearance
and modeling of products and errors in research findings, the researcher eliminated
the factors of appearance and modeling, including color, materials, quality, brand
names, etc. Thus, the subjects judged preference according to the time display of the
A Study of Different Consumer Groups’ Preferences of Time Display on Watches 423
watches. However, for some specific samples, since the appearance was significantly
associated with time design techniques, the appearance factor was retained.
Processing of samples is as shown in Figure 1.
The results regarding the subjects’ views of time display attributes, namely, readabili-
ty, playfulness, innovation, preference, and purchase intention are organized in
Table 2.
Purchase
Readability Playfulness Innovation Preference
intention
Sample1 3.08 4.53 4.65 3.18 2.87
Sample 2 2.44 4.29 4.72 2.85 2.52
Sample 3 4.22 4.37 4.22 3.81 3.35
Sample 4 4.55 4.22 4.07 4.03 3.75
Sample 5 3.64 3.78 3.89 3.38 3.03
Sample 6 5.93 3.54 3.12 4.81 4.49
Sample 7 4.86 5.32 5.35 4.71 4.31
Sample 8 2.32 3.97 4.59 2.67 2.52
Sample 9 2.49 4.07 4.57 2.73 2.47
Sample 10 4.57 4.52 4.59 3.82 3.52
Sample 11 4.23 4.28 4.34 3.82 3.51
Sample 12 4.77 4.01 3.85 3.84 3.53
Male Female
Sample Mean SD Mean SD t P-Value
Regarding the preferences of consumers of different ages for time displays on watch-
es, One-way ANOVA, was conducted, and the results are shown in Table 4. As seen,
consumers of different ages have significantly different cognitive outcomes regarding
Sample 1, Sample 2, Sample 6, Sample 7, and Sample 12.
426 W.-C. Chang and W.-T. Chen
≒
G1>G2,
Sample 2 3.38 2.72 2.73 4.280 0.015* G1>G3, G2
G3
Sample 3 4.07 3.72 3.84 1.310 0.271 --
Sample 4 4.05 4.11 3.69 1.700 0.184 --
Sample 5 3.72 3.32 3.20 1.969 0.141 --
G3>G1, G2 ≒
Sample 6 4.37 4.82 5.36 7.418 0.001*
G1, G2 G3 ≒
≒
G1>G3,
Sample 7 4.98 4.79 4.00 5.738 0.004* G2>G3, G1
G2
Sample 8 2.82 2.69 2.40 0.982 0.376 --
Sample 9 3.05 2.68 2.51 1.962 0.142 --
Sample 10 3.80 3.86 3.71 0.209 0.812 --
Sample 11 3.88 3.82 3.73 0.129 0.879 --
≒
G3>G2,
Sample 12 3.75 3.73 4.44 4.927 0.008* G3>G1, G1
G2
“ *” Represents reaching significance level of 0.05. In Scheffe test, “--” represents no significant differ-
ence.
Scheffe test found that consumers below 20 years old have higher evaluations for
the time display of Sample 1, in comparison to consumer groups aged 21-40. Accord-
ing to the investigation results of time display attributes of readability, playfulness,
and innovation, consumers below 20 years old suggest that the time display of Sample
1 is simple and has high quality. For consumer groups aged 21-40, the time display of
Sample 1 is dull, and thus, their preference is low. Regarding the preference for Sam-
ple 2, in comparison to the other two groups, consumers below 20 years old have a
higher preference. For consumers below 20 years old, the time display of Sample 2 is
unique, simple, and interesting. For the other two groups of above 21 years old, Sam-
ple 2 is disordered, and thus, their evaluation is low. Regarding the preference for
Sample 6, groups above 41 years old are different from those below 20 years old.
Groups above 41 years old find it is easy to read the time display of Sample 6, which
matches their personal needs. For consumers below 20 years old, Sample 6 is similar
to traditional watches and the appearance is not unique, thus, preference is low. Re-
garding the preference for Sample 7, the groups’ cognitive results are significantly
different. Groups above 41 years old have less preference for Sample 7, in compari-
son to the other groups, as they feel that Sample 7 is not easily read, and regard it an
A Study of Different Consumer Groups’ Preferences of Time Display on Watches 427
inconvenient utility. For the other two groups, the time display of Sample 7 is simple,
easy to read, and unique, thus, the groups are different. Regarding the preference for
Sample 12, consumers above 41 years old like it the most, as the movements of the
hour and minute hands are the same as traditional watches and easy to read. Thus, in
comparison to the other two groups, they prefer Sample 12. For groups below 21
years old and aged 21-40, the preference for the time display of Sample 12 is similar
to traditional watches. They do not understand the numbers on surface of the watch,
which influences their reading, thus, their preference is low. Generally speaking, the
group below 20 years old prefers new and interesting designs, and their preference is
higher than the other two groups. Groups aged 21-40 and above 41 years old value the
convenience of easily reading the time on a watch. However, according to the prefe-
rence results of the two groups, those aged 21-40 prefer innovative designs, in com-
parison to consumers above 41 years old.
Designers Consumers
4 Conclusions
Based on the above investigation results and analysis, the conclusions are shown, as
follows.
1. Male and female consumers have different preferences for time displays on watch-
es. Male consumers prefer simple hour and minute hands, creative time displays,
and their purchase intentions are higher. Female consumers prefer samples with
more clear time information. Time displays of unique design with difficult reading
will negatively influence female consumers’ purchase intentions.
2. Consumers with different ages have different preferences for time displays on
watches. Groups below 20 years old prefer new and interesting designs, and their
preferences and purchase intentions are higher than the other two groups. Groups
aged 21-40 and above 41 years old pay attention to the convenience of reading the
time on watches. However, according to preference results of the two groups,
groups aged 21-40 prefer creative designs, in comparison to consumer groups aged
above 41.
3. Designers and consumers have different preferences regarding time displays of
watches. Designers highly prefer creative time displays and have higher purchase
intentions. Consumers prefer designs that are easily and clearly read.
4. There is high correlation between consumers’ “preference” and “purchase inten-
tion” regarding time displays on watches.
5. There is significant correlation between cognition of time display attributes and
preference. Among the three attributes, readability influences preference the most.
Based on the above, different groups of consumers have different preferences of time
displays on watches. Thus, regarding time displays on watches for different consumer
groups, there should be different designs. The research findings of the preferences for
different consumer groups can serve as references for designs of time displays on
watches in order to satisfy different consumers’ needs.
430 W.-C. Chang and W.-T. Chen
References
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4. McCarthy, J.E.: Basic Marketing: A managerial Approach. Homewood, Richard D. Irwin
Inc., Illinois (1981)
Evaluation of Superimposed Self-character Based on the
Detection of Talkers’ Face Angles in Video Communication
1 Introduction
The effectiveness of modern video-based teleconference systems is confirmed by
their widespread commercial use [1], [2], [3], [4]. Video images help individuals to
directly observe nonverbal information, such as nodding, gestures, and facial expres-
sions. As such, video is considered to be a very useful communication media. How-
ever, remote talkers have difficulty interacting because they do not share the same
communication space; hence, they rely only on a video image. Some telecommunica-
tion systems have been developed using computer generated (CG) characters in cy-
ber-space, or avatars, which allow remote talkers to communicate through a common
virtual space [5], [6], [7]. Recently, new devices and methods have been proposed for
movement of the avatars. Takahashi et al. suggested a head motion detection method
that uses an active appearance model (AAM) that is sensitive to eye blinks [8]. A
virtual communication system for human interaction, called “VirtualActor,” uses
a human avatar that represents the upper body motion of the talker [9]. This system
experimentally demonstrated the effectiveness of communication through avatar
embodiment.
A more effective remote communication system can be developed by allowing
talkers to observe each other’s nonverbal information, such as facial expressions. To
take advantage of both avatars and video images, we developed an embodied video
communication system in which VirtualActor is superimposed on each partner’s
video image in a virtual face-to-face scene [10]. Moreover, we developed a headset
motion-capture device that uses an acceleration sensor and gyro sensor to track the
talker’s head movements directly. The device allows an avatar to mimic the talker’s
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 431–438, 2013.
© Springer-Verlag Berlin Heidelberg 2013
432 Y. Ishii and T. Watanabe
motion and automatically move in response to the on-off pattern of the talker’s voice.
The combined system was implemented in a prototype communication system called
“Enhanced-VideoChat (E-VChat)” [11].
In this paper, we propose an advanced E-VChat system that uses image processing
to track the talker’s head motion and facial angles, thereby avoiding the need for a
wearing sensor and expanding the practicality of the system. The effectiveness of the
new system is confirmed experimentally.
This system is unique in that the talker’s avatar is only visible to the talker. On the
screen, the talker observes the avatar overlaid on the other talker’s image, but the
other talker is unaware of the avatar. We expect to extend this effect for all communi-
cation between remote talkers.
3 System Configuration
Talkers using the original E-VChat systems were required to wear a headset device or
magnetic sensors to track the talker’s motion. Our simple device using an acceleration
sensor and gyro sensor also had problems for the practical or universal use, and the
magnetic sensors for detecting talker’s motions had some problems, such as a sense of
restraint owing to the sensor cables and the sensors’ lack of port-ability. To address
this issue, the advanced E-VChat system uses image processing to track the talker’s
head motion. A description of the image processing algorithm is provided here.
An avatar motion generation method that is based on the talker’s voice has already
been developed [12]. Nonverbal actions that express a talker’s intention are important
in serious situations such as negotiations, counseling, and agreements. The avatar’s
head motion, which plays an important role in communication, synchronizes with the
talker’s motion to facilitate communication.
The Moving-Average (MA) model, which times nodding on the basis of a talker’s
voice data, is used to auto-generate avatar motions for the “listener” [12]. The MA
model estimates nodding timing from a speech on-off pattern, using a hierarchy mod-
el consisting of a macro stage and a micro stage. When Mu(i) exceeds a threshold
value, the nodding value, M(i), is estimated as the weighted sum of the binary speech
signal, V(i). Avatar body movements are introduced when speech input timing ex-
ceeds a body threshold. The body threshold is set lower than that of the nodding pre-
diction of the MA model, which is expressed as the weighted sum of the binary
speech signal to nodding.
∑ (1)
4 Communication Experiment
A communication experiment was conducted in three modes: mode A used only head-
motion, mode B used auto-generated motion based on speech input, and mode C used
both head motion and auto-generated motion. A population of 12 pairs of subjects
was evaluated. The talkers in each pair were familiar with one another and were
observed using the system in unrestrained conversations. Subjects could select from
seven different types of avatar, such as human, robot, or animal. An example of a
communication scene using the E-VChat is shown in Figure 4. The experimental
setup is shown in Figure 5.
Evaluation of Superimposed Self-character Based on the Detection 435
The results of the paired comparisons of the three modes, in terms of talker prefe-
rence, are shown in Table 1. Figure 6 shows the Table 1 data calculated using the
Bradley-Terry model given in Equation (4). Mode C, which used both head motion
and auto-generated motion, received the most positive talker feedback.
. 100
Six additional factors were evaluated in each of the three modes using a seven-
point scale ranging from -3 (lowest) to 3 (highest) with 0 denoting a moderate score.
The six factors were “Enjoyment: Did you enjoy the conversation using the system?,”
“Sense of unity: Did you have a sense of unity with your partner?,” “Ease of talking:
Did you feel it was easy to talk using the system?,” “Relief: Were you able to com-
municate with relief?,” “Like: Do you like this system?,” and “Preference: Would you
like to use this system?”
For readability, the means and standard deviations of the questionnaire results are
shown in Figure 7. The significant differences between each of the three modes were
obtained by administering Friedman’s test, in which a significance level of 1% was
obtained for all factors. Significant differences were also obtained by administering
the Wilcoxon’s rank sum test for multiple comparisons. A significance level of 1%
was obtained for all factors between Modes A and B and for the “Sense of unity,”
“Relief,” “Like,” and “Preference” factors when comparing Modes B and C. A sig-
nificance level of 5% was obtained between Modes B and C for the “Enjoyment”
factor. Mode C was positively evaluated as the paired comparison.
5 Conclusion
References
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49–59. ACM (1992)
2. Buxton, W.A.S.: Living in Augmented Reality: Ubiquitous Media and Reactive Environ-
ments. In: Finn, E.K., et al. (eds.) Video-Mediated Communication. Computers, Cognition,
and Work, pp. 363–384 (1997)
3. Ishii, R., Ozawa, S., Mukouchi, T., Matsuura, N.: MoPaCo: Pseudo 3D Video Communi-
cation System. In: Salvendy, G., Smith, M.J. (eds.) HCII 2011, Part II. LNCS, vol. 6772,
pp. 131–140. Springer, Heidelberg (2011)
4. Kim, K., Bolton, J., Girouard, A., Cooperstock, J., Vertegaal, R.: TeleHuman: Effects of
3D Perspective on Gaze and Pose Estimation with a Life-size Cylindrical Telepresence
Pod. In: Proc. of CHI 2012, pp. 2531–2540 (2012)
5. Cassel, J., et al.: An Architecture for Embodied Conversational Characters. In: Proc. of
WECC 1998, pp. 21–29 (1998)
6. Yahoo! Inc., Yahoo! Avatar, http://avatars.yahoo.com/
7. Linden Lab, Second Life, http://secondlife.com/
8. Takahashi, K., Mitsukura, Y.: Eye Blink Detection Using Monocular System and its Ap-
plications. In: Proc. of 21st IEEE International Symposium on Robot and Human Interac-
tive Communication (RO-MAN 2012), pp. 743–747 (2012)
9. Ishii, Y., Watanabe, T.: An Embodied Avatar Mediated Communication System with Vir-
tualActor for Human Interaction Analysis. In: Proc. of the 16th IEEE International Work-
shop on Robot and Human Interactive Communication (RO-MAN 2007), pp. 37–42
(2007)
10. Ishii, Y., Watanabe, T.: An Embodied Video Communication System in which Own Virtu-
alActor is Superimposed for Virtual Face-to-face Scene. In: Proc. of the 13th IEEE Inter-
national Workshop on Robot and Human Interactive Communication (RO-MAN 2004),
pp. 461–466 (2004)
438 Y. Ishii and T. Watanabe
11. Ishii, Y., Watanabe, T.: A Video Communication System in Which a Speech-driven Em-
bodied Entrainment Character Working with Head Motion is Superimposed for a Virtual
Face-to-face Scene. In: Proc. of 21st IEEE International Symposium on Robot and Human
Interactive Communication (RO-MAN 2012), pp. 191–196 (2012)
12. Watanabe, T., Okubo, M., Nakashige, M., Danbara, R.: InterActor: Speech-Driven Embo-
died Interactive Actor. International Journal of Human-Computer Interaction 17(1), 43–60
(2004)
Modeling of Music Recommendation Methods
to Promote the User’s Singing Motivation
– For Next-Generation Japanese Karaoke Systems
1 Introduction
Recently, with the spread of the Internet, it is possible to compile the characteristics
of users and the characteristics of the goods and services in a large database. The
providers of goods and services want to find a method of associating the users’
characteristics with the characteristics of their offerings. For example, in a typical
shopping site, the system recommends goods for each user based on the user's age,
gender and purchase history data. Many recommendation methods have been
developed with a focus on recommending ‘as similar as possible‘ products and
services. However, the purpose of the recommendation system is to increase the
motivation of the user to purchase goods and services. Presenting ‘as similar as
possible‘ products and services as recommendations do not necessarily correspond to
this goal.
In psychological theory, users’ motivation for products or services is categorised as
a type of intrinsic motivation. Hunt [1] discussed the psychological theory that
intrinsic motivation is evoked when human beings perceive an adequate gap between
their own characteristics and those of an object, from the viewpoints of emotion,
cognition, and ability. This theory is interesting in the study of the recommendation
method that motivates users to make a purchase.
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 439–448, 2013.
© Springer-Verlag Berlin Heidelberg 2013
440 S. Isogai and M. Nakanishi
2 Experiments
2.1 Experiment 1
The participants were 20 students (10 males and 10 females whose average age was
22 years) who had singing experience using a karaoke machine. After asking them to
listen to several music pieces, we asked them to answer 36 questions, including
questions on their impression of, experience with and singing motivation for each
music piece. The music piece choices consisted of 80 tracks from four genres. For
each genre, there were 20 tracks of Japanese popular music sung by a male (J-Pop
male), Japanese popular music sung by a female (J-Pop female), music pieces sung in
a foreign language (non-Japanese) and music pieces closely tied with movies or
anime films.
In addition, we asked participants to use a free scale from 0 to 6 in order to assess
26 adjectives, such as ‘novelty’ or ‘quiet’, when answering questions about their
impressions of the music pieces, with 0 meaning ‘strongly disagree’ and 6 meaning
‘strongly agree’. They also used a free scale from 0 to 6 to indicate how motivated
they would be to sing a music piece (singing motivation) and to listen to a music
piece (listening motivation). They used a multiple-choice method to answer questions
on how know they were about each music piece and their impression of the listening
experience.
2.2 Experiment 2
A different set of students (10 males and 10 females whose average age was 22 years)
participated in a similar experiment. In this case, the participants listened to 55 music
pieces. Of the 55 music pieces, 51 were commonly known and 4 were each
participant’s favourite music pieces and music pieces which he or she tended to sing
when using a karaoke machine. These preferences were determined during
preliminary research study.
The music pieces were edited to be approximately 50 s long, usually ending at the
climax of the second verse. Participants listened to each music piece three times. The
order of the music pieces was randomised across participants. To help participants
separate their impression of one music piece from the next, a 5 s long mechanical
sound was inserted between each music piece. Participants listened to the music with
headphones that included a noise-cancelling function, and they entered their answers
on a computer. We explained the content of the experiment and obtained the informed
consent of the individuals who agreed to participate in this experiment.
Modeling of Music Recommendation Methods 441
3.1 Method
We created an impression map of the music for each experiment and compared the
two. Thus, we confirmed the universality of using an impression map. The map was
made using the average rating score for each adjective, analyzing the principal
components of each experiment.
3.2 Results
For both results, we adopted the second principal component as a guide to establish
the 70% cumulative contribution ratio. The loadings of both Experiment1 and
Experiment 2 are very similar. The first principal component can be interpreted as
indicating ‘energetic’, because the parameters ‘flashy’ and ‘dynamic’ make a positive
contribution and the parameter ‘quiet’ makes a negative contribution. The second
principal component can be interpreted as indicating ‘familiar’, because the
parameters ‘healthy’ and ‘flesh’ make a positive contribution and the parameters
‘alien’ and ‘stubborn’ make a negative contribution. For this reason, impressions of
the music for each user can be explained by the spatial relationship formed by the two
axes of ‘energetic’ and ‘familiarity’. This can be considered universal irrespective of
the type of music and the participant.
4.1.1 Method
From the results of the second experiment, we obtained the principal component
‘score of energetic’ and built a model that had ‘score of energetic’ as its objective
442 S. Isogai and M. Nakanishi
variable and acoustic features as its explanatory variable. In particular, we used five
acoustic features: MFCC-13 [4], the spectral centroid, spectral roll off, brightness [5]
and chroma vector [6]. We used these features to generate 80 variables in a size 16
vector-quantisation codebook. We adopted six explanatory variables. There is a high
correlation with ‘scores of energetic‘.
The model was built from six variables that are high correlation coefficients
combined of 80 variables and ‘scores of energetic’. The estimate parameters were
derived using the least-square method.
(1)
E: Scores of energetic
There was a high correlation between the ‘scores of energetic’ that were derived by
analysing music features from Experiment 2 and the ‘scores of energetic’ that were
derived by analysing the principal components as clarified in Section 3 (R2=0.82).
4.1.2 Verification
The correlation is very high between the ‘scores of energetic’ and the ‘scores of
energetic’ (R2=0.66). Therefore, Equation 1 is accurate as a model to estimate
the ‘energetic’ music characteristics for each music piece. In other words, using
Equation 1, we can estimate the ‘energetic‘ characteristics of any piece of music
without listening to it.
4.2.1 Method
From the results of the second experiment, the second principal component of ‘score of
familiar’ was obtained and a model was built that used ‘score of familiar’ as its
objective variable and a degree of recognition of music as well as its lyric features as
its explanatory variables. We used 0 for ‘nothing’ responses and 1 for high-awareness
responses. When 70% or more of the responses was 1, then the level of awareness was
set at 1 and when 70% or less of the responses was 1, then the level of awareness was
set at 0.
On the other hand, after the lyrics were divided into words, they were analysed by
focusing on the adjectives. This analysis used ‘Hevner’s adjective circle‘ [7]. Using
this method, we divided the lyrics into eight groups of 66 words representing the
feelings suitable to represent the music. Collecting about 50–70 synonyms for each
group, we created a list of related words. Each group was counted up when a word in
the lyrics matched the word list for each music piece. In addition, the total number of
the counted words for each group was divided by the total number of the counted
words for all groups (Table 1).
Modeling of Music Recommendation Methods 443
Table 1. Classification results of eight groups of adjectives (The upper row is the number; the
lower row is the percentage)
PXVLF
PXVLF
SHUFHQW
The model was built from ‘awareness’ and the percentage of each group 1–7. The
estimate parameters were derived using the least-square method.
(2)
F: Scores of familiar
The correlation is very high between ‘scores of familiar’, which was derived by
analysing lyrics and awareness from Experiment 2, and ‘scores of familiar’, which
was derived by analysing the principal components from Section 3(R2=0.61).
4.2.2 Verification
We verified the accuracy of the model using 40 music pieces from Experiment 1, not
including foreign language music pieces. When we applied these 40 music pieces to
Equation 2, the coefficient of determination was 0.53. Therefore, Equation 2 is
accurate as a model to estimate the ‘familiar’ characteristics of music by using lyrics
and the awareness for each music piece. In other words, we can estimate the ‘familiar‘
characteristics of any piece of music without listening to it by using Equation 2.
To build a system that recommend music pieces that karaoke users would be highly
motivated to sing based on each users’ most favourite music piece, this study attempts
to vectorise the positional relationship to a music piece that a user is highly motivated
to sing from the user’s most favourite music piece on the impression map that we
built in Section 3.
Figures 3, 4 and 5 show the probability of the presence of a music piece that a user
is highly motivated to sing when the user’s most favourite music piece is placed in the
centre. In group 1 (Figure 3), a music piece that a user is highly motivated to sing
tends to be placed in the unfamiliar area, which is slightly lower when viewed from
the user’s most favourite music piece. In group 2 (Figure 4), a music piece that a user
is highly motivated to sing tends to be placed in the upper left area (inferior to
‘energetic’ but more than ‘familiar’) when viewed from the user’s most favourite
Modeling of Music Recommendation Methods 445
music piece. In group 3 (Figure 5), a music piece that a user is highly motivated to
sing tends to be placed in the lower right area (inferior to ‘familiar’ but more than
‘energetic’) when viewed from the user’s most favourite music piece.
Thus, we built a model to estimate the location of a music piece that a user is
highly motivated to sing in order to make a recommendation.
Fig. 3. Probability that there Fig. 4. Probability that there Fig. 5. Probability that there
is a music piece that the user is a music piece that a user is a music piece that a user
is highly motivated to sing is highly motivated to sing is highly motivated to sing
(group 1) (group 2) (group 3)
6.1 Analysis of the Relevance between a Personalised Music Map and a User’s
Profile
The correlation between the ‘energetic’ scores of all participants obtained from the
experiment and the ‘energetic’ scores derived using Equation 1 in Section 4 is very
high(R2=0.69). The correlation between the ‘familiar’ scores of all participants
obtained from the experiment and the ‘familiar‘ scores derived using Equation 2 in
Section 4 is relatively low (R2=0.36). The results show that ‘familiar’ is a more
sensitive index to individuality than ‘energetic’.
Next, we focused on the analysis of the personality of the scores of ‘familiar’. We
focused on the mere exposure effect [8], which is well-known in the field of
psychology in analyzing. The effect is that both the degree of courtesy and
impressions of the target increase with repeated contact. According to this theory, a
person feels that the music they have heard personally on several occasions is
446 S. Isogai and M. Nakanishi
‘familiar‘. With this in mind, we analysed for each user the relationship between the
variability of ‘familiar‘, ‘degree of singing experience‘ and ‘degree of viewing
experience’. For each music piece, we defined it as ‘+’ if the position on each user’s
map moved positively from the common position to the ‘familiar’ one, and defined it
as ‘−’ if the position moved negatively. We examined the trend of the direction of
movement, the degree of singing experience and the degree of viewing experience. In
addition, we determined ‘awareness’ by using the results of the answers to questions
on awareness of music pieces. First, we defined music pieces that had a high degree
of recognition as those music pieces that 70% of subjects responded with a choice
other than ‘nothing‘. We defined other music as low-awareness music. Figure 6
shows the trend of the direction of movement by each degree of awareness of viewing
experience. Focusing on high-awareness music, Figure 7 shows the trend of the
direction of movement by the level of singing experience, separated by gender.
Figure 6 shows that participants who have heard a piece of music, even though
their awareness is low, tended to feel the music as more familiar’. In addition,
participants who have never heard a music piece that has a high ‘awareness’ and for
which a lot of people feel ‘familiar’, have a tendency to feel the music piece as
‘unfamiliar’. As seen in Figure 7, male subjects tend to feel music pieces that they
recently sang during a karaoke session as more ‘familiar’.
Fig. 6. Moving direction of the degree of Fig. 7. Moving direction of the degree of
viewing experience by awareness singing experience by gender
When we analysed the results in more detail, we found that among the music
pieces that have a low ‘awareness’ and especially the music pieces that have a
negative value on the ‘scores of familiar‘ on the common map, ‘friendliness’ on each
user’s map moves positively by a higher degree of viewing experience (average 0.4).
In addition, among the music pieces that have a high ‘awareness’, especially the
music pieces that have a value under −0.5 for ‘scores of familiar‘ on the common
map, ‘friendliness’ on each user’s map moves negatively by a lower degree of
viewing experience (average −0.5). Furthermore, only among male participants, the
music pieces that have a value under 0.5 for ‘scores of familiar‘ on the common map,
‘friendliness’ on each user’s map moves positively by a higher degree of singing
experience (average 0.6).
Modeling of Music Recommendation Methods 447
6.2 Modeling the Conversion from the Common Map to Each User’s Map
Table 2 shows the rules to convert from the common map to each user’s map,
established by the above analysis.
The correlation coefficient between ‘score of familiar’ on the common map and
‘score of familiar’ on each user’s map was 0.562 in Experiment 1 and 0.604 in
Experiment 2. When we applied the above rule to convert from the common map to
each user's map, the correlation coefficient was 0.574 in Experiment 1 and 0.626 in
the Experiment 2. In this way, the impression of personal "familiarity" for each user
could be estimated more accurately. Using this method, we can also estimate the
position of any piece of music on each user’s map without the process of listening.
7 Conclusion
References
1. Hunt, J.M.V.: Motivation inherent in information processing and action. In: Harvey, O.J.
(ed.) Motivation and Social Interaction, Cognitive Determinants, pp. 35–94. Ronald, New
York (1963)
2. Kim, Y.E., et al.: Music Emotion Recognition: A State of the Art Review. In: ISMIR 2010,
pp. 255–266 (2010)
3. Nishikawa, et al.: Design and Evaluation of a Musical Mood Trajectory Estimation Method
Using Lyrics and Acoustic Features. IPSJ-SIGMUS 2011-MUS 91(7), 1–8 (2011)
4. Nishimura, et al.: Noise-robust speech recognition using band-dependent weighted
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5. Juslin, P.N.: Cue utilization in communication of emotion in music performance: relating
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Performance 26(6), 1707–1813 (2000)
6. Bartsch, M.A., et al.: To Catch a Chorus: Using Chroma-based Representations for Audio
Thumbnailing. In: WASPAA 2001, pp. 15–18 (2001)
7. Hevner, K.: Experimental studies of the elements of expression in music. Amer. J.
Psychol. 48, 246–268 (1936)
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Psychology 9(2 Pt. 2), 1–27 (1968)
Analysis of Purchasing Behavior Focusing on the Passage
of Time at a Group Buying Site of Coupon
Abstract. In late years, the spread of Internet advances. The diffusion rate of
the Internet in 2011 became 79.1%, and the Internet made generalization. With
the spread of Internet, marketing technique called the flash marketing came up.
As delegate of flash marketing, Group buying sites of coupon are receiving
attention in Japan. But people relating to its business think that the sales are
having peaked. In this study, we assume that behaviors of users using Group
buying sites of coupon change by the time elapsed. By analyzing the change of
their behavior, we understand the change of behavior to lead to the continued
buying. As a final objective, we hope that we can give help that the sales are
having peaked.
Keywords: Group buying site, Coupon, the Internet, Sequence analysis, RFM
analysis, Cluster analysis.
1 Introduction
The business of a Group buying site of coupon was born in 2008 at USA. In two
years, its month’s sales reached 3 million [3]. In its site, user can buy sale items with-
in the limited time. If a sale item doesn’t buy a certain number, its sale is disabled. By
this way, sellers can know the number of customers in advance. This can lead to ex-
pense reduction. As a result of this reduction, seller can sell goods at cheap prices.
And its market was expanded in Japan. But because of reduction of user, sales growth
has peaked in 2012. It is difficult for site operator to increase the number of ongoing
users [5]. We focus on the change of purchase behavior. By this analysis, we discover
the patterns of behavior. And we propose methods for encouraging the ongoing pur-
chasing behavior.
2 Data
Data of joint Association Study Group of Management Science was used. This data
contains sale data, user attribute data and site view data, product data of a Group buy-
ing site of coupon. Data was collected from June 30th 2011 to July 1st 2012. In
this study, we analyzed by 2,963 users attribute data, 19,723 products data, 16,925
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 449–455, 2013.
© Springer-Verlag Berlin Heidelberg 2013
450 T. Kobayashi, T. Yamaguchi, and Y. Asahi
purchase data and 281,967 site view data. User attribute data contains user ID, age, sex
and site registration. Product data contains Product ID, price and product category.
Purchase data contains the date of purchase and purchased product ID. Site view data
contains the date of view, buy flags and viewed product ID. In this study, we focused
on the purchase behavior of since a user started using the site. Therefore, target users
are the person who registered the site from June 30th 2011 to July 1st 2012.
3 Analysis
There are three flows in this analysis. First, we divide the data into five by using the
number of days from the date of first purchase. Second, we characterize purchase
behavior of users each period. Third, we discover patterns of change of purchase
behavior.
content
term1 From site registration to date of first purchase
term2 1~37 days from date of first purchase
term3 38~100 days from date of first purchase
term4 101~200 days from date of first purchase
term5 Over 201 days from date of first purchase
“Monetary” initial was taken. And by ranking each indicator, users are classified. In
this study, we evaluate the users’ purchase behavior in five indicators based on RFM
analysis concept. Using RFM analysis, it is possible to reduce the impact of outliers
of each indicator. Table 3 shows five indicators and the boundary values for 5-star
term rank Average amount(yen) Number of purchasing Number of view View priod(day) Purchasing piriod(day)
1 ~100 1 ~2 ~0 -
2 101~1100 2 3~4 1 -
term1 3 1101~2000 3 5~7 2~7 -
4 2001~4000 4 8~14 8~24 -
5 4001~ 5~ 15~ 25~ -
1 ~99 0 ~2 ~0 Not purchasing
2 100~1400 1 3~6 1~12 0
term2 3 1401~3000 2 7~15 13~25 1~12
4 3001~8000 3~4 16~40 26~32 13~22
5 8001~ 5~ 41~ 33~ 23~
1 ~99 0 ~2 ~0 Not purchasing
2 100~1300 1 3~7 1~23 0
term3 3 1301~4000 2 8~20 24~44 1~20
4 4001~12000 3~4 21~57 45~57 21~40
5 12000~ 5~ 58~ 58~ 41~
1 0 0 ~2 ~0 Not purchasing
2 100~2500 1 3~8 1~28 0
term4 3 2501~6000 2~3 9~26 29~64 1~32
4 6001~15000 4~7 27~80 65~91 33~69
5 15001~ 8~ 81~ 92~ 70~
1 ~99 0 ~2 0 Not purchasing
2 100~2600 1 3~9 1~30 0
term5 3 2601~7500 2~3 10~30 31~75 1~39
4 7501~19500 4~7 31~100 76~120 40~85
5 19501~ 8~ 101~ 121~ 86~
term rank Average amount(yen) Number of purchasing Number of view View priod(day) Purchasing piriod(day)
1 1038 2479 732 1779
2 489 419 591 382
term1 3 502 46 537 257
4 478 14 570 269
5 456 5 533 276
1 917 889 464 581 889
2 343 694 433 427 761
term2 3 325 274 439 418 205
4 338 218 453 415 194
5 337 185 471 419 211
1 674 610 382 435 610
2 274 470 344 335 518
term3 3 269 236 334 339 217
4 288 212 341 355 202
5 259 236 363 300 217
1 460 400 238 278 400
2 201 289 247 246 321
term4 3 202 255 255 250 180
4 203 186 263 254 185
5 195 131 258 233 175
1 252 187 131 115 187
2 105 152 130 132 165
term5 3 105 134 134 127 106
4 108 96 140 153 105
5 101 102 136 144 108
452 T. Kobayashi, T. Yamaguchi, and Y. Asahi
rating. Table 4 shows the number of users having each rank of indicator. From
table 4, we set the boundary values for rank as much as possible is to reduce the varia-
tion of the number of people having each rank. In term1, the data is obtained only
from the date of first purchase. Therefore purchasing period data does not exist.
Next, we perform a cluster analysis by using the ranked value which was gotten 5-
star rating. As a result of a cluster analysis, four clusters were created. Figure 1 show
the average value of each rank of each cluster.
From figure 2, the numbers in the frameworks represent the number of people be-
longing to each cluster. And the numbers on the arrows represent the number of
people during the transition. From these results, people belonging to “heavy” in tern 1
trend to belong to “heavy” in other term too. After all, we thought that it is important
to change to “heavy” in term 2. Therefore, we investigate the changes of purchase
behavior from term 1 to term 2.
4 Conclusion
The purposes of this study are to propose methods for encouraging the ongoing pur-
chasing behavior at a Group buying site of coupon. By analyzing the change of pur-
chase behavior, we lead to methods for encouraging the ongoing purchasing behavior.
First, we divided the data into five by using the number of days from the date of
first purchase. As a result, all users were classified: people who use the site longer,
people who use the site shorter and so on. And each period, users’ data were stored.
Next, we characterized purchase behavior of users each period. We used RFM
analysis and Cluster analysis. We evaluated their purchase behavior by RFM analysis.
Then we characterized their purchase behavior by Cluster analysis. As a result of
Cluster analysis, their purchase behavior was divided into four each period.
Last, we discovered patterns of change of purchase behavior by Sequence analysis.
As a result of Sequence analysis, we figured out changing trends of purchase
behavior.
Based on the results of this analysis, we propose methods for encouraging the on-
going purchasing behavior. Analysis using this study will provide new type findings.
Until now, there were few studies which focus on changes of user behavior. And there
were few studies about a Group buying site of coupon. Using novelty of theme and
analysis, this study said new type of research. With the popularization of the internet
service, it will be important for site operator to catch the change of users’ behavior
at all time. We hope this study becomes a vanguard to help understanding users’
behavior.
As future challenge, analyzing every product genre, we clarify the difference of
change by product genre.
References
1. Hiroshi, E.: Zirei Bunnseki De-tabunseki Ma-kethinngu (The case analysis Database
Marketing). Chuo Keizai Sya (1997)
2. Group Buying Site of Coupon.jp, World Wide Web:
http://couponsite.jp/ (retrieved December 7, 2012)
3. Nikkei trend net, World Wide Web:
http://trendy.nikkeibp.co.jp/article/column/20110225/1034627/
(retrieved December 30, 2012)
4. Hidero, N.: Kurasuta Bunnseki To Sono Ouyo (The Cluster analysis and application).
Nishida Hiderouen (1988)
5. Ponpare, World Wide Web: http://ponpare.jp/doc/about.html
(retrieved December 7, 2012)
6. The Challenge and future of Group Buying Site of Coupon, World Wide Web:
http://www.asahi-kasei.co.jp/arc/topics/pdf/topics017.pdf
(retrieved December 31, 2012)
Research on Website Usage Behavior through
Information Search Perspective: A Comparison
of Experiential and Goal-Directed Behaviors
Abstract. Along with the rapid growth of the Internet, online information
search has become a prevalent Internet activity. However, little research has ad-
dressed the factors and website features that influence website information
search behavior. Prior studies investigate factors that affect consumer prefe-
rences in online shopping websites. And, seldom distinguish between
pre-purchase and post-purchase experiences and tend to focus on post-purchase
assessment only. Therefore, this study aimed at the Internet users’ searching
behavior, and further probed into users’ willingness of continuous websites use.
But when purchasing tourism products, Information search is even more impor-
tant than information search before buying manufactured goods. Tourism prod-
ucts and services are seldom routine purchases (Swarbrooke & Horner, 1999).
Choices of tourism products usually involve considerable emotional signific-
ance and perceived and actual risk for the individual(Xie, Bao, & Morais,
2006). Based on the prior literatures (Lee, 2005; Lin & Chen, 2009) a model
was proposed and empirically tested to gain a better understanding on Internet
users’ search behavior. The results showed that Internet user’s willingness
to revisit was mainly influenced by his/her involvement and satisfaction
toward the website, and these two factors were affected by website information
quality, website interactivity, and hedonic value. Also, the research model was
moderated by goal-directed and experiential behavior.
