CHIRA 2019 Abstracts


Area 1 - Human Factors and Information Systems

Full Papers
Paper Nr: 23
Title:

Towards Successful Multi-user Brain-Computer Interface (BCI) Gaming: Analysis of the EEG Signatures and Connectivity

Authors:

Finda D. Putri, Hao Ding, Abdullah Garcia and Aleksandra Vuckovic

Abstract: The information related to the impact of multi-user BCI on cortical activity is still relatively limited. This ongoing study performed a competitive multi-user BCI gaming that is based on alpha band operant conditioning and explored the brain activity and connectivity during the most, and the least successful gaming runs. Ten healthy adults were involved in three days of gaming experiments in pairs. Multi-channel paired t-test found a significant decrease (p<0.05) of absolute alpha power in the frontal left hemisphere channels in the dominant players during the most successful gaming compared to the baseline of the same group. This decrease is associated with the frontal alpha asymmetry (FAA) that occurred in the leading players. Connectivity estimation via partial directed coherence (PDC) was also performed, showing the deactivation of brain networks during the successful gaming of the dominant players compared to their baseline which might indicate the “networks switching” mechanism from resting state to a more-demanding cognitive task. Different baseline connectivity patterns were also found in the group of dominant players compared to the group of non-dominant players, suggesting the possibility of using baseline connectivity information as a predictor of gaming performance.
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Short Papers
Paper Nr: 33
Title:

Human-cobot Teams: Exploring Design Principles and Behaviour Models to Facilitate the Understanding of Non-verbal Communication from Cobots

Authors:

Marijke Bergman, Elsbeth de Joode, Marijke de Geus and Janienke Sturm

Abstract: Now that collaborative robots are becoming more widespread in industry, the question arises how we can make them better co-workers and team members. Team members cooperate and collaborate to attain common goals. Consequently they provide and receive information, often non-linguistic, necessary to accomplish the work at hand and coordinate their activities. The cooperative behaviour needed to function as a team also entails that team members have to develop a certain level of trust towards each other. In this paper we argue that for cobots to become trusted, successful co-workers in an industrial setting we need to develop design principles for cobot behaviour to provide legible, that is understandable, information and to generate trust. Furthermore, we are of the opinion that modelling such non-verbal cobot behaviour after animal co-workers may provide useful opportunities, even though additional communication may be needed for optimal collaboration.
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Paper Nr: 34
Title:

Increasing the Economic Value from Digitalisation through Eye-tracking

Authors:

Juergen Bluhm and Dirk W. Rudolph

Abstract: The objective of this position paper is to demonstrate that eye-tracking is a cross-sectional technology for digitalisation because it provides a bridge between “machines” on the one hand, i.e. computers, networks, robots, and other man-made results of digitalisation like web pages, and humans on the other hand, who interact with them. Eye-tracking is utilised at the interface between the human and the technology side of digitalisation and it is exactly at that interface, where technological innovations translate into economic values through productivity gains, increased sales, higher realised prices, improved customer satisfaction, fewer litigation cases, longer lasting customer relationships and thereby increased lifetime customer value, more profitable management decisions and improved shareholder trust. Unfortunately, numerous frictions between “machines” and humans exist at these interfaces. Over the last decades, scientists have refined methods and invented tools to detect those frictions, reflected in visual perception: eye-tracking. While the causes of these frictions are countless, eye-tracking is a single scientific method for detecting very many of them. Eye-tracking – so to speak – is “digitalisation’s best friend”. Because of the numerous applications eye-tracking provides for reducing these frictions at the human-machine interface, users pursuing a digitalisation strategy should become aware of the financial benefits by using this scientific method in their applied research and development.
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Paper Nr: 39
Title:

Smart Cities and Associated Risks: Technical v/s Non-technical Perspective

Authors:

Priyanka Singh and Markus Helfert

Abstract: The new era of smart city is accompanied by Information and Communication Technology (ICT) and many other technologies to improve the quality of life for the citizen of the modern city, that in turn, has brought immense opportunities as well as challenges for government and organizations. These challenges often introduce risks with smart city services on which citizens are heavily reliant. The connotation of smart city services introduces risks not only with the technology but also with non-technical aspects like process and management where a human element is involved. However, there are only limited attempts to investigate risk in the context of process and management while the literature of technology-oriented risks is relatively comprehensive. This paper aims to reveal the significance of technical versus non-technical elements in smart city services, and how to integrate both views with the help of Enterprise Architecture (EA) for addressing the impact of risks. On the basis of this review, this paper argues that for an effective risk assessment process, it is vital to consider both technical and non-technical components together which would lead to improved governance strategies for risk mitigation approach.
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Paper Nr: 40
Title:

ShoCons: Effective Display of Shortcuts in Icon Toolbars

Authors:

Vidya Setlur and Benjamin Watson

Abstract: Users often do not use keyboard shortcuts in applications as recalling and choosing the correct shortcut is a higher-order cognitive task. Mouse driven menus, toolbars, and icons are easier for a user to learn because they present hints and make visible what operations are possible, drawing on the power of recognition rather than recall. How can we better support the usage of shortcuts with such menus? Two existing methods are text in the icons, and popups with mouse hover. While the first is space inefficient; the second limits exposure and imposes an interaction cost. We propose a third method, ShoCons, that is spatially more efficient and neither limits user exposure nor imposes an interaction cost. To achieve this, ShoCons use a succinct iconic display of meta keys, limiting textual display to one character. We examine these alternatives in a controlled study, and find that when used with a high-level task, ShoCons enable faster task performance and an immediate increase in the accuracy of shortcut use.
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Paper Nr: 18
Title:

Principles of 3D Web-collections Visualization

Authors:

