190 research outputs found

    Eye typing in application: A comparison of two systems with ALS patients

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    A variety of eye typing systems has been developed during the last decades. Such systems can provide support for people who lost the ability to communicate, e.g. patients suffering from motor neuron diseases such as amyotrophic lateral sclerosis (ALS). In the current retrospective analysis, two eye typing applications were tested (EyeGaze, GazeTalk) by ALS patients (N = 4) in order to analyze objective performance measures and subjective ratings. An advantage of the EyeGaze system was found for most of the evaluated criteria. The results are discussed in respect of the special target population and in relation to requirements of eye tracking devices

    Techniques for the Publication of Accessible Multimedia Content on the Web

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    Multimedia has become one of the most important sources of information and communication on the web. However, despite recent technological progress, people with disabilities and the elderly face difficulties accessing multimedia on the web. In some cases, these difficulties are impossible to overcome and are a fundamental cause of digital exclusion. Given the importance of this topic, several investigations on the problems of accessing multimedia resources have been carried out. Some organizations have also proposed certain standards to guide the creation and publication of accessible web content. Nevertheless, the authoring tools used in the process of publishing multimedia on the web do not offer all the accessibility features required. Authoring tools can also be used by people who do not have knowledge about web accessibility or programming, resulting in web publications lacking accessibility. This research proposes 278 novel techniques to guide authors, designers, programmers, and testers in the publication of accessible and inclusive multimedia on the web. These techniques are designed to guarantee the compliance with the recommended success criteria of Authoring Tools Accessibility Guidelines (ATAG) 2.0 of the World Wide Web Consortium. Moreover, these techniques can be used to evaluate the accessibility of the existing authoring tools used to create multimedia for the web. Additionally, we present 80 possible failures that can cause the non-fulfillment of ATAG 2.0. These failures can help authors discern what to avoid and help evaluators check whether particular multimedia is accessible.This work was supported in part by the Study of Accessibility Requirements of Multimedia Content on the Web: Case Study MOOC under Research Project PII-DETRI-2019-03, in part by the EduTech under Project 609785-EPP-1-2019-1-ES-EPPKA2-CBHE-JP, and in part by the Erasmus C Programme of the European Union

    Exploring the Front Touch Interface for Virtual Reality Headsets

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    In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and performed various user studies. We started with preliminary tests to see how intuitively and accurately people can interact with the front touchpad. Then, we further experimented various user interfaces such as a binary selection, a typical menu layout, and a keyboard. Two-Finger and Drag-n-Tap were also explored to find the appropriate selection technique. As a low-cost, light-weight, and in low power budget technology, a touch sensor can make an ideal interface for mobile headset. Also, front touch area can be large enough to allow wide range of interaction types such as multi-finger interactions. With this novel front touch interface, we paved a way to new virtual reality interaction methods

    Practical neurophysiological analysis of readability as a usability dimension

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    This paper discusses opportunities and feasibility of integrating neurophysiologic analysis methods, based on electroencephalography (EEG), in the current landscape of usability evaluation methods. The rapid evolution and growing availability of low-cost, easier to use devices and the accumulated knowledge in feature extraction and processing algorithms allow us to foresee the practicality of this integration. The work presented in this paper is focused on reading and readability, identified as a key element of usability heuristics, and observable in the neurophysiologic signals' space. The experiments are primarily designed to address the discrimination of the reading activity (silent, attentive and continuous) and the verification of decreasing readability, associated with the user's mental workload analysis. The results obtained in the series of experiments demonstrate the validity of the approach for each individual user, and raise the problem of inter-subject variability and the need for designing appropriate calibration procedures for different users

    Game of Eyeballs: What Should Be Above and Below the Fold of an E-Commerce Website: A Biometric Study

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    With the advent of Web 2.0, there has been a comprehensive paradigm shift in the way people communicate and interact on the web. While the time before the Y2K focused on unilateral communication from the website owners to the viewers; the modern era has brought with it a whole new dimension of how organizations interact with their customers and prospects online. One of the major components of this ecosystem is the buzzing industry of E-Commerce. Today, amongst the top five most swiftly growing industries globally E-commerce is one of them. Organizations have made a beeline to market their products online to get their fair share of the online tech savvy customers. In Pakistan, the E-Commerce marketplace is set to cross the magical USD1Billion this year. It is a big feat in a country where online payments are still not applicable and most of the business is done on Cash on Delivery. The purpose of this research is to narrow down on the subliminal and overt factors which contribute to making an E-Commerce platform/website stand out. The study takes into account the neurological factors that include eye tracking as well as emotional recognition tools to study how online consumers interact with the particular website. The results revealed very interesting facts about how users interact with a particular E-Commerce website where findings revealed that most of the attention is given to data above the fold while screen flashers are the most premium real estate for these websites. Additionally the space below the fold should not be ignored by these websites since most of the shoppers scroll down unconsciously. In order to promote engagement these websites should focus on promoting discounts and sales messages