1 Introductory
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 456–464, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Research on Website Usage Behavior through Information Search Perspective 457
communication (e.g., Chen et al., 2005; Wu, 2005), some find negative consequences
of interactivity (e.g. Bezjian-Avery et al., 1998; Bucy and Chen-Chao, 2007; Sundar
and Kim, 2005; Kim, Spielmann, & McMillan, 2012).
Besides, the internet has influenced human lives in numerous ways over the past
years, having become a mainstream information resource that people turn to for in-
formation and communication. To better understand information searching behavior
and information retrieval interaction, researchers have emphasized the importance of
the difference of searching behavior.
Information search is a stage of the decision making process in which consumers
actively collect and utilize information from internal and/or external sources to make
better purchase decisions.
Human factors and individual differences were recognized as a key aspect for un-
derstanding user search behaviors (Egan, 1988; Nielsen, 1993). Novak, Hoffman &
Duhachek (2003) pointed out, one fruitful focus of research on online consumer expe-
rience has been on two distinct categories of consumption behavior—goal directed
and experiential consumption behavior. Drawing distinctions between these behaviors
for the Web may be particularly important because the experiential process is, for
many individuals, as or even more important than the final instrumental result. How-
ever, the general and broad nature of flow measurement to date has precluded a pre-
cise investigation of flow during goal-directed versus experiential activities(Novak,
Hoffman & Duhachek, 2003).
2 Literature Review
Information search has been one of the most enduring issues in consumer behavior
research (Beatty & Smith, 1987). For marketing departments, it is crucial to under-
stand the determinants of information search behavior for designing effective
marketing communication.
Previous research on information search behavior has identified a number of fac-
tors affecting this construct, such as, the nature of decision making (Fodness & Mur-
ray, 1999), residency (Pennington-Gray & Vogt 2003), family life cycle (Fodness,
1992), socio-economic status (Fodness & Murray 1999), involvement (Cai et al,.
2004), travel expenditures (Snepenger et al., 1990) , prior knowledge (Kerstetter &
Cho, 2004), and search cost (Gursoy & McCleary, 2004).
When purchasing tourism products, information search is even more important
than information search before buying manufactured goods. Tourism products and
services are seldom routine purchases (Swarbrooke & Horner, 1999). Choices of tour-
ism products usually involve considerable emotional significance and perceived and
actual risk for the individual(Xie et al., 2006).
Pan and Fesenmaier (2003, 2006) first consider internet-based tourism information
search from the perspective of the search process. Based on the mental model which
458 J. Lee and M. You
Goal-Directed Experiential
Extrinsic motivation Intrinsic motivation
Instrumental orientation Ritualized orientation
Situational involvement Enduring involvement
Utilitarian benefits/value Hedonic benefits/value
Directed (prepurchase) search Nondirected (ongoing) search; browsing
Goal-directed choice Navigational choice
Cognitive Affective
Work Fun
Planned purchases; repurchasing Compulsive shopping; impulse buys
Source: (Novak et al., 2003)
Effective communication with customers is the key to successful business. One of the
most important factors for effective communication is known as interactivity(Yoo,
Lee, & Park, 2010) . Interactivity is central to Internet marketing communication.
On the Internet, consumers no longer interact with salespeople or have a direct
physical experience of a store and its products. Instead, their experience is mediated
through the web, using a graphical display without any face-to-face interaction with
the e-vendor. Therefore, understanding users’ communication behavior in these
emerging Computer Mediated Environments is important.
Research on Website Usage Behavior through Information Search Perspective 459
Although there have been many studies on interactivity under various contexts and
disciplines, researchers still have mixed views on the concept of interactivity (Yadav
and Varadarajan, 2005).
Zeithaml et al. (2002) distinguish communication with people via a computer from
interacting with the website through a computer. They defined interactivity as ‘‘the
extent to which website users can (1) communicate with the people behind the web-
site, (2) interactively search for information, and (3) conduct transactions through the
website.’’ (Yoo et al., 2010)
Previous research by Lee (2005) has particular relevance to the current work. Lee
identified (1) user control, (2) responsiveness, (3) personalization, and (4) connected-
ness as important components to interactivity in a mobile commerce setting. User
control refers to the user’s ability to control the information display and content. Res-
ponsiveness refers to the site as being able to respond to user queries. Personalization
concerns the mobile Internet site that enables the purchase of products and services
that are tailored to the user and unique desires. Finally, perceived connectedness re-
fers to whether customers share experiences regarding products or services offered
with other visitors to the mobile site. We adopt these three components: user control,
responsiveness, connectedness, to fit on the website environment.
The World Wide Web is a very complex information technology network currently
consisting of several hundred million web pages and over a hundred million users.
Each day, users search websites in order to find the most convenient, relevant, and
up-to-date information they need.
On the web, users typically forage for information by navigating from page to
page, along web links. The content of pages associated with these links is usually
presented to the user by some snippets of text or graphic. Based on the above-
mentioned, quality management concepts and models, I propose to identify values and
criteria enabling a website surfer/user to evaluate and select websites and pages.
As companies have become more effective in their use of websites, they have be-
come more complex. For some organizations, they serve as repositories of informa-
tion for various stakeholders and the public. For others, websites also offer transaction
capabilities, providing an additional mechanism from which to serve customers.
Studies examining website quality have found the construct to be multidimension-
al, Zhang and von Dran compiled an extensive list of 42-scale items grouped a priori
into eleven dimensions: (1) information content, (2) cognitive outcomes, (3) enjoy-
ment, (4) privacy, (5) user empowerment, (6) visual appearance, (7) technical support,
(8) navigation, (9) organization of information, (10) credibility, (11) impartiality.
whether the company is providing the type and quality of information and interaction
to satisfy website users. This is especially true for companies selling goods and ser-
vices on their websites. Customers must be satisfied with their experience with the
website or they will not return.
Satisfaction is a post-consumption evaluation based on the comparison between the
expected value in the pre-consumption stage and the perceived post-consumption
value after the purchase or after the use of services or products (Oliver, 1981; Ravald
and Gronroos, 1996).
3 Method
Based on the above literature review, the following hypotheses are formulated:
H1: Greater website involvement will correspond in greater willingness to use.
H2: Greater website satisfaction will correspond in greater willingness to use.
H3: Greater website interactivity will result in greater involvement of website.
H3a: Goal-directed users’ perceived website user control will result in greater
involvement of website.
H3b: Goal-directed users’ perceived website responsive will result in greater
involvement of website.
H3c: Goal-directed users’ perceived website connectedness will result in greater
involvement of website.
Research on Website Usage Behavior through Information Search Perspective 461
H3d: Experiential users’ perceived greater website user control will result in greater
involvement of website.
H3e: Experiential users’ perceived greater website responsive will result in greater
involvement of website.
H3f: Experiential users’ perceived greater website connectedness will result in greater
involvement of website.
H4: Greater website interactivity will result in greater satisfaction of website.
H4a: Goal-directed users’ perceived greater user control will result in greater satisfac-
tion of website.
H4b: Goal-directed users’ perceived website responsive will result in greater satisfac-
tion of website.
H4c: Goal-directed users’ perceived website connectedness will result in greater satis-
faction of website.
H4d: Experiential users’ perceived greater website user control will result in greater
satisfaction of website.
H4e: Experiential users’ perceived greater website responsive will result in greater
satisfaction of website.
H4f: Experiential users’ perceived greater website connectedness will result in greater
satisfaction of website.
H5: Greater website quality will result in greater involvement of website.
H6: Greater website quality will result in greater satisfaction of website.
3.2 Method
To test the hypothesis, an plot test was conducted with 52 undergraduate students
from a large vocational university in Taiwan. 23% were male and 77% were female.
To analyze the relationship among these variables and examine the fitness of
the conceptualized framework, this study conducts Structural Equation Modeling
(SEM) and uses online tourism websites as the research sample. The operational
definition of each variable is tailored to fit the characteristics of online tourism
websites and shown in the table 2. The questionnaire is designed in Likert 7 point
scale and adjusted according to the advices of 3 experts on e-commerce including 1
manager engaging in e-commerce business for years and 2 academic professors de-
voting in this field. Participants are asked to fill in the questionnaire and indicate their
current situation for each variable item (1=strong disagreement and 7=strong agree-
ment). The higher score the respondents indicated, the more they agree with these
questions. 1 means that the subject disagrees highly with the questions while 7
signifies high agreement.
462 J. Lee and M. You
Items Mean SD α
Searching behavior
Do you have fix habit to searching tourism information online?
If you want to purchase tourism product, which website will visit to
acquire information?
Please write down the website address where you often to visit it.
How often do you visit the website?
Fix: one day one time, 2~3 times a week, 1 time a week
No fix time
Website Quality Dimension
I felt that I getting information from the website was useful.
I felt that I getting information from the website was complete.
I felt that I getting information from the website was clear.
When I clicked on the links for the website, I felt I was getting instan-
taneous information
I felt that I getting information from the website was easy to under-
stand.
I felt that I getting information from the website was correct.
Website Interactivity Dimension
Customers share experiences about the product or service with other
customers of this website (connectedness).
Customers of this website benefit from the community visiting the
website (connectedness).
Customers share a common bond with other members of the customer
community visiting the website (connectedness).
Customers share experiences about the product or service with other
customers of this website (connectedness).
The information shown when I interacted with the site was relevant
(responsiveness).
The information shown when I interacted with the site was appropriate
(responsiveness).
The information shown when I interacted with the site met my expecta-
tions (responsiveness).
I was in control over the information display format, condition when
using this website (user control).
I was in control over the content of this website that I wanted to see
(user control).
Website Satisfaction
Overall this online searching experience was satisfying
Overall this online searching experience was pleasant
Overall I liked this online searching experience
Website Involvement
I felt that the website information is important to me.
I felt that the website is closely to my live.
Research on Website Usage Behavior through Information Search Perspective 463
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Semantically Structured VDL-Based Iconic Tags System
Abstract. Iconic tags system based on Visual Distinctive Language has been
developed and assessed improving tagging effectiveness by considering
tagging quality and tagging speed. This amelioration benefits from semiotic
interpretation of tag meaning and graphical code of tag structure. To make in-
depth research about this special iconic tags system, we study tags arrangement
in this paper and hypothesized that semantically arranged iconic tags would
imply better tagging results. A supplementary experiment was taken place by
comparison between randomly and semantically arrangement method, which
has validated our hypothesis.
Keywords: tags system, icon, visual distinctive language, tags cloud, semantic
relations, knowledge organization system.
1 Introduction
Knowledge Organization System (KOS) [1] is a general term referring to, among
other things, the tools that present the organized interpretation of knowledge
structures. The notion of tags system mentioned in this paper is a cluster of tags to
centralize used tags and suggest potential tags from experts and users. The
representation of tag structure is as important as that of each single tag in a tag
system. On one hand, an explicit tag structure facilitates to find and find again an
appropriate tag in a large group of tags. On the other hand, tag structure offers a
possible link between documents tagged by these tags. This connection of documents
through tags is useful especially when documents are dispersedly represented without
clear categorization. The structure of tags enhances the implicit network of tagged
targets which provides easier managing and searching in KOS.
VDL-based iconic tags [2] have been validated improving the effectiveness of tag
system (defined as integration of tagging quality and tagging speed). These special
tags are represented under iconic form and graphical code of VDL (Visual Distinctive
Language) where pre-icons visualize the tag structure. The experiment having been
done proved that VDL-based iconic tags system was the most efficient compared to
textual tag system and iconic tags system without explicit structure mainly due to its
visual tag structure. Users in this group easily identified semantic relations of tags
structured by Hypertopic [3] knowledge model which was helpful for tagging process.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 465–474, 2013.
© Springer-Verlag Berlin Heidelberg 2013
466 X. Ma and J.-P. Cahier
After validating the format of iconic tags, we have to think of how to display them
together. To display a cluster of recommended tags has a strong connection with the
arrangement of tags in tags system. When a small group of tags is involved, the
displayer of tags system can be considered as tags cloud. The only difference is that
the purpose of tags cloud is to search required information while tags in tags system
serve for centralizing and providing used tags for further tagging. However, the
common goal of two is to provide an interface of tags presentation to find and find
again a tag accurately and quickly. This issue is associated with how to efficiently
arrange tags together which has been largely studied in textual tags cloud. As
mentioned before, VDL-based iconic tags, as a newly developed tag form, performed
better than textual tags in tagging process. It needs to continue making deeper study
on the arrangement of these special tags, the results of which will be also useful for
large scale of tags system. For example, if it is proved that semantically structured
iconic tags show a more efficient tagging process than other arrangement in tags
cloud cases, recommended tags in one category have to be sorted under the same
menu when more VDL-based icons are involved.
In the next section, we will look back onto existing studies on semantic relations of
tags and semantically structured tags cloud. This review of former studies makes it
clearer on what is missed and what has to be improved in our iconic tags system.
Then in the third part, a “tagging on computer” experiment will be presented to
validate our hypothesis on the semantically arranged VDL-based iconic tags. Finally,
we discuss the result from analysis and possible future directions.
2 Background
In spite of the vocabulary problem existing [4], there has been accumulating evidence
suggesting that emergent structures do exist in social tagging system [5] [6]. Despite
the diverse backgrounds and information goals of multiple users, co-occurring tags
exhibited hierarchical structures that mirrored shared structures that were
“anarchically negotiated” by the users.
Halvey and Keane [7] investigated the effects of different tags clouds and list
arrangements comparing the performance for searching specific items. They found
that respondents were able to more easily and quickly find tags in alphabetical orders
(both in lists and clouds). Rivadeneira et al. [8] compared the recognition of single
tags in alphabetical, sequential–frequency (most important tag at the left-upper side),
spatially packed (arranged with Feinberg’s algorithm) and list-frequency layouts
(most important tag at the beginning of a vertical list of tags). Results did not show
any significant disparity in recognition of tags. However, respondents could better
recognize the overall categories presented when confronted with the vertical list of
tags ordered by frequency. Hearst and Rosner [9] discuss the organization of tag
clouds. One important disadvantage of tag cloud layouts they mention is that items
with similar meaning may lie far apart, and so meaningful associates may be missed.
The following studies stared to focus on the semantic relation within tags and try to
represent this in textual tags cloud. Hasan-Montero and Herrero-Solana [10] claimed
Semantically Structured VDL-Based Iconic Tags System 467
that the alphabetical arrangements neither facilitate visual scanning nor infer semantic
relation between tags. They developed a k-means algorithm to group semantic similar
tags into different clusters and calculate tag similarity by means of relative co-
occurrence between tags. Similar work can be found in [11]. Likewise, Fujimura et al.
use the cosine similarity of tag feature vectors (terms and their weight generated from
a set of tagged documents) to measure tag similarity. Based on this similarity they
calculate a tag layout, where distance between tags represents semantic relatedness.
Another very similar approach is proposed by [12].
An empirical evaluation of semantically structured tag clouds [13] has manifested
that topically layouts (semantically structured tags clouds) can improve search
performance for specific search tasks compared to random arrangements, but they still
perform worse than alphabetic layouts. Considering that we used very simple
clustering and arrangement algorithms we expect further advancement on semantic
arrangements with more elaborate procedures. Semantic layouts should only be used
when the quality of the arrangement can be assured. Test participants also commented
that it was difficult to identify clusters and relations beyond single lines.
The former test allowed us to draw lessons on how the code affects visual tagging,
either in the aspect of the recognition tag or the aspect of habituation of
categorization. In addition, in this study, we propose to produce a more in-depth
research of VDL-based icon system taking a small group of tags that act as tags cloud.
More precisely, we propose to develop a supplementary experiment of the first one to
get more complete view on how to construct a better VDL-based iconic tags system.
3 Experiment
presented by categories (12 persons); group C for VDL-based iconic tags and
presented randomly (12 persons); group D for VDL-based iconic tags and presented
by categories (12 persons). They were 26 male and 22 female with computer science
as their master major.
Randomly Semantically
(by categories)
The material for this experiment conducted entirely on the web included 24 items
under the topics on Sustainable Development (the same documents in the first
experiment); four displayers of tags system with the same symbols for corresponding
tags (see Table 1), a pre-questionnaire and a post-questionnaire.
3.2 Procedure
This experiment kept the same architecture as that of last one which was composed of
three parts: pre-questionnaire, tagging test and post-questionnaire.
Semantically Structured VDL-Based Iconic Tags System 469
All the participants logged in the system with their e-mail address and assigned
password. The system produced automatically for each of them a group code in order
(A1, B1, C1, D1, A2, B2, C2, D2 ...). The letter of this code corresponded to the type
of tags system they used. In purpose to get the level of prior knowledge in the field of
Sustainable Development, each participant firstly completed a pre-questionnaire of 10
questions: five of them concerned academic knowledge test in the field while others
about personal understanding and conscious of Sustainable Development.
Once participant finished pre-questionnaire, they started tagging test which was
conceptually the same with former one: tagging an item using the tags on displayer of
tag system. Brief instruction appeared first told them what to do and how to do in this
part. If they need help, there was a "Help" button in the upper right corner of screen to
display the entire contents of instruction.
A double left click of the icon on the displayer allowed submitting an icon into
empty box of tags selection zone (choose an iconic tag) while a double left click on
the icon in the selection zone was to return it to the former location on the displayer,
as well a simple right click on the icons made corresponding text of the icon visible.
Participant could confirm his tagging choices of an item and continue to the next one
by clicking the button "next item". Once a tagged item has been confirmed, it could
not be modified. Similarly, an untagged item could not be slit up to the next one.
When participants click on "finish the tagging" button on the 24th item, they arrived to
the last part of the test: post-questionnaire. The post-questionnaire was designed in
purpose to test the recognition of tag structure using four different types of iconic tags
systems. Participants should browse these icons (the type of displayer remained that
they used before), identify their structure by symbolic interpretation and graphical
regularity, and then write down one of the categories of icons. They did the same
operation of click as before to hand up and repeal an icon. However, they could not
get help by consultation of text of icons but only by the symbol of icons. They were
470 X. Ma and J.-P. Cahier
as well asked to propose a name for this category to see whether they get better
understanding of tag meaning. This test considered the relevance of visual
representation of tag structure, which was essential in tags system. In the end of
experiment participants commented on the activity, leaving a few lines of text. They
were encouraged to notice core benefit of the system and difficulty they met, also
making suggestions to improve it.
24 items to be tagged remained the same with the previous experiment presented
through a title, a photo and a short description. There were three parts for each
tagging page (see Fig.1): task list to track well (left), presentation of item (center), 16
squares of tags selection zone (upper right) and displayer of tags system (bottom
right). The type of tags on the displayer should match the group code (from A to D) of
participants.
3.3 Results
Pior Knowledge Test. Each question in the pre-questionnaire had one correct answer
from three options (a, b or c). The participant who managed to find that answer won
one point while that could not find it did not earn any points. After the test, there
would be a list of points earned (10 in total) by each person. Participants whose point
was above or within 6 to 2 were not considered in the final analysis. That is to say,
they are excluded from the average level of prior domain, which will influence the
outcome of the experiment. Individual difference also was implied by the frequency
of click on button “Help”. Participant who asked more frequent for “Help” could
show a worse understanding of test.
Levene’s homocedasticity test revealed no significant heterogeneity between the
variances on the score in the pre-questionnaire (P=0.572) and instruction reading
(P=0.812). The mean scores on the pre-questionnaire for the four groups were 8.5 for
group A, 8 for group B, 8.4 for group C and 9 for group D. An ANOVA conducted on
the subjects’ performances in the pre-questionnaire revealed no significant difference
(F<1).
As far as the instruction reading was concerned, the mean times were 2 for group
A, 1.7 for group B, 1.7 for group C and 2.2 for group D. The performances of the
subjects revealed also no significant difference (F<1). The two results manifested
there was no significant individual difference on prior knowledge test which could
influence latter tagging test.
Tagging Process. The method to analyze the quality of tagging remained the same as
the previous experiment [2] using expert matrix and Rx1 criterion. All the RXs in one
group were considered as a one-dimensional table to perform an ANOVA analysis
among groups. It was assumed that the group working with VDL-based iconic tags
and presented by categories would result in better performance compared to others.
1
Variable predefined to analyze tagging effectiveness among four groups. Details can be seen
in previous paper [2].
Semantically Structured VDL-Based Iconic Tags System 471
Tagging result was integration between tagging quality and tagging speed. The test
noted the time when a participant started and ended an item. It was meaningful to
record average tagging duration per item for each participant and we considered it in
tagging result. The final statistical element needing to be compared was Rx/tagging
duration of each participant. It represented tagging quality in per unit time.
Levens’s homocedasticity test indicated significant heterogeneity between the
variances on the tagging process: Rx/tagging time, P<0.05. Consequently, these
performances were analyzed using a nonparametric Kruskal-Wallis test. This latter
test implied a significant effect of the semantically structured VDL-based icons on
subjects’ tagging performances, N=40, P<0.05. A more thorough analysis using a
Mann-Whitney test indicated a significant difference between group D (M=342.1) and
group C (M=238.2), Mann-Whitney U=32, P= 0.04. Similarly, the performances of
group D were significantly better than group B (M=215.2), Mann-Whitney U = 5, P
<0.05. As what has been proved before, group A (M= 154.4) was significantly poorer
than group C. Mann-Whitney U = 15, P<0.05. In contrast, the performances obtained
for group A and B did not differ significantly for the tagging process, Mann-Whitney
U = 32, P=0.173.
3.4 Discussion
The present results are partially in accordance with out predictions. Semantically
structured VDL-based iconic tags system manifested a better effectiveness on tagging
process (tagging quality in per tagging time) than other three types of tags system.
As what has been proved in textual tags cloud, semantically structured tag clusters
leads to a quicker and more accurate localizing of specific tag. Compared between
tags system of type 3 and type 4, semantically structured tags displayed the lays of tag
clusters even clear with visual signals, such as different colour, different shapes. The
participants in group D said as soon as they got the displayer of tags system, they
found clear categories represented by icons in several graphical base in common.
472 X. Ma and J.-P. Cahier
In contrast, those in group C, although they had identified the visual structure of tags
finally, it took much more time than semantically structured group to catch this
implied information. The significantly better performance on structure identification
in post-questionnaire validated also what was hypothesized here. The semantically
arranged VDL-based icons indeed influenced the visualization of tag structure
compared with randomly arranged group.
The advantage of semantically structured VDL-based icons was demonstrated also
in tagged documents. Users are likely to tag associated document with the same tags
or at least, the tags in one category. For example, if they tagged a document talking
about the environment with a green tag, this tag or its neighbour is supposed to be
used again for another environment-concerned document. In the case of randomly
arranged VDL-based iconic tags system, users know that there are still other choices
of green tags in this displayer. However, finding again these green tags takes time and
it risks omitting some of tags if they were not used before. Otherwise semantically
structured VDL-based iconic tags system keeps all the green tags together. Once one
member in a category has been found, all other element in this category appear one by
one. Taking use of this, it not only saves time to localize a tag, but also increases
the tagging quality because all the alternatives listed together, with the same
structure information implied by visual code, influence users’ choosing accuracy and
confidence.
However in session 1, semantically structured iconic tags without explicit structure
did not revealed significant better performance on tagging process compare with
randomly arranged group. Neither did what has been done in the post-questionnaire.
Testers in group A and B did almost the same score in the identification of tag
structure. This can be illustrated that the semantically structured arrangement did not
bring supplementary effect. As declared in previous investigation on semantically
structured tags cloud [13], the semantic arrangement must good enough otherwise
users will not be able to distinguish it from random layouts and semantic layouts
therefore should only be used when the quality of the arrangement can be assured.
Iconic tags without explicit structure did offer graphical interpretation of tags, yet
they did not provide visual information on tag structure – semantic relations within
them. Consequently, users used semantically structured icons totally like what they
did with randomly arranged icons, which was previously verified poorer than
randomly arranged VDL-based icons [2] on tagging process.
How to define a solid and clear semantic structure or said semantic layout among a
group of tags is a crucial topic to discuss. On one hand, if the tags are in text or in
icons without explicit structure, they have to be in so high accordance with daily
comprehension using less ambiguous words that users are easy to realize the tags
cluster. On the other hand, if most of the tags may be sorted into several layers, it has
to add complementary information for specifying the structure of them, like VDL and
pre-icons. Meanwhile, this information saves users’ time on identifying semantic
layer from a large scale of tags because of a more precise and intuitional tag structure.
What’s more, testers in group C did better than those in group B which also leads
to an interesting argument. It is assumed that in a tags system the representation
of single tag and their structure is more essential than the way to arrange tags.
Semantically Structured VDL-Based Iconic Tags System 473
4 Conclusion
The experiment presented in this paper have validated again the VDL-based icon tags
system was more effective than icon system without explicit structure with the
advantage of pre-icons. What’s more, it demonstrated that semantically structured
VDL-based icon system improved significantly the tagging process considering
tagging quality and tagging speed. In other words, iconic tags with common pre-icons
needs to be arrange together in an interface, which is in accordance with previous
observation in textual tags cloud. Results drawn from this experiment allows getting a
more complete assessment of VDL-based icon tag system and also lead to a
theoretical standard of visual tag system we want to construct.
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474 X. Ma and J.-P. Cahier
Tetsuya Maeshiro
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 475–483, 2013.
c Springer-Verlag Berlin Heidelberg 2013
476 T. Maeshiro
scales are becoming real, which generates huge amount of data. This situation
is similar to the advance of high throughput experiments. Additional problem
of computer simulation is the necessity to relate simulation models with actual
phenomena observed in living organisms.
Gene level phenomena is insufficient to understand the organism behavior.
This is especially valid when disease and its mechanism is involved. A holistic
representation of the target organism is also necessary, besides the detailed rep-
resentation of its parts and relationships among parts. This direction is partly
similar to the Oriental Medicine. Furthermore, phenomena of internal organ
level is important in Medicine. The condition of an organ and the status of func-
tional relationship among organs are focused in medical treatments. Gene level
condition and regulation status is rarely considered or monitored, because of
difficulty of practical instrumentation techniques and the lack of clear causality
mechanism between gene level and organ and/or organism level phenomena.
Central Nervous
System (CNS)
Leptin
Insulin
Food intake Liver
Pancreas
Adipose tissue
Nutrients
Fig. 1. Internal organ level relationship network of energy balance. Compiled from
[8,6].
insulin
Insulin
bind receptor
activate
phosphorilate
IRS-1
tyrosine kinase
inside cell
phosphorilated
IRS-1
signal
PI3 kinase
signal
PKB
GLUT-4
glucose K
import
blood inside cell
sympathetic stimulate
Insulin
nervous system
[organ]
accelerate
sodium-hydrogen
antiporter
Na+ reabsorption
increase
Na+ quantity increase
[organism]
water content
[organism]
hypertension
[organism]
edema
[organism]
Insulin
IGF-I IGF-II
Insulin receptor
IGF-I receptor
IRS1-4
PI3K
PTEN
PDK-1
mTOR Akt/PKB
S6K FOXO
GSK-3
Fig. 4. Insulin signal transduction network in Mammals. Arrowed lines denote positive
regulation, and barred lines denote repression.
A Model of Living Organisms 481
e
Brain
Central Nervous
System (CNS)
Leptin
Insulin
Food intake Liver
Pancreas
Adipose tissue
Nutrients
3 Conclusions
The primary objective of the integrated multinetwork representation presented
in this paper is the hybrid research system which integrates the human thinking
and the storage of known facts and knowledge about the target organism and
phenomena. Conventional systems are considered as an external and independent
from humans. For instance, to use DNA sequence databases, a user (researcher)
formulates a query to retrieve interested data and then input the query into the
database system, and then the user receives the output from the system. The
user analyzes and evaluates the search result, then refine or modify the query
for the next search, or abort the search. Based on the search results, the user
design the experiments to proceed the research project.
Classification based on hierarchical level of phenomena or described elements
is commonly used, for instance social level, organism level, internal organ level
and gene level. It is interesting, however, that text descriptions of a hierarchical
level or definitions of terms in textbooks and dictionaries contain concepts or
elements of hierarchical level different from the hierarchical level of explained
phenomena. Figure 3 is an example. This may be due to (i) elements of higher
hierarchical level (more abstract level) is used because the mechanism to be
described is unknown; (ii) it is more convenient to describe by using elements
of different hierarchical levels; (iii) similarly, the explanation text may become
easier to understand by using concepts of higher hierarchical level, more general
concepts. The mixture of concepts of different hierarchical levels suggests that
the usefulness of hierarchy is inconsistent with actual usage. In other words,
a concept is represented using multiple viewpoints. This fact may indicate the
usefulness of the proposed multiple relationship network description model.
A Model of Living Organisms 483
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Similar or Not Similar:
This Is a Parameter Question
Andrey Araujo Masiero, Flavio Tonidandel, and Plinio Thomaz Aquino Junior
1 Introduction
The users’ diversity has been growing up while the time passes [1]. The analysis of
diversity in a group of users is a complex work and it usually requires unnecessary
extra time of the specialist. It is important to identify a likeness between the
groups to help the specialist to keep his focus on the most relevant characteristics.
It is important to determine which users are similar to each other, in order to
minimize the number of profiles. To reach this understanding, Jung [9] defined
a term called Personas to represent unique profiles. He identified that a person
assumes different behaviors depending on the current scenario or on collective
conventions. Personas was popularized by Cooper [4], defining it as hypothetical
archetypes of users. This technique also could be defined as a descriptive model
of users, which represents a group of real users and their features [2].
In previous research [11], a methodology to support the process to automat-
ically create Personas by using clustering algorithms was proposed. The algo-
rithm used in that case was the classical clustering method called K-Means [8].
There are several weak points on the use of K-Means for the propose to create
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 484–493, 2013.
c Springer-Verlag Berlin Heidelberg 2013
Similar or Not Similar: This Is a Parameter Question 485
Personas. First of all, the parameter used in K-Means is the number of groups
that will be created (a k number). This parameter can turn the process imprecise
due to the specialist not always knows the number of groups the data contains.
In this case, the specialist needs to analyze the data and identify how many
groups exist before using the algorithm, which demands an unnecessary extra
time of the specialist. Another problem in K-Means is its randomness of possible
results what turns the entire process unpredictable and unstable since the final
clusters sets could vary according to the centroid initialization.
We look for a Quality-Preserved Sets (QPS) to define Personas. A QPS is a
concept where a set of objects guarantees a minimum value of similarity among
all objects, i.e., if the minimum value is 0.8, any element of a QPS has at least
0.8 of similarity to all others elements. QPS is important to find high quality
Personas. If we consider Personas as a fictitious character that represents a
group of real users [1], a group with similar elements (users) that regards a cer-
tain similarity among them is needed in order to guarantee a definition of more
representative Personas. K-Means doesn’t guarantee this similarity among all
elements in a group since it depends on the pre-defined number k and the clus-
tering process only cares about the similarity of the elements to the k centroids
randomly distributed, which does not guarantee the QPS for the clusters.
In order to guarantee better representative Personas, this paper proposes a
novel clustering algorithm called Q-SIM (Quality Similarity Clustering), which
creates clusters based on the degree of similarity to preserve QPS concept. Q-
SIM inverts the K-Means process and instead of require a k number of clusters, it
requires a parameter Q of quality and it finds the appropriate number of clusters
that guarantee the QPS for all groups based on the parameter Q indicated. The
Q value is a similarity threshold that varies from 0 to 1. The Q-SIM algorithm
also needs a similarity metric equation to calculate similarities between elements,
like K-Means uses the Euclidean distance, for instance.
This paper is organized as following, section 2 presents the problem with
k-means which motivate this research. Section 3 details the Q-SIM algorithm.
Section 4 discusses the results of comparison between Q-SIM and k-means. Be-
yond that is presented the result of the application of Q-SIM into a project of
Research and Statistic based on Digital Collection of Patient Medical Record
in Center User Telemedicine (PEAP-PMPT, in portuguese) which Personas are
created by the use of the Q-SIM algorithm. And the last two section (5 and 5)
present the conclusion of work and acknowledgments that supports this research.
information search by the user. With this information, they create Personas to
head the marketing advertisement. For defining the number of cluster, authors
tried different number of cluster. The range 8 to 20 was tried and the centroids
and the clusters were compared in order to determine if its necessary to merge
or not some cluster to reach a low number of cluster. All these works does not
guarantee to preserve the QPS for the found groups.
This problem present by k-means motivated the research of this paper and
the creation of an algorithm called Q-SIM that can find the number of cluster
based on the similarity value determined by the specialist and preserving QPS.
The quality of a set is determined by a proximity on its elements. The proximity
of elements can be calculated by a similarity metric that must be well defined.
There are many similarities’ calculus. This decision depends on the project
and the best way to represent database information for determining patterns
into it [6]. One example is the Euclidean distance, useful for numerical data that
can be represented by data points into a physical space.
Any categorical data, e.g. textual data, can be used by the euclidean distance
if there is any method to convert categorical data into numeric codes. There
are methods that is more related to categorical data. An example is the method
presented by Dutta et al.[6].
These methods can also be combined for the calculation of similarity between
objects composed by two or more variables with different types. For this kind of
similarity, it is used a combination of local similarity (for each variable contained
into object) and global similarity. Local similarity uses the equation 1.
|Xi − Yi |
sim(Xi , Yi ) = 1 − (1)
(max − min)
Global similarity calculus are based on local similarity. The equation 2 define
the global similarity.
Wi · sim(Xi , Yi )
Sim(X, Y ) = (2)
Wi
Where W i is a weight for each variable i of the object.
The result of this step is a similarity matrix between all objects. The similarity
is a good calculation of the proximity of elements and it is a parameter to
guarantee the QPS for the clustring process. Q-Sim uses similarity as the core
parameter to find the clusters, as presented in the next section.
3 Q-SIM Algorithm
The Q-SIM (Quality Similarity Clustering) algorithm aims to automatically de-
tect the number of suitable clusters in order to preserve the quality among all
elements in a set. Q-Sim algorithm comprises 3 distinct phases: (I) Preparation
of data; (II) Selection of sets; (III) Refinement of the clusters.
For the first phase, Q-SIM algorithm tries to determine groups of elements
by manipulating data into sets. In this phase, Q-SIM uses the similarity matrix
Similar or Not Similar: This Is a Parameter Question 487
among objects to determine what it calls Related Sets. An object’s Related Set
is a set of all objects that has at least Q similarity value from the target object
o. The formal definition, adapted from [12], is:
Definition 1. (Related Set) A Related Set of object target o, denoted by RS(o),
is an object’s set formed by following formula:
RS(o ∈ O) = ∀p ∈ O/similarity(o, p) ≤ Q
Where O is the object’s set of the domain and Q is similarity value, between 0
and 1. Notice that o is part of its own Related Set since similarity(o, o) = 1.
Although all objects into a Related Set are similar to object target o, there is no
guarantee that an object p is similar to object q, when p, q ∈ RS(o). Considering
that Q-SIM looks for a QPS cluster, it must find a subset of RS(o), which reaches
a minimum Q value among all elements. This subset is called Reduced Related
Set, defined as following.
Definition 2. (Reduced Related Set) A Reduced Related Set of object target o,
denoted by RRS(o), is a group of objects formed by following formula:
RRS(o) = {{c1 . . . cn } ∈ RS(o)/similarity(ci , cj ) ≥ Q, 1 ≤ i ≤ n, 1 ≤ j ≤ n}
Notice that it is possible to exist many subsets RRS(o) ∈ RS(o). However, the
best RRS is the one that contains a biggest number of objects from original RS.
Nevertheless, to choose objects from a certain group to maximize the number of
objects inside RRS is hard to calculate and claim an algorithm with a high com-
putational time. Considering that each element p of RS(o) has its own RS(p),
any intersection between RS(o) and RS(p) will create a group of elements, called
RS (o) that has similarity at least Q for o and for p.
As a solution to approximate the best RRS, Q-SIM uses a greedy algo-
rithm which first locates the element p ∈ RS(o) that maximizes the intersection
RS (o) = RS(o)∩RS(p). The process repeats recursively for the elements within
RS (o), until any intersection becomes empty. The object o and chosen p values
recursively obtained form the RRS(o) set from the original RS(o). Notice that
all elements within RRS(o) maintain the QPS concept based on Q value.
Q-SIM determines a RRS set for all elements of O. Obviously, it exists a lot of
intersection between all RRSs since each object has its own RRS and it belongs
to another RRS from many different objects. The union of all RRSs creates the
domain set of all existing objects O.
Next phase, called Selection of Sets, is characterized to find the smallest num-
ber of subsets RRS ∈ O which comprises all objects of O. A set of RRSs that
cover all O objects is called C. The problem to determine the smallest C is known
as set-cover problem and it is proven to be NP-Complete [7]. An approximate
solution used by Q-SIM is also a greedy algorithm that picks the RRS set that
covers the greatest numbers of elements not covered by sets RRS ∈ C. It is a
good approximate algorithm for the set-cover problem and it provides a good
solution near to the optimal one.
Not only the greatest number of elements is essential to choose a RRS to
compose the set C, but also a metric that show how close the elements are among
488 A.A. Masiero, F. Tonidandel, and P.T. Aquino Junior
them in RRS. Q-SIM uses a density function that takes into consideration the
size of the RRS and the proximity of its elements. The density function definition
is presented as following.