    Fuzzy Case-Based Reasoning in Product Style Acquisition Incorporating Valence-Arousal-Based Emotional Cellular Model

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    Emotional cellular (EC), proposed in our previous works, is a kind of semantic cell that contains kernel and shell and the kernel is formalized by a triple- L = <P, d, δ>, where P denotes a typical set of positive examples relative to word-L, d is a pseudodistance measure on emotional two-dimensional space: valence-arousal, and δ is a probability density function on positive real number field. The basic idea of EC model is to assume that the neighborhood radius of each semantic concept is uncertain, and this uncertainty will be measured by one-dimensional density function δ. In this paper, product form features were evaluated by using ECs and to establish the product style database, fuzzy case based reasoning (FCBR) model under a defined similarity measurement based on fuzzy nearest neighbors (FNN) incorporating EC was applied to extract product styles. A mathematical formalized inference system for product style was also proposed, and it also includes uncertainty measurement tool emotional cellular. A case study of style acquisition of mobile phones illustrated the effectiveness of the proposed methodology

    The role of HCI in the construction of disability

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    As a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use, and with the study of major phenomena surrounding them, human computer interaction (HCI) is involved in the phenomenon of disability. For an interaction between humans and computers to take place, there should be an interface mediating between both parties. The design of such an interface may inadvertently impose access barriers to some people. HCI literature addresses the relationship between the theory and practice of HCI and disability from different angles, some of which are diametrically opposed. This thesis explores three modern conceptions, or models, of disability — the individualistic medical, the biopsychosocial and the social models —, investigates which model predominates in the HCI literature, and analyzes why choosing a particular model may determine and constrain the classes of problems that can be identified during a solution discovery process. Departing from HCI’s traditional discourse, which interprets the phenomenon of disability as a problem in the human body, the author, leading a team of engineers and psychologists, carried out a project in a school for children with cerebral palsy. The project was aimed to improve different areas of child development, using non conventional user interfaces — i.e. user interfaces that use other input/output devices than the keyboard, mouse or screen. After two years working directly within the field of operations”, the author had the opportunity to contrast the theory underpinning HCI’s methods with real practice and to expand his understandings about the relationships between HCI and disability. The research process involved an action research approach, which allowed the author and the team of experimenters to formulate new hypotheses as they learned more about the context, to review the process and, ultimately and most importantly,to readapt their actions to better serve the end beneficiaries. The experiences and learnings gathered throughout the process have been included in this thesis as a case study, for the purpose of helping HCI researchers embarking on projects relatable to the one described. Finally, the author urges the HCI community to update its discourse and to connect it with the vast literature related to modern conceptions of the phenomenon of disability

    A Review of Research on Gamification Approach in Education

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    Gamification has become the most popular topic of the last few years. Studies in gamification area are examined based on certain different criteria in this study and content analysis method was used in order to identify trends in this area. Web of Science were scanned through using gamification as keyword without year restriction. A total number of 313 studies were regarded as appropriate for the aim of the study and examined. It is seen that research in this area have begun in 2011 and increased every year. It is also seen that motivational theories are mostly preferred in the studies conducted in gamification area. It was determined that goal-duty, reward and progression sticks are the mostly used components as game components. It is seen that gamification applications are frequently preferred in virtual environment, simulation and augmented reality learning environments after mobile environments and in parallel with these, they are also preferred in learning areas such as public, service, food and health. Therefore, identifying different activities which could affect success in online environments, integrating these into education environment and provide these activities with theories appropriate for students’ ages for them not to lose their motivation are essential

    Designing Automated Facilitation for Design Thinking: A Chatbot for Supporting Teams in the Empathy Map Method

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    The Empathy Map Method (EMM) in the Design Thinking approach is a powerful tool for user centered design but relies on the methodological skills and experience of rare facilitation experts to guide the team. In a collaboration engineering effort, we aim to make this expertise available to teams without constant access to a professional facilitator by packaging facilitation knowledge into structured process support and state-of-the art technology. Based on requirements from scientific and practitioners’ literature, we introduce the concept of a conversational agent in the form of a chatbot to take over the role of the facilitator of the EMM. We present an initial wizard of oz evaluation to derive insights and implications for improvements and the software implementation towards the ambitious goal of automated, non-human facilitation of EMM
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