Fig. 1. Result of the process to create independent groups between the groups A and
B. Red points represent the centroids calculated for each group
clusters can be optimized, what takes the Q-SIM to the 3rd and final phase: The
Refinement of the clusters.
The Q-SIM performs two processes with the objective to minimize the number
of groups formed and to smooth the boundaries of each one. Both processes are
greedy algorithms that obtain a sub-optimal solution at most.
The first process is responsible to smooth groups’ boundaries. For this process,
Q-SIM compares all objects oi ∈ C with the centroids of each existing group. If
the object is more similar to another centroid than the centroid of its group, the
object can be reallocated to the new group if the QPS based on Q value is not
violated.
The second process is to join two or more existing groups. Q-SIM verifies if
all objects of one group keep the Q value among all object of the second group.
If this condition is true, these two groups are joined and becomes one.
Thus, the Q-SIM process is complete and it is possible to generate a num-
ber of groups with Q value, keeping the QPS concept. To create Personas, the
information produced by Q-SIM is analyzed and inputted into Personas descrip-
tion. The next section presents the results obtained with Q-SIM based on data
collected in PEAD-PMPT project system.
random process to generate the clusters, and needs to be informed how many
cluster the specialist wants. The k number is a problem for some projects, mainly
when the specialist wants to guarantee a degree of similarity between the user
profiles and he doesn’t know the exactly number of cluster into database.
For comparison reasons, we use the number of cluster found by Q-SIM,when
Q value is set to 0.6, as the input k of k-means algorithm. Due to k-means
randomness, we execute it 10 times and considered on the best(+) and the
worst(-) results to be compared with the result of Q-SIM. The figure 3 presents
the results of both algorithms for database n.1.
Q-SIM found 4 clusters into database n.1, as expected, using the Q value 0.6
which represents 60% of similarity between cluster’s elements at least. K-means
also separated the database in 4 clusters, but this scenario is just possible if the
specialist knows the number of clusters existing into database.
Further analysis can be made based on the indexes presented in the beginning
of this section. These indexes measure the similarity between cluster’s elements
and how dissimilar the elements in different groups are. Figure 4 introduces the
indexes result for the database n.1, for both algorithms.
Q-SIM and k-means present the same results in all indexes. The variance in-
dex measures the similarity between all elements of the cluster. The best result
for variance is determined by the value closer to zero. In this case, both algo-
rithms reach the value of 0.0014 which means very similar clusters. The other two
Similar or Not Similar: This Is a Parameter Question 491
Fig. 4. Results’ Metrics of Q-SIM and k-means for the database n.1
indexes measure how similar are the elements inside a cluster and how different
they are to the others. The best Dunn’s index is the one with higher value and
the best Davies-Bouldin’s index is the lower one. For these two indexes, Q-SIM
and k-means reach also the same value but the best result of k-means reach a
value 0.0043 better than Q-SIM. However, the average of both algorithms is the
same for database n.1.
Continuing with the test, figure 5 presents the result for the database n.2.
The clusters found by k-means are similar to the Q-SIM clusters. However, the
randomness of k-means can find bigger clusters than Q-SIM which may prejudice
the similarity of the elements inside the clusters. To verify this situation we can
analyze the indexes obtained for database n.2, present in figure 6.
Fig. 6. Results’ Metrics of Q-SIM and k-means for the database n.2
492 A.A. Masiero, F. Tonidandel, and P.T. Aquino Junior
Analyzing the Dunn index, despite the best result of k-means are better than
Q-SIM, the average result (0.092) of it is worse than Q-SIM. It shows that even
with a number k of clusters defined by Q-SIM, k-means cannot always improve
the quality of the result obtained by Q-SIM. For the Davies-Bouldin index,
Q-SIM reaches a better result than the best result of k-means. In this index,
k-means does not overcome the Q-SIM results.
The last index analyzed is the variance. The best result of k-means is quite
better than Q-SIM, but k-means average result (0.0048) is a worst choice in the
final analysis. After all, only Q-SIM guarantees the QPS concept in all groups.
When the information about the problems of k-means presented in section 2
is joined with the results obtained along this section, we can conclude that Q-
SIM reach better results than k-means. The Q-SIM algorithm reach these result
without the knowledge of specialist about how many groups exist into database
and guarantees a degree of similarity among the elements of a cluster.
With these results, the Q-SIM algorithm is applied into the PEAP-PMPT
project to find Personas based on characteristics of skills and behavior during
the use of the system. The database of user information contains the follow-
ing variables: (I) Time to fill text components; (II) Typing Speed; (III) Use of
backspace; (IV) Number of Errors to fill a form; (V) Two or more errors in the
same form; and (VI) Double click in link component.
Information of 154 users profile was collected during the experiment. We ex-
ecuted Q-SIM with for different Q value, 0.2, 0.4, 0.6 and 0.8. For each Q value
Q-SIM find one different number of cluster, 1, 3, 3 and 5, respectively. In this
case, we select the result with Q value equals 0.8 that obtained the best distribu-
tion of the user profiles into the clusters. Based on the knowledge extracted for
the cluster, the Personas are created and help to improve the system’s interface.
5 Conclusion
Based on the results, Q-SIM is the best option when compared with k-means.
For the specialist to find well defined Personas, choosing the parameter Q is
more appropriate to find groups with similar elements inside than choosing the
k parameter. The similarity among elements in a group is very important in
user modeling, because how much similar are the user profile that leads to the
models, more closer of the real users they are. Furthermore, it is possible that the
specialist vary the Q value from Q-SIM and verifies how many clusters are found
during the increase and decrease of Q value. But it is important to remember
that Q-SIM always will keep the similarity between elements of cluster, according
with the solicitation of the specialist.
Q-SIM is not only an algorithm for user modeling, but it also can be applied
into other kind of problems that need clusters for knowledge extraction. It can be
used into recommend system or PICAPS [1]. Beyond these application, as future
work, we want to map another variables that generate knowledge about the user
and automatic improve the interface and shortcuts for the user navigation. And
one more work that we are working on is the Personas evolution in order to
identify the life time of each one and how positive is that for the projects.
Similar or Not Similar: This Is a Parameter Question 493
References
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projeto de interacao com padroes e personas. In: Proceedings of the VIII Brazil-
ian Symposium on Human Factors in Computing Systems, IHC 2008, pp. 1–10.
Brazilian Computer Society, Porto Alegre (2008)
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of the 2005 Latin American Conference on Human-computer Interaction, CLIHC
2005, pp. 277–282. ACM, New York (2005)
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ings of the Second New Zealand International Two-Stream Conference on Artificial
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Indianapolis (1999)
5. Davies, D.L., Bouldin, D.W.: A cluster separation measure. IEEE Trans. Pattern
Anal. Mach. Intell. 1(2), 224–227 (1979)
6. Dutta, M., Mahanta, A.K., Pujari, A.K.: Qrock: A quick version of the rock algo-
rithm for clustering of categorical data. Pattern Recogn. Lett. 26(15), 2364 (2005)
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of NP-Completeness. W. H. Freeman & Co., New York (1990)
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tific and Engineering Academy and Society, Stevens Point (2006)
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knowledge extraction process for creating behavioral personas. In: Proceedings
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tems and the 5th Latin American Conference on Human-Computer Interaction,
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Generalized Algorithm for Obtaining a Family
of Evaluating Attributes’ Sets Representing
Customer’s Preference
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 494–504, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Generalized Algorithm for Obtaining a Family of Evaluating Attributes’ Sets 495
that use of concepts from an approximation of rough set theory can be used to deter-
mine FEAS by composing classes which are named similarity classes of preferences.
While that study guarantees the existence FEAS in cases where there are sufficient
evaluating attributes to represent customer’s preference and is reflexive, it
does not clarify to get FEAS when is not reflexive. Additionally, it is true that
the more practically we want to represent customer’s preference, the less reflexive
is.
Representing FEAS taking into practical customer’s preference is extremely im-
portant. Algorithm for representing FEAS should be more than dealing with reflexive
. One of main aims of this paper is to propose a generalized algorithm which is
able to be applied practical customers’ thought when customers select products
that straddle multiple market segments. We move onto introduce basic concept of
obtaining FEAS.
Mogawa [1] proposed an algorithm for obtaining FEAS by defining added relations
and required attributes. This algorithm defined relations among and evaluat-
ing attributes for obtaining FEAS because customer’s preference is required for orga-
nizing the product which a customer desires and customer’s preference is based on
relations among evaluating attributes. Proposed algorithms [1,2] simply account for
customer’s preference which are limited by whose diagonal elements are filled,
in other words is reflexive. is defined as the following.
(1)
is composed by questionnaire from a pairwise comparison method which de-
fined by Ishizu [4].
Proposed algorithms were made in based on Rough Set Theory [6] which treats in-
discernibility of datum. Rough Set Theory was proposed by Zdzisław Pawlak. He
proposed how to extraction decision rules by using information system. Characters of
rough set theory can search database which consists of incomplete information. Hu-
man’s decision-making is not always logical. So recently rough set theory is widely
used in the field of Kansei engineering which handle human’s preference.
The previous study [2] explained definitions and concepts of the algorithm for ob-
taining FAES. A system is named an information system when they apply rough set
theory to data analyses and diagnoses.
A total ordered information system in the algorithm [2] is defined as the following
5-tuples.
, , , , | (2)
Where is a finite set of objects such as a set of products. is a finite set of
attributes, | is a finite set of all attributes’ values where
is a finite set of values of attribute and is called information
function such that , ∊ for every ∊ and ∊ . | is a set
496 T. Mogawa, F. Saitoh, and S. Ishizu
| | 1, … , (8)
Proposition 1
Let be any set of objects and be customer’s preference grid on . Then
= 1, and = 1.
CGP is partial ordered relation a set of evaluating attributes total ordered relation
CGP's diagonal elements are filled a family of evaluating attributes’ sets total ordered relation
total ordered relation
CGP's diagonal elements are void a family of evaluating attributes’ sets
proper total order relation
total ordered relation
CGP's diagonal elements are arbitrary a family of evaluating attributes’ sets proper total order relation
equivalent subset’s relation
Proposition 2
Let be reflexive Then, there exists a total ordered information system
, , , , | in which the accuracy of approximation is 1.
Where a total ordered information system indicates that | is a total or-
dered relation;
| | (9)
| is a total ordered relation. This proposition is presented by the form that
a family of subsets ,…, is obtained when is reflexive [2].
Next we move when CPG's diagonal elements are void. For representing an exis-
tence of FEAS we propose new information system which is defined by the following
proposition.
Proposition 3
Let ’ diagonal elements be void. Then, there exists a proper total ordered infor-
mation system , , , , | in which the accuracy of approximation
is 1.
Where a proper total ordered information system indicates that | in-
cludes a proper total ordered relation, this is defined by
| | | (10)
Generalized Algorithm for Obtaining a Family of Evaluating Attributes’ Sets 499
is a proper total order relation. Proper is derived from proper subset. This
relation means the relation that equivalence relations have been removed from total
ordered relation. This relation supports “prefer” of customer’s preference.
This proposition assures that a family of subsets ,…, is obtained when
's diagonal elements are void.
Finally, we move when CPG's diagonal elements are arbitrary. In other words,
there is no limitation on CPG's diagonal elements. For representing an existence
of FEAS we propose new information system which is defined by the following
proposition.
Proposition 4
Let be customer’s preference grid on . Then, there exists an extended total
ordered information system , , , , | in which the accuracy of
approximation is 1.
Where an extended total ordered information system indicates that |
includes an equivalent subset’s relation, this is defined by
|
| | | (11)
, | , , (14)
. | , .
Where . , , , and are the same definitions as the formers. Upper and
lower approximations are the same too.
Proposition 4 shows that = 1 if and only if can be represented by
FEAS as a family of subsets ,…, . Note that
| | 1, … , (15)
means the following condition,
, , ,…, , (16)
Proposition 5
Let . , 1, . , , , . Then there be
attribute , such that , and . . Let all of attribute ’s
set be H. If ’ , Then =1.
Proposition 5 proves that accuracy of approximation converges at 1. Even if accuracy
of approximation is not 1, accuracy of approximation is converged by addition
attributes which let accuracy of approximation to increase.
From Propositions 1 and 4, it is easy to show that for any , = 1,
and = 1. And then there exist FEAS as a family of subsets
, ,…, .
Step 1
Step 2
Step 3
Step 4
Step 5
Step 6
Step 7
Step 8
Step 9
Step 10
Step 11
car type, fuel efficciency, space is a set of attributes and the orders are
shown in Table 4.
We move step 2. According to Figure 3, ’ diagonals of this example are not
filled. We move step 3. Theese are not void too. Therefor we move step 6.
In the step 6, We set as for representingg an
arbitrary type of .
In the step 7, we deducee the relations between attributes of and show these at
Figure 4.
In the step 8, we construct similarity classes , of all preferences pairs
, in . According to this definition, we get it as Figure 5. Since there iss no
space for representing all siimilarity classes of preferences, we only show 6 similaarity
classes which are related to accuracy of approximation.
In the step 9, we calculate accuracy of approximation. From Figure 6,
=6 and =6. Therefore accuracy of approximattion
is 1.
In this example, we needd not to add an attribute by using proposition 2 in ordeer to
increase accuracy of approx ximation. Therefor we move step 11.
d × d × d
c ××× c × ×× c × ×
b × × b ×××× b
Table 4. Attribute’s ord
ders a ×××× a × × a × ×
a b c d a b c d a b c d
fuel
car type effi- space fuel space car type
1 1
ciency 0 1
object a 0 (Hi-brid) 1 3 d d d × ×
object b 1 (Gas) 3 1 c × × c × × c
b × b × ×× b × ×
object c 0 (Hi-brid) 2 2 a ××× a × a
object d 1 (Gas) 4 4 a b c d a b c d a b c d
d d d
c × c × c
b b × b ×
a × a × a
a b c d a b c d a b c d
, , ,
d d d d d
c × c × c ×
c × ×× c × ××
b b × b
b × b ×
a × a × a
a b c d a b c d a b c d a × × a × ×
,
a b c d a b c d
, , P-Upper approximation P-Lower approximation
Pair FEAS‘
Prefernce pair Attributes’ set of FEAS
No No
1 , , , ‐ , fuel efficiency , space
3 , , , , , ‐ , space
5 Conclusion
space and if car type is gas, fuel efficiency and space are needed. It was shown that a
customer had multi attributes’ set and switched these properly by how to use.
The diversification of the consumers’ demand changed a marketing method. Target
of current marketing is not a set of customers who have some stable information but
individual. Where, some stable information means like address, sex and what not. In
actually, advertisements are changed by personal queries in Google. Other way, rec-
ommended products change by a personal purchasehistory in the Amazon. More and
more companies will investigate large quantity information of individual consumer.
Applying our proposed Algorithm, we may say that we can do product develop-
ment or recommendation with high accuracy. Because we clear the customer’s
thought which we were not able to express so far. The information helps to supply
products which customer desire.
References
1. Mogawa, T., Saitoh, F., Ishizu, S.: Algorithm for a Family of Evaluation Attributes Sets
Representing Customer Preference Relation. In: Proceedings of Asia Network Quality Con-
gress 2012 (ANQ 2012 ), vol. 10, p. 86 (2012)
2. Ghehmann, A., Nagai, Y., Yoshida, O., Ishizu, S.: Rough evaluation structure: Application
of rough set theory to generate simple rules for inconsistent preference relation. Kansei En-
gineering International Journal 10(1), 1–9 (2010)
3. Ghehmann, A., Ishizu, S.: Minimal Evaluation Structure for Inconsistent Multi-attributes
Decision-Making – Selection and Addtion Method of Evaluation Attributes. Journal of the
Japan Society for Management Information 14(1), 85–95 (2005)
4. Ishizu, S., Gehrmann, A.: Rough preference: extended concept of rough se theory. In:
ISQFD 2006, Tokyo (2006)
5. Pawlak, Z., Slowinski, R.: Rough set approach to multi-attribute decision analysis. Euro-
pean Journal of Operations Research 72, 443–459 (1994)
6. Saaty, T.L.: Decision Making for Leaders: The Analytic Hierarchy Process for Decisions in
a Complex World, vol. 2. Rws Pubns. (1999/2000)
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deoffs. John Wiley & Sons Inc. (1976)
TAGZILLA: Tag-Based File Storage and Retrieval
1 Introduction
A vast majority of users use the tree-based Hierarchical Folder Organization (HFO)
such as the Microsoft Windows Explorer to organize information on computers. This
would seem natural in the last century when users were used to physically filing paper
documents in folders. But even in today’s connected world with a much wider variety
of information, 56-68% of file retrieval is still done using folder navigation despite
advances in technologies such as desktop search [1].
Information can belong to multiple folders as humans naturally associate
information with multiple concepts. But HFO has conditioned users to think of
information in terms of hierarchies and not in terms of correlation with other
concepts. They have made users think of ‘where’ to look rather than ‘what’ to look
for [2].
Search using location is perhaps natural when information is limited. Let us
consider the real world task of storing and retrieving a blue shirt. One would simply
have to find a good place to store it, and then remember the location where the shirt
was kept in order to retrieve it. The problem is that this works for a limited number of
shirts, but would be taxing when the number of shirts and storage locations increase.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 505–514, 2013.
© Springer-Verlag Berlin Heidelberg 2013
506 V. Nair, V. Banahatti, and N. Pedanekar
Voit et al. [4] suggest broad requirements for PIM interfaces such as compatibility
with current user habits, minimal interference and support for multiple contexts under
which user plans to retrieve files. Before we set out designing a new interface, we
wanted to get a better understanding of which specific PIM functionality needed
improvement for a traditional HFO. We divided the PIM functionality in two broad
categories, viz. ‘store’ and ‘retrieve’. ‘Store’ had further subcategories, viz. create
file, categorize / group files, copy file and delete file. ‘Retrieve’ also had further
subcategories, viz. search file, find related / similar files, compare files, view file
contents, and filter / sort files. Based on user operations normally carried out in each
of the above subcategories, we came up with 20 Interface Design Objectives (IDOs),
e.g. ‘reduce navigation path to find a file’, ‘reduce time required to find a file’,
‘increase likelihood of finding related files’.
TAGZILLA: Tag-Based File Storage and Retrieval 507
Idea_2.doc
Implementation2.jar
Development
Vijay.jpeg Research
Implementation1.jar
Idea_3.doc
Idea_1.doc
Implementation3.jar Niranjan.jpeg
Vikram.jpeg
Acme Propose Design4.doc
Project CCme
Test_Cases1.xls
New Joinees.xls
Testing Project Dcme
Old Joinees.xls
The TAGZILLA interface consists of two screens: one for storing (or tagging)
files, and one for retrieval. The interface flow is as follows:
Tag search
bar
7. A tag in the search bar can be deleted by clicking a cross provided on the tag. The
search results are updated accordingly.
8. On hovering over the file thumbnail, one can see the tags associated with the file
on the left hand side of the display section. One can also add a new tag to a file
using the ‘Add tag’ box on the bottom left.
9. The ‘Recent tags’ and ‘Recent files’ shortcuts on the right hand side allow quick
access to recent activity.
10. The file can be launched by double clicking the thumbnail within the browser.
TAGZILLA
Increased satisfaction
for important IDOs
4
IDOs 3
1 Reduce navigation path to find desired location 5
1
2 Reduce likelihood of copying in a wrong location 18
7
13 10 19 8 6 16
3 Reduce time required to find a file
41220
4 Reduce likelihood of finding the wrong file 1711 9 14
0
0 1 2 3 4 5
Importance
We did not separately measure the storage times for HFO and TAGZILLA. But we
found that qualitatively, storage for TAGZILLA was much quicker as the users had to
use their SOC rather than think about where a file would go in an HFO.
We made an interesting observation with the correlation between the number of
clicks and the time it took to retrieve a file (See Fig. 4). The median number of clicks
for HFO was 4, while that for TAGZILLA was 3. We considered two groups X (<=3
clicks) and Y (>3 clicks). For group X, we found that the average time per click was
6.24 second for HFO and 5.47 second for TAGZILLA. For group Y, the same metric
512 V. Nair, V. Banahatti, and N. Pedanekar
was for 3.09 second for HFO and 6.57 second for TAGZILLA. We explain this by
some HFO users using brute force directory traversal when they cannot find a file.
Since they are experienced in using the HFO interface, they do it efficiently. But
when a user is able to find a file quickly, the TAGZILLA interface is more or as
efficient as HFO. We believe that the brute force traversal is not practical with a
larger number of folders and deeper trees. We also believe that as the number of files
increase, the associations among files also increase enabling TAGZILLA to suggest
related tags more often further increasing the efficiency of retrieval.
80 80
60 60
Time, s
Time, s
40 40
20 20
0 0
0 5 10 15 20 25 0 5 10 15 20 25
No of clicks No of clicks
(a) (b)
Fig. 4. Correlation between number of clicks and time of retrieval for (a) HFO and (b)
TAGZILLA interfaces
6 Related Work
across a directory named after a tag, which houses symbolic links for other tags as
well the file. A main differences between TAGZILLA and tagstore are that the former
does not require the user to depend on HFO and it provides additional tags as
suggestions based on their proximity in the tag graph.
In the same paper, Voit et al. present an experimental study comparing Microsoft
Windows Explorer and tagstore. They report no noticeable difference in retrieval
times between tagstore and HFO, while we report an increase of 27% in retrieval
using TAGZILLA. This could be attributed to the users using a more familiar HFO
for retrieval in case of tagstore. The same study also reports a decrease in number of
clicks (27%) similar to that reported for TAGZILLA (26%). These two comparisons
are interesting given that TAGZILLA did not use a familiar HFO for retrieval, had a
larger time interval (1 week as opposed to 15 minutes) between storage and retrieval
tasks, and did not have any test subjects familiar with tag-based interfaces. The same
study also finds that ‘fast’ users performed well in tagging. While we second that, we
report in our study that the users of HFOs who spent their time in brute force
directory navigation were doing it ‘fast’, but not efficiently.
References
1. Bergman, O., et al.: Improved search engines and navigation preference in personal
information management. ACM Transactions on Information Systems (TOIS) 26(4), 20
(2008)
2. Faubel, S., Kuschel, C.: Towards Semantic File System Interfaces. In: Proceedings of the
Poster and Demonstration Session at the 7th International Semantic Web Conference,
ISWC 2008, vol. 401 (2008)
3. Bloehdorn, S., et al.: TagFS -tag semantics for hierarchical file systems. In: Proceedings of
the 6th International Conference on Knowledge Management, I-KNOW 2006 (2006)
4. Voit, K., Andrews, K., Slany, W.: Why personal information management (PIM)
technologies are not widespread. In: ASIS&T 2009 Workshop on Personal Information
Management, PIM 2009 (2009),
http://pimworkshop.org/2009/papers/voit-pim2009.PDF.2009
5. Yang, C.-C.: Establishment and applications of the integrated model of service quality
measurement. Managing Service Quality 13(4), 310–324 (2003)
6. Matzler, K., Hinterhuber, H.H.: How to make product development projects more
successful by integrating Kano’s model of customer satisfaction into quality function
deployment. Hinterhuber 18(1), 25–38 (1998)
7. Ulwick, A.W.: Turn customer input into innovation. Harvard Business Review 80(1), 91
(2002)
8. Soanes, C., Stevenson, A. (eds.): Dictionary, Oxford English. Concise Oxford English
Dictionary. Oxford University Press, Oxford (2006) (revised)
9. Voit, K., Andrews, K., Slany, W.: Tagging might not be slower than filing in folders. In:
Proceedings of the 2012 ACM Annual Conference Extended Abstracts on Human Factors
in Computing Systems Extended Abstracts. ACM (2012)
10. Barreau, D., Nardi, B.A.: Finding and reminding: file organization from the desktop. ACM
SigChi. Bulletin 27(3), 39–43 (1995)
11. Bao, X., Dietterich, T.G.: FolderPredictor: Reducing the cost of reaching the right folder.
ACM Transactions on Intelligent Systems and Technology (TIST) 2(1), 8 (2011)
12. Dumais, S., et al.: Stuff I’ve seen: a system for personal information retrieval and re-use.
In: Proceedings of the 26th Annual International ACM SIGIR Conference on Research and
Development in Information Retrieval. ACM (2003)
13. Jones, W., et al.: Don’t take my folders away!: organizing personal information to get
things done. In: CHI 2005 Extended Abstracts on Human Factors in Computing Systems.
ACM (2005)
Proposal of Avatar Generating Method
by Composition of the Portraits Made by Friends
Doshisha University,
1-3 Miyakodani, Tatara, Kyotanabe,
Kyoto,610-0321, Japan
mokubo@mail.doshisha.ac.jp,
dum0136@mail4.doshisha.ac.jp
Abstract. Recently, the Remote communication through the Internet has been
performed actively. And as a remote communication tool, the uses of graphic
avatars are especially popular in Japan. However, in many cases, the avatar
used on the communication is not mirrored to a user who creates the avatar
himself using the application software provided for the remote communication
support system. Therefore, the remote friends cannot imagine the appearance of
the user from his/her avatar at all. In this research, we will propose a method of
creating an avatar. The method shows that the avatar is constructed by merging
some portraits, which are created by user’s friends. We have developed the
prototype systems for creating a portrait and an avatar composed of some
portraits. This paper describes methods and systems of creating a portrait and an
avatar. We performed some experiments to evaluate the usability of the
proposed system and the quality of an avatar created on the proposed system.
As an experimental result, it is revealed that the avatar, which is created on the
proposed system, tends to be preferred by the user and friends.
1 Introduction
Recently, the Remote communication through the Internet has been performed instead
of Face-to-face communication. We can use various kinds of communication support
applications, and choose one of them depending on the situation and the relationship
between us and our remote speakers. From this viewpoint, the avatar chat is one of the
superior applications as an anonymous communication tool [1], [2].
Generally, it is said that there are two types of user's recognition of an avatar. The
first is that the user uses an avatar for expressing himself. In this type, the user creates
the avatar based on his physical appearance. The other type is that the user uses an
avatar for his ideal image.
There are various kinds of methods of creating an avatar. Generally, the user uses
his/her preferred picture in the communication system, such as chat, SNS, and video
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 515–523, 2013.
© Springer-Verlag Berlin Heidelberg 2013
516 M. Okubo and S. Nobuta
game, where the avatar creating system is pre-installed. However, in this case, while
the avatar is preferred by the user, it may be difficult for his/her friends to imagine the
user's appearance.
There are some researches and applications for creating an avatar. One is that the
system provides various kinds of facial parts, and the user chooses one of them to put
it on the face as a base [3]. The other one is that the system creates an avatar from the
user’s portrait [4]. The avatar created by the first method may be preferred by the
user; however friends may not be able to imagine the user. In the case of second
method, there are some possibilities that the user does not prefer the automatically-
created avatar; however this avatar makes it easier for the friends to imagine the user.
One of the important things is that the user can prefer the graphic avatar as his/her
own avatar, and that avatar also can make it easier for the friends to imagine the
physical appearance of the user.
Therefore, we propose a new method and system for creating an avatar, which are
that some friends create some portraits of a target person, and the system creates an
avatar by calculating the average of the portraits. The graphic avatar created by our
proposed method has high possibility to be preferred by the user, and makes it easier
for the friends to imagine the target person.
In this research, we propose the avatar creating system which consists of two sub-
systems, the portrait making support system and the avatar constructing system. This
paper describes the idea and outline of the proposed system and the sensory
evaluation for the system efficiency. In this paper, the image created by friends is
called ‘portrait’ and the image constructed by the proposed method is called ‘avatar”.
2 Proposed System
The proposed system has been developed on the Android Tablet PC. It is because the
tablet PC allows users to intuitively create a portrait by the touch panel operation. The
proposed system consists of two sub-systems, the portrait making support system and
the avatar constructing system. Some friends of a target person create his/her portrait
on the portrait making support system, and the avatar constructing system creates an
avatar of the target person based on the average of all his portraits.
A Nigaoe Channel, the pre-installed application on the Nintendo Wii, allows users to
create different types of avatars by combining a variety of facial parts [3]. The portrait
making support system uses the same method as Nigaoe Channel. Figure 1 shows the
screen shot example on the portrait making system.
The portrait consists of nine facial parts; contour, hair, eyes, eyebrows, nose,
mouth, ears, facial hair and glasses. By combining these features, the user can create a
portrait. The portrait can be adjusted by enlarging, reducing, tilting, and moving each
facial part to be similar to the target person.
Proposal of Avatar Generating Method by Composition 517
3 System Evaluation
3.1.2 Procedures
In this experiment, the subjects were to form a group of four or five people. All
subjects create a portrait through looking at a photograph using the portrait making
support system. This experiment used the photograph of a famous actor. The avatar
constructing system created an avatar by merging all portraits they created. After that,
each subject ranked all the portraits and the avatar in order of similarity without
knowing which one was the avatar constructed on the avatar constructing system.
Next, the experimenter let the subjects know which one was the avatar, and then the
subjects declared the degrees of satisfaction and similarities between the target model
and the constructed avatar. The subjects are 22 students in their 20s.
Figure 3 shows the experimental scene. And Figure 4 shows the example of
portraits created by some subjects (left), and the avatar (right).
Portrait1 Portriat2
Avatar
Portrait3 Portrait4
Fig. 4. Example of the portraits created by the subjects (left) and the avatar (right)
Number of subjects
Ranking place
Fig. 5. Ranking histogram place of the avatar among all portraits and avatar
Figure 6 shows the graph indicating the average degrees of satisfaction and
similarities between the portrait or the avatar and the target person. In this figure,
there is no significant difference between the satisfaction and similarities of the
portrait and those of the avatar.
As a result of this experiment, it is found, whereas the constructed avatar tends to
be more similar to the target person than each portrait, the satisfaction and similarities
are not significantly different between the portrait and the avatar.
520 M. Okubo and S. Nobuta
(%)
Portrait Avatar
3.2.2 Procedures
In this experiment, the subjects were to form five groups of 4 or 5 students in their
20s, for a total of 22 subjects. One person from each group became a target model,
and other subjects created the portrait of the target model as a portrait creator.
After creating the portraits of the target model, each subject declared the degrees
of satisfaction and similarities between the portrait created himself and the target
model. And then, the avatar constructing system created the avatar by merging
all portraits.
Viewing all portraits and the avatar displayed randomly, each subject ranked them
in order of similarity. And the target model also ranked them in order of ones he
wants to use. After that, the experimenter let the subjects know which one was the
avatar. And then the subjects declared the degrees of satisfaction and similarities
between the avatar and the target model, and the target model also declared the degree
of fondness for his avatar.
Figure 7 shows the example of a target model (left), his portraits created by the
portrait creators (center), and the avatar constructed by merging the portraits on the
avatar constructing system (right).
Proposal of Avatar Generating Method by Composition 521
Portrait1 Portrait2
Model Avatar
Portrait3
Fig. 7. Example of target model (left), portraits (center) and avatar (right)
Number of subjects
Target model
Portrait creators
Ranking place
Fig. 8. Ranking place of the avatar among all portraits and avatar
Figure 9 shows the graph indicating the average degrees of satisfaction and
similarities between the portrait or the avatar and the target model, which are declared
by the target model and portrait creators. There is a significant difference of 10%
between the satisfaction and similarities of the portrait and those of the avatar, which
are declared by the portrait creators. From these results, the satisfaction and
similarities of the avatar constructed on the proposed system tend to be higher than
those of the portraits created by the creators.
522 M. Okubo and S. Nobuta
* p<0.1
*
*
Figure 10 shows the graph indicating the ranking place of the avatar when the
target model ranked all portraits and avatar in order of ones he wants to use.
Number of subjects
Ranking place
Fig. 10. Ranking place of the avatar among all portraits and avatar in order of ones the target
model wants to use
Furthermore, Table 1 shows the degree of fondness for the avatar by the target
model of each group.
Group # 1 2 3 4 5 average
Fondness
50 80 80 90 70 74
(%)
Proposal of Avatar Generating Method by Composition 523
From Figure 9, the degrees of satisfaction and similarities between the avatar and
the target model declared by the target model (right bars) are the same as those by the
portrait creator (center bars). In Figure 10, there is a tendency that the target model
wants to use the avatar better than any other portraits. And from Table 1, the fondness
for the avatar is different depending on each target model, however, the average
degree of fondness means the avatar is highly evaluated by the target model.
From these results, there is a high possibility that the avatar can make it easier for
the friends of a target model to imagine him, and also tends to be preferred by the
target model.
4 Conclusions
In this paper, we propose the method of constructing an avatar by merging the user
portraits which are created by friends. The proposed system consists of two sub-
systems, the portrait making support system and the avatar constructing system. The
portrait making support system helps friends of a target model to easily create the
portrait, and the avatar constructing system creates an avatar of the target person
using the average of all portraits which are created on the portrait making support
system. We demonstrated the effectiveness of these proposed systems by performing
two experiments. In these experiments, some friends created the portraits of a target
model on the portrait making support system, and the avatar was constructed on the
avatar constructing system. The results of these experiments show that the avatar
tends to be preferred to the portraits, and to give the satisfaction to both the target
persons and friends.
We are planning to introduce the face color function into the system, and also
emphasize the functionality of the avatar.
References
1. Nishikawa, H., et al.: Consideration of the avatar effect in an online community.
Ritsumeikan Business Journal 4, 17–36 (2010)
2. Ogaki, T., Itou, J., Munemori, J.: Analysis on the Relationships between Visual
Entertainment Factor and Chat Communication, Research report of Information Processing
Society of Japan, 2010-DPS-145(17), 1–8 (2010)
3. Nintendo ®,
http://www.nintendo.co.jp/wii/staff/
mii-channel/articles/index.html
4. Heike, M., Kawasaki, H., Tanaka, T., Fujita, K.: Study on Deformation Rule of
Personalized-Avatar for Producing Sense of Affinity. Journal of Human Interface
Society 13(3), 243–254 (2011)
Usability Compliance Audit
for Technology Intelligence Services
1 Introduction
Usability has become an increasingly important aspect within the HCI research field.
There exists a variety of theories and methodologies to test and ensure the usability
compliance of different kinds of applications. However as the definition and scope
of usability as well as standard measures to evaluate interfaces and to detect errors
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 524–533, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Usability Compliance Audit for Technology Intelligence Services 525
2 Literature Review
Jakob Nielsen and the Nielsen Norman Group have published a set of 113 Design
Guidelines for Homepage Usability resulting the many years of work in the
usability engineering field and conducting an immense variety of research. The guide-
lines serve as requests and are grouped into 24 categories, such as Content Writing,
Graphic Design, Search, Dates and Times, and Gathering Customer Data [5]. The
Quality in Use Integrates Measurement Model (QUIM) approaches usability evalua-
tion standards by portraying a consolidated and hierarchical model of usability
measurement. It covers 10 factors which are as follows: efficiency, effectiveness,
productivity, satisfaction, learnability, safety, trustfulness, accessibility, universality,
and usefulness. The model calls to be a basis under which other methodologies
can derive [6].
Usability issues are furthermore addressed as national requirements for ensuring
the accessibility of web content within different countries all over the world. The
proposed methodology has included aspects of the American and German law to
eliminate barriers in information technology. The new Section 508 Standards Guide
of the US Rehabilitation Act addresses legal and technical compliance of information
technology of federal agencies to eliminate usage barriers for disabled users. The
subchapter Software Applications and Operating Systems focuses on the accessibility
of software [7].
The German equivalent, the regulation for accessible information technology, Bar-
rierefreie Informationstechnik Verordnung (BITV 2.0) follows the WCAG 2.0 by
setting two priorities to follow the four principles. Public authorities are intended to
follow the attachment with guidelines to implement the standards [8].
3 Methodology Framework
The proposed model for “discount usability evaluation” is a summary of the works
listed in section 2. The model is set up as a review questionnaire which can easily be
checked by selecting one of the following choices: Applies, Does not apply and N/A.
The audit consists of 228 statements, whereof 189 are general usability and accessibil-
ity statements and 39 statements refer to specific requirements for tablet applications
within the iOS or Android platform. There are a total of 17 categories with each cate-
gory of statements varying between 4 and 25 questions. The difference is based
according to the scope and importance of each category.
The model has been tested by 12 researchers within the InSciTe Adaptive Service
Team at KISTI. As no statement was mandatory to answer in order to distinguish
which statements of the audit posed difficulties to the researcher, the following table
(Table 1) lists the number of participants replying to the questions in total.
All researchers tested the application on an iOS Tablet. Some researchers made use
of the comment option after each category. The comments can be categorized into
general feedback about the layout of the audit, questions about the wording of the
statements, questions about the statements’ meaning, and feedback about the Obsur-
vey interface.
The overall correspondence were relatively low i.e. 17.5% of the statements
(33 out of 189 statements) within category 1 to 15 were answered with a complete
correspondence of all 12 researchers. Thus, 36.5% (69 out of 189 statements) could
be attained for general usability aspects, and 33.3% (13 out of 39 statements) for the
iOS related aspects. The number of statements that did not reach any agreement (e.g.
three researchers answered Applies, two researchers answered Does not apply and
one researcher answered N/A) reached similar numbers to the agreement excluding
the N/A option. 29.7% of disagreement was measured for the general statements and
20.5% for the iOS related categories.
Hence the exclusion of the N/A option increases the percentage of the complete
correspondence by 20%. However, for six categories, the percentage of statements
that can be classified into total disagreement was higher than the complete correspon-
dence, excluding N/A (by an average of 32.4%). The results for each category can be
seen in the following table (Table 2). The following abbreviations are used for the
field titles: NOS (Number of Statements), CC (Complete Correspondence), CD
(Complete Disagreement).
The high number of disagreement demands for a narrowed validity and scope of
the results to draw conclusions. Section 4 discusses how the audit can bring about first
results despite the high percentage of disagreement.
4 Results
The audit can highlight first results of usability issues. It however is needed to limit
the validity of the results as the statements are categorized by a least majority. By
totaling the answers of each researcher, each statement is classified by the answer
Usability Compliance Audit for Technology Intelligence Services 529
option that has been selected the most. Statements that did not reach a least majority
are not able to be added to the results and thus are excluded. In a second step, the
classification is then considered in a greater context for every single category to group
these into areas that need to be checked with ratings that are very low (the majority of
statements is classified as Does not apply); areas that should be double checked with
ratings classifying the category as N/A or those which cannot be classified; and areas
that show first results for a compliance of usability standards and guidelines and thus
can give confidence to the research team. The classification scheme is as follows.
The audit results show that the majority of the categories was positively classified:
two categories were classified as being highly compliant with 80% and 100%; two
categories were classified as compliant and four categories got at least partly com-
pliant results, their positive classification outnumbering the other options by a mini-
mum. Three categories were classified as being not applicable to the application.
Their results for N/A were chosen more often than other answer options. However
these categories should be double-checked to ensure that their validity is true.
Four categories could not be classified, as the least majority of the answer options
was too similar to draw conclusions and two categories need to be evaluated in detail,
as the major answer option was Does not comply. The following table (Table 3)
shows the distribution within each category and the classification selection.
5 Discussion
The results as stated in section 4 can draw first conclusions and feedback for areas of
usability improvement. Although the process of the auditing itself needs to be ad-
vanced and the number of researchers was limited, the methodology can be seen as a
starting point to further develop “discount” usability methods. The audit helps to give
quick and easily obtainable results for further usability testing.
Hence, the statements with negative grading should be extracted and overlooked by
the research team. Some recommendations might be easy to change, whereas other
recommendations will demand an expert to be involved for the correction process. For
example, the statement “The double tap gesture enables zooming in or out of the
touched area of the screen.” might be easily checked and corrected by someone within
the research team who is familiar with iOS Gesture activation and thus can ensure a
better compliance of the application to tablet platform standards.
The example statement “Constructive advice to fix an error is provided within an
error message.” on the other side is less easy to adapt, as constructive advice might be
something subjective, being differently perceived by users. Furthermore sources of
Usability Compliance Audit for Technology Intelligence Services 531
Navigation Partly 54 23 8 15
Complies
Visual De- Complies 62 19 5 14
sign
Access Partly 57 21 14 8
Complies
Content Partly 57 14 0 29
Language Complies
14 0 14
Task Orien- Complies 72
tation
Application Highly 80 0 0 20
Behavior Complies
Personaliza- N/A 0 25 75 0
tion
References
1. WCAG, World Wide Web Consortium. Web Content Accessibility Guidelines (WCAG)
Overview (2011), http://www.w3.org/WAI/intro/wcag.php
2. W3C Mobile Web Best Practices 1.0. Basic Guidelines,
http://www.w3.org/TR/mobile-bp/
3. W3C Mobile Web Application Best Practices. Recommendations,
https://www.w3.org/TR/mwabp/
4. ISO 9241-11:1998. Ergonomic requirements for office work with visual display terminals
(VDTs) - Part 11: Guidance on usability
5. Group, N.N.: Nielsen Norman Group. 113 Design Guidelines for Homepage Usability,
http://www.nngroup.com/articles/
113-design-guidelines-homepageusability/
Usability Compliance Audit for Technology Intelligence Services 533
6. Seffah, A., Donyaee, M., Kline, R.B., Padda, H.K.: Usability measurement and metrics:
A consolidated model. Software Qual. J. 14, 159–178 (2006)
7. US Rehabilitation Act. Section 508 Standards,
https://www.section508.gov/index.cfm?fuseAction=stdsdoc
8. BITV, Barrierefreie Informationstechnik Verordnung (2011),
http://www.gesetze-im-internet.de/bitv_2_0/
9. iOS Human Interface Guidelines. iOS Developer Library,
https://developer.appleapple.com/library/ios/#documentation/
UserExperience/Conceptual/MobileHIG
10. Andoid Design. Developers Tools,
http://developer.android.com/design/index.html
Factor Models for Promoting Flow
by Game Players' Skill Level
Abstract. In this study, to investigate the influence of game types and oppo-
nent’s ability on the player’s state of mind and performance, we developed a
simple numerical calculation game system. Using this system, we performed
some experiments under controlled situations. All subjects solved the calcula-
tions at a similar rate, except when factoring for the players’ recognition of the
cooperator or competitor’ skill level. However, the subjects’ performance and
emotions are different depending on the situation, which suggests that the video
game system has an effect on the player’s emotional state.
1 Introduction
Recently, network games, such as social games, have become popular because of the
diffusion of the Internet into homes and onto hand-held devices. Further, popularity
has grown not only for competitive-type games in which the player brings down an
opponent, but also for cooperative-type games in which the player obtains a goal by
cooperating with online partners. In this study, we will investigate the influence of the
difference between competitive and cooperative-type games as well as the opponent’s
effect on the primary player’s state of mind and performance.
The concept of “Flow” is widely acknowledged in sociology. As mentioned pre-
viously, Flow is advocated by the social psychologist Csikszentmihalyi [1] and is the
state in which a game player is fully immersed in a feeling of energized focus. A per-
son can feel Flow when he recognizes his skill level is just enough to accomplish the
task, which may also be adjusted by changes in the challenge level as the player gains
experience. We think that video game players can feel Flow easily because they can
increase their skill level by simply playing the game, and the game system can raise
the game level based on the player’s ability automatically. In this paper, we also wish
to discuss the possibility of the game system itself inducing Flow on the player’s state
of mind.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 534–544, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Factor Models for Promoting Flow by Game Players' Skill Level 535
Until now, a great variety of game systems have been developed with success in
the video game market. Some researchers in this field have focused on motivating
workers by using video games and enhancing the elements of entertainment and game
design that have this effect [2]. Other research has investigated the influence of a
player’s skill and his competitor’s behavior on the player from the viewpoint of brain
activity by using fNIRS [3]. Still, other research studies of game systems based on the
Flow theory have been performed using commercial games [4]. This study will also
examine game systems and human-computer interactions based on the Flow theory.
In this paper, our goal is to propose a game system which induces Flow and to ex-
perimentally measure this experience based on the influencing factors of game type
(cooperative vs. competitive) and opponent’s ability (lower/equal/higher). Moreover,
we tried to develop factor models for promoting Flow based on game players' skill
level. Eventually, we think that the knowledge gained from this research can be uti-
lized in various kinds of computers and machine interfaces.
2 What is Flow
Fig. 1 shows the model of the Flow state, which is advocated by Csikszentmihalyi.
When the task challenge level, which means the difficulty of the task, is higher than
the operator’s skill, he/she probably feels ‘Anxiety’ and/or ‘Stress’. Conversely, in
cases where the challenge level is lower than the operator’s skill, he/she will feel ‘Re-
lief’ and/or ‘Boredom’. In cases where the operator recognizes the challenge level is
just right for his/her skill, he/she will feel ‘Flow’. Additionally, when both levels are
high and well balanced, then the player will feel it more strongly.
In this study, the challenge level, as a component of Flow in games, sports and the
like, is thought to be replaced by skill level (Fig.2). Thus, the change in the skill level
of the opponent is likely to trigger Flow.
High High
Flow
Worry Control
Apathyy Boredom
m Relaxation
Low
ow Low
o
ow
Low Skill Level High
i h Low Player Skill Level High
Fig. 1. Model of the Flow state [5] Fig. 2. Proposed Model of Flow state
536 M. Sakata, T. Yamashita, and M. Okubo
Competitor
Cooperator
Subject Subject
3.4 Questionnaire
After each trial, we asked the subjects to answer a set of questions listed on a ques-
tionnaire.
1. Immersion in the Game
Based on the Csikszentmihalyi Flow theory, we asked the subjects to give five-
stage answers about the seven states of mind which constitute Flow, which are
listed below. The answers are: “I can’t agree,” “I cannot fully agree,” “Neither”, “I
agree a little” and “I totally agree.”
The answers were translated into 1-5 point scores. By adding the score for each
state of mind, we obtained the “flow score”, which is an indication of the player’s
immersion in the game.
538 M. Sakata, T. Yamashita, and M. Okubo
2. Time Perception
We asked the subjects to give five-stage answers about each game’s time lapse,
i.e., time perception. The answer choices were “Felt it was short,” “Felt it was ra-
ther short,” “Normal time perception”, “Felt it was rather long,” and “Felt it was
long.” These answers were then translated into 1-5 point scores.
3. Opponent’s Skill
We asked the subjects to evaluate their opponent’s skill compared to their own
skill levels set at 100.
4. State of Mind
We asked the subjects to give four-stage answers – “Not applicable,” “Not very
applicable,” “Somewhat applicable,” and “Applicable” – to the following 12
emotion words, i.e., “Anxiety vs. Relief” and “Arousal vs. Sleep” categories:
“Anxiety”, “Anger”, “Dissatisfaction”, “Mortification”, “Boredom”, “Fatigue”,
“Relaxation”, “Composure”, “Satisfaction”, “Pleasure”, “Surprise”, “Excitement”,
“Impatience”, “Volition”, “Apathy”, and “Relief” during the game.
4 Experimental Result
Competitive Cooperative
high equal low high equal low
Anxiety 27 24 13 22 13 13
Anger 11 4 3 6 1 2
Displeasure 16 5 5 7 1 5
Mortification 10 1 4 5 1 7
Boredom 6 3 10 6 3 11
Fatigue 14 10 16 13 13 17
Relaxation 3 10 18 11 17 20
Composure 0 10 14 13 16 13
Satisfaction 3 21 21 6 23 14
Satisfaction 2 18 17 6 10 12
Surprise 21 9 5 15 5 3
Excitement 22 25 12 11 15 10
Impatience 29 26 12 23 17 13
Volition 21 28 13 17 22 16
Apathy 17 2 0 6 1 3
Relief 0 8 20 9 14 17
High High
Anxiety Anxiety
Surprise Fatigue
Excitement Composure
Impatience Surprise
Cooperator Skill Level
Volition
Oppone
Opponent Skill Level
different skill levels. For example, if the subject’s skill level is “equal” with his/her
opponent, they felt “Excitement” and “Anxiety” in a competitive game. They felt
more “Relaxation” and “Composure” playing a cooperative game. Even though the
tasks performed by the subjects were exactly the same, it is interesting to note that
their “state of mind” caused different emotions, depending on whether they were
“competing” or “cooperating” with their opponents.
─ Calculation speed
The average time taken to answer one problem is the player’s “calculation
speed.” Each player completes six trial calculations, so an average speed was
obtained from these results. The subjects showing an above-average speed be-
long to the “fast” group; those below the average speed, to the “slow” group.
─ Accuracy
The players were divided into “accurate” (above average performance) and “in-
accurate” (below average performance) groups based on the results of the six
trial calculations.
By integrating the above concepts, the subjects were divided into the following four
groups: “fast and accurate group”, “fast and inaccurate group”, “slow and accurate
group”, and “slow and inaccurate group”.
four-point scale answers, we calculated the number of emotion words which the
subjects felt were “Somewhat applicable” and “Applicable”. This value is defined as
“emotional state of mind.”
Displeasure
Pleasure
displeasure excitement
the flow score as a dependent variable,
the six subjective data shown in the pre- mortification relaxation
vious section, i.e., “time perception”, boredom composure
fatigue satisfaction
“opponent’s skill level assessment”, and
“emotional state of mind (first~fourth Third Quadrant Fourth Quadrant
quadrants)”, as independent variables,
and using a forced entry method. Table 2 Sleep
shows standardized coefficient and ad-
justed R2. Fig. 8 shows the proportion of Fig. 7. Emotional Classification based on
the standard coefficients. Russell’s Circumplex Model
22 22
17 17
y = 1.001x - 0.0458
R² = 0.6318
12 y = 1.1669x - 0.0897 12
R² = 0.12
7 7
㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞 㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞
Flow Score (predicted) Flow Score (predicted)
32 32
Flow Score (actual)
22 22
17 17
y = 1.0008x - 0.0545 y = 1.0007x - 0.048
R² = 0.533 R² = 0.5715
12 12
7 7
㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞 㻣 㻝㻞 㻝㻣 㻞㻞 㻞㻣 㻟㻞
Flow Score (predicted) Flow Score (predicted)
5 Conclusion
References
1. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper and Row,
New York (1990)
2. Kuramoto, I., et al.: Weekend Battle: an Entertainment System for Improving Workers’ Mo-
tivation. In: Proc. of 2nd International Conference on Advances in Computer Entertainment
Technology (ACE 2005), pp. 43–50 (2005)
3. Tamakoshi, S., et al.: A study in the entertainment of fighting video game measured by
fNIRS: a comparison vs. human and vs. computer, IPSJ SIG Technical Report EC-3 (2006)
(in Japanese)
4. Takatalo, J., et al.: Presence, Involvement, and Flow in Digital Games. In: Evaluating User
Experience in Games, pp. 23–46. Springer
5. Csikszentmihalyi, M.: Finding Flow: The Psychology of Engagement With Everyday Life.
Basic Books (1998)
6. Suto, H., et al.: Designing and estimating action and structure including enjoyment. Journal
of Human Interface Society 7(4), 541–546 (2005) (in Japanese)
Social Experiment on Advisory Recommender System
for Energy-Saving
1 Introduction
Various recommender systems have been proposed to help users effectively select
contents that interest them from a potentially overwhelming set of choices [1]. The
traditional systems have usually dealt with business products such as books and
music, focusing on users’ preferences that show what they are most likely to accept.
Meanwhile, they are not designed for a recommendation of advices that change and
improve our lifestyle, such as energy saving, weight control, and smoking stoppage.
In such cases, effective recommendations are not always based on the user’s
preferences as the best results cannot be achieved when they choose only the advice
that they like. Not all preferred advice is effective for all users. Thus, it is desirable
that the systems focus on not only user’s preference but also the effectiveness of
advice.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 545–554, 2013.
© Springer-Verlag Berlin Heidelberg 2013
546 H. Shigeyoshi et al.
2 Recommender Systems
Advice in KNOTES has attributes such as those shown in Table 1. The advice data is
based on data that was introduced in the report [10]. “Energy-saving”, “CO2
reduction”, and “Cost saving” show the prospective amounts saved when the advice is
executed once. “Maximum number of available times” shows the number of times that
the advice is ideally executed in one year, thereby avoiding the repetition of advice to
avoid user resistance. “Difficulty level” and “Recommended-level” are dynamic scores
of 1–5 that are updated to be a mean value by advice evaluations. “Easiness” is the
combination of “Maximum number of available times” and “Difficulty level”. “Energy
type” shows the energy target of the advice: electricity, gas, and kerosene. If the
energy target is not recognized, “no data” is inputted. “Season” shows when the
advice should be executed.
Easiness
Maximum Recommended
Energy CO2 Cost Difficulty
number of level
Suggestion Appliance saving reduction saving level Energy type Season
available (unrecommend:1,
[MJ/time] [g/time] [yen/time] (easy:1,
times recommend:5)
difficult:5)
[times/year]
Use a saving water shower Water heater 2,549.00 130,772.00 7,257.00 1 5.0 3.0 No data Whole year
Reduce the cooling time Electric fan 0.22 10.53 0.53 112 3.0 3.0 Electricity Summer
Reduce the heating time Electric stove 3.47 162.08 8.08 169 3.0 3.0 Electricity Winter
… … … … … … … … … …
I. Based on user value sense and the effectiveness of advice, the system scores each
advice.
First, based on user value sense given in user profile, KNOTES calculates the weight
vi of each attribute i (i is in the range 1–5): “Energy saving”, “CO2 reduction”, “Cost
saving”, “Easiness”, and “Recommended-level”. These weights express how
important the user considers the five attributes. Then, the system calculates the score
pj of advice j (j is in the range of 1 – N (N is a 104 in the social experiment of chapter
4)) with the weight vi and the attribute data aij using formula (1). The total of the
weights is normalized as one. The maximum data in each attribute is normalized as
one for calculation.
∑ (1)
Based on the ratio of the energy consumption in the last month c1 and that in the same
month of the previous year c0, each score is revised by the following formula (2).
⁄ (2)
III. Recognizing user’s own appliances and season, the system chooses available
advices.
The advice about unowned appliances and off-season advice is not available.
owned appliance
(3)
not owned appliance 0
on season
(4)
off season 0
Using formula (5), advice seldom executed has a greater chance of being
recommended. In addition, the system can avoid the repetition of the same advice
over the available time. For advice j, mj is the maximum number of available time,
and xj is the number of executed times.
(5)
550 H. Shigeyoshi et al.
The system can avoid repeating the same advice. k is a decay constant from 0 to 1
(k is 0.95 in the social experiment of chapter 4). dj is the number of recommended
times on advice j. With this calculation, the score pj decreases as dj increases.
(6)
0, 1, 2, 3, 4, 5 (7)
4 Social Experiment
A social experiment was conducted to verify the three requirements for advisory
recommender systems in chapter 2. This section describes the data collection and the
evaluation metrics according to the requirements.
Data Collection. First, we distributed the manual and questionnaires to forty seven
subjects to collect the users’ data. The questionnaires included questions about
appliances owned by users, value sense, among others. They also included questions
about the monthly amounts of energy consumption and bills for electricity, gas,
kerosene from September 2009 to August 2011. This energy consumption data was
used for recommendation algorithm in formula (2). Every subject answered these
questionnaires by October 21, 2011.
Next, each subject used KNOTES online from December 1, 2011 to February 8,
2012, and its action logs were simultaneously recorded in the system. In this
experiment, 10 suggestions were recommended from a total of 104 pieces of advice at
once. Moreover, each subject was prescribed to input the monthly amounts of energy
consumption into the system. Thus, it was expected that every subject would use the
system once a week during experiment.
To collect user ratings for each advice, we performed our investigation from
February 1, 2012 to February 8, 2012. Each subject answered a question about user
rating (want to execute: 5, not: 1) on a web site. The rating data was transformed into
a binary scale by converting every rating of 4 or 5 to “like”, and those of 1–3 to
“dislike”.
Evaluation Metrics. To verify the three requirements, this subsection proposes four
evaluation metrics: accuracy, excess, achievement and accumulation recall. Then, a
random recommender system is introduced for a comparative evaluation with
KNOTES.
Social Experiment on Advisory Recommender System for Energy-Saving 551
It is necessary to identify effective advices. Thus, all advice is divided into two equal
groups, “high effect” and “low effect”, according to the sum of attributes in the advice
data: “Energy saving”, “CO2 reduction” and “Cost saving”. The proportion of “like”
and “high effect” advices in all of the recommended advices is calculated to verify
this requirement.
Accuracy is defined as confirmation that the system can reflect the user’s
preferences. The mean absolute error and mean square error have been used widely as
accuracy metrics [11]. However, the metrics have been useful only when the system
predicts user rating of each suggestion. Therefore, the metrics are not useful for
KNOTES. Here accuracy is defined as a mean of user ratings in recommended
advices.
Accuracy Mean of user ratings in recommended advices (8)
Excess is defined as the sum of ratios of the number of excess times to the maximum
number of available times on each advice, as shown in formula (9). If the user
executes the advice more than the ideal times, the user may not efficiently save
energy. Excess becomes better as the value gets closer to zero. For advice j for user u,
is the set of available advice, is a maximum number of available times and
is a number of executed times.
,
Excess 100 | ∑ (9)
|
For the verification of this requirement, achievement and accumulation recall are
defined. Achievement is defined as the sum of ratios of the number of executed times
to the maximum number of available times of each advice. For the user, it is desirable
to execute all available advices according to the maximum number of available time
on each advice.
,
Achievement 100 | ∑ (10)
|
Accumulation recall is defined as the ratio of the sum of the number of executed times
to the sum of the maximum number of available times on each “like” advice. is the
set of “like” available advice for user u.
∑ ,
Accumulation recall 100 (11)
∑
chooses available advices, as shown in formulas (3) and (4). Then, the system selects
10 suggestions at random from the available advices.
For three metrics, excess, achievement and accumulation recall, it is necessary to
calculate the number of executed times . This number is calculated using the
advice execution ratio in the social experiment.
4.2 Results
Experimental Results
As a result of the social experiment, twenty seven subjects were regarded as valid
data. The average subject used the system six times during experiments, as shown in
Table 2. This table shows the top and bottom three users in descending order by the
number of times the system was used. The execution ratio varied user by user and
showed marginal correlation with the number of times the system was used.
Table 2. Results of social experiment on KNOTES (top and bottom three users)
Evaluation Results. The proportions of “like” and “high effect” advice in all
recommended advice are shown in Table 3, along with the values of the t-test in each
proportion. The “like” and “high effect” advices were likely to be recommended in
KNOTES more than when using the random recommender. Effective advice was
given high priority compared with interesting advices in KNOTES, because the
proportions of “high effect” and “dislike” advice were better than those of “low effect”
and “like” advices.
The results for four metrics are shown in Table 4. From t-value, the differences
between KNOTES and the random recommender were not proven for the following
metrics: accuracy, achievement and accumulation recall. The excess metrics was
better than the random recommender, and the difference between the systems was
also proven. The value of excess in KNOTES was zero, therefore, it was verified that
the system could avoid the repetition of redundant advice. However, the accuracy of
KNOTES was not better than that of the random recommender.
Social Experiment on Advisory Recommender System for Energy-Saving 553
4.3 Discussion
In results, the number of times KNOTES was used was fewer than expected, and the
execution ratio was not good, possibly because the interface of KNOTES was difficult
to use. Moreover, users hesitated to execute an advice because of the mental workload
required. In an advisory recommender system, it is important that the system prompts
users to execute advice in a user-friendly way.
Conversely, it is conceivable that the advisory recommender system should store
several small advices for recommendation. Some energy-saving methods have not
only a significant effect but correspondingly significant drawbacks. By collecting
many small advices, it will become easier to reflect the life rhythm and demand of the
user in making recommendation. It will also become easier to recommend advices at
more opportune times for the user.
KNOTES was likely to recommend “like” and “high effect” advices more than the
random recommender, as shown in Table 3. This is because the system focuses on not
only user’s preference but also the effectiveness of advice in first step of
recommendation algorithm. However, at the same step, the system failed to predict
user's preferences by using user value sense. It resulted in a decline in accuracy, as
shown in Table 4.
To precisely predict user’s preferences, it is desirable to investigate the tendency of
the user from log data. Analyzing what advice is more readily accepted by a user is
regarded as a future issue. This social experiment provided useful data for such an
analysis. Moreover, it is considered as a remedy to combine the traditional method
focusing user’s preferences with KNOTES.
5 Conclusions
recommender systems, the system needs to focus on not only user’s preference but
also the effectiveness of advice. Moreover, the system should be user-friendly by the
avoidance of the repetition of redundant advice. To implement the requirements, this
paper has described an interactive system, named KNOTES, and its social
experiments. The social experiment was conducted with forty seven subjects for about
two months. To verify the requirements, the evaluation metrics have been defined:
accuracy, excess, achievement and accumulation recall.
It has verified that KNOTES recommended the “high effect” advices and avoided
the repetition of redundant advice. Meanwhile, it has not verified that the system
recommend “like” advices, because of inaccuracy in the prediction of users’
preferences based on their value sense. Improving the accuracy of the
recommendations is one of remaining issues by applying the traditional method to
KNOTES.
References
1. Resnick, P., Varian, H.R.: Recommender Systems. Communications of the ACM 40(3),
56–58 (1997)
2. Herlocker, J., Konstan, J., Terveen, L., Riedl, J.: Evaluating Collaborative Filtering
Recommender System. ACM Transactions on Information Systems 22(1), 5–53 (2004)
3. Shigeyoshi, H., Inoue, S., Tamano, K., Aoki, S., Tsuji, H., Ueno, T.: Knowledge and
Transaction Based Domestic Energy Saving Support System. In: König, A., Dengel, A.,
Hinkelmann, K., Kise, K., Howlett, R.J., Jain, L.C. (eds.) KES 2011, Part IV. LNCS,
vol. 6884, pp. 242–251. Springer, Heidelberg (2011)
4. Ricci, F., Rokach, L., Shapira, B., Kantor, P.B.: Recommender Systems Handbook (2010)
5. Swearingen, K., Sinha, R.: Beyond Algorithms: An HCI Perspective on Recommender
Systems. In: ACM SIGIR Workshop on Recommender Systems, New Orleans, Louisiana,
vol. 13, pp. 393–408 (2001)
6. Ziegler, C., McNee, S.M., Konstan, J.A., Lausen, G.: Improving Recommendation Lists
Through Topic Diversification. In: 14th International Conference on World Wide Web,
Chiba, Japan, pp. 22–32 (2005)
7. Sawar, B., Karypis, G., Konstan, J., Riedl, J.: Item-based Collaborative Filtering
Recommendation Algorithms. In: 10th International Conference on World Wide Web,
Hong Kong, China, pp. 285–295 (2001)
8. Ben Schafer, J., Konstan, J.A., Riedl, J.: E-commerce Recommendation Applications. Data
Mining and Knowledge Discovery 5, 115–153 (2001)
9. Fanger, P.O.: Thermal Comfort. Danish Technical Press, Copenhagen (1970)
10. Ueno, T., Nakano, Y.: An Approach for Ranking Energy-Saving Activities in Residential
Buildings -Characteristics of the Model-, CRIEPI Report: R06006, Japan (2007); Breese,
J., Herlocker, J., Kadie, C.: Empirical Analysis of Predictive Algorithms for Collaborative
Filtering. In: 14th Conference on Uncertainty in Artificial Intelligence, Madison,
Wisconsin, USA, pp.43–52 (1998)
Modeling a Human's Learning Processes to Support
Continuous Learning on Human Computer Interaction
Abstract. This paper presents the way to design the continuous learning sup-
port system for a human to achieve continuous learning. The objective of this
research is to make a prototype system based on a learning process model to
guide a human to achieve continuous learning. The main problem is how to
keep supplying new goals to a learner for achieving continuous learning. To en-
courage the sense of continuous awareness toward goal discovery, we propose
an idea to provide a human learner with invisible goals. This paper formalizes
the continuous learning by a simple maze model with invisible goals and
designs the maze sweeping task which involves multiple solutions and goals.
1 Introduction
Since 1980s, computer systems have been used in many different ways to assist in
human learning. Computer-based systems have been applied in the field of human
learning for three different purposes [1]: (1) to replicate human behavior, (2) to model
human behavior, or (3) to augment human behavior. Described above, the position of
our research is based on the second class toward the third class. However, there is a
basic problem that these previous methods commonly depend on observable beha-
viors or activities. On the other hand, a learning process of a human has a major diffi-
culty in observing since it is a mental process. So it is necessary to add a new twist to
observe the learning process of a human.
In the field of management in business, psychological research on human motiva-
tion comes to the frontline. While, there is a great need to facilitate continuous
improvement and innovation in business processes since an organization is to be suc-
cessful in today’s rapidly changing environment. And so, a learning process model to
achieve continuous improvement has been proposed, it is defined as a process that
results in changed behavior [2]. There are three elements for this process to be effec-
tive: the hows, whys, and whats of learning. The “hows” of learning is a technique to
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 555–564, 2013.
© Springer-Verlag Berlin Heidelberg 2013
556 K. Takemori et al.
help the learning process. The “whys” of learning creates an environment and a task
which provides meaning. The “whats” of learning enables a focus on goals or tasks.
Learning process is consists of several learning-stages. Table 1 shows the stages of
learning process [2]. This paper focuses on the learning-stages of awareness, under-
standing and commitment as shown in table 1.
The main problem is how to keep supplying new goals to a learner for achieving
continuous learning. To solve this problem, we propose an idea to provide a human
learner with invisible goals to encourage the sense of continuous awareness toward
goal discovery. Figure 1 shows modeling a learning process by invisible stimulus.
Invisible stimulus means that it has no impact on sensory perception before action,
but the response of the action differs from the past. Thus a human learner who en-
counters an invisible barrier becomes the state of being aware of something different.
Awareness that results in change behavior is one of the shallow understandings, called
single-loop learning that consists of normal level learning with fixed goal. In figure 1,
the blocks with broken line mean that they are not given explicitly to a learner. The
learner is expected to aware them, goals, barriers and rule of the learning task by un-
derstanding the maze sweeping learning task.
An invisible goal provides the learner with unforeseen success of goal discovery. It
is expected to enhance the need for discovering unknown goals, then it results in a
goal commitment of the learner. Commitment that results in goal discovery is one of
the deep understanding, called double-loop learning that consists of two kinds of
learning level: normal level (change behavior) and meta level (goal discovery). This
paper focuses on goal discovery for continuous learning by invisible goals. For mod-
eling the major learning-stages of a learning process as shown in figure 1, this paper
formalizes the continuous learning by a simple maze model with invisible goals and
designs the maze sweeping task which involves multiple solutions and goals.
For designing a learning environment, there are two points as follows:
Next, we describe the concept for designing the “whats” of learning in a maze model.
For designing the maze sweeping task to encourage the process of continuous learn-
ing for a human learner, there are two points as follows:
(i) to drive single-loop continuous learning, the maze sweeping task is re-
quested to collect all optimal solutions for each goal.
(ii) to drive double-loop continuous learning, the goal aspects of invisible and
multiple goals are designed.
In this stage of 3x3 maze, there are four invisible goal states displayed as DG within
eight states as shown in figure 3 (b), and other states are dummy goal states of this
stage.
Our system consists of three layers, top-layer, maze-layer and achievement-layer. The
main function of top-layer for a learner is to select a stage associated with the maze-
layer to proceed continuous learning according to the difficulty. The main function of
maze-layer for the learner is to discover all achievements to learn.
(i) top-layer
Figure 4 shows the overview of the top-layer of the system for a learner. A
user can operate to start or exit the experiment, select the current maze
(current stage) to challenge, and can verify the state of progress of conti-
nuous learning by the display of several measurements described below at
section 4.1.
(ii) maze-layer
In this layer, the user can select an achievement to challenge by clicking
one of states in the current maze displayed in the center of the maze-layer
window. If he/she find all solutions in the achievement, the goal state in the
achievement is displayed as DG as shown in figure 3 (b), then it becomes
to non-selective.
560 K. Takemori et al.
(iii) achievement-layer
In this layer, the user can challenge the maze sweeping task of the
achievement selected at the maze-layer. If the user finds a solution of the
achievement, it is registered, then the system goes back to the maze-layer.
If he/she visits G without finding a solution, the small window appears to
notice failure, then he/she can restart this achievement.
Now we coordinate the layout design of mazes on the thinking level space for design-
ing the continuous learning task. Figure 5 shows the layout design of mazes for the
continuous learning task. It is composed of four stages.
stage 1: visible goals under unique solution.
It consists of 2 x 3 maze model with three visible goals and two dummy goals.
Each goal is linked with an achievement of the 2 x 3 maze with a fixed goal. The
solution of each achievement with a visible goal is unique, on the other hand, each
dummy achievement with a dummy goal has no solution.
stage 2: invisible goals under unique solution
It consists of 4 x 2 maze model with four invisible goals and three dummy goals.
Note that for a learner, showing of both goal and dummy goal is the same until the
learner finds a solution on an achievement with an invisible goal. The solution of
each achievement with an invisible goal is unique, on the other hand, a dummy
achievement has no solution.
stage 3: invisible goals under multiple solutions
It consists of 3 x 3 maze model with four invisible goals as shown in figure 3 (b)
and four dummy goals. Each achievement with an invisible goal has two solutions,
on the other hand, a dummy achievement has no solution. In stage 3, there are
total eight solutions.
Modeling a Human's Learning Processes to Support Continuous Learning 561
Fig. 5. The layout design of mazes for the continuous learning task
4 Experiment
To examine the effects our continuous learning support system, we perform the expe-
riment in which total of twelve subjects are divided into two groups for comparative
conditions. There are two objectives. First one is “dose our system support the conti-
nuous learning for a human?” Second question is “does the condition of invisible
goals work so well to assist the continuous learning for a human?” Then, we describe
the experimental task and the instruction for subjects, comparative conditions, as-
sumptions and measurements, and the hypothesis. The experimental task explained to
the subjects is to collect solutions of the maze sweeping task as many as possible
as we described at section 2.2. To examine the degree to work through the continuous
learning for the maze sweeping task, we prepare four stages as we described at
section 3.2.
All subjects are instructed as follows:
(i) Stage 1 is the practice maze to get used to the maze sweeping task.
(ii) Stage 2 and 3 are the real part, collect solutions as many as possible.
(iii) Stage 4 is a bonus maze, if you want to continue this experiment, you can
challenge this stage as long as you can.
Figure 6 shows the experimental condition whether goals of each maze are invisible
or not. Note that Stage 1 is the common condition that all goals are visible. Figure 6
562 K. Takemori et al.
(a) shows the condition of mazes invisible goals condition. In this condition, all goals
in the maze are invisible. Figure 6 (b) shows the condition of mazes visible goals
condition. In this condition, all goals in the maze are visible.
To measure and evaluate the continuous learning for a human, we make an as-
sumption as follows:
The degree of depth of thinking (double-loop learning) can be estimated by the
playing time in the maze-layer and by the number of lines of free comments relevant
to a subject's learning process in the questionnaire after the experiment.
Next we describe the measurements of the experiment as follows:
(1) the number of challenged achievements
(2) the number of collected solutions (displayed as Score in figure 4)
(3) the number of actions of the challenged achievements
(4) the number of trials of the challenged achievements
(5) the playing time in the achievement-layer
(6) the playing time in the maze-layer
(7) the number of lines of free comments relevant to a subject's learning process in
the questionnaire after the experiment
First four measurements are counted on each stage as shown in figure 4. Fifth mea-
surement is to estimate the degree of shallow understanding (single-loop learning),
The last two measurements are to estimate the degree of depth of thinking (double-
loop learning). Note that these measurements except (7) include the play data in
dummy achievements.
Then we make a hypothesis as follows:
The condition of invisible goals encourages the deep thinking in the maze layer,
and it results in the longer continuous learning than the condition of visible goals.
4.2.1 Dose Our System Support the Continuous Learning for a Human?
This section evaluates the effectiveness of our continuous learning support system.
All twelve subjects performed the bonus stage 4, and each four subjects of both condi-
tions collected all 17 solutions of stage 4. The data of table 2 and table 3 is the aver-
aged value of six subjects for each condition, and (data) is the standard deviation of
six subjects for each condition. Table 2 shows the experimental result of the total
results of stage 1, 2, 3 and 4. The seven measurements are described at section 4.1.
As shown in table 2 (2), about 87 percent solutions (28 solutions among total 32
Modeling a Human's Learning Processes to Support Continuous Learning 563
solutions) are collected in both conditions. Therefore, these results suggest that our
continuous learning support system is effective for both conditions.
4.2.2 Does the Condition of Invisible Goals Work So Well to Assist the
Continuous Learning for a Human?
This section evaluates the effectiveness of the condition of invisible goals compared
to the condition of visible goals. In table 2, there is no significant difference in first
five measurements (1), (2), (3), (4) and (5) between both conditions. However, the
last two measurements (6) and (7) which are relevant to the degree of depth of think-
ing (double-loop learning) seems to be different. Analyzing the ratio of (6) divided by
(5) the playing time in the achievement-layer, 4 out of 6 subjects are over 4 times
invisible goals condition, relative to 1 out of 6 subjects is over 4 times visible goals
condition.
Next, we analyze the measurements in stage 4 to evaluate the degree of continuous
learning in straightforward way. Table 3 shows the experimental result of stage 4. The
six measurements are same as table 2. In table 3, there is no significant difference in
first four measurements (1), (2), (3), and (4) between both conditions. However, the
last two measurements (5) and (6) the playing time in the maze-layer, both of the
results invisible goals condition are longer than the results visible goals condition.
The reason is that most subjects tend to find correct path at the maze-layer before
select a goal state associated with the achievement in order to avoid failure at the
achievement-layer. Therefore, these results suggest that the invisible goals condition
is more effective to assist deep thinking of the maze sweeping task than the visible
goals condition.
5 Discussions
The objective of the depth of thinking is to find learning goals to achieve toward con-
tinuous learning. It is defined by the condition of goals, that is whether goal states are
visible (for single-loop learning) or invisible (for double-loop learning). The case of
invisible goals is deeper level of thinking than the case of visible goals. A learner
thinks by shallow understanding (single-loop learning) under visible goals condition
since the goal states are given and known. On the other hand, under invisible goals
condition, the learner thinks by deep understanding (double-loop learning) since the
goal states must be discovered.
Then we discuss the awareness of learning objectives by a learner. Minimum re-
quirements for double-loop learning are to find all goal states of a given maze sweep-
ing task. However, the objective of “whys” of learning is to understand the rule of
maze sweeping deeply. (For example, the regularity of the positions of DG in figure 3
(b).) Since “Reflection” is a sort of an interpretation of learning results by the learner,
it is essential to aware various reflections (interpretation of learning results) in order
to discover various learning goals for continuous learning.
6 Conclusions
We described the way to design the continuous learning support system based on a
learning process model to guide a human to achieve continuous learning. Experimen-
tal results suggest that the invisible goals are more effective to assist deep understand-
ing in a learning process than the visible goals. As one of the future works, we are
planning to quantitate degree of difficulty of continuous learning as the complexity of
maze model and action sequences of a learner, to keep maintaining the flow state of
the human learner according to the learner's skill up.
Acknowledgement. The authors would like to thank Prof. Habib and Prof. Shimohara
for offering a good opportunity to present this research. We also thank the reviewer
for important comments. This work was supported by JSPS KAKENHI (Grant-in-Aid
for Scientific Research (C)) Grant Number 23500197.
References
1. Sklar, E., Richards, D.: Agent-based systems for human learners. The Knowledge Engineer-
ing Review 25(02), 111–135 (2010)
2. Buckler, B.: A learning process model to achieve continuous improvement. The Learning
Organization 3(3), 31–39 (1996)
3. Yamaguchi, T., Takemori, K., Takadama, K.: Modeling a human’s learning processes to-
ward continuous learning support system. In: Habib, M.K., Paulo Davim, J. (eds.) Mecha-
tronics Engineering. Wiley-ISTE (to be appeared June 2013)
4. Yamaguchi, T., Nishimura, T., Sato, K.: How to recommend preferable solutions of a user
in interactive reinforcement learning? In: Mellouk, A. (ed.) Advances in Reinforcement
Learning, pp. 137–156. InTech Open Access Publisher (2011)
Part V
Cognitive and Emotional Aspects
of Interacting with Information
On the Reading Performance of Text Layout, Switch
Position, Topic of Text, and Luminance Contrast
for Chinese E-books Interface Design
3
Wen-Te Chang1,*, Ling-Hung Shih2, Zunhwa Chiang , and Kuo-Chen Huang1
1
Department of Product Design, Ming Chuan University
2
Department of Visual Design, National Taiwan Normal University
3
Department of Industrial Design, Ming Chi University
{kuochen,mimi,ccchuang}@mail.mcu.edu.tw,
redart@ntnu.edu.tw,
zchiang@mail.mcut.edu.tw
1 Introduction
Since ancient times, paper books (Conventional paper Books/ C-books) have been the
main tools for reading and acquiring knowledge and information. However, ‘E-
books,” digital readable works that can be implemented on smart phones, notebooks,
and other mobile digital visual devices, were introduced recently and have
experienced tremendous growth in total sales, becoming more popular than C-books
(Peek, 2005). E-books are superior to C-books from diverse perspectives, including
those that emphasize storage, transfer, delivery, and accessibility; these devices can
also save time and add value as a collective online reference that acts as a dynamic
and cost-effective information assistant for all professions. Moreover, the rapid
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 567–575, 2013.
© Springer-Verlag Berlin Heidelberg 2013
568 W.-T. Chang et al.
progress of related technology and applications has led to a new reading behavior
based on digital interactive interface, which is gradually transforming the traditional
behavior associated with C-books. Using iPhones and iPads as examples (Apple Inc.,
2012), touch-pads have emerged as a ubiquitous medium with which most people
become familiar while using cell phones or E-books. Previous studies have indicated
that information about the relationships between touch-pad or interface design
and reading interaction, luminance contrast, interface layout, satisfaction, and
reading comprehension is urgently needed (Wu, Lee, & Lin, 2007; Kang, Wang, &
Lin, 2009).
We hypothesized that significant main and interaction effects would be found
between reading speed, and accuracy of understanding, on the one hand, and
document layout, switch position, and luminance contrast, on the other. Therefore, we
investigated the effects of four independent variables—text layout, switch position,
topic of text, and luminance contrast—on reading time, and reading accuracy. The
results have implications for design issues related to layout, switch position, topic of
text, and luminance contrast; they can also be applied to attempts to design and
evaluate user interfaces for the small portable devices serving as Chinese E-books.
2 Methods
2.1 Participants
Fig. 1. The four text directions with the top switch position
2.3 Procedure
Layouts of stimuli were created with Adobe Reader (version X) and were displayed
on a 7-in color E-book (MID VIA256, by VIA Technologies, Inc.) with the Android
2.2 operating system. The screen resolution was 800 × 600, with a refresh rate of 75
Hz. The monitor was placed on a table 73 cm in height, and the display was tilted to
75°. A head-and-chin rest was used to maintain a constant viewing distance of 50 cm
(Fig. 3). All participants were tested individually in a quiet experimental room in
which the light level was approximately 300 lux.
At the beginning of the experiment, participants spent 1 min reading on-screen
instructions to familiarize themselves with the experimental procedure. Before
exposure to the experimental items, participants engaged in three practice trials. To
570 W.-T. Chang et al.
begin each trial, participants pressed the START icon on the screen. A randomly
assigned text and associated switch position were presented on the screen 2 sec after
participants pressed the START icon. Participants were asked to read the texts and
press the page-turning switch button when they finished reading the first page.
Participants completed reading comprehension tests and took 2-min breaks between
texts. Participants repeated the procedures until all 12 formal stimuli were presented.
Participants were given the following instructions: “Use your finger to press the start
icon to activate the interface, and the test will formally commence and be recorded.
Please press the timer when you finish reading so that the time you spent reading will
be recorded to measure the effectiveness of the interface assigned to you.” The
complete experiment lasted approximately 2 hour for each participant.
Reading performance was analyzed in terms of speed (reading time measured in
seconds). A repeated-measures analysis of variance was performed with SPSS
software (SPSS, Inc., Chicago, IL, USA). The null hypothesis was rejected when the
p-value was equal to or less than 0.05.
3 Results
that significantly less time was spent reading text in the down-to-up direction than
in the up-to-down, left-to-right, or right-to-left direction. Less time was spent reading
text in the up-to-down than the left-to-right and right-to-left directions. However, we
found no difference between the latter two conditions.
Analysis of variance showed that switch position significantly affected reading
time (F2, 84 = 10.23, p < .001). Switch position was compared in the same manner as
was text direction. Significantly less time was spent reading when the right and
bottom switch positions were used than when the top position was used; however, no
difference between the former two conditions was found. Additionally, the main
effect for topic of text on reading time was significant (F1, 42 = 4.76, p < .05). The
reading time for textbooks was less than that for leisure-time materials, indicating that
the difficulty of a text has a significant effect on reading time. No significant effect
was associated with luminance contrast (F2, 42 = 2.78, p = .07).
The results showed three two-way interaction effects. The first was a significant
effect of the interaction between text direction and topic of text (F3, 126 = 20.37, p <
.001) on reading time. The simple effect of text direction (up-to-down vs. down-to-up
vs. right-to-left vs. left-to-right) on reading time was significant for both the textbook
(156.9 vs. 162.8 vs. 183.9 vs. 178.5; F3, 69 = 9.97, p < .001) and leisure-time
materials (210.4 vs. 150.8 vs. 216.5 vs. 219.9; F3, 69 = 45.06, p < .001).
The second significant interaction effect was that between switch position and
topic of text on reading time (F2, 84 = 16.81, p < .001.11). The simple effect of
switch position on reading time was significant for textbooks (194.2 vs. 148.3 vs.
169.2; F2, 46 = 41.68, p < .001); however, the simple effect of switch position on
reading time was not significant for leisure-time reading material (197.2 vs. 203.2 vs.
197.8; F2, 46 = 0.42, p = .66).
A third interaction effect was that between text direction and switch position on
reading time (F6, 252 = 10.72, p < .001). Under the up-to-down text condition,
subjects recorded longer times for switches at the top (M = 208.1), intermediate times
for switches at the bottom (M = 178.9), and the shortest amounts of time for switches
on the right (M = 164.0) (F2, 94 = 19.06, p < .001). Under the down-to-up condition,
shorter times were observed for switches on the right (M = 141.2), intermediate times
were observed for bottom switches (M = 150.5), and longer times were recorded for
switches at the top (M = 178.6) (F2, 94 = 19.32, p < .001). However, under the right-
to-left and left-to-right conditions, no differences in reading times were found among
three switch positions, F2, 94 = 0.68, p = .51; F2, 94 = 0.63, p = .53, respectively.
3.2 Accuracy
The effect of text direction on accuracy was significant (F3, 126 = 5.58, p < .05).
Multiple comparisons using the LSD method indicated that participants’ reading
comprehension was significantly less accurate under the right-to-left than under the
up-to-down, down-to-up, and left-to-right conditions. However, no difference among
the three latter conditions was found.
We also found an effect of switch position on accuracy (F2, 84 = 8.09, p<.05).
LSD comparisons revealed that greater accuracy was achieved with the bottom switch
572 W.-T. Chang et al.
position than with the top and right positions; however, no difference between the
latter two conditions was found. The main effect of topic of text on accuracy was also
significant (F1, 42 = 25.68, p < .001), indicating that the accuracy for the leisure-time
reading material was significantly greater than that for the textbook. However, no
effect of luminance contrast on accuracy was found (F2, 42 = 2.47, p =.10).
Three significant two-way interactions were also found. The first involved the
effect of the interaction between text direction and topic of text (F3, 126 = 7.22, p <
.001) on accuracy. The simple effect of text direction (up-to-down vs. down-to-up vs.
right-to-left vs. left-to-right) on accuracy was significant for leisure-time reading
material (84.0 vs. 83.3 vs. 66.7 vs. 90.1; F3, 69 = 10.25, p < .001) but not for
textbooks (72.9 vs. 68.8 vs. 70.8 vs. 68.1; F3, 69 = 0.76, p = .52).
The second significant interaction effect was that between switch position (top vs.
right vs. bottom) and topic of text on accuracy (F2, 84 = 6.68, p < .05). The simple
effect of switch position on accuracy was significant for textbooks (79.2 vs. 71.9 vs.
59.4; F2, 46 = 9.76, p < .001) but not for leisure-time reading material (84.4 vs. 77.1
vs. 82.3; F2, 46 = 2.96, p = .06).
A third significant interaction effect was that between text direction and switch
position on accuracy (F = 6,252 = 29.16, p < .0015). The simple effect of switch
position (up vs. right vs. down) on accuracy was significant for the down-to-up (62.5
vs. 94.8 vs. 70.8; F2,94 = 19.11, p < .001), right-to-left (88.5 vs. 38.5 vs. 79.17;
F2,94 = 40.42, p < .001), and left-to-right (98.6 vs. 81.3 vs. 58.3; F2, 94 = 24.36, p
< .001) positions, but it was not significant for the up-to-down direction (77.1 vs. 83.3
vs. 75.0; F2, 94 = 1.04, p = .36).
4 Discussion
The data reflected significant main effects of text direction and topic of text on
reading time and accuracy as well as a significant effect of the interaction between
these two independent variables on both dependent variables. The split-data analysis
further revealed that, with one exception, more time was spent reading leisure-time
materials than reading textbooks. The exception was text presented in a down-to-up
direction, which may indicate that a vertically arranged down-to-up text layout
effectively reduces reading time, thereby eliminating the effect of topic of text. This
outcome is similar to that of a previous study (Hall, Sabey, & McClellan, 2005),
which reported that readers were not as familiar with the content of leisure-time
reading materials as they were with the content of textbooks, leading to the need to
devote more time to reading the former. The significant interaction involving topic of
text complicates the issues that remain unresolved in this domain of research and
suggests that tests of the design of the layout of Chinese script should consider the
interaction between text direction and topic of text.
For the accuracy rate analysis, as simple effect of split-data analysis indicated,
leisure-time reading material are significantly higher than textbook except on the left-
to-right text direction, because horizontal, left-to-right, text direction compensate the
On the Reading Performance of Text Layout, Switch Position 573
effect of text type with the lowest accuracy percentage. The outcomes discussed
above contradict those reported by a previous study (Hwang et al., 1988), which
found no significant effects of vertical vs. horizontal text direction and suggested that
the vertical, down-to-up text direction may compensate for the effect of topic of text
by improving reading efficiency, whereas the horizontal, left-to-right text direction
may decrease accuracy.
The main effects of switch position and topic of text on reading performance were
statistically significant, and the two-way interactions involving these factors were also
significant. The split-data analysis further revealed that leisure-time material took
longer to read than did textbook material and that a right switch position strengthened
this effect; thus, less time was needed for textbooks, whereas more time was needed
for leisure-time material.
For the accuracy rate analysis, as split-data analysis indicated, leisure-time reading
materials are significantly higher than textbook especially on the bottom switch
position. A previous study (Vogel & Baudisch, 2007) suggested that touch errors
would also have an effect on reading comprehension. The aforementioned results
further clarify the relative advantages of various E-book interface switch designs by
revealing the effect of the interaction between reading time and accuracy, which not
examined by previous study. Moreover, these findings suggest that a switch position
on the right would reinforce the effect of text type in Chinese E-books, and a bottom
switch would decrease reading accuracy.
The data analysis revealed that text direction and switch position had significant main
effects on reading performance and that the two-way interactions between these
variables were also significant. The split-data analysis of simple effects showed that
up-to-down text took more time to read than did down-to-up text, but no significant
difference involving switch position or left-to-right vs. right-to-left text directions was
found. However, text presented in a down-to-up text direction with a right switch
required less reading time than did other combinations of text layout and switch
positions (141 sec.).
The split-data analysis of simple effects indicated that the highest levels of
accuracy were associated with the left-to-right text direction with the switch position
at the top (98.6%) and the down-to-up direction with the switch position on the right
(94.8%). The lowest levels of accuracy were associated with the right-to-left text
direction with the right switch position (38.5%) and the left-to-right text direction
with the bottom switch position (58.3%).
In summary, the interaction between text direction and switch position indicated
that down-to-up text with a right switch position was the best combination for
Chinese E-books, as this combination was associated with the best reading
performances as measured by reading time (141 sec.) and accuracy (94.8 %) in the
574 W.-T. Chang et al.
present study. This result is similar to of a previous study (Parhi et al., 2006), which
concluded that touch errors consumed more time during reading due to the interaction
between screen information and switch buttons. A previous study pointed out that
English readers tend to favor left or right switch positions due to the horizontal
direction of the text (Park, & Han, 2010), but demonstrated not true for the Chinese
E-book settings in the present study (Inhoff, & Liu, 1998; Rayner, 1998). Our
experiment showed that the effect of text direction disappeared under the horizontal,
right-to-left, and left-to-right conditions, leading to more time spent reading. Note that
the present study did not test different screen sizes, background directions, or
background colors of E-books. Future research should focus on related interactive and
interface-design issues.
5 Conclusion
In conclusion, this study clearly points to the importance of the related issues of text
direction, switch position, topic of text, and luminance contrast for the design of
Chinese E-books in terms reading performance as reflected in reading time and
accuracy.
With respect to interface-design issues related to Chinese E-books, the present
study demonstrated that, contrary to results of most studies on English E-books,
down-to-up text with a right switch position was the best arrangement in terms of
reading time and accuracy. The results of this study should contribute to research on
issues related to the relationships of touch-pad and interface designs with reading
interaction, luminance contrast, interface layout, satisfaction, and reading
comprehension.
Acknowledgement. The authors thank Yi-Ling Lo for her assistance with this study.
Financial support of this research by National Science Council under the grant NSC
101-2628-H-130-002-MY2 is gratefully acknowledged.
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Chinese sentences. Journal of Experimental Psychology: Human Perception and
Performance 24, 20–34 (1998)
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5. Wu, H.C., Lee, C.L., Lin, C.T.: Ergonomic evaluation of three popular Chinese E-book
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761–770 (2007)
On the Reading Performance of Text Layout, Switch Position 575
6. Rayner, K.: Eye movements in reading and information processing: 20 years of research.
Psychological Bulletin 124, 372–422 (1998)
7. Peek, R.: The e-books radix. Information Today 22, 17–18 (2005)
8. Hwang, S.L., Wang, M.Y., Her, C.C.: An experimental study of Chinese information
displays on VDTs. Human Factors 30, 461–471 (1988)
9. Park, Y.S., Han, S.H.: Touch key design for one-handed thumb interaction with a mobile
phone: Effects of touch key size and touch key location. International Journal of Industrial
Ergonomics 40, 68–76 (2010)
10. Kang, Y.Y., Wang, M.J.J., Lin, R.: Usability evaluation of E-books. Displays 30, 49–52
(2009)
Search Results Pages and Competition for Attention
Theory: An Exploratory Eye-Tracking Study
Abstract. The World Wide Web plays a central role in many aspects of our
modern life. In particular, using search engines to access information about
products and services has become an integral part of our day-to-day activities.
In this study we look at users’ viewing behavior on search engine results pages
(SERPs) through the lens of competition for attention theory. While this theory
has been used for examining consumer behavior on e-commerce websites, little
work has been done to test this theory for viewing behavior on SERPs. We use
eye tracking data to analyze viewing behavior. The results show that viewing
behavior can have an impact on a user experience and effective search,
providing theoretical direction for studying the viewing behavior of SERPs.
1 Introduction
Visual search can be grouped into two categories: 1) goal-directed search involving
decisions about where to find desired information and 2) exploratory search involving
decisions about how to visually explore an environment [8]. Goal-directed search
models assert that salience and/or relevance of stimuli drive a person’s search
behavior, while exploratory search models suggest that search behavior is influenced
by competition among stimuli that attracts a person’s attention. Information search
behavior is often a combination of both types of visual search activities [6]. In fact,
exploratory search behavior can often provide a more complete understanding of
goal-directed search behavior, and thus, even in situations where users are looking for
specific information, it is important to consider the effect of exploratory search, in
addition to goal-directed search, on their behavior [8]. When searching for
information online, a goal-directed search or an exploratory search involves the use of
several types of objects in the visual field, including text, photos, moving objects, and
varying instances of color. We know from previous studies (i.e. [1, 3]) that the size
and proximity to the point of focus of an object can affect visual acuity, giving way to
a type of competition for the user’s attention.
In this study we examine the influence of exploratory search behavior on users’
reaction to search engine result pages (SERPs). Therefore, we examine users’ viewing
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 576–583, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Search Results Pages and Competition for Attention Theory 577
behavior through the lens of competition for attention theory. According to this theory
items in our visual field compete for our attention. Naturally, those items in the visual
field that face less competition are likely to receive a greater deal of attention
compared to those that face higher levels of competition in one’s field of vision.
While the competition for attention theory was used to examine users’ reactions to
shopping tasks on e-commerce web sites[7] little work has been done to examine
users’ viewing behavior on SERPs using this theory. Thus, in this study we examine
whether competition for attention theory can help predict users’ viewing behavior
on SERPs.
To test users’ reactions to SERPs from the competition for attention point of view,
we conducted an exploratory eye tracking study. First, using the competition for
attention theory, we determined a score for each area that contains information on the
SERPs used in our study. These scores represented the level of competition faced by
their corresponding areas. Next, we determined the amount of attention received by
each area by examining the number of users who viewed these areas as well as the
amount of time the areas were fixated upon by users. In this study, we examine
viewing behavior during the time period between the appearance of the search results
on the screen to the time users take their first action, that is, either scrolling or
clicking on a link. Competition for attention theory pertains to a set of objects that are
present in one’s visual field. To examine competition for attention among a set of
objects on the screen, it was necessary to select a time period where all of the items in
the set were present in users’ visual field.
2 Background
According to the competition for attention theory [8], each item on a page competes
for user attention. The amount of competition experienced by each item can be
represented as a numerical value or a competition for attention (CFA) score, which is
determined by the size and the distance of surrounding objects. The higher the CFA
value for an item, the higher the competition the item experiences. Using simple
objects on PowerPoint slides, Janiszewski [8] has shown that items with lower CFA
scores receive longer fixations. This is because items with lower CFA scores have
fewer items around them to compete with them for attention [8].
This theory has also been used in the context of web pages. Hong et al. [7] used
this theory to examine the impact of information layout of retail websites on user
performance of a shopping task. They posited that competition for attention is higher
when items are arranged in a list format. This finding has important implications for
SERPs because search results are typically displayed in a list format. While the
predictions of competition for attention theory can have a significant impact on the
viewing behavior of SERPs, little work has been done to examine SERPs using this
point of view. For this reason, we conduct an exploratory eye tracking study to
examine users’ viewing behavior on a SERP.
578 S. Djamasbi, A. Hall-Phillips, and R. Yang
3 Methods
To collect users’ eye movements, we used the Tobii X120 eye tracker, with a
sampling rate of 120Hz. The eye tracker was placed in front of a 24-inch monitor with
a resolution of 1920 x 1200.
3.1 Task
The task required users to carry out a web-based search using Google on a desktop
computer. Participants were told to look for a snack place in Boston that they would
like to visit with their friends. They were instructed to enter a specific phrase in the
search box, namely, “best snack in Boston.” The participants used the actual real-time
Google search engine website to perform the task. Hence, the returned search
results were not altered in any way. This allowed for an organic user-experience
environment.
3.2 Participants
Data from a total of 11 participants was used in this study. Participants were from a
pool of undergraduate students in a major university in the Northeast. They ranged in
age from 18 – 24 and they self-reported to be “expert” users of Google search engine.
Participants also self-reported to use Google search engine on a daily or hourly basis.
3.3 Measurements
Competition for Attention Score. As in prior research (i.e. [8]), for each area of the
page that contained information, a CFA score was calculated. On SERPs used in our
study, there were five main areas that contained information: 1) the area located on
top of the screen, 2) the area where the search box was located, 3) the area where the
links were located, 4) the area where search results were located, and 5) and the sign
in area (Figure 1). To account for the use of organic searches; CFA scores were
calculated for each of the areas on each page viewed by the participants.
Shift in Attention Score. When users are engaged in a goal-directed search their
attention would shift more easily when it is easy for them to identify the next area to
attend [8]. This situation can be represented by the shift of attention (SA) score,
which is determined for each item by calculating the ratio of strongest to second
strongest non-focal CFA of the item [8]. We calculated the shift of attention (SA)
score for each item on the SERPs.
during the period of time that one fixates on an item or holds a steady gaze on that
item [9-11]. In addition, reading text requires steady gazes that are about 60 ms long
[10]and SERPs are mainly comprised of text, therefore for this study we examined
fixations that were 60 ms or longer. As in prior studies (e.g., [3]) we used fixation
duration on and the proportion of viewers of the AOIs as measures of attention.
Additionally, we calculated a new metric, fixation score, by multiplying viewer’s rate
and fixation duration. This new metric allows us to determine a composite score for
an AOI by combining two important indicators of attention.
Top Screen
Search Box Area Sign
In
Links Search Results
Area Area
4 Results
We calculated the CFA scores for the areas that contained information on the SERPs
used in our study (Figure 1). Since organic search results were used in this study, a
CFA score for each of the five areas of interest was calculated, for each page viewed,
and for each user. The one-way ANOVA test showed that the average CFA scores for
the five areas of interest were significantly different (F(4,50)= 215295, p=0.000) (see
Table 1 for descriptive statistics).
Table 1. Descriptive Statistics for CFA scores for each AOI: Mean (SD)
Figure 2 displays the ranking based on the calculated CFA scores for each of the
five areas of interest. As shown in the Figure 2, the Search Results Area faces the
lowest level of competition, then the Top Screen, then the Links Area, then the Search
Box Area, and finally the Sign In Area. Because the Search Results Area had a much
lower CFA score compared to other areas, we ran another ANOVA without the
Search Results Area. The results showed that the CFA scores for Top Screen, Search
Box Area, Links Area, and Sign In Area were also significantly different
(F(3,40)=26310, p=0.000).
580 S. Djamasbi, A. Hall-Phillips, and R. Yang
While users’ attention during search on SERPs is naturally directed toward the
search results, it is likely that their attention is also diverted to other areas on the page
that compete for their attention. To test this possibility we looked at number of
people who viewed the five areas outlined in Figure 2. Note that the following results
refer to viewing behavior right after the search results were displayed on the screen.
As expected, our analysis showed that 100% of users viewed the Search Results area
as the task required them to do so. However, users also visited the Search Box Area,
the Link Area, and the Top Screen Area. These areas were visited by 55%, 18%, and
18% of users respectively. The Sign In area, which had the highest CFA score, was
not visited by any of the users (Figure 3). The Chi-square test comparing the
proportion of people viewing the Search Results, Top Screen, and Search Box and
Links areas (the four areas that were viewed by users) was significantly different (X2
= 19.95, p = 0.000). The above results support the competition for attention theory by
showing that the attention of a good proportion of users was diverted to non-search
results areas.
Our calculation shows that the shift in attention (SA) scores was largest for Search
Box Area (1.21) and smallest for Sign In Area (1.08); for the rest of the areas this
ratio was the same (1.11). These ratios indicate that the shift in attention would be
easiest when participants are looking at the Search Box Area. This, in turn suggests
that fixation duration will be shorter on the Search Box Area compared to other areas
[8]. Contrary to our expectation, The Search Box Area did not receive the least
amount of fixation compare to other areas of interest (Figure 2). An ANOVA
comparing fixation duration between the above mentioned areas showed that these
areas did not differ significantly in regard to amount of fixation they received
(F(3,40)=2.35, p=0.09). These results suggest that differences in SA scores among
Search Box, Top Screen, Links, and Sign In areas may have not been large enough to
facilitate an easier shift of attention from the Search Box Area to the other areas.
Fig. 2. Statistics for areas of interest. CFA_R: CFA ranking, SA: shift in attention, VR:
viewer’s rate, FD: fixation duration, FS: fixation score
Search Results Pages and Competition for Attention Theory 581
Next, we looked at viewing behavior in the Search Results Area only. Just as
before, we calculated the CFA scores for each entry in the Search Results area. The
one-way ANOVA showed that the average CFA scores for entries 1 to 9 were
significantly different (F(8,81)=461, p=0.000). The CFA scores for entries 2 to 6 were
quite similar, indicating that these entries face similar amounts of competition. Entries
1 and 7 also had similar CFA values. Entry 9 had the lowest CFA value. We also
calculated the SA ratios for each entry. Our calculation shows that the ratios for all
entries had the same value (1.00) except entry 4 which had a slightly higher value
(1.01).
For exploratory search behavior, according to competition for attention theory, the
above CFA scores indicate that middle entries are likely to receive the smallest
amount of attention. For goal-directed search behavior, SA scores suggest that middle
entries, particularly Entry 4 should receive shorter fixations than others because these
locations facilitate an easier shift to other locations.
The analysis of fixation duration showed that the amount of fixations on the 9
entries was significantly different (F(8,81)=5.38, p=0.000), with the top two entries
receiving the most fixation. As shown in Table2, fixation duration was minimal
below the fifth entry. Therefore, these results do not support the predictions of
competition for attention theory. A Chi-square test showed that the proportion of
people that viewed the entries was significantly different (X2 = 47.20, p = 0.000).
Most users looked at the top 4 entries, with the second entry having the most viewers.
Fixation scores also reflect that the top 4 entries received the most attention.
5 Discussion
We conducted an exploratory study to test whether competition for attention theory
can explain users’ viewing behavior on SERPs. This theory has been used to examine
search behavior for shopping tasks on e-commerce websites [7]; however, to our
knowledge this theory has not been used to study search behavior for SERPs. Our
analysis supported the predictions of the theory at the page level, showing that despite
the goal-directed nature of the task used in our study, some of the users’ attention was
diverted to non-focal areas on the page. Within the Search Results Area however,
competition for attention had little effect on how the entries were viewed. Users
exhibited a top-to-bottom pattern of viewing; paying the most attention to the top two
entries.
These results have important implications for theory and practice. From a
theoretical point of view, the results show that the competition for attention theory
can be extended to SERPs at the page level. That is, even in highly goal-directed
search tasks, such as the one used in our study, attention can be diverted to non-focal
areas. However, the viewing behavior within the Search Results Area was not
explained by the amount of competition faced by the individual entries. One possible
explanation is that the entries of the search results were displayed in a simple textual
list format. According to the theory of visual hierarchy [5], this type of top-down
display of information creates a clear hierarchy favoring the top entries by signaling
that these entries are more important than others.
From a practical point of view, the results show that even in goal-directed searches
attention can be diverted to non-focal areas. This is good news for advertisers,
providing support for placing advertisements in non-traditional spaces (i.e. banners at
the top or on the right-hand side). The diverted attention of a user also maintains the
potential for motivating a user to click on an ad for revenue generation. For designers,
the results suggest that making the non-focal areas of the page less salient may help
users utilize the search results more effectively.
7 Contribution
Our results show that despite the goal-directed nature of search on SERPs, users’
fixation can be diverted to non-focal areas of the page. This viewing behavior can
Search Results Pages and Competition for Attention Theory 583
potentially have an impact on effective search and thus user experience of SERPs.
Our study provides a theoretical direction for studying the viewing behavior of
SERPs, which can assist with improving the design of such pages.
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Assessing Mental Workload of In-Vehicle Information
Systems by Using Physiological Metrics
Abstract. Use of physiological indices including ECGs and EMGs was investi-
gated for estimation of drivers’ mental workload induced by using in-vehicle
information system (IVIS). The subject performed multiple simultaneous task
paradigm consisted of driving using driving simulator, use of car navigation
system and stimulus detection task paradigm. The results indicated that muscu-
lar loads obtained by EMGs tended to show higher activity in coherent with the
level of mental workload and high correlation coefficient between muscular
loads. The performance associated with stimulus detection task revealed the
potential use of EMG signals as an index for evaluating mental workload.
1 Introduction
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 584–593, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Assessing Mental Workload of In-Vehicle Information Systems 585
2 Experiment
2.1 Participants
The participants performed three tasks at the same time: operating a driving simulator
(DS), operating visually-manually a touch panel IVIS, and MSDT. The participants
were instructed to perform these tasks in the priority order of DS operation, IVIS
operation, and MSDT. The experimental apparatus is shown in Figure 1.
The participants were instructed to operate the DS and follow, without coasting, a
leading vehicle running at 80 to 85 km/h in the center lane of a continuously S-curved
586 S. Enokida et al.
expressway with three lanes in each direction, while keeping a safe distance from the
vehicle in front.
From the start to the end of an experimental session, the participants repeatedly
received IVIS operation instructions, operated the IVIS, and suspended the IVIS
operations for approximately five seconds. Four IVIS operations were used in the
experiment:
(1) Control: The participants didn’t operate IVIS. No image transition and no touch
control were required.
(2) Map Scroll: The participants scrolled a map image twice in the direction of an
arrow instructed in the monitor. Two image transitions and three touch controls
were required.
(3) Radio Station Selection: The participants sequentially selected two radio stations
instructed in the monitor. Five image transitions and six touch controls were re-
quired.
(4) Telephone Number Input: The participants entered a telephone number in-
structed in the monitor to set a destination. Five image transitions and fourteen
touch controls were required.
In the IVIS operation task, the start time was instructed by recorded voice, while the
details of the operation were instructed in another monitor located on the rear side of
the IVIS screen.
From the start to the end of an experimental session, the participants were repeat-
edly presented stimuli and instructed to react to each stimulus by pressing a button,
and suspend the task. A visual stimulus, a tactile stimulus or an auditory stimulus was
presented one at a time in random order. The presentation duration of each stimulus
was 300 ms. The participants were required to press one of three buttons mounted on
the steering wheel immediately when they perceived one of the above stimuli. The
participants were instructed to suspend the task for 2000 to 4000 ms randomly, and to
prepare to receive the next stimulus. A reaction within 100 to 2000 ms after the appli-
cation of a stimulus was regarded as a valid trial. When no reaction was observed
within 2000ms, the trial was regarded as a detection error. The experimental session
ended at the moment the participants made 60 valid responses for visual stimuli, 50
for tactile stimuli, and 50 for auditory stimuli.
TEL). The order of the three levels (7) through (9) was counterbalanced between
eighteen of the participants, while the above levels were assigned in a totally rando-
mized manner to the remaining one participant.
During the experiment, the vehicle behavior signals calculated from the DS and
participant’s biological signals (ECG, EMG, pulse waves, respiration, brain waves,
and EOG) were also recorded. After completion of the experiment at each condition,
participants rated their subjective workload using the NASA-TLX. However, this
paper does not describe the results of the above bioinstrumentation and subjective
workload ratings.
The experiment took two days to practice and complete the conditions for each
participant.
2.4 Bioinstrumentation
Biological signals measured at the experiment include ECGs, erectromyograms
(EMGs), pulse waves, thoracic respiration, electroencephalograms (EEGs), and elec-
trooculograms (EOGs). ECGs were obtained by using CM5 instruction. EMGs were
obtained by active electrodes (NM-512G, Nihon Kohden) affixed to the top of the
trapezius muscle on the right shoulder. Pulse wave by the finger-prove (TL/201T,
Nihon Kohden) was placed at the second finger of the left foot. Thoracic respiration
was obtained by using a belt-shaped sensor (TR-512G, Nihon Kohden) rolled around
the abdominal region. In addition, these signals were recorded by using multi-
telemeter (WEB-9000, Nihon Kohden) and basic medical system software (QP-110H,
Nihon Kohden) as 500 [Hz] of sampling frequency. The rib abdomen was used as a
body ground for EMGs and ECGs.
In addition, EEG signals (F3, F4, C3, C4, O1, O2: unipolar induction, reference
electrode was placed on the left earlobe A1) and Vertical EOG signals were recorded
by a silver plate electrode (NE-116A, Kohden) for EEG, amplified by biological mon-
itor (BIOTOP 6R12, NEC) with 1000 [Hz] of sampling frequency.
In this paper, physiological indices for analysis were ECGs (R-R Interval, %HF,
LF/HF, where, HF as High Frequency, LF as Low Frequency), EMGs (Root Mean
Square: RMS), EEGs (Background Activity, β/α), pulse wave, and respiratory rates
[1/s]. Trends of changes of the above physical indices were validated corresponding
to the changes of mental workload by the difficulty of the tasks set on the experiment.
Analysis of variance was conducted among participants as dependent variable with
each of physiological indices, and independent variable as task condition. All physio-
logical indices were normalized between the tasks on each participant to exclude in-
fluence of the individual differences. In this paper, results of EMGs were shown.
Previous research attempting to evaluate the ease of driving by instability of ve-
hicle reported that EMGs at masseter was raised by the stress while driving with sense
of anxiety [9], and EMGs were included correspondingly to the change of the level of
strain by the difference of riding comfortability while driving [10]. Results of above
588 S. Enokida et al.
studies showed the possibility that mental workload such as a mental stress and men-
tal strain can be evaluated by using a change of EMGs. Therefore, in this study, it was
verified whether mental workload such as mental strain while operating IVIS in par-
ticular can be evaluated by using EMGs.
Analysis of EMGs started with calculation of RMS values from raw EMG data ob-
tained by the experiment. RMS was obtained such that a total of 100 data points, se-
parated into half, that is, before and after the onset, were averaged into a single plot.
Because participants having low averages of RMS values at all times of all tasks were
considered not actively performed using the trapezius muscle for steering, these par-
ticipants’ muscle activities were less sensitive to the changes in mental workload.
Therefore, we set a threshold value as 50% of the average RMS of all tasks on all
participants, and participants that had average RMS lower than these thresholds were
excluded from analysis, yielding EMG data for eight of participants were not ana-
lyzed farther. On the other hand, mental workload such as a mental strain while
operating IVIS corresponded to the motions induced by perception, judgment, and
manipulation of participants, hence, because factors causing mental workload to the
participants could be identified by EMGs grouped by a unit of single motion, we per-
formed data processing as follows. In this paper, we assumed three factors that influ-
ence EMGs recorded from participants, (1) presence or absence of influences from
mental workload by operating IVIS, (2) differences of sensitivity to the mental work-
load by differences of motions of the left hand while operating IVIS, and (3) presence
or absence of effects on the sensitivity as the evaluation index for EMGs by steering
positions griped by the right hand. Therefore, we identified motions of participants by
visual inspection with using videotaped data on the experiment, for the purpose to
examine above three conditions to be the factors for affecting EMG data. We ana-
lyzed data in terms of the following three methods to clarify the relationship between
muscle activity and the details of pattern of motions while operating IVIS.
(1) Comparison of EMGs while steering by the right hand when IVIS was operated,
with steering with both hands before/after IVIS was operated.
Driving operations by participants were divided into “steering by the right hand
when IVIS was operated, ” that is, participants steered and operated IVIS in the same
time, and “steering with both hands before/after IVIS was operated” that is, partici-
pants steers by their both hands without operating IVIS. We obtained muscular loads
as EMGs for these two steering performances and compared for each task. If muscu-
lar loads on operating IVIS are sensitive to the differences of task conditions, differ-
ences of mental workload such as a mental strain and time pressure by operating IVIS
can be evaluated by using EMGs. In addition, it is conceivable that changes in EMGs
while steering with both hands can be an index to reflect general mental workload
during the task.
Moreover, correlations between muscle activity while operating IVIS and, beha-
vioral indices (miss rates for MSDT) and subjective indices (WWL scores by NASA-
TLX) were evaluated as well.
(2) Comparison of muscular loads among three types of motions by the left arm on
steering while the right hand for IVIS operation.
Assessing Mental Workload of In-Vehicle Information Systems 589
We hypothesized that the left hand motion played an important role for reflecting
mental workload more sensitively, by verifying changes in EMG signals during oper-
ating IVIS. Therefore, after instructions were given to start operating IVIS, EMGs for
each action were recorded. The actions can be classified into three; ‘the action when
participant moved his left hand to IVIS from steering wheel’, ‘the action when partic-
ipant stayed his left hand on IVIS’, and ‘the action when participant returned his left
hand to steering wheel from IVIS’.
(3) Differences in sensitivity of the EMGs by the location of the right hand on the
steering wheel.
Differences in the location of the right hand would be considered as a potential fac-
tor for biasing EMG signals. At the time of the experiment, participants were able to
steer any locations on the steering wheel. However, post-hoc observation for partici-
pants driving videos and their associated EMG signals, revealed that difference of
grip positions on the steering wheel were varied by postures during operating IVIS,
hence the variety of postures may affect muscular loads for the upper right trapezius,
which demonstrate characteristic responses to maintain postures of the upper limb.
Therefore, whether or not changes in EMGs by differences of the right hand’s grip
positions on steering wheel was validated. At the time of steering in the experiment, it
was instructed that grip positions were set to either upper, middle, or lower position
on steering wheel as shown in figure1. Accordingly, by calculating and comparing
RMS-values of each grip position and on each task for each participant, we decided to
examine difference of sensitivity of EMG as classified by the grip position as an in-
dex for the mental workload.
EMGs of each detailed motion for operating IVIS by obtaining results through the
analysis (1) and (2), were averaged on the basis of operations and motions, and were
used for evaluating mental workload. RMS values for EMGs normalized by each
participant were obtained and their statistical analysis was conducted.
On the other hand, for the analysis (3), different data comparison was conducted
because participants were instructed to change the grip position freely on the steering
wheel throughout the experiment. Hence, there were many participants who change
the grip positions several times within one task trial. Thus, average values of muscular
loads by each grip position were compared among grip positions despite the
differences in participants and tasks. These RMS values were standardized for each
participant.
3 Results
(1) Comparison of EMG while steering by the right hand when IVIS was operated,
with steering with both hands before/after IVIS was operated.
Figure 2 shows the relationship between tasks and the muscular loads of the upper
trapezius when the participants perform driving steered by the right hand with IVIS
operation. Because hypothesis of sphericity for muscle activities of the upper trape-
zius while driving by the right hand with IVIS operation was not rejected (p=0.76),
590 S. Enokida et al.
Fig. 2. Relationship between task and stan- Fig. 3. Relationship between task and stan-
dardized RMS of right trapezius muscle when dardized RMS of right trapezius muscle be-
car navigation system was handled fore/after car navigation system was handled
4 Discussion
(1) Comparison of EMGs while steering by the right hand when IVIS was operated,
with steering with both hands before/after IVIS was operated.
592 S. Enokida et al.
Muscular loads for the tasks including IVIS operation were higher than those for
the task ‘control’, which did not require IVIS operation. High muscular loads ob-
served in this study reflected either high mental workload caused by IVIS operation or
physical workload generated by right-hand steering. Muscular loads while driving
with both hands without operating IVIS showed no significant difference among
tasks. Therefore, it was not clear that these muscular loads reflect overall mental
workload at the driving with IVIS operation. In addition, positive correlation between
behavioral indices and EMGs among tasks was observed. Therefore, measuring EMG
signals while operating IVIS by performing MSDT is one of the potential methods for
evaluating mental workload.
(2) Comparison of muscular loads among three types of motions by the left arm on
steering while IVIS was operated by the right hand.
Muscular loads on the tasks ‘RADIO’ and ‘TEL’ were significantly higher than
those on the task ‘MAP’, when participants returned his left hand to steering wheel
from IVIS. Intention for a return to steering from operating IVIS may relate to these
significant differences of muscular loads. Because participants felt these anxiety and
stress and deserved to avoid such situation as soon as possible, they would have
moved their left hand to steering wheel faster to steer by his both hands. Muscular
strain generated by fast movement of the left hand would influence EMGs of the right
trapezius. High muscular loads by the masseter, supposedly muscle strain, reflected
stress and anxiety, reported by the previous study [9]. Thus, increasing tendency for
muscular loads found in this experiment may reflect mental stress and anxiety as well.
In addition, this anxiety may be caused by the mental stress during transition from
normal steering to IVIS operation back and forth. Future study includes additional
verification required for confirming participants’ intention to move their left hand
quickly for returning normal steering position.
(3) Differences in sensitivity of the EMGs by the location of the right hand on the
steering wheel.
Muscular loads when participants grip upper part of the steering wheel was higher
than those when participants grip lower part of the steering wheel. Therefore, muscu-
lar loads of the trapezius would be a potential index to reflect differences of mental
workload clearly by controlling participants’ posture to grip upper part of steering
wheel. EMGs obtained at the trapezius was clarified to be an effective index, only if
apparent EMG signals were obtained, that is, eleven participants of nineteen partici-
pants in this paper. Therefore, it is important to set configuration of environment for
detecting clear muscle activities of the right trapezius by controlling the grip position
on the steering wheel. In addition, it would be necessary to determine the appropriate
indices by comparing EMGs of the other muscles as well. EMGs when participant
returned his left hand to steering wheel from IVIS especially changed the level of
mental workload by operating IVIS from the above results (1) (2) and (3). Therefore,
our results clearly opened up the possibility that EMGs were a valid index for evaluat-
ing mental workload.
Assessing Mental Workload of In-Vehicle Information Systems 593
5 Conclusion
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(1996)
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of the mental workload during a visual search task with working memory by various phy-
siological indices. Journal of Physiological Anthroporogy 10(4), 33–40 (2005)
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7-10, pp. 29–32 (2010)
Evaluation of Somatosensory Evoked Responses When
Multiple Tactile Information Was Given to the Palm:
A MEG Study
1 Introduction
People who visually handicapped obtain information about outside world by using
braille. It was reported that only 10.6% of handicapped people can use brailles [1].
Hence, tactile display became common as an information presentation device for the
visually disabled. Mizugami et al.[2] reported that it was possible to recognize simple
characters by a tactile display with at most 9 actuators, used for character presenta-
tion. However, National Institute of Vocational Rehabilitation reported that size of
characters proportional to the tactile display and individual differences were key is-
sues for obtaining high identification rates [3]. Thus, there have been demands to
improve the identification rates for various users. When people perceived the tactile
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 594–603, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Evaluation of Somatosensory Evoked Responses 595
stimuli, four types mechanoreceptors with different characteristics detect the stimuli.
Sakai, et al.[4] reported that it was important to present information by considering
the distribution patterns of cutaneous mechanoreceptors for improving character iden-
tification rates. We used magnetoencephalography (MEG) to capture the dynamic
changes of information processing in the brain. There have been several studies which
evaluated activity of somatosensory areas by using MEGs when tactile stimulation
was delivered. Forss, et al. compared MEG responses when electric stimuli were pre-
sented to the median nerve and airpuff stimuli were presented to the hairy skin at the
dorsum of the proximal phalanx of the middle finger. This study showed that the
mean dipole moments for the earliest responses were significantly smaller when air-
puff stimuli were given than those when electric stimuli were given [6]. Hashimoto, et
al. reported that the amplitude and the latency of the first component of the evoked
responses for different areas to the body to clarify distal-proximal relathionship did
not change significantly [7]. Thus, many of these studies focused on somatosensory
evoked responses when tactile stimuli were presented to the fingertip. On the other
hand, there was been little number of reports which investigated the activity of soma-
tosensory areas when tactile stimuli were presented to the palm. Because tactile dis-
play is mainly for presenting tactile stimuli to the palm, it is important to evaluate the
activity of the somatosensory area by the differences in stimulated locations on the
palm. Anatomically, Johansson reported that mechanoreceptors in the palm area dis-
tributed densely at both the center of the palm and the proximal part of the proximal
phalanges [8]. Mizugami, et al.[9] collected subjective responses when tactile stimuli
were presented at various areas of the palm and concluded that the center of the palm
had less sensitive than the other part of the palm. In other words, sensitivity of the
center of the palm was low, in spite that mechanoreceptors distributed densely at the
center of the palm. Hence it is possible to obtain the inference about the mechanism
of sensory perception, if there is a relationship between the amount of perception
given by tactile stimuli and the amplitude of somatosensory evoked responses. In
addition to the distribution patterns of the mechanoreceptors, innervation areas to
convey tactile information are different by the locations of the palm. Such differences
may appear as the latency of the first component of evoked magnetic responses. In
this study, total of 16 locations on the palm were designed to present tactile stimuli,
for examining the effect due to the density difference for mechanoreceptors and in-
nervation areas. The aim of experiment is to evaluate the influence about amplitude,
latency, and activated location for somatosensory evoked responses when tactile
stimuli were presented at the different location of the palm.
2 Method
2.1 Subjects
A total of 6 healthy college students (age range: 20-22 years; right-handed) partici-
pated in the experiments. An informed consent was obtained from each subject after
the purpose and procedures of the experiment were fully explained.
596 A. Jinnai et al.
Tactile stimulus presentation device used in the experiment was an air compressor
through precision regulator, followed by an electro-pneumatic regulator, and solenoid
valve for ejecting air-jet from the nozzle (Fig.1).
: airflow path
precision regulator
(a) (b)
(c) (d)
Fig. 2. Device made for the study and the dynamic characteristics of air flow (a), lateral side
view (b) schematic, (c) top view, (d) air flow volume given by the new device
Evaluation of Somatosensory Evoked Responses 597
The airpuff was used to stimulate one location of the palm 100 times repeatedly.
As parameters of the airpuff stimulus, the flow volume was set to 20 [L / min], dura-
tion was set to 40 [ms], and inter-stimulus interval was set to 3200 [ms]. The experi-
ment was completed in approximately 120 minutes.
The signals recorded by MEG were filtered (High pass filter 0.3Hz: Low pass filter
50Hz). Averaging of 100 trials between -1000 ms and 1800 ms of the offset was per-
formed. Baseline was set to the average amplitude between -100 and 0 ms of MEG
signals. Root mean square (RMS) values obtained for evaluating the latency and the
amplitude of MEG signals at the somatosensory area. Algebraically RMS was calcu-
lated as follows:
BRMS = (∑Bi2/n)1/2 (Bi: Signal of each sensor,n: Number of sensors)
By using the moving equivalent current dipole (ECD) estimation, the localized source
for each condition was estimated (Goodness of fit>75%, Confidence Vo-
lume<100mm3). Fixed ECD estimation, used in the previous study [10], was applied
to estimate time changes in the intensity of the ECD and the peak latency and the
amplitude were obtained temporal changes of the amplitude of the dipole moment
were estimated, and the peak latency and amplitude of the ECD were identified.
598 A. Jinnai et al.
3 Results
Fig.4 illustrated a typical example for averaged MEG waveforms obtained at whole
scalp area when airpuff stimuli were presented.
Fig. 4. Evoked MEG waveforms (Subject B, stimulated location A) Vertical axis: Amplitude
[fT/cm], Horizontal axis: Time [ms] (from -100[ms] to 500[ms]), close-up wave forms sharply
illustrated peaks appeared in the left hemisphere after airpuff stimulus presentation
Characteristic peak signals were found in the channels at the left-hemisphere. RMS
analysis was conducted to the channels located at the left hemisphere.
Fig.5 illustrates a RMS-processed waveform.
50
1st
45
2nd
40
]
cm 35
T/f
[
deu
litp
m30
A
25
20
15
0 0.05 0.1 0.15 0.2 0.25 0.3
Time [s]
Fig. 5. Waveforms of the left hemisphere as represented by RMS data (Subject B, stimulated
location A)
Evaluation of Somatosensory Evoked Responses 599
Three peaks were apparent from the RMS waveform. ECD estimation to each peak
revealed that the first response was estimated in SI area (6 subjects in 6 subjects) and
the second response was estimated in the contralateral secondary somatosensory area
(SIIc, 3 subjects in 6 subjects). Fig.6 shows the MRI images, superimposed with ECD
activated locations.
(a)
(b)
Fig. 6. Source localization for the first component superimpose a with MRI images((a) Subject
A, location A, (b) Subject B, location A)
Source localization was estimated to the SI area in which all subjects found peak
activities. When evaluating the activity of the SI for each position where the stimuli
were presented, a fixed ECD estimation method was used to obtain accurate sources
for identifying exact activated locations. Fig.7 shows temporal transition of MEG
activities overlapped for all conditions at SI.
Peaks apparently exist at 50 ms after the stimulus onset. This trend was apparent for
all subjects. The peak time and the amplitude were extracted from data, and the aver-
age latency and amplitude in each stimulated location were estimated. Table 1 sum-
marizes the latency and amplitude of the first component by subjects. Table 2 shows
the average latency and amplitude of the first component by distal-proximal relation-
ship. Table 3 shows the average latency and amplitude of the first component by
medial-lateral relationship.
600 A. Jinnai et al.
Peak
(a)
8
]
m
nA
[
ht 0
gn
ret
S
-2
-4
-6
-8
-0.1 -0.05 0 0.05 0.1 0.15 0.2 0.25 0.3
Time [s]
Peak
10
(b)
5
0
]
m
A
[n
ht
gn
er
St
-5
-10
-15
-0.1 -0.05 0 0.05 0.1 0.15 0.2 0.25 0.3
Time [s]
Fig. 7. Temporal transition about MEG activity which focuses on SI for each stimulated loca-
tion.((a) Subject B, (b) Subject E)
Latency showed large variability between subjects, whereas the amplitude of the ac-
tivity had small variability between subjects. Analysis of variable (ANOVA) revealed
that there were no significant differences on distal-proximal and medial-lateral
relationships.
4 Discussion
Peak strength of evoked responses at SI
There were no significant differences in the amplitude of evoked responses at SI by
the distal-proximal and the medial-lateral relationships as well as the differences of
stimulated locations. It was possibly because the amplitude of evoked responses at SI
Evaluation of Somatosensory Evoked Responses 601
Table 1. Latency and amplitude of the Table 2. The average latency and amplitude of the
first component by subjects first component by distal-proximal relationship
reflects the physical quantity of the stimulation. Fujiwara, et al. reported that per-
ceived physical intensity and amplitude of SII were increased whereas there were no
differences in the amplitudes of evoked responses in SI when the subjects concen-
trated on the stimuli [11]. The previous study which investigated the relationship be-
tween psychophysical characteristics of the stimulus intensity and somatosensory
evoked potentials reported that early responses at SI were correlated with physical
intensity of the stimulus, and late responses were correlated with perceptual intensity
associated with the stimuli [12]. Mechanoreceptors in the palm area distribute
densely at both the center of the palm and proximal part of the proximal phalanges
[8], and the amplitude of evoked responses at SI did not change if the stimulated loca-
tions were changed. Goodness of fit for the ECDs obtained at SI in this study was set
to more than 75% and the criteria for confidence volume was as low as 100mm3,
which were more than the criteria used in the previous studies[6]. According to the
results, it was suggested that the amplitude of evoked responses at SI did not
depend on distribution of mechanoreceptors. Thus, it might be suggested that the
differences of stimulated locations did not affect the amplitude of evoked responses
observed at SI.
602 A. Jinnai et al.
5 Conclusion
When airpuff stimuli were presented to each stimulated location on the palm, neuro-
magnetic activities were observed at the SI area for all subjects. Goodness of fit for
the ECDs obtained at SI in this study was set to more than 75% and the criteria for
confidence volume was as low as 100mm3, which were more than the criteria used in
the previous studies[6]. Although mechanoreceptors in the palm distribute densely at
both the center of the palm and the proximal part of the proximal phalanges, no ef-
fects on location were found by the amplitude of the evoked responses at SI area. This
result suggests that differences in location of the stimulus presentation did not affect
the amplitude at SI. In the future, it will be necessary to evaluate latency and ampli-
tude of evoked responses and estimated dipole locations observed at SII on each sti-
mulated location to validate whether difference of the stimulated locations affect the
MEG signals. Previous study reported that amplitudes of evoked responses at SII
correlated with perceptual intensity associated with stimulus intensity [13]. Also,
perceptual intensity for the stimulus intensity may vary with the location on the palm
[9]. Therefore, psychological intensity of the MEG signal evoked by stimulus intensi-
ty should be further evaluated and the relationship between the amplitudes of evoked
responses at SII and perceptual intensity reflected on the stimulus intensity should be
examined.
References
1. Ministry of Health, Labour and Welfare: Field survey of the disabled children (2001)
2. Mizukami, Y., Sawada, H.: A Tactile device using Shape-memory Alloys for the Informa-
tion Transmission by Higher-level Perception. Transactions of Information Processing
Society of Japan (2007)
3. Study of communication support equipment to support the employment of people with dis-
abilities overlapping visual and auditory. National Institute of Vocational Rehabilitation
Report, No. 46 (2002)
4. Sakai, T., Tazaki, M., Ito, T.: An Evaluation of an Optimum Stimulus Presentation Method
Considering Tactile Sensation on Passive 6-Finger Braile. The Journal of the Institute of
Electronics, Information and Communication Engineers. D, Information System J90-D(3),
742–753 (2007)
5. Yamaguchi, H.: Mystery of cutaneous sensation. In: KODANSHA, pp. 26–28 (2006)
6. Forss, N., Salmelin, R., Hari, R.: Comparison of somatosensory evoked fields to airpuff
and electric stimuli. Electroencephalography and Clinical Neurophysiology 92, 510–517
(1994)
7. Hashimoto, I., Mashiko, T., Kimura, T., Imada, T.: Are there discrete distal-proximal re-
presentations of the index finger and palm in the human somatosensory cortex? A neuro-
magnetic study. Clinical Neurophysiology 110, 430–437 (1999)
Evaluation of Somatosensory Evoked Responses 603
8. Johansson, R.S., Vallbo, A.B.: Tactile sensitivity in the human hand: relative and absolute
densities of four types of mechanoreceptive units in glabrous skin. J. Physiol. 286, 283–
300 (1979)
9. Mizukami, Y., Uchida, K., Sawada, H.: Presentation of rubbing sensation by a tactile dis-
play. The Institute of Electronics, Information and Communication Engineers Technical
Report 108(84), 67–72 (2006)
10. Roβ, B., Borgmann, C., Draganova, R.: A high-precision magnetoencephalographic study
of human auditory steady-state responses to amplitude-modulated tones. Acoustical Socie-
ty of America 108(2), 679–691 (2000)
11. Fujiwara, N., Imai, M., Nagamine, T., Mima, T., Oga, T., Takeshitaa, K., Tomaa, K.,
Shibasakia, H.: Second somatosensory area (SII) plays a significant role in selective
somatosensory attention. Cognitive Brain Reseach 14, 389–397 (2002)
12. Hashimoto, I., Yoshikawa, K., Sasaki, M.: Somatosensory evoked potential correlates of
psychophysical magnitude estimations for tactile air-puff stimulation in man. Experimental
Brain Research 73, 459–469 (1988)
The Right Level of Complexity in a Banner Ad:
Roles of Construal Level and Fluency
1 Introduction
What is the optimal amount of information to be placed in a banner ad? This decision
is usually ill-guided in many e-commerce contexts that could be, in part, attributed to
the lack of understanding on how psychological processing is affected by information
complexity. The current study examined the emotional consequences involved in
processing different amount of visual information in a banner ad as well as attempted
to supply a theoretically founded understanding of the underlying process.
Previous studies frequently found an inverted U-shaped function of stimulus
complexity on cognitive performance for stimuli ranging from natural objects to ran-
dom visual patterns [1], [2], [3]. The inverted U-shaped function also applied to eva-
luative responses so that stimuli of moderate level of complexity were preferred over
stimuli with less or greater complexity [4]. Reber, Schwarz, and Winkielman (2004)
explained the inverted U-shaped function in terms of processing fluency (i.e., ease of
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 604–613, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Right Level of Complexity in a Banner Ad 605
2 Experiment 1
2.1 Method
Participants. Participants were forty-one undergraduate students (aged between 19
and 25) attending the experiment to fulfill partial course requirement. Considering the
nature of the banner ads (i.e., women’s apparel), all participants were females.
606 C.-T. Kao and M.-Y. Wang
Design and Materials. The experiment was a construal level (2) x banner complexity
(3) within-subject design.
Thirty banner ads were collected from the internet. The information entropy meas-
ure H (bits) was used to compute information complexity for each banner. That is,
H = log2 N (1)
N represents the number of information sources. Four types of information could be
exhibited in banner ads of women’s apparel. First, product images: product(s) on the
model, details of the product, the product by itself, the product in different colors etc.
Second, text descriptions: appearance, function, name, price of the product and the
name, time period and details of marketing campaign etc. Third, navigation buttons:
arrows, posture, text instruction etc. Fourth, brand information: brand names, logos,
slogans etc. An item in each information category counted as one separate piece of
information and N equals the total number of items. The calculation showed that H
ranges from 1 to 5.1 bits of information for the thirty banners collected (see Table 1
for examples).
Table 1. Examples of banner ads and the computation of H
Information Examples
complexity Computation of H Banner image
Low 1(product image) + 2(product
(H ≤ 2 bits) text descriptions) + 1(brand
information) = 4
H = log2 4 = 2 bits
Medium 1(product image) + 6(product
(H = 2.3 ~ 3.2 text descriptions) = 7
bits) H = log2 7 = 2.8 bits
A pretest was performed on a separate group of thirty participants who rated each
banner ad for its attractiveness and subjective complexity. The entropy measure H
manifested a high correlation with the subjective complexity measure (r = 0.85). After
deleting six banners with extreme attractiveness ratings, the rest twenty-four banners
were divided into three complexity groups (see Table 1 for the range of H of the three
complexity groups). The twenty-four banner ads were divided in halves so that half
was associated with high-construal level manipulation and the other half with low-
construal level. BIF items were also divided in halves to be used in the manipulation
checks in the high and low CL conditions respectively. The versions of banner and
BIF items were counterbalanced.
The Right Level of Complexity in a Banner Ad 607
2.2 Result
The manipulation check of CL manipulation was not significant. However, separate
examination of the two versions of BIF (that was each constituted by half of the BIF
items) showed that the manipulation check was significant for one, F(1,39) = 4.04, p
< .05, but not the other, p > .10.
,
The CL (2) x complexity (3) ANOVA on the subjective complexity rating found
only one significant effect - complexity, F (1.5, 57.9) = 194.85 p < .001, high
(M = 3.76) > medium (M=2.48) > low (M=1.76) (see Fig. 1).
Fig. 1. The effect of construal level and information complexity on the subjective complexity
rating of banner ads (Experiment 1)
608 C.-T. Kao and M.-Y. Wang
,
The analysis of preference rating found significant complexity effect F (1.8, 70.8)
= 3.40 p = .04, as well as significant CL x complexity interaction, F (1.7, 66.4) =
,
5.02 p = .01 (see Fig. 2). In the low CL condition, mean preference rating of me-
dium complexity banners was higher than that of low and high complexity banners (p
= .02; p = .001) while there was no difference between low and high complexity ban-
ners (p = .09). The preference ratings of the three complexity groups did not differ
from another in the high CL condition.
Fig. 2. The effect of construal level and information complexity on the preference rating of
banner ads (Experiment 1)
3 Experiment 2
3.1 Method
Design and Materials. The experiment was a CL (2) x complexity (3) mixed design
with construal level as the between-subject factor and complexity as within-subject.
The banner ads used in this experiment are similar to those in Experiment 1.
Procedure. Participants were tested in small groups. They filled out the BIF after
which they rated the subjective complexity and preference ratings for each banner.
The Right Level of Complexity in a Banner Ad 609
3.2 Result
Participants who scored higher than the 25th or lower than the 75th percentile of BIF
scores were included in the analysis (the cutoffs were P25=11 and P75=16). The CL x
complexity ANOVA on subjective complexity replicated findings of Experiment 1
that the only significant effect was that of complexity, F(1.59, 39.7) = 140.26, p
< .001, high (M = 3.53) > medium (M = 2.32) > low (M = 1.63). The analysis of pre-
ference ratings showed that the effect of complexity as well as the interaction between
, = , =
complexity and construal level failed to reach significance, complexity: F (1.6,
38.6) = 3.28 p .06; complexity x CL: F(1.6, 38.6) = 1.35 p .27. Neverthe-
less, planned comparison found the results had indeed replicated findings of Experi-
ment 1. For low CL participants, medium > high (p = .002) and medium < low (p
= .049), low = high (p = .387). Preference ratings did not differ across complexity
groups for high CL participants (see Fig. 3).
Fig. 3. Effects of construal level and information complexity on the preference ratings of ban-
ner ads (Experiment 2)
Preference rating was also regressed over the entropy measure of complexity for
banner ads using a quadratic model. The regression (y = -0.16 x² + 0.9 x + 2.85) ac-
counted for 18% of total variance for low CL participant. The negative quadratic pa-
rameter (p < .05) and the positive linear parameter (p = .07) resulted from the inverted
U-shaped function of information complexity. For high CL participants, the regres-
sion accounted for only 2% of total variance (y = 0.05 x² + 0.05 x + 3.59).
The result of Experiment 2 replicated and extended findings of Experiment 1. That
is, the effect of complexity on preference rating was inverted U-shaped and the effect
was restricted to low CL participants. CL exerted similar effects on banner preference
both when it was manipulated and when it was measured to reveal individual differ-
ences. The effect of information complexity was restricted to low CL participants the
finding of which was explained in terms of the reliance on processing fluency for
preference judgments in low but not high CL participants. As to the inverted
610 C.-T. Kao and M.-Y. Wang
U-shaped function of banner complexity, the Reber et al. (2004)’s fluency and attribu-
tion account was unclear in when and why fluency was misattributed to liking. Alter-
natively, the increase in information complexity may have resulted in opposite
changes in perceptual and conceptual fluency. The ease of perceptual processing, i.e.,
perceptual fluency, may indeed decrease with the increase in information complexity.
However, increasing information could also benefit the conceptual processing or the
comprehension of the banner ad by increasing information redundancy and the effi-
ciency in the retrieval of conceptual representation. The inverted U-shaped effect was
more likely due to the conjunctive effect of perceptual and conceptual fluency that
changed in opposite directions as information complexity increased. Experiment 3
thus asked participants to rate the perceptual and conceptual fluency of each ad in
order to provide support for this latter interpretation.
4 Experiment 3
4.1 Method
Participants were twenty-one female undergraduate students who received small gifts
for their attendance in the experiment. The banner ad was presented at the speed of 5
s. per ad. Participants rated both perceptual and conceptual fluency using seven-point
scales after the presentation of each ad.
Fig. 4. The effect of fluency type and information complexity on fluency rating (Experiment 3)
4.2 Result
Fluency ratings were submitted to fluency type (2) x complexity (3) ANOVA. There
,
was a significant interaction between complexity and fluency type, F (2,40) =
13.20 p < .001. For perceptual fluency, high < medium and high < low complexity
(both ps < .0001), medium = low complexity (p = .22). For conceptual fluency, high >
medium > low complexity (all ps < .001) (see Fig. 4).
The Right Level of Complexity in a Banner Ad 611
These results showed that ratings of perceptual fluency decreased and those of
conceptual fluency increased with the increase in information complexity. The in-
crease in information complexity exerted opposite effects on perceptual and concep-
tual fluency. The inverted U-shaped effect of complexity on preference may result
from these opposite effects of complexity on perceptual and conceptual fluency.
5 Discussion
Two major findings of the current study are: (1) Information complexity affected
viewer’s preference for the banner when the processing was of low construal level.
Information complexity did not affect ad preference when the construal level was
high. (2) The complexity effect was exhibited by an inverted U-shaped function that
was interpreted by conjunctive effects of perceptual and conceptual fluency.
The modulating effect of construal level suggested a reason for previous inconsis-
tent findings on the effect of complexity. The lack of control of this (and possibly
other) modulating factor across different studies may have, at least in part, contributed
to the inconsistencies. The practical implication for the CL effect concerns the type of
user tasks associated with CL. Banner complexity did exert an effect on preference
when the viewer was engaged in low construal level processing or concrete thinking
but not when the viewer processed at high CL. Users in a directed purchase mode
conducted planned and immediate purchase. The nature of this processing mode ap-
peared to be associated with low construal level. These users pay more visits to and
spent more time on product detail pages [20]. The possible association with low CL
processing for users viewing these pages suggests that information complexity would
’
be an important design consideration for banner ads presented at the product detail
page. When ads were presented at pages where viewers construal levels are likely
to be varied (such as product listing pages, the land page, recommendation page etc.),
adopting an intermediate level of information complexity (i.e., about two or three bits)
in banner design would be an optimal choice that could maximize the preference for
the banner ad regardless of construal level.
One caveat should be mentioned that is related to the relationship between infor-
mation complexity and perceptual/conceptual fluency. Experiment 3 showed that
perceptual fluency increased while conceptual fluency decreased with the increase in
information complexity. Since high fluency is associated with liking [20], [21], the
composite effect of perceptual and conceptual fluency resulted in the inverted U-
shaped function of complexity. As such, it is possible that experienced fluency (per-
ceptual and conceptual) and (thus) the nature of complexity-fluency relationship are
affected by other design factors in the ad and task goals [22], resulting in different
complexity-preference relations.
Overall, the current attempt to use the information entropy measure as the metric of
complexity in banner ads was fruitful in terms of revealing the nature of relationships
between banner complexity and preference. These findings helps guide the considera-
tion of the amount of information to be placed in a banner ad.
612 C.-T. Kao and M.-Y. Wang
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2. Michels, K.M., Zusne, L.: Metrics of visual form. Psychological Bulletin 63, 74–86
(1965)
3. Wang, M.Y., Huang, J.T.: The effect of global diagnosticity and complexity on object rec-
ognition. Chinese Journal of Psychology 44, 189–210 (2002)
4. Berlyne, D.E.: Aesthetics and psychobiology. Appleton-Century-Crofts, New York (1971)
5. Reber, R., Schwarz, N., Winkielman, P.: Processing fluency and aesthetic pleasure: Is
beauty in the perceiver’s processing experience? Personality and Social Psychology Re-
view 8(4), 364–382 (2004)
6. Geissler, G.L., Zinkhan, G.M., Watson, R.T.: The Influence of Home Page Complexity on
Consumer Attention, Attitudes, and Purchase Intent. Journal of Advertising 35(2), 69–80
(2006)
7. Huhmann, B.A.: Visual complexity in banner ads: The role of color, photography, and
animation. Visual Communication Quarterly 10(3), 10–17 (2003)
8. Pieters, R., Wedel, M., Batra, R.: The stopping power of advertising: Measures and effects
of visual complexity. Journal of Marketing 74, 48–60 (2010)
9. Tuch, A.N., Bargas-Avila, J.A., Opwis, K., Wilhelm, F.H.: Visual complexity of websites:
Effects on users’ experience, physiology, performance, and memory. International Journal
of Human-Computer Studies 67(9), 703–715 (2009),
doi: http://dx.doi.org/10.1016/j.ijhcs.2009.04.002
10. Huhmann, B.A.: Visual complexity in banner ads: The role of color, photography, and
animation. Visual Communication Quarterly 10(3), 10–17 (2003)
11. Reber, R., Schwarz, N., Winkielman, P.: Processing fluency and aesthetic pleasure: Is
beauty in the perceiver’s processing experience? Personality and Social Psychology Re-
view 8(4), 364–382 (2004)
12. Shannon, C.E.: A Mathematical Theory of Communication. Bell System Technical Jour-
nal 27(3), 379–423, 27(4), 623–656 (1948)
13. Tsai, C., Thomas, M.J.: When do feelings of fluency matter? How abstract and concrete
thinking influence fluency effects. Psychological Science 22(3), 348–354 (2011)
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The Right Level of Complexity in a Banner Ad 613
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Physiological Responses and Kansei Evaluation
on Awareness
Abstract. For tasks in which the steps to achieve a goal are not specified, a user
adopts the trial and error method to achieve the goal. If the system is able to
induce “awareness” to user, the goal can be achieved in an effective manner.
We aim to elucidate the mechanism of “awareness” in order to develop a sys-
tem that incorporates induction of “awareness”.
In this study, we examined the changes in the physiological indices of auto-
nomic nervous activity before and after the occurrence of “awareness”. We se-
lected three types of tasks, namely, a jigsaw puzzle, a slide puzzle, and target
shooting for which “awareness” was represented by the following items: “can
see the end in sight”, “I think I may do it”, and “grasp the techniques”. Kansei
evaluation was performed for each task.
1 Introduction
Some sort of "awareness" occurs in the process of achieving the tasks. For example,
when performing a task in situations where there are no manual handling procedures
and steps. The user repeats trial and error on the task which is not clear steps for the
*
Corresponding author.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 614–619, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Physiological Responses and Kansei Evaluation on Awareness 615
goal. Then, the user explore the steps that can reach the goal, the user will reach the
goal. If the system is able to induce “awareness” to user, the goal can be achieved in
an effective manner. We aim to elucidate the mechanism of “awareness” in order to
develop a system that incorporates induction of “awareness”.
There are several studies using physiological indices to measure the awareness.
Paynter et al.[1] investigated possible non-conscious learning mechanisms by giving
subjects three runs of task while recording ERPs. ERP showed clear evidence of
information about the correctness of a move well before subjects were making
progress on the task behaviorally, let alone being able to consciously determine if a
move was correct or not. Furthermore, Mclntosh et al.[2] obtained evidence for
neural system interactions related to awareness and performance in a positron emis-
sion tomography(PET) regional cerebral blood flow study of sensory associative
learning. Meanwhile, Schraw and Dennison[3] were constructed a 52-item invento-
ry to measure adults’ metacognitive awareness. They developed a 53-item self-
report instrument that includes multiple items within each of the eight component
processes subsumed under knowledge and regulation of cognition.
These studies revealed that the awareness could be measured by PET and ERP.
However, it is difficult to measure awareness using these physiological indices when
users were used the system in their life. In this study, we examined the changes in
the physiological indices of autonomic nervous activity before and after the occur-
rence of “awareness”.
2 Methods
2.1 Participants
Thirty participants (15 men, 15 women; 21~25 years old) participated in the study.
Each participant performed the same task thrice. Physiological indices were measured
during the experiment. Kansei evaluation of performance was conducted after the
completion of each task.
We selected three types of tasks, namely, a jigsaw puzzle, a slide puzzle, and target
shooting for which “awareness” was represented by the following items: “can see the
end in sight” , “I think I may do it” , and “grasp the techniques”. The three tasks
were performed on a personal computer, and each task had three patterns.
The jigsaw puzzle (Fig.1) consisted of 50 pieces to make three pictures (a tree,
shell, and beach). These pictures were shown for 10 seconds before the task; the
participants were not shown the picture while they were solving the jigsaw puzzle.
The point at which the participant’s operation became faster after he/she had seen
daylight was considered the “change point”; this point indicated the occurrence of
“awareness”.
The slide puzzle (Fig.2) had three levels (low, middle, and high) and was per-
formed from the low level to the high level. The participants said the time point
616 K. Kasamatsu et al.
when they thought they might do it as the occurrence of “awareness”. This time point
was recorded.
The target shooting task (Fig.3) consisted of six arrows on a set. If participants ran
out these arrows before reaching a reference point, the task come to an end. The task
was performed thrice. The participants said the time point when they felt to grasp the
techniques as the occurrence of “awareness”, and this time point was recorded.
Complete image
piece (This was displayed for
10 seconds before task
was started)
red block
EXIT
for red block
Fig. 2. Slide puzzle sample
Physiological Responses and Kansei Evaluation on Awareness 617
score
target
The target moves from right to left automatically.
arrow
The arrow was operated with mouse.
Data for the physiological indices measured 10 seconds before and after “awareness”
(remark or change point), or before and after task were examined.
The R-R interval on the ECG and the amplitude of BVP tended to be lower after
“awareness” than before “awareness”. The number of eye blinks and the change of
salivary amylase activity before and after task were not significantly different.
The R-R interval is influenced by the sympathetic-parasympathetic activity. The
R-R interval significantly reduced after the slide puzzle and target shooting tasks but
not after the jigsaw puzzle task (Fig.4). It was difficult to appear psychological
changes in the jigsaw puzzle task. This was because it acquired “awareness” not
based on the participant’ remark but based on action data.
The amplitude of BVP is influences by the sympathetic-parasympathetic activity.
The amplitude of BVP significantly reduced after the slide puzzle task but not after
the target shooting task and jigsaw puzzle (Fig.5).
618 K. Kasamatsu et al.
**:p<0.01
** **
110
100
90
80
70
60
[%]
50
40
30
20
10
0
before after before after before after
jigsaw puzzle slide puzzle target shooting task
*:p<0.05
140 *
120
100
80
[%]
60
40
20
0
before after before after before after
jigsaw puzzle slide puzzle target shooting task
Next, the Kansei evaluations of “can see the end in sight”, “I think I may do it”,
and “grasp the techniques” were examined on each task. The score of “can see the
end in sight” on jigsaw puzzle was 6.4, and the score of “I think I may do it” was 6.3,
the score of “grasp the techniques” was 5.3. In the other words, the score in the
items related to the sense of accomplishment at the time of clearing was high. The
score of “I think I may do it” on slide puzzle was 6.3, the score of “can see the end in
sight” was 5.6, and the score of “grasp the techniques” was 4.7. The items of other
high score were “pleasant” and “delightful” and so on. The score of “I think I may
do it” and “grasp the techniques” on target shooting task was 5.2, and the score of
“can see the end in sight” was 5.1. In addition, the items for which the scores were
higher than average in the target shooting task were related with a feeling of satisfac-
tion, such as “delightful”, “satisfaction”, and “refreshing”.
As described in 2.2, we selected three types of tasks, namely, a jigsaw puzzle as
“can see the end in sight”, a slide puzzle as “I think I may do it”, and target shoot-
ing task as “grasp the techniques”. This results were confirmed that the score of “I
think I may do it” for slide puzzle was high and the scores of “can see the end in
sight” and “I think I may do it” for jigsaw puzzle were high. Therefore, the induction
of awareness was confirmed for selected tasks. It is necessary to examine for the
other task in the future.
Physiological Responses and Kansei Evaluation on Awareness 619
4 Conclusions
This study aimed to investigate the occurrence of “awareness” with a focus on the
role of the autonomic nervous activity in the underlying physiological response. The
results showed significant differences in the R-R interval and amplitude of BVP be-
fore and after the occurrence of “awareness”. This indicates that occurrence of
“awareness” could possibly be detected by measuring the autonomic nervous activity.
Furthermore, our results for Kansei evaluation suggest that the action of the mind
tended to vary depending on the type of “awareness”.
References
1. Paynter, C.A., Kotovsky, K., Reder, L.M.: Problem-Solving Without Awareness: An ERP
Investigation. Neuropsychologia 48(10), 3137–3144 (2010)
2. Mclntosh, A.R., Rajah, M.N., Lobaugh, N.J.: Interactions of Prefrontal Cortex in Relation
to Awareness in Sensory Learning. Science 284(5419), 1531–1533 (1999)
3. Schraw, G., Dennison, R.S.: Assessing Metacognitive Awareness. Contemporary Educa-
tional Psychology 19(4), 460–475 (1994)
Analysis of Spatiotemporal Memory Using Air-Jets
as Tactile Stimuli for Development of Noncontact
Tactile Displays
Abstract. The effects of delay and distance of a pair of tactile stimuli on the
memory of the two locations were analyzed. Tactile stimuli were induced at the
palm with seven levels of interstimulus distances and seven levels of interstimu-
lus intervals. The results showed that the smallest two-point differential
threshold was when the delay time was around 0.5–2.0 s. The fundamental cha-
racteristics associated with spatiotemporal tactile memory that were obtained in
the present study can lead to the design of a noncontact tactile display.
1 Introduction
Many studies have recently focused on the development of tactile displays, which
have the potential to effectively present information to users in situations where other
sensory modalities cannot be used [1]. Various types of stimulus modalities have been
proposed for the tactile display; these have been discussed as a key issue for effective-
ly presenting stimuli [2][3][4]. Most studies have used vibrotactile and electrocutane-
ous stimuli, where pins and electrodes are directly attached to the surface of the
human body to generate stimuli. However, this type of tactile display is plagued by
unstable stimulus presentation owing to poor contact between the skin and actuators
and discomfort with prolonged dwell times [2]. In this study, we used air-jet stimuli to
develop a noncontact tactile display that avoids such problems induced by physical
contact between the body and display.
For developing such a display, it was important to clarify the information transmis-
sion characteristics of the noncontact tactile display because the stimulus transmission
medium was air jets, which have significantly different physical properties compared
to stimuli using mechanical pins and electrodes.
To clarify the characteristics of tactile perception, Murray et al. [5] investigated the
tactile differential threshold at 12 body sites by using an aesthesiometer. They eva-
luated not only the conventional two-point differential threshold, where two stimuli
are given at the same time, but also obtained the differential threshold for the delayed
stimulus condition, where the second stimulus is given after a certain delay. In their
results, they obtained a two-point threshold of 7.8 mm at the palm with simultaneous
stimulus presentation, whereas the threshold dropped to 2.5 mm when a 1.0-s delay
was given for the second stimulus presentation. When the second stimulus was de-
layed by 8.0 s, the threshold was reduced to 5.0 mm. They reasoned that the change in
thresholds was because lateral inhibition was generated for simultaneous stimulus
presentation and suppressed when there was a delay between two stimuli.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 620–627, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Analysis of Spatiotemporal Memory Using Air-Jets 621
Our tactile display that uses air-jet stimuli has a structure consisting of a matrix of
1.0-mm-diameter nozzles; hence, the tactile perception characteristics may differ from
the experimental results reported by Murray et al. in terms of fluid-based stimulation
and stimulation size. The aim of the present study was to investigate the spatiotem-
poral characteristics of tactile perception induced by an air-jet-based tactile display. In
particular, the effects of stimulus delay and different palm areas on the change in
tactile differential thresholds were empirically identified.
2 Methods
and fixed throughout the experiment. Each participant wore earplugs and headphones
to completely eliminate the airflow noise generated from the tactile display. In each
trial, two tactile stimuli with a certain interstimulus interval (ISI) were presented to
the participant. The participant responded as to whether the two stimuli were pre-
sented at the same location. Each set consisted of 49 trials with seven levels of delay
time and seven levels of interstimulus distance. Nine sets of three replicates and three
palm locations (proximal area of the proximal phalanx and distal and middle parts of
the palm) were tested. Short breaks were given to the subjects between sets. The ex-
perimental conditions are summarized in Table 1.
Fig. 2. Posture of the participant perceiving the stimuli from the tactile display
50 E dH
d dL dH dL
E dH E dL
Figure 3 shows the relationship between the differential threshold and percentage of
correct responses.
Percent of correct
responses[%]
* (p<0.05)
E(dH) ×
NS
NS
× ×
50
E(dL) ×
dL dthreshold dH Inter-stimulus
=4mm(Constant) distance [mm]
Fig. 3. Relationship between the differential threshold and percentage of correct responses
3 Results
Table 2 shows the percentage of correct responses by interstimulus distance and ISI.
As shown in the table, the percentage of incorrect responses was low when the inters-
timulus distance was 4–8 mm for all sections of the tested hand sites. The percentage
of correct responses significantly decreased as the applied stimulus locations ap-
proached the middle of the palm from the proximal part of the proximal phalanx (p <
0.01). Figure 4 shows the relationship between the interstimulus distance and percen-
tage of correct responses. The percentage of correct responses gradually increased as
the interstimulus distance became wider. A 100% correct response rate was obtained
when an interstimulus distance of more than 20 mm was given. Table 3 summarizes
the estimated tactile differential thresholds by section and ISI. The estimated tactile
differential threshold was about 9.0 mm for the simultaneous stimulus presentation.
624 K. Kotani et al.
The threshold fluctuated between 7.4 and 8.3 mm for the delayed stimulus presenta-
tion. For all tested hand sites, the smallest threshold was obtained when an ISI of 0.5 s
was given. When stimuli were presented simultaneously, the differential threshold
was significantly higher than the thresholds for the delayed stimuli.
(a)
(b)
(c)
Table 3. Estimated tactile differential thresholds by different hand sites and ISIs
100%
Fig. 4. Relationship between the interstimulus distance and percentage of correct responses
Figure 5 shows the relationship between the delay time and differential thresholds
at different hand sites. There was a significant difference in differential thresholds
among the hand sites. The differential threshold was shortest at the proximal part of
the proximal phalanges followed by the distal part of the palm and middle part of
the palm.
14.0
12.0
Differencial threshold [mm]
10.0
8.0
6.0
4 Discussion
As shown in Table 2 and Figure 5, the tactile sensitivity decreased from the proximal
part of the proximal phalanges to the middle part of the palm. This tendency was con-
sistent with the findings of Shimawaki et al. [6], who observed static differential thre-
sholds at the palm area using mechanical pins as stimuli. The sensitivity obtained by
the size of tactile differential thresholds is thought to have a good correlation with the
density of subcutaneous mechanoreceptors [6]. Because air-jet-based stimuli give a
rather dull perception that covers large skin areas relative to pin-based stimuli, the
present results imply that the area of stimulus presentation may not be a factor that
violates the relationship between the mechanoreceptor density and tactile sensitivity.
At our experimental settings for the tactile display—that is, nozzle diameter of 1.0
mm and distance of 5.0 mm between the palm and nozzle—the participants were
apparently able to identify that two stimuli were present when an interstimulus dis-
tance of at least 20 mm was given. However, the interstimulus distance should be
easily adjustable by changing the distance between the nozzle and palm because the
nozzle–palm distance affects the size of the area being presented with the stimuli
owing to the dynamic properties of fluids.
Murray et al. [5] examined two-point differential thresholds by using an aethesi-
ometer. A comparison of their study with the present results showed that the differen-
tial threshold in the present study was 1.5 mm wider for simultaneous stimulus
presentation and 2.5–5.0 mm wider for delayed stimulus presentation. The results of
the comparison imply the effect of stimulus modality, especially the size of the area
the stimulus is applied to. In other words, Murray et al. used an aesthesiometer, which
consists of fine mechanical pins, whereas we used stimuli from air-jets sprayed from a
1-mm-diameter nozzle; this may have appeared to give rather blurred sensations to
the participants.
As shown in Figure 5, the differential threshold decreased when a certain ISI was
given between two consecutive stimuli. This tendency was consistent with the results
of the previous study [5]. Murray et al. reasoned that such tendencies may be ob-
served because the lateral inhibition built up around the perceived location and the
subsequent stimuli are perceived to be further apart than they really are. Although the
medium for the stimulus presentation was different, our findings can presumably be
explained by Murray et al.’s reasoning.
With regard to the relationship between the ISI and differential threshold, Figure 5
does not show that the differential threshold became less sensitive based on the power
function; the previous study reported a negatively accelerated curve [5]. The differ-
ence can be attributed to the physical properties of the air-jet-based stimulus. When
the air-jet stimuli were presented intermittently, interference was generated between
the airflows; thus, mixed airflows may cover the areas nearby, or the air pressure may
cover not only the area being stimulated but also induce pressure indirectly to adja-
cent areas, which lowers or masks the tactile sensitivity of the area.
Analysis of Spatiotemporal Memory Using Air-Jets 627
5 Conclusion
References
1. Gallace, A., Tan, H.Z., Spence, C.: Tactile change detection. In: Proceeding of the First
Joint Eurohaptics Conference (2005)
2. Evesa, D.A., Novak, M.M.: Extraction of vector information using a novel tactile display.
Displays 18(3), 169–181 (1998)
3. Rahal, L., Cha, J., El Saddik, A.: Continuous tactile perception for vibrotactile displays.
In: IEEE International Workshop on Robotic and Sensors Environments, pp. 86–91 (2009)
4. Iwamoto, T., Akaho, D., Shinoda, H.: High resolution tactile display using acoustic radia-
tion pressure. In: SICE Annual Conference in Sapporo, pp. 1239–1244 (2004)
5. Murray, D.J., Ward, R., Hockley, W.E.: Tactile short-term memory in relation to the two-
point threshold. Quarterly Journal of Experimental Psychology 27, 303–312 (1975)
6. Simawaki, S., Sakai, N., Suzuki, A.: Measurement of tactile sensation on human hand by
static and moving two-point discrimination tests. Journal of the Japan Society of Mechani-
cal Engineers 71(704), 210–214 (2005)
Understanding the Impact Congruent Images
and News Articles Have on Mood and Attitude
Abstract. As more people turn online to get their news, the significance of on-
line advertisements becomes even more important to companies seeking to en-
hance their bottom line. This paper is part of a larger project looking into how
the congruency of online news articles and advertisements affect user’s moods
and attitudes towards both the ad and news article. Preliminary results indicate
that congruency does impact user’s moods and attitudes.
1 Introduction
As the predominance of print media declines and online activities soar, the need to
investigate and understand the significance of online advertisements becomes even
more important to companies. Advertisers want to enhance their bottom lines while
businesses hope to get their message out to potential consumers thereby increasing
their revenues. This movement towards online advertisements was made clear by the
significant increase in digital spending over the past several years. In fact, online ad-
vertising has grown to almost $40 million and has surpassed that spent on print media
(eMarketer 2012). This trend is projected to continue.
More and more people are looking to online news outlets to keep current on daily
happenings. These sites attract a wide range of visitors. In fact, the top 25 news sites
pulled in an average of 342 million unique visitors in 2011 (a 17% increase from
2010) (Mitchell and Rosenstiel 2012). Four out of ten Americans interviewed ac-
knowledge receiving a majority of their news from the Internet (Center 2011).
Out of this phenomenon arises the question, how can advertisements placed on on-
line news outlets be more effective in influencing potential customers?
2 Literature Review
A key influencer of decision making in general (Isen and Labroo 2003, Isen 2008),
and consumer behavior in particular (Morrison, Gan et al. 2011, Swinyard 1993), is
mood. Mood refers to an individual’s mild, enduring, and objectless affective state
(Lazarus 1991, Fredrickson 2003, Isen 2003). Previous affective literature reveals that
factors such as music (Fulberg 2003), aroma (Chebat and Dube 2000), and images
(Mathur and Chattopadhyay 1991) can impact a consumer’s mood which in turn af-
fects his or her attitude and subsequent behavior.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 628–634, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Understanding the Impact Congruent Images and News Articles 629
Specifically, research into advertisements has shown that induced moods can im-
pact users’ attitudes towards an ad. For example, viewers watching a happy program
are more apt to have a positive attitude towards a commercial than the same ad pre-
sented within a sad show (Goldberg and Gorn 1987). These finding were supported
using the mood congruency theory (Isen 1984) which states that people in a positive
mood are more likely to recall information that is positive since it is congruent with
their current mood. When studied in isolation, positive television ads induced a more
positive attitude towards the ad than did those that were negative in nature (Russell
1979, Brown, Homer et al. 1998).
Within online ad research, multiple studies have investigated the annoyance of on-
line ads. Not only are the multiple types of online ads, such as “pop-up,” “floating,”
or “overlay”, annoying (Segal 2006), they have resulted in a decline in click-through
and attention to the ad (Yaveroglu and Donthu 2008). The response has been to fo-
cus on the impact ad-context congruency has on ad recognition. One such study found
that depending on the task of the online user (information seeking or simply surfing),
ad-context congruency does matter (Zanjani, Diamond et al. 2011). Information seek-
ers are better able to recall an ad within an e-magazine when it is congruent with the
context. This task is similar to a person seeking the latest news.
This preliminary study investigates the impact that congruent positive online im-
ages and news articles have on users’ moods and their attitude towards the image and
story.
H1: Web users exposed to a (congruent) positive image and news article will have a
positive influence on their mood compared to those who are exposed to a non-
congruent image or news article combination.
H2: Web users exposed to a (congruent) positive image and news article will have a
better attitude towards the story and image compared to those who are exposed to a
non-congruent image or news article combination.
3 Methodology
In order to examine the impact of congruent images and news articles on one’s mood,
a series of t-tests and a two-way ANOVA method was employed to compare the four
treatment groups. One group will receive a positive news article with a positive im-
age. A second will be exposed to a positive article with neutral image, while the third
will review a neutral story with a positive image. Finally, the last group will receive
both a neutral news article and image (see Table 1).
The news articles and images included in the study were selected from previously
tested and validated research to determined their type (i.e., positive or neutral in
nature). The two images were taken from the International Affective Picture System
Image
Positive Neutral
Positive n=53 n=49
Article
Neutral n=55 n=51
630 E.T. Loiacono and M. Lin
(IAPS) (Bradley and Lang 2007), one representing a positive mood evoking image
and the other a neutral one. The positive image contains three puppies next to each
other. The neutral image is of several baskets lined up. The positive puppy picture has
a valence measure of 8.34 (out of a scale from 1 through 10, 10 being the most posi-
tive) indicating a strong positive mood evocation. The image of the baskets had a
moderate or neutral valence score of 4.99.
The two articles (one positive and one neutral in tone) were taken from a previous
study looking at online mood induction (Loiacono, Taylor et al. 2005). The positive
news article conveyed the story of a young woman who helped a drought devastated
town in Kenya. It received a score of 6.94 (out of a 1 to 7scale, 7 being the most posi-
tive). The neutral story was selected had a score of 4.5 and discussed Sprints create
in-store solutions for customers. The stories were of similar length. The positive story
was 312 words in length and the neutral story 297 words.
3.1 Participants
A sample size of 208 users has been collected. Such a sample size allows for the de-
tection of significant differences with medium effect size and a 95% power level.
Participants were recruited from a national online market research firm located in the
United States. They are all adult online web users, over in age 18. Additional demo-
graphic information, such as gender, level of education, experience using the Internet,
and Web usage was collected and appears in Table 2. All subjects will be asked to
review and sign a consent form, approved by the Internal Review Board. The incen-
tive to participate is the regular incentive provided by the marketing firm—points
towards gift cards or prizes. All subjects received a similar reward.
Average
Gender 72.6% females
Age 47.79 years
10.1% Graduate degree
21.2% Bachelor degree
13% Associate degree
Education Level 32.2% Some college, but no degree
22.6% High school or equivalent degree
1% Less than high school degree
89.4% More than 7 years
Internet 8.2% 5 to 7 years
Experience 1.9% 3 to 4 years
.5% 1 to 2 years
97.1% daily
Web Usage 2.4% once a week
.5% once every two weeks
Understanding the Impact Congruent Images and News Articles 631
3.2 Measures
Mood. Consistent with previous research, mood data was collected using the Positive
and Negative Affect Schedule (PANAS) (Watson, Clark et al. 1992) mood scale. It
contains 20 items, wherein 10 items measure positive mood and 10 negative mood.
The measure has been shown to have high internal reliability as well as discrimiant
and convergent validity.
Attitude towards News Article and Image. In addition to gathering mood informa-
tion, data on the subjects’ attitudes towards the news article and image were also col-
lected. For example, was it worth remembering, amusing or meaningful to you were
some of the questions asked. This paper uses the item, “worth remembering,” to de-
termine subjects’ attitudes towards the news article and the image.
Task. After accessing the survey site, subjects were briefed on the study and asked to
accept the terms of the consent form before proceeding. Those who declined to partic-
ipate were thanked and taken out of the survey site. Those who agreed to participate
were asked to answer some demographic information, such as gender, age, education
level, and years of Internet and Web usage. They were then asked how they felt at this
moment. Several words describing different feelings and emotions were presented and
they were asked to rate each on a scale of 1 (very slightly tor not at all) to 7 (extreme-
ly) based on how they feel “at the present moment” (Watson, Clark et al. 1992).
Next, the subjects were taken (randomly) to one of the four news article/image
combinations. They were asked to read the article. Once they finish reading the article
and click on the next button, they were asked to record their current mood similar to
how they did prior to reading the article and seeing the image.
They were then asked to describe or summarize in 4 to 5 words the news article
and image they saw. This information allowed for the confirmation that the subjects
actually read the article and saw the image. It also provided additional information on
how well they were able to recall the article and image.
After completing the survey, the subjects were thanked and taken to an exit site.
The total survey time was approximated to take 20 minutes to complete.
4 Preliminary Results
Out of the 208 subjects, 57 were men. The average age of participants was approx-
imately 47.56 years with a range of 18 to 81. Most (76%) had at least some college
education. In terms of Internet experience and usage, 89.4% had over 7 years of Inter-
net experience and approximately 97.1% use the Web on a daily basis.
Initial analysis of the data reveals partial support for H1. Congruency does impact a
user’s mood, but only if the congruency is positive. Through the use of paired
sample t-tests, analysis was conducted on the positive and negative moods of subjects
receiving each of the four treatment groups. For those receiving a congruent positive
image and news article, there was no significant change in their positive mood
632 E.T. Loiacono and M. Lin
(t-value = -.221, p = .826), however, there was a decrease in their negative mood
(t-value = 2.902, p = .005). Similarly, those who received a non-congruent (neutral)
image and (positive) news article, did not have a significant change in their positive
mood (t-value = -.672, p = .505), but there was a drop in their negative mood (t-value
= 3.050, p = .004). It appears that the impact of the story on individuals’ moods was
more powerful than that of the image. Regardless of the image (positive or neutral),
the positive mood of the participants stayed the same. A follow-up analysis, compar-
ing the post-treatment moods of both groups receiving the positive news article, re-
vealed no significant difference in mood (positive t-test = -.257, p = .798; negative
t-test = -.304, p = .762). This suggests that the news story’s mood induction may have
a strong influence on a person’s negative mood regardless of the image type (positive
or negative) that is placed near it.
As expected, the exposure to a non-congruent (neutral) story and (positive) news
article did not have any significant impact on subjects’ positive (t-value = .937, p =
.353) or negative (t-value = 1.534, p = .131) moods. Interestingly, a comparison of the
pre and post-treatment moods of those receiving a congruent (neutral) image and
news article, revealed that the positive mood actually decreased (t-value = 2.317, p =
.025), while their negative mood (t-value = 1.809, p = .076) did not. Table 3 shows
changes in moods for each group.
This is interesting because it indicates that mood congruency may have different
affects depending on the type of mood influencer (news story or image). When both
image and news articles are positive, mood is affected in a more positive manner
(negative mood decreases). However when both image and news story are neutral,
users may have an overall negative mood response. Further analysis is warranted in
this area to see if the resulting change in mood is due to annoyance of image and news
article topics being unrelated. In this study the neutral news story discussed Sprint
services, while the neutral image was an unrelated picture of baskets. This is an area
that will be investigated in future research.
Image
Positive Neutral
Pb = Pa Pb = Pa
Positive
Nb Na Nb Na
Article
Pb = Pa Pb Pa
Neutral
Nb = Na Nb = Na
Pb = Positive mood before treatment, Pa = Positive mood after treatment.
Nb = Negative mood before treatment, Na = Negative mood after treatment.
Further analysis looking into H2 revealed that congruency does not appear to im-
pact attitude. News articles do impact a user’s attitude towards the image, but not
vice-versa. In particular one variable, “worth remembering” captured how users’ felt
about the image or story they saw. An Analysis of Variance on the current sample
revealed that the type (positive or neutral) of an news article has an influence on a
Understanding the Impact Congruent Images and News Articles 633
user’s attitude towards the news story (F-test = 17.421, p = .000) and the image (F-
test = 6.487, p = .012), however, the type of image only impacts one’s attitude to-
wards the image (F-test = 7.236, p = .008), but not his or her attitude towards the
news article (F-test = .567, p = .452). There does not appear to be any interaction
effect between image and news story, which indicates that congruency may not play
as significant a role as hypothesized. Thus, H2 is not supported.
These results are interesting because they suggest that when looking at news articles,
the combination of images and story presented can impact a visitor’s mood and sub-
sequent attitude. The type of news story can impact the attitude one has towards the
image that is near it. This is similar to the findings related to television viewers
watching a happy program who were more apt to have a positive attitude towards a
commercial than the same ad presented within a sad show (Goldberg and Gorn 1987).
Thus, advertisers may want to consider the news stories they are presented near. Ad-
ditionally, the congruency of the image to the text can influence a visitor’s mood and
may be helpful to advertisers, since people in a positive mood are likely to have a
more positive attitude towards an ad.
There is much more work to be done. As mentioned earlier, this is the first step in
much larger project. Future research should (and we plan to) look at the impact of
negative mood inducing news article and image. This will allow for a fuller picture of
how mood evoking articles and images together impact a visitor’s mood. It may be
that negative text and images have a stronger or different impact on mood, especially
when there is congruency between them.
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19. Segal, D.: Annoying Floating Ads Are This Guy’s Fault. Washington Post (2006)
20. Swinyard, W.: The effects of mood, involvement and quality of store experience onshop-
ping experience. Journal of Consumer Research 20(2), 271–281 (1993)
21. Watson, D., et al.: Affect, Personality, and Social Activity. Journal of Personality and
Social Psychology 63(6), 1011–1025 (1992)
22. Yaveroglu, I., Donthu, N.: Advertising Repetition and Placement Issues in On-Line Envi-
ronments. Journal of Advertising 37(2), 31–44 (2008)
23. Zanjani, S.H.A., et al.: Does Ad–Context Congruity Help Surfers and information SeeKers
Remember Ads in Cluttered e-magazines? Journal of Advertising 40(4), 67–83 (2011)
Eyes Don’t Lie: Understanding Users’ First Impressions
on Websites Using Eye Tracking
Abstract. Websites are prevalent these days. Web users make instantaneous
judgments regarding a website based on their first impressions and usually de-
cide either to stay on the website or bypass it during their initial interaction with
the website. Hence, understanding users’ first impression is important for both
practitioners and researchers. This research examines users’ first impression of
websites using an eye tracker. Eye tracking can provide fixation points where
users focus their attention on a stimulus. The eye tracking results indicate that
users take at least 2.66 seconds to scan the website before they fixate their eyes
on an element of the website. Our analysis also shows that first fixation dura-
tion lasted for 180 milliseconds. This indicates that after allocating attention to
a specific area on a website, the eyes stopped to focus for 180 milliseconds dur-
ing which the brain processed the visual information received from the eyes to
organize the information and form an impression of the website.
1 Introduction
Websites are pervasive and commonplace these days, so they need to create a favora-
ble first impression on users during initial exposure (Thomson, 2006). Web users
make instantaneous judgments regarding a website based on their first impressions
and usually decide either to stay on the website or bypass it within the first couple of
minutes (Thilmany, 2003).
First impressions are powerful and often have a long-term effect on users’ percep-
tions and attitudes towards a website. Therefore, it is critical for the designers, web
developers, and organizations to understand how users form their first impressions of
websites. In this study, we use an eye tracker to track and analyze users’ interactions
with various websites during their initial exposures, which shed light on the time
needed to form first impressions as well as the processes involved in selecting and
organizing relevant information to form first impressions.
2 Literature Review
First impressions have been studied in various contexts such as psychology, medicine,
usability, marketing, etc. (Lingaard et al., 2006). In marketing, first impression is
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 635–641, 2013.
© Springer-Verlag Berlin Heidelberg 2013
636 H. Sheng, N.S. Lockwood, and S. Dahal
defined as a quick evaluation made by the customer during the first few minutes of an
encounter with a product/object (De Groot, 2006). Consumers’ impressions usually
remain stable (Mitchell and Corr, 1998) and have long-term effects, sometimes re-
ferred to as the ‘halo effect’.
In examining a person’s perception of another, Hamilton et al. (1980) define im-
pression as a perceiver’s cognitive representation of another person. They focused
their inquiry on the cognitive processes involved in the development of that cognitive
representation from the stimulus information available to the perceiver (Hamilton et
al., 1980). Willis and Todorov (2006) further concluded that a minimal exposure time
of 100 milliseconds is sufficient for a person to make a specific trait inference of oth-
ers, such as attractiveness, trustworthiness, likeability, competence, and aggressive-
ness, based on facial appearance.
In the decision-making literature, first impression is referred as a cognitive confir-
mation bias (Lingaard et al., 2006). Confirmation bias occurs when participants who
have formed positive first impressions may ignore negative issues and errors that they
encounter later. Likewise, participants find it hard to accept the positive information
when negative first impressions have been formed. Lindgaard et al. (2006) conducted
a study to determine the exposure time required for the participants to form first im-
pressions and concluded that users take 50 milliseconds to make a decision on wheth-
er they like or dislike what they see.
According to Hamilton et al. (1980), forming an impression is an active process in
which the perceiver organizes the information available about a target to develop a
coherent representation of that target. Fiske and Neuberg (1990) proposed a conti-
nuum model of impression formation in which attention to and interpretation of in-
formation underlies the impression formation process. Attention is a selective process
that allows us to prioritize and focus on certain areas or aspects of a visual stimulus
while ignoring others (Canasco, 2011). Perceivers allocate attention to the target if the
target is of at least minimal interest (Fiske and Neuberg, 1990). Once this information
is processed, it is organized into a cognitive representation which leads to impression.
3 Research Methodology
The study was conducted in the laboratory setting with each session lasting for ap-
proximately 60 minutes. Upon arrival at the lab, the participants were briefed about
the experiment and eye tracking equipment. They were then asked to sign a consent
form. Before the start of the experiment, each individual participant’s eyes were cali-
brated using the eye tracker. A short questionnaire was also provided to collect the
participant’s demographic information. The stimulus was then presented on the eye
tracking monitor to collect data on the participant’s eye movements and fixation
points. The twenty-five websites were displayed in random order. The participants
were asked to view each website until they have formed their first impressions on the
website and then move on to the next website. No time constraint was imposed. After
viewing each website, the participants were then asked to rate each website based on
their first impressions. An qualitative interview was conducted at the end of each
session.
A Tobii 1750 eye tracker system was used to capture participants’ eye movements
and fixation points. The Tobii 1750 eye tracker—which functions without the need
for glasses, lenses, or headgear—can gather eye tracking data without intruding and
interfering with participants’ performance on assigned tasks.
processed the visual information received from the eyes to organize the information
and form a cognitive representation of the website. This suggests that at least 180
milliseconds are needed in order for a user to form a first impression of a website,
contrary to prior findings that first impression only takes 50 milliseconds to form
(Lindgaard et al., 2006).
An independent samples t-test was conducted to compare the mean total fixation du-
ration of participants between the favorable and unfavorable websites. Based on the
results shown in Table 2, we see that there is a significant difference between the two
groups (p=0.026). The mean values shown in Table 3 indicate that participants spend
more time on favorable websites than unfavorable websites.
Eyes Don’t Lie: Understanding Users’ First Impressions on Websites 639
Table 2. Comparison of Total Fixation Duration between Favorable and Unfavorable Websites
Colors. The first design factor identified by participants was use of color. Pacifying
and relaxing use of colors such as light green, light blue, and yellow were preferred
and the use of colors such as bright red, dark blue, and black were not preferred by the
participants. Participants recommended the main color and background color to be
pleasant and attractive and the contrast of the text color should be such that it is easier
to read. One of the participants stated, “The use of three colors like blue, red and
white reminds me of an airline website rather than website of a university.” Another
participant stated, “The use of background color as light blue and text color as white
makes it harder to read the text.”
Images. Another design factor identified by participants was the use of images. Par-
ticipants suggested that use of meaningless and irrelevant pictures by some of the
websites led to negative impression on those websites. Participants recommended that
the main image has to be professional and related to the university. The website
should not be cluttered with too many images either. One of the participants stated,
“Too many images have made the website cluttered. They could have used a flash
player for all the images and animated them.” Another participant stated, “Big image
on the home page gives me good impression.”
640 H. Sheng, N.S. Lockwood, and S. Dahal
Navigation. One of the most common design factors identified by the participants
was navigation. Navigation can further be classified into navigation on the main
menu, left navigation, right navigation, top navigation, and bottom navigation. A
majority of the participants suggested that the main menu be located on the top or left
of the website drew more attention to the website since they know where to navigate
the website. Too many navigation links on the bottom and right of the website led to
confusion and negative impressions toward the website. One of the participants stated,
“Menus on menus does not look attractive. The sub menus should be hidden within the
main menus.”
Text. Another design factor identified by the participants was text, which includes
font size and style. Use of irregular text size and fonts were an issue to a few partici-
pants. Most of the participants suggested that the font type and size used on the web-
sites be clear and readable. Some of the websites that used too much text on an image
or unreadable text due to bad contrast of the color with the background led to negative
impression of the users towards the website.
Position. Sequential position of images and text on the website were identified as
other design factors that led to the formation of impressions towards that website.
Participants suggested that use of a large and meaningful image on the area where
eyes hit the website leads to the formation of a positive impression. Websites that are
cluttered with too many images, links, and text do not capture attention toward the
website. One of the participants stated, “This website is complete pain to navigate
because of the weird position of images and texts. It looks like an advertisement of a
product rather than a website of a university.”
Space. Proper use of white space is also important. One problem identified on the
unfavorable websites was the improper use of white space. Participants recommended
that the websites need to make good use of white space by providing the right content.
The websites with too much white space are repulsive since they provide very little
content.
5 Conclusion
References
1. Hamilton, D., Katz, L., Leirer, V.: Cognitive representation of personality impressions:
Organizational processes in first impression formation. Journal of Personality and Social
Psychology 39(6), 1050–1063 (1980)
2. Lindgaard, G., Fernandes, G., Dudek, C., Brown, J.: Attention web designers: You have 50
milliseconds to make a good first impression! Behaviour & Information Technology 25(2),
115–126 (2006)
3. Thomson, A.: Does your website attract or detract? Risk Management 53, 50 (2006)
4. Thilmany, J.: Web search measure website appeal in seconds. Mechanical Engineer-
ing 125, 10–14 (2003)
5. De Groot, N.: Importance of first impressions. American Book Publishing, Salt Lake City
(2006)
6. Mitchell, M., Corr, J.: The first five minutes: How to make a great first impression in any
business situation. Wiley (1998)
7. Willis, J., Todorov, A.: First impressions: Making up your mind after a 100-ms exposure
to a face. Psychological Science 17(7), 592–598 (2006)
8. Fiske, S., Neuberg, S.: A continuum model of impression formation: From category-based
to individuating processes as a function of information, motivation, and attention.
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9. Technolog. Eye tracking as a tool in package and shelf testing,
http://www.tobii.com/Global/Analysis/Training/WhitePapers/
Tobii_EyeTracking_in_Package_and_Shelf_Testing_WhitePaper.pdf
(accessed on: October 25, 2011)
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Psychological Bulletin 124(3), 372 (1998)
11. Wedel, M., Pieters, R.: Informativeness of eye movements for visual marketing: Six cor-
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Cognitive Analysis of Driver's Behavior with Seamless
Display of Back-Monitor and Side-View Mirror
Abstract. The accidents during reverse operation of vehicle are one of the
traffic accidents often occur. To solve this problem, back-monitor system
becomes very popular to provide blind spot information of car for drivers. The
back-monitor system assists driver to get visual information of the rear of the
car. This camera's view is usually displayed on the car navigation monitor in the
dash board panel and drivers must watch many independent viewers, such as
mirrors, monitors, and outside, while switching. This separating information
and position must cause the difficulties to imagine the images of the wide area
of the rear of the cars. In this paper, we proposed a display manner for display
method of the back-monitor system which allows objects to not increase more.
We conducted the experiment to investigate whether the distance that line of
sight has been moved affects the parking and to consider the display method
(Seamless, Overlap, and Discrete) of the rear vision before proposing our
system. The results showed that overlap picture had good results as the distance
between the monitors close. We proposed the rear view system that combines
back-monitor system and side-view mirror. The part that reflects body of the car
of side-view mirror displayed rear vision that overlaps vision of side-view
mirror. We conducted the experiment to evaluate whether this system allows to
drivers to park their car safety and precisely using our system. And we
compared this proposed system to the traditional back-monitor system. The
results showed that it is possible to exactly grasp the situation around the driver
by our system. In particular, it is effective for the recognition of the right rear.
1 Introduction
Though the time for the reverse operation is very short in whole of driving a car
reverse operation is dangerous and the accidents often occur during it because there
are many blind spots. To solve this problem, a variety of systems to provide blind spot
information of car for drivers have been developed [1]. A driver can obtain the rear
views by the mirrors and through the windows directly when they go back into
parking area. The back-monitor system assists driver to get visual information of the
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 642–649, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Cognitive Analysis of Driver's Behavior with Seamless Display 643
rear of the car. This camera’s view is usually displayed on the car navigation monitor
in the dash board panel. Driver must watch many independent viewers, such as
mirrors, monitors, and outside, switching their views and attentions and imagining
situation around. This separated information and position must cause the difficulties
to imagine the images of the wide area of the rear of the cars. As the results of adding
a back-monitor system to the traditional viewers, drivers must increase the loads.
2 Related Work
Shirahata proposed new back-monitor system that is composed of the side mirror and
the monitor [2]. As the result, proposed system was effective for accurate parking. He
think it is probably due to a lack of eye movement but he has not been confirmed it.
we think that a seamless display of the wide area of rear views makes driver to grasp
the state backward of the cars easily.
3.1 Experiment
Supposing the situation where a driver grasp the state backward to try to change lanes
in driving the middle lane of the three lanes, we displayed the three pictures which the
whole rear view of the three lanes are divided into on the three monitors. The monitor
size was 7 inch because the monitor size is almost the same as side mirror (Fig. 1). We
changed the distance among the monitors to investigate effect of the eye movements,
and displayed the pictures in three different ways to consider the display method of
the rear vision. The distances between the monitors are 0cm, 10cm, and 20cm.
644 N. Susuki et al.
The pictures in three diffeerent conditions are Seamless, Overlapped, and Discrrete
(Fig. 2). In the seamless condition,
c the pictures are just divided into three. In the
overlapped condition, pictuures are done in the way to some area the neighbors are
overlapped. In the discrete condition, the pictures are done in the way that the borrder
parts between the neighborss lack.
3.2 Method
The experiment was done by
b the following steps:
1. The pictures are presenteed to the subjects.
2. The pictures are disappeared when he/she grasp the position of the cars backwarrd.
3. We asked him/her to exp plain the state backward
These steps were repeated in each condition of the combination between the monnitor
distance conditions and the display manner conditions.
There were some differencees among the display manner conditions. Table 1 indicaates
on backward. There is a significant difference between the
correct rates the car positio
discrete condition and the other
o conditions.
Table 1 also indicates that it took more time significantly to condition. Thhese
results mean that the lacks of
o the views prevent drivers to grasp the state backward.
Cognitive Analysis of Driver's Behavior with Seamless Display 645
Comparing the conditions between the seamless and the overlapped, though the
both results of the overlapped condition in the both factor are better, there were no
significant differences.
The factor of the monitor distance also gives the effects on the results. Table 2
indicates there were significant differences between 20 cm and the others. The 20cm
condition also took more time significantly comparing to the other distances. This
means that long eye movements among the rear viewers, including not only the
monitors but also mirrors, gives ill effects to grasp the rear state.
Table 3 indicates the interactions between two conditions. This table shows there
were no interactions between two conditions.
According to the results, we decided to employ the overlapped display manner of
the rear vision in our proposed back-monitor system described in the next section
because the results are slightly better than the seamless display one.
We proposed a rear view system that the views obtained by the back-monitor camera
are superimposed side-view mirror (Fig. 3). The reason we choose these viewers is
that we want to make drivers’ eye movements between the side-view mirror and the
back-monitors because the traditional back-monitor is mounted located far from the
side mirrors and drivers are required the long-distant eye movements which prevents
646 N. Susuki et al.
drivers from grasping the rear state as we described above. The images obtained from
the back-monitor camera are superimposed on the area where the body of the car
reflects in the side view mirror and to overlap each other around the border parts.
5.1 Method
The subjects are asked to back into the parking slot with our system and with the
traditional back-monitor system (Fig4). The subjects were tried twice in each
condition. They started to park form right ahead of parking slot. The subjects could
cut the wheel any number of times. And each trial completed in the subjects' decision.
When the car hit any pylons, the trial was over. We measured the number of hitting
the brake, the number of cutting the wheel, the distance from the rear of the right tire
and the rear corner of the parking slot, the obliqueness of the car to parking slot, and
the parking time. We also utilized an eye mark recorder to monitor the subject’s eye
movement and their gazed objects.
system can grasp situation around than traditional system, because result of proposed
system was three times better than traditional system.
Results of Parking Position and Parking Time. Table 5 shows the results of
parking position and parking time. Results of the distance from the rear of the right
tire and the rear corner of the parking slot, and the obliqueness of the car to parking
slot show proposed system can park exactly as same as traditional system. Result of
the parking time shows similar in traditional system and proposed system. Therefore,
acceptability of proposed system for driver is same compared with traditional system.
Results of the Subject’s Eye Movement and Their Gazing Objects. Proposed
system is composed of the back-monitor in the right side mirror. back-monitor is
nothing on dashboard of car in proposed system. we sum results of right side mirror
and back-monitor in traditional system, and we treat result of sum as same way as
results of right side mirror in proposed system (Fig. 5)(Fig. 6)(Fig. 7).
648 N. Susuki et al.
25
20
15
Gaze time(s)
10
5
0 Proposed system
Right side…
Right of car
steering
Front of car
Shift lever
Traditional system
Fig 5 indicates there are significant differences in the results of the right side
mirror and the right rear. Proposed system is effective for right rear of the car,
because gaze time of the right side mirror and the right rear is shorter than traditional
system.
We think because it is possible to grasp exactly the right rear in the proposed
system, number of failures in proposed system in table 4 is less than traditional
system.
Gaze time may mean being able to grasp surrounding situation. When the gaze
time is short, subjects grasp situation around of car. When the gaze time is long,
subjects doesn't grasp situation around of car. Fig 6 indicates gaze time of traditional
system is longer than proposed system only right side mirror and right of car.
Therefore, subjects using the proposed system can look the situation around of the car
than traditional system. Fig 6 and Fig 7 indicates there are significant differences in
2.5
2
1.5
Gaze time(s)
1
0.5 Proposed system
0 Traditional system
18
16
14
12
10
Nunber of gaze 8
6
4 Proposed system
2
0 Traditional system
the results of the right side mirror and the right rear. Therefore, subjects grasp the
situation of the right rear by the number of gaze is less and the gaze time is short in
proposed system.
The present study, we have suggested that the proposed system is effective to grasp
situation around than traditional system. Results of the number of failures suggested
that proposed system can grasp the situation around than traditional system because
result of proposed system was three times better than traditional system. Results of
the gaze time and the number of gaze suggested that proposed system is valid to grasp
right rear of car. As the reason, subjects grasp the situation of the right rear by the
number of gaze is less and the gaze time is short in proposed system. Subjects usually
look right rear in traditional system. Therefore, subjects using the proposed system
can look the situation around of the car than traditional system.
We were able to record the eye movement is the only two people, we must monitor
subject's eye movement more. We used pylons in experiment, but we consider to need
moving objects. Angle of view of the web camera is narrower than traditional system,
we would need to use the wide angle camera.
References
1. Shimizu, H., Yanagisawa, H.: Bird’s-eye view Parking Support System. Dennso Technical
Review 11(1) (2006)
2. Kenji, S., Masahiro, S., Takashi, J., Hirohiko, M.: Making Blind Spots Visible:A Mixed
Reality Approach for ITS. In: SICE Annual Conference 2005 in Okayama. CD-ROM
Proceedings (2005)
Effects of Stimulus Orientation, Grouping
and Alignment on Spatial S-R Compatibility
Steve Ngai Hung Tsang, Ken W.L. Chan, and Alan H.S. Chan
1 Introduction
Around 60 years ago, Fitts and his colleagues introduced the concept of spatial stimu-
lus-response compatibility (SRC), showing that some spatial arrangements for dis-
plays and controls are better than others for good human performance [1, 2]. When
the spatial relation between stimuli and responses is direct and natural, it is described
as compatible, while when the relation is indirect and unnatural, it is described as
incompatible [3, 4]. Spatially compatible S-R mappings were always responded to
faster than incompatible S-R pairings [4] - [9] as a result of lower coding demands
and higher rates of information transfer, and as well more attentional resources are
available for attending to the target [10, 11].
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 650–659, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility 651
Aircraft cockpits, nuclear plant control rooms, interactive driving simulation and
interfaces for industrial equipment always involve a lot of displays and controls inte-
racting with human operators [12] - [15]. Because of the limited and confined work
space, the number of control keys need to be reduced to a minimum and they may
need to be closely spaced; the human operators have to monitor several displays or
signals at the same time and produce timely responses to the stimuli. In many situa-
tions, the stimulus sets are placed in close proximity and located in parallel or ortho-
gonally to the response sets [4, 16], making the display-control mappings far from
simple. Therefore, it is of utmost importance to understand the effects of variations in
stimulus presentation in terms of orientation, grouping and alignment on response
preference as well as spatial compatibility in order to enhance the overall human-
machine system performance.
In the past, spatial S-R correspondence was always regarded as an underlying re-
quirement for the existence of spatial compatibility effects, and thereby such effects
existed only when the stimulus and response sets shared the same spatial dimensions.
However, Bauer and Miller [17] demonstrated that when the stimulus and response
sets are oriented orthogonally, e.g. the vertical (up-down) stimulus (response) mapped
to the horizontal (right-left) response (stimulus), significant orthogonal S-R compati-
bility effects with up-right/down-left mapping were found. This up-right/down-left
advantage was then explained by salient features coding principle [18] that the codes
for right and up (or above) are more salient than those for left and down, such that the
up-right/down-left mapping can benefit from the correspondence of relative salience
of the positions (or correspondence of asymmetric stimulus and response codes), re-
sulting in faster translation of stimuli to responses.
Apart from stimulus-response orientation, another factor needs to be considered
was the grouping effect of the stimuli. Several studies have shown that stimuli are
coded relative to multiple frames of reference [19] - [21]. In this experiment, different
from previous studies with precue showing the hemispace/size of the stimulus before
stimulus presentation [4, 19], eight prefixed existing outline boxes were displayed in
the experiment and the stimulus could occur in any of the eight possible locations.
The boxes on each side were further grouped either into two (split field) or four (con-
tinuous field) for testing, forming different frames of reference. As most, if not all, of
previous studies concerning the effects of reference frames were tested with precuing,
it is then believed that the results of this experiment can provide further evidence on
whether stimulus coding with multiple reference frames depends upon the precuing
effect. It was expected that when stimuli were grouped into two, the relative right-left
(up-down) position of the stimulus was salient, leading to significant response advan-
tages. However, when the stimuli were grouped into four, the right-left (up-down)
reference cue was minimized, resulting in relatively worse response performance
compared with the split field condition.
As to the effect of alignment, two types of stimulus alignments – single relative
position (Left-Right-Left-Right/Up-Down-Up-Down (LRLR/UDUD)) and double
relative position (Left-Left-Right-Right/Up-Up-Down-Down (LLRR/UUDD)) – were
investigated in the experiment. The LRLR/UDUD condition was similar to any pre-
vious studies in which the left (up) and right (down) directions can provide relative
652 S.N.H. Tsang, K.W.L. Chan, and A.H.S. Chan
position of the stimulus for spatial coding. However, for the LLRR/UUDD condition,
the stimulus coding rendered by the relative left (up) and right (down) difference was
minimized or even eliminated and the result of which might be a lengthening in trans-
lation time for mapping the stimulus-response relationship. The experimental layouts
of different combinations of stimulus orientation, grouping, alignment and S-R com-
patibility are shown in Fig. 1 and 2.
2 Method
2.1 Design
angle of 15 degree from horizontal for ensuring comfortable responses made by par-
ticipants. Eight identical 15-mm diameter stimulus circles with each embedded in a
square box were presented in two linear array types (continuous array vs. split field
array) (Fig. 1). During the stimulus presentation, one of the stimulus circles would be
lit up in red. Each stimulus array type was tested in both parallel and orthogonal
orientations relative to two horizontally aligned response keys positioned underneath.
A green square of 10-mm side length was shown at the center of the stimulus array
serving as a fixation point as well as a warning signal before stimulus presentation.
Two grey square-shaped response keys of 20-mm side length each were positioned
below the stimulus array on the immediately left and right sides of the midline of the
display, and to be responded by participants’ index and ring fingers of their right
hand, respectively.
2.3 Participants
Thirty Chinese students of City University of Hong Kong (22 males and 8 females) of
ages 21-25 participated in this experiment. They were all right-handers as tested with
the Lateral Preference Inventory [22]. All of them had normal or corrected-to-normal
vision (Optical Co., Inc., Model 2000P Orthorator) and normal color vision (Ishihara
Pseudo isochromatic Plates). They all gave informed consent before the start of the
experiment and did not report any physical or health problems for the hands (fingers)
they used for the test.
2.4 Procedure
There were 16 testing conditions for each participant. Each condition contained 15
practice trials and 32 test trials. Participants were required to have at least 13 correct
trials in the practice session prior to the start of test trials in each test condition. Be-
fore testing, participants were asked to position their left index and right ring fingers
of the right hand above the two virtual keys with their wrists supporting by a soft
cushion. They were instructed about the spatial mappings being tested in that particu-
lar condition. At the beginning of each trial, the participant fixated a lit up green
square signal. After a delay of 1-3 s, one of the eight visual stimuli lit up in red. Par-
ticipants then touched the control key according to the condition being tested. The
fixation green square and red stimulus remained lit for 1 s or until the participant
made a response. Responses made with the wrong keys were counted as errors and
those made before 150 ms or after 1100 ms were considered to be misses (errors). The
green square was then reset and lit up again after 1 s, indicating the start of another
trial. Participants were asked to react as fast and accurately as they could. No feed-
back on speed or accuracy was given. There was a 2-min break for participants after
testing each mapping condition. Participants’ reaction times and errors were recorded
for further analysis.
Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility 655
3 Results
Table 1. Mean reaction times (RT) (ms) and error percentage (EP) (%) computed for different
testing conditions
Fig. 3. Interaction plots of mean reaction Fig. 4. Interaction plots of mean reaction times
times (RTs) for stimulus grouping and (RTs) for stimulus orientation and S-R
alignment compatibility
Effects of Stimulus Orientation, Grouping and Alignment on Spatial S-R Compatibility 657
4 Discussion
In this study, two control keys were used to respond to eight visual signals arranged in
parallel and orthogonal orientations. It was found that participants responded signifi-
cantly faster to the horizontally presented stimulus arrays than to the vertically
presented ones. It may be due to the fact that the parallel orientation could provide
congruent spatial dimension and obvious spatial correspondence between the stimulus
and response sets, thereby resulting in faster responses. However, for the orthogonal
orientation, the mapping between the stimulus and response sets depended upon their
relative salience, requiring an additional translation step for stimulus-response map-
ping and thus resulting in longer reaction time. Moreover, faster reaction times were
obtained for the conditions with the split field array than that with the continuous
array in both parallel and orthogonal orientations. It is believed that the split field
array could provide participants with more salient right-left and up-down reference
frames for the parallel and orthogonal orientations, respectively, leading to better
response performance. The main factor of alignment alone was nonsignificant, but its
interaction effect with grouping was significant such that the single relative position
alignment with the split grouping resulted in much faster RT than that with the conti-
nuous grouping, while no much difference in RT was observed for the double relative
position alignment between the two different groupings. This finding suggests that if
stimulus signals cluster together, the salience of left (up) and right (down) coding will
be weakened, probably due to the influence of adjacent stimuli. Overall, the result
showed that the condition ‘P-S-S-C’, which had the clearest relative spatial corres-
pondence, yielded the best performance amongst all the test conditions. From the
reaction time examination, it is noted that there was no significant differences be-
tween compatible and incompatible conditions. However, with the significant interac-
tion effect of orientation and S-R compatibility, for the conditions with orthogonal
658 S.N.H. Tsang, K.W.L. Chan, and A.H.S. Chan
orientation, the mean reaction times for compatible conditions (i.e. the left key for up
signals and the right key for down signals) were significantly faster than that for in-
compatible conditions (i.e. the left key for down signals and the right key for up sig-
nals). This finding of preferable left-up and right-down mapping was consistent with
the previous study of Bauer and Miller [17] (experiment 3) showing different map-
ping preferences for the left and right hands towards vertical stimuli and horizontal
responses. They found that left-up and right-down mapping was preferable for the
right hand, whereas right-up and left down for the left hand. However, the response
preferences towards orthogonal mapping are rather mixed that some other studies
reported that right-up and left-down mapping was of greater preference, seemingly
due to salient features coding between the stimulus and response directions [4]. Nev-
ertheless, the finding of this study demonstrated that left-down and right-up mapping
relationship responding with right hand was very robust.
5 Conclusion
For the eight visual signals and two controls interacted horizontally and vertically
with different S-R mapping types, it was found that the conditions in the parallel S-R
orientation resulted in better response performance than in the orthogonal orientation.
Besides, for stimulus grouping, visual signals split into two rather than four in a group
could provide salient reference frames for the stimulus and response set and thus
achieving faster reaction time. For the different stimulus alignments, the single rela-
tive position alignment was less prone to error responses than the double one, but no
significant difference in reaction times was found between the two alignments. An
interaction effect of grouping and alignment was observed that participants responded
very differently towards the continuous and split arrays with the single relative posi-
tion alignment. Also, with the orthogonal orientation, the left-up and right-down
mapping yielded better response performance, which was different from the results of
some previous studies showing the better response performance of right-up and left-
down mappings, implying the intricate stimulus-response mappings here and cultural
factors might affect the compatibility relations in this orientation [24].
Acknowledgements. The work described in this paper was fully supported by a grant
from City University of Hong Kong (Project No. 7002820). The authors thank for the
data collection done by YP Yau.
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tomical finger distance on spatial compatibility. Engineering Letters 19(2), 119–124 (2011)
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The Influence of Password Restrictions and Mnemonics
on the Memory for Passwords of Older Adults
Department of Psychology,
California State University Long Beach,
1250 N Bellflower Blvd, Long Beach CA 90840
Kim.Vu@csulb.edu,
martinirox99@gmail.com
1 Introduction
The advantage of relying on online services is quite clear in that it allows users to
access web-based services at almost any time and from any place where there is an
internet connection. However, accessing online accounts requires that users enter a
username and password [1, 2]. With the increased use of the internet, the number of
passwords per user has grown [3], making it a difficult task to remember unique
passwords for each account. The use of unique passwords is preferred because re-
cycled passwords can result in unauthorized access to multiple accounts of a particu-
lar user if one account is compromised. Techniques for helping users to remember
secure passwords are needed because even with the fast growth of alternative authen-
tication tools such as tokens, smart cards, and biometric devices, the username-
password technique has continued to be the main choice for security systems because
of its ease of implementation [4].
Companies that use internet services have the option of providing users with a
secure password to use. However, these passwords tend to be random strings of
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 660–668, 2013.
© Springer-Verlag Berlin Heidelberg 2013
The Influence of Password Restrictions and Mnemonics 661
characters that are difficult for users to remember. As a result, users tend to write
these types of passwords down, decreasing their effectiveness in terms of security.
Companies can also add password requirements to improve the security of user-
generated passwords. These password restrictions often require the use of both upper-
case and lowercase letters, digits and/or special characters, and a minimum password
length [5]. Although the addition of these restrictions can also cause difficulty in
password memorability for many users [2], these generated passwords tend to be
more memorable than computer-generated ones. The forgetting of passwords is likely
to be more pronounced among older adults due to the decline in memory that is
associated with the normal aging process [6].
This issue of increasing older adults’ ability to remember passwords needs to be
examined promptly due to the rapidly increasing age of the American population [7].
According to a report from The United States Census Bureau entitled, “Expectation of
Life and Expected Deaths by Race, Sex, and Age: 2006,” the average life span of
adults has increased by eight years from 1970 to 2010. This means that adults are
living longer than they were 40 years ago. The number of older adults using the in-
ternet has also increased over the years. In 1996, only 2% of older adults age 65 and
older used the internet, but this percentage increased to 22% by 2004 [8] and 53% of
by 2012 [9]. Due to the escalating number of tasks that can be completed online, the
number of accounts and passwords that need to be remembered can put a toll on older
adults’ memory capabilities. Thus, it is vital to consider the population of older adult
users when it comes to password recall.
A couple of studies have shown that memorability of passwords can be improved
with the use of mnemonic techniques [2, 10]. Mnemonic strategies encourage deeper
processing of information by relating new knowledge with knowledge already estab-
lished in memory [11]. One of the most effective password generation mnemonic
techniques is the image-based one [2]. The image-based mnemonic allows users to
generate their own passwords using well-known pictures instead of generating com-
plex words or letter/character combinations to abide by required website guidelines.
However, the effectiveness of the image-based mnemonic technique has been ex-
amined only with a sample of younger adults.
Teaching older adults how to create passwords that are both secure and easier to
remember is crucial for their ability to take advantage of the services provided by the
online world. Images can be stored in memory and retrieved more easily than words
[12], a phenomenon known as the “picture superiority effect.” This is so, even with
the deterioration of cognitive processing [12]. Thus, the image-based mnemonic me-
thod has the potential to be employed by both older and younger adults.
The goal of the present study was to determine whether teaching older adults how
to create passwords using image-based mnemonics can lead to better memory for
those passwords. Teaching older adults how to memorize strong passwords through
use of the image-based mnemonic technique will not only help them secure their
accounts, but may also reduce the expense associated with resetting lost passwords.
662 K.-P.L. Vu and M.M. Hills
2 Current Study
This study examines the effectiveness of two different password generation methods
for older adults (i.e., age 55 and over) and younger adults (age 18 to 30). All partici-
pants in each group were responsible for creating their own passwords for each of five
different fictitious online accounts. Participants were then tested on their ability to
recall the passwords at a 10-min and 1-wk delay interval. Cracking software was used
to analyze the strength of each password, and differences in password length and
complexity were examined for each age group by password generation technique.
2.1 Method
Participants. Thirty-seven older adult participants and 40 younger adult participants
were recruited from California State University Long Beach (CSULB) and its sur-
rounding communities. Older adult participants ranged from 55-86 years old (M =
71.06, SD = 8.78; 25 female and 9 male). Younger adult participants ranged from 18-
25 years old (M =19.3, SD = 1.57; 34 female and 6 male).
Older adults were paid $15 to participate in the entire experiment, which consisted
of two sessions lasting less than 1 hour each. The younger adults were recruited from
the university’s Introductory Psychology Participant pool, and the students received
experimental credits for participating in the study. At the time participants signed up,
they were informed that they were taking part in a study examining password genera-
tion and memorability. All participants were asked to bring to the first session of the
experiment five different personal pictures that they knew well and could put into five
different categories. For the older adult group, 18 participants were randomly as-
signed to the image-based mnemonic group and 19 to the text-based mnemonic group.
For the younger adult group, 20 participants were randomly assigned to the image-
based mnemonic group and 20 to the text-based mnemonic group.
Design, Apparatus, and Procedure. The methods and procedures were closely mod-
eled after Nelson and Vu [2]. A 2 (Password generation technique: image-based
mnemonic or text-based mnemonic) by 2 (Recall delay: 5-min or 1-wk delay) by 2
(Age: Older adults or Younger adults) mixed design was used. Password generation
technique and age were the between-subjects variables and recall delay was the with-
in-subject variable.
A Java program was used to present the experiment on a laptop computer with a
14” screen. Participants were presented instructions on what type of generation tech-
nique they were employing. The program also checked that each password met the set
criteria for each generation technique. It also recorded the generated password and the
amount of time it took the participant to recall their passwords at both the 10-min
interval and the 1-wk interval.
All participants were tested individually in a quiet, well-lit room. The experiment
consisted of two sessions, held one week a part. The first session consisted of two
parts, and the second session only consisted of one part. At the beginning of the first
session, participants were introduced to the experiment, asked to sign a consent form
The Influence of Password Restrictions and Mnemonics 663
and provided the five personal pictures to the experimenter. The pictures were added
to a multimedia storage device and kept for the duration of the experiment. In the first
session, participants generated five different passwords that satisfied a set of pass-
word restrictions for five different fictitious accounts. The password restrictions
included: being generated from a sentence that made sense; being at least eight cha-
racters; use of a capital letter; use of a special character (e.g. @, #, $, or %); use of a
digit; being generated from a sentence that had the special character and digit embed-
ded in the way that it makes sense relative to the context of the sentence; being unique
for each account. The five different accounts consisted of: E-mail, bank, computer,
social networking, and bookstore.
Even though all participants provided the five personal pictures to the experimen-
ter, only those randomly assigned to the image-based mnemonic group used their
pictures in the experiment. The image-based mnemonic group was taught how to use
this technique by giving participants examples of two different pictures used to create
two different passwords. One example used a picture of a skateboard with the phrase
“I like to skateboard” written underneath the image (see Figure 1). The participant
was given 10 s to look at the image and the statement. The participant was informed
as to the relationship the picture might have with personal knowledge and how to
incorporate that knowledge into a password. For example, the person likes to skate-
board so “I like to skateboard” could be used as a basis for the password.
As part of their training, the experimenter explained how pieces of information ga-
thered from the picture could become more complex and meaningful to the partici-
pant. The experimenter pointed out that the skateboard was red and reminded her of
learning her first trick on the red curb at school. The experimenter then demonstrated
how the red color could be translated into the password by replacing “I” with “Eye”
and capitalizing it because the red curb really caught her eye when she first learned
to skate. The word “to” could be changed to number “2” and “skateboard” could be
changed to “sk8board” by transforming part of the sound associated with the word
to the number “8.” The experimenter also pointed out that the letter “s” could be
664 K.-P.L. Vu and M.M. Hills
substituted for “$” to denote the money she spent buying her skateboard. The final
transformation of the combination of letters to create the complex password of
“EyeLike2$k8board.” A second example was also provided to the participants.
For the text-based mnemonic technique group, participants were instructed to gen-
erate passwords based on self-generated phrases using the same examples employed
in the image-based mnemonic technique but without the added benefit of the personal
pictures.
After generating a password for each account, participants were tested for their re-
call of the passwords after a 5-min delay, and again after a 1-wk delay. For the recall
session, participants were asked to recall each of the five passwords they created. The
participants were instructed to enter the correct password for each account name that
was prompted. The fictitious account names were displayed on the computer screen in
a random order for four times each. The number of passwords forgotten at each inter-
val was recorded as a measure of password memorability.
3 Results
Fig. 2. Mean Password Generation Time (in Seconds) for Older and Younger Adults
The Influence of Password Restrictions and Mnemonics 665
Fig. 3. Mean Number of Passwords Forgotten for Older and Younger Adults at the 10-Minute
and 1-Week Interval
4 Discussion
Since accessing online services is important for all age groups, using mnemonic tech-
niques to generate secure passwords can be very useful. The present study showed
that older adults can generate passwords that are more resistant to being forgotten by
using the image-based mnemonic technique compared to the text-based mnemonic
technique. Although, older adults took longer to generate an acceptable password,
they did not differ from younger adults in terms of the number of attempts needed to
do so. The longer generation time is expected due to decreased processing speed and
slower rates of information activation [13, 14] experienced by older adults. Thus, the
present study supports the notion that the image-based mnemonic technique could be
used by older adults to generate passwords that are more resistant to forgetting than
those generated by a text-based mnemonic technique.
Consistent with the notion that passwords generated with both the text-based and
image-based techniques are secure [2], Cain and Abel, a powerful password cracking
system, was not able to crack any of the passwords submitted from both the image-
based and text-based groups for a 12 hour period. Since none of the passwords were
successfully cracked, a viability test of Cain and Abel cracking software was per-
formed. Eight variations of the password “password” (password; Password; pass-
word1; Password1; p@ssword; P@ssword; p@ssword1; P@ssword1) were submitted
to the Cain and Abel cracking software to test the cracking rate for each word. All
variations were cracked by the software, indicating that the software is viable crack-
ing tool. It is likely that the software needed more time for the brute-force attack to be
successful in cracking passwords generated with the mnemonic techniques used in the
present study.
The study was limited by a couple factors. The first factor was that the Java program
used in this study was the same one we have previously used in our lab to study pass-
words generated by younger adults. Many of the older adult users, though, were con-
fused by how the program functioned given its text-based interface. Using a more
graphic interface may have facilitated the older adult’s performance. The second
The Influence of Password Restrictions and Mnemonics 667
limitation of the study was in regards to the use of the images for generating pass-
words. With limited directions to participants to bring in five significantly different
images for five categories, some users reported not being able to make a good connec-
tion between the picture and account name. Many of the participants stated that they
would have chosen different pictures for the study if they understood the significance
of linking the pictures to the different accounts beforehand. Finally, participants also
reported that there was some additional interference associated with having to gener-
ate five passwords for different accounts at the same time. Generally speaking, online
account users are only responsible for generating one username and one password for
an account at a time. The requirement to generate five unique passwords that met all
the requirements at once may have been overwhelming to participants, especially
the older ones. Despite these limitations, though, the older adults in this study
still showed a benefit for generating passwords using the image-based mnemonic
technique.
Future research should focus on helping users make better connections with the
images and the different accounts. Improving such connections would enable users to
have a better understanding of the password technique as well as be able to process
the pictures along with the account name at a deeper level.
References
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tifying and authenticating our seniors. Behaviour and Information Technology 26, 309–
322 (2007)
2. Nelson, D., Vu, K.P.L.: Effectiveness of image-based mnemonic techniques for enhancing
the memorability and security of user-generated passwords. Computers in Human Beha-
vior, 1–11 (2010)
3. Renaud, K., De Angeli, A.: My password is here! An investigation into visuo-spatial
authentication mechanisms. Interacting with Computers 16, 1017–1041 (2004)
4. Brown, A.S., Bracken, E., Zoccoli, S., Douglas, K.: Generating and remembering pass-
words. Applied Cognitive Psychology 18, 641–651 (2004)
5. Gehringer, E.F.: Choosing passwords: Security and human factors. Department of Elec-
trical and Computer Engineering, Department of Computer Science, North Carolina State
University, pp. 369–373 (2002)
6. Luo, L., Craik, F.I.M.: Age differences in recollection: specificity effects at retrieval. Jour-
nal of Memory and Language 60, 421–436 (2009)
7. Wagner, N.L., Hassanein, K., Head, M.M.: Computer use by older adults: A multi-
disciplinary review. Computers in Human Behavior 26, 870–882 (2010)
8. Gatto, S.L., Tak, S.H.: Computer, internet, and e-mail use among older adults: Benefits
and barriers. Educational Gerontology 34, 800–811 (2008)
9. Zickuhr, K., Madden, M.: Older adults and internet use: For the first time, half of adults
ages 65 and older are online. Pew Research Center’s Internet & American Life Project
Report (2012),
http://pewinternet.org/Reports/2012/
Older-adults-and-internet-use.aspx
668 K.-P.L. Vu and M.M. Hills
10. Vu, K.P.L., Proctor, R.W., Bhargav-Spanzel, A., Tai, B.-L., Cook, J., Schultz, E.E.: Im-
proving password security and memorability to protect personal and organizational infor-
mation. International Journal of Human-Computer Studies 65, 744–757 (2007)
11. Roediger, H.L.: The effectiveness of four mnemonics in ordering recall. Journal of Expe-
rimental Psychology: Human Learning and Memory 6, 558–567 (1980)
12. Renaud, K., De Angeli, A.: Visual passwords: Cure-all or snake-oil? Communications of
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13. Bailey, H., Dunlosky, J., Hertzog, C.: Does differential strategy use account for age-related
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Word Classification for Sentiment Polarity
Estimation Using Neural Network
1 Introduction
Though there are many digitalized documents in the Internet, the almost all
documents are unlabeled data. To label data much human power is needed since
now only human understands information and classify them into appropriate
clusters. Though a classifier is constructed to classify them automatically, many
labeled data is needed to construct a high performance classifier. If you construct
a classifier using such numerous unlabeled data, this problem vanishes. This
approach is a semi-supervised learning approach.
In pattern recognition research field many researchers pay attention to a deep
architecture neural network. The deep architecture neural network is one of
semi-supervised learning approaches and achieves high performance in an ob-
ject recognition task. The network is trained with many unlabeled data and
transforms input raw features into new features, which show higher concept,
for example a human face. Since the pattern recognition simulates one of hu-
man activities using a deep architecture neural network, in this study the neural
network is applied to language understanding.
S. Yamamoto (Ed.): HIMI/HCII 2013, Part I, LNCS 8016, pp. 669–677, 2013.
c Springer-Verlag Berlin Heidelberg 2013
670 H. Yanagimoto, M. Shimada, and A. Yoshimura
2 Related Works
A proposed method is related to neural network researches and feature extrac-
tion researches. Hence, in this section related works, that is neural network
approaches and kernel methods, are explained.
A neural network is one of models to simulate a brain simply and was proposed
by Rosenblatt[1]. Then Rumelhart et al. proposed backpropagation algorithm to
train multi-layer feedforward neural network[2]. Because of a backpropagation
algorithm neural network are used in various kind of research fields. The neural
networks are generally shallow architecture neural networks, for example three-
layer or four-layer neural networks but deeper neural networks are not used.
Vanishing gradient problem[3] limits the number of layers in neural networks.
The vanishing gradient problem means the backpropagation algorithm cannot
propagate error in deeper layer’s weight. Hence, though you use a deep archi-
tecture neural network, you cannot achieve good performance since you cannot
adjust weights in the neural network.
To overcome this problem deep learning[4] was proposed. The deep learning
is a methodology to train a deep neural network, which is many layers neural
network. To solve the vanishing gradient problem the deep learning approach
uses a layer-wise learning approach. These days the deep learning is applied to
pattern recognition and natural language processing.
In pattern recognition researches Lee et al.[5] applied a deep architecture neu-
ral network to object recognition and could extract good characteristics from
unlabeled enormous image data. The architecture of their neural network inte-
grated local image features into high-level features, for example outline of cat
face and human’s back shot. In ILSVRC2012 Large Scale Visual Recognition
Contest a deep convolutional neural network achieved the highest performance
by Hinton et al[6].
In natural language processing researches deep architecture neural networks
are used to construct a language model. Since a hidden Markov model is generally
Word Classification for Sentiment Polarity Estimation 671
Input
Output
Fig. 1. This figure shows a deep architecture neural network in the proposed method.
Each layer is regarded as a Restricted Boltzmann Machine and trained with RBM
training method.
Hidden Layer
Visible Layer
In Fig 2 general RBM is illustrated. The RBM has 2-layer architecture, which
is a hidden layer and a visible layer. Since neurons in the hidden layer are not
observed outside, nobody cannot control them. The RBM obtains input data
from neurons in the visible layer and keeps processing input data until the RBM
is stable. Moreover, the RBM has no connection among neurons in the same
layer. States of neurons in the same layer is defined independently when all
states of neurons in another layer are known. Hence, neurons in the same layer
is called conditional independence.
To introduce Contrastive Divergence k (CD-k) an energy function is defined.
States of each neurons in the visible layer denotes x and states in the hidden
layer denotes h. A weight between hi and xj is Wij . b and c denote weights of
visible neurons and hidden neurons respectively. Hence, the energy function is
defined below.
Energy(x, h) = −bT x − cT h − hT W x (1)
Word Classification for Sentiment Polarity Estimation 673
Fig. 3. The pseudocode shows CD-1 algorithm. When you use CD-k algorithm, you
repeat sampling process k times.
4 Experiments
Experiments are carried out using real stock market news, T&C news to evaluate
performance of the proposed method.
674 H. Yanagimoto, M. Shimada, and A. Yoshimura
4.1 Dataset
In experiments T&C news, which is one of stock market news delivery services
in Japan, are used as a corpus. The corpus consists of 62,478 articles in 2010
including stock price news, business performance reports, comments of analysts
and so on. 100 articles are labeled as positive, negative, or neutral by a stock
market specialist. Positive articles include information on increasing stock price.
On the other hand, negative articles includes information on decreasing stock
price. Neutral articles do not affect stock price.
Since my aim is to estimate sentiment polarity of words, adjectives and some
kinds of noun are extracted from the all articles as features. These words include
author’s intent and are used in sentiment analysis frequently. The number of
features is 2,604. All articles are represented as a binary vector which denotes
whether the articles include the selected words or not. If you use term occurrence
frequency, almost all vectors are binary vectors since the news is very short.
After word extraction 39,269 articles are represented as feature vectors using
extracted words and 71 labeled articles are included. To train a deep architec-
ture neural network we use the 71 labeled articles and 10,000 articles that are
selected from 39,198 randomly. Hence, 10,071 articles are used to train the net-
work. Since in training phase label is not used at all, the network is trained with
an unsupervised learning approach. The 71 articles are used to evaluate per-
formance of classification with a deep architecture neural network. To evaluate
performance of word classification clusters are checked manually and discussed
from the viewpoint of understandability of clusters for human.
4.2 Results
A deep architecture neural network has 2,604 neurons in an input layer, 3 hidden
layers, which have 1,000 neurons, 500 neurons, and 250 neurons respectively, and
100 neurons in an output layer. Hence, the network consists of 4 RBMs.
After applying the trained neural network to binary vectors of the training
articles, a similarity distribution among 10,071 articles changes. Fig. 4 shows
two distributions of similarity among all articles. You find the two distributions
are very different. The left distribution with binary vectors shows all articles are
less relevant each other though there are many articles with the same polarity.
First, clusters constructed with new feature vectors are discussed with the
71 labeled articles. Table 1 shows how many articles the proposed method im-
proves. This result shows the proposed method improves many relevance rank-
ings though in some of articles the proposed method worsens relevance ranking.
Finally, word clusters are discussed. The word clusters are constructed analyz-
ing the first hidden layer. The highest weights among a neuron in hidden layer
and all neurons in input layer denotes strong relevance among words. Hence,
the clusters are constructed the weights between the input layer and the hid-
den layer. Cluster A is a cluster of positive words and Cluster B is a cluster of
negative words.
Word Classification for Sentiment Polarity Estimation 675
700 1400
600 1200
500 1000
400 800
300 600
200 400
100 200
0 0
0 0.2 0.4 0.6 0.8 1 0 0.2 0.4 0.6 0.8 1
Fig. 4. The left graph shows a distribution of similarity among all articles using binary
vectors for the articles. The right graph shows a distribution of similarity among all
articles using continuous vectors generated with the proposed method.
Table 1. The table shows the number of ranking improvement for top 10 relevant
articles between original features and new features the proposed method generated.
Increasing the number of the same polarity articles in top 10 relevant ones, increase a
score in ”Improvement”.
Table 2. The table shows some clusters obtained with the proposed method. Original
data is written in Japanese.
Cluster A Cluster B
accounting upswing
press release average
adjustment evolution
significant drop-off
prediction not(negation)
increased profit trade
progress caution
excellent condition attention
4.3 Discussion
The proposed method can capture more essential relevance among articles than
existing bag-of-words approach from Fig. 4 and Table 1. Since the proposed
method trains the neural network with numerous unlabeled data and transform
input data into lower dimension space, the neural network has a function gath-
ering relevant words in the same neuron. The function affects performance of
word clustering. From Table 2 the function works well in this network since
some clusters include the same polarity words. However, there are many clusters
676 H. Yanagimoto, M. Shimada, and A. Yoshimura
including both positive words and negative words, too. Not introducing polarity
information expressly in training phase causes bad clusters. Hence, applying
the proposed method to classifying articles according to their polarity, more
discussion is needed.
5 Conclusion
I proposed word classification using a deep architecture neural network. From
some experiments it was confirmed that the proposed method could capture
essential relevance among text data and construct some clusters including the
same polarity words. The result shows a deep architecture neural network can
be applied to natural language processing, too.
Since this study is the first step to apply a neural network to sentiment anal-
ysis, a classifier to estimate article polarity will be constructed or be applied to
polarity dictionary construction. And I would like to discuss performance of the
proposed method from the viewpoint of their applications.
Acknowledgement. I would like to thank Centillion Japan Co. Ltd. for giving
us market news for our experiments.
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Author Index