I. N. Sobolevskaya and A. N. Sotnikov

Abstract: The paper introduces to approaches to solving the problem of creating realistic interactive 3D-web collections of museum exhibits. The article deals with the representation of 3D-models objects based on oriented polygonal structures and methods for 3D-models development based on photogrammetry, interactive videos, and editable surface method. The evaluation of the computational complexity of constructing realistic 3D-models is analyzed too. The calculation results for real museum exhibits are given. The paper describes approaches to the formation of digital collections in the integration environment of the digital library. One of the ways to form a multifunctional information resource is proposed as an effective solution to the problem of presenting digital collections of various memory institutions to general public users. One of such methods of forming a multifunctional information resource is implemented in the form of a virtual exhibition. The format of virtual exhibitions allows combining the resources of partners to provide general public users of collections stored in a museum, archive and library collections.
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Area 2 - Interactive Devices

Full Papers
Paper Nr: 9
Title:

Reinventing the Cube: An Alternative Agent Design for Shape-shifting Technology

Authors:

Helen Hasenfuss

Abstract: In 2002 William Butera suggested the concept of a paintable computer. It is a blend of the concept of the internet of things (IoT) and multiagent computing. He describes agents that function on a basic level, ideally suspended in a liquid, so that they can be dispersed evenly but also be used to enhance the surface onto which they are painted (Butera, 2002). Expanding on this concept to create a liquid computer that could change its physical shape, i.e. it would be able to create unique 3D structures depending on user requirements. Such an interface would be in a quasi-liquid state when inactive and could become solid when in use, comparable to a Non-Newtonian fluid. This paper details an agent design that is orientated towards this kind of shape-shifting interface technology.
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Paper Nr: 16
Title:

The Effect of Search Engine, Search Term and Occasion on Brain-Computer Interface Metrics for Emotions When Ambiguous Search Queries Are Used

Authors:

Wynand Nel, Lizette de Wet and Robert Schall

Abstract: World Wide Web (WWW) searches are the primary source of information for many people for which different search engines are available. Depending on the search query, which might be ambiguous, search engines can return thousands of results to the user potentially causing frustration and a dislike towards the search engine. In this study, using a Brain-Computer Interface (BCI) we investigated the Long-Term Excitement, Short-Term Excitement, Engagement, Meditation and Frustration of study participants while they were performing ambiguous searches using Google, Yahoo! and Bing. The captured emotional data as well as pre-test and post-test questionnaire data suggest that the different search engines and search terms had an influence on the emotions of a participant during searches with ambiguous search queries.
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Paper Nr: 20
Title:

Which EEG Electrodes Should Be Considered for Alertness Assessment?

Authors:

Agnieszka Wolska, Dariusz Sawicki, Marcin Kołodziej, Mariusz Wisełka and Kamila Nowak

Abstract: The analysis of EEG signal is one of the objective methods used in alertness assessment. Many publications confirm the correct assessment of alertness level based on the analysis of selected brain waves. EEG registration is a difficult task; one of the important problems is the necessity to choose which EEG electrode to download the signal for analysis. The authors use different electrodes, often without justifying the choice. Equally often, the only justification is to say that the analyzed signal was the strongest among those available, or the least contaminated with artifacts. The aim of the article is to try to answer the question: signals which electrodes (channels) should be included in the alertness assessment. 33 participants took part in the experiment. Blue and red light was used to stimulate alertness. The impact of such light is documented in many publications. Alertness changes due to specific color of light were evaluated – the changes of alpha and beta bands were analyzed. Statistical analysis has shown that for alertness assessment the following electrodes should be considered: C3 and FC1 for alpha band and F3 and FP1 – for beta band signals.
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Paper Nr: 22
Title:

The Effect That an Auditory Distraction with Differing Levels of Intensity Have on a Visual P300 Speller While Utilizing Low Fidelity Equipment: Alongside the Development of a Taxonomy

Authors:

Patrick Schemrbi, Mariusz Pelc and Jixin Ma

Abstract: In this paper, we investigate the effect that an auditory distraction with differing levels of intensity has on the signal of a visual P300 Speller in terms of accuracy, amplitude, latency, user preference, signal morphology, and overall signal quality. This work is based on the P300 speller BCI (oddball) paradigm and the xDAWN algorithm, with ten healthy subjects; while using a non-invasive Brain-Computer Interface (BCI) based on low fidelity electroencephalographic (EEG) equipment. Our results suggest that the accuracy was best for the no music (M0), followed by music at 90% (M90), music at 60% (M60) and last music at 30% (M30), which results were in identical order to the subjects' preferences. In addition, the amplitude did not show any statistical significance in all scenarios while the latency exhibited a minor statistical difference. This work is part of a larger EEG based project where we are introducing different categories of distractions that are being considered alongside the development of a taxonomy. These results should give some insight into the practicability of the current P300 speller to be used for real-world applications.
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Paper Nr: 37
Title:

Blink and Wink Detection in a Real Working Environment

Authors:

Dariusz Sawicki, Paweł Tarnowski, Andrzej Majkowski, Marcin Kołodziej and Remigiusz Rak

Abstract: A simple and effective method of recognizing eye blinking in industrial conditions is presented. The developed method uses a camera built into safety glasses. The presented algorithm can be applied to recognize whether glasses are correctly put on – to check if employees use personal protective equipment. Recognition of open or closed eyes allows control by intentional winking. The algorithm uses only light sources present in the workplace and does not require infrared radiation (IR). The solution was tested on a set of 1797 eye photos recorded in a group of 10 participants. An analysis of the correctness of blink recognition and the correctness of the algorithm's operation in various lighting conditions was carried out. Experiments showed that the proposed algorithm met required project assumptions. The averaged results of blink recognition obtained using the developed method are: accuracy 96.5%, precision 93.8%, specificity 98.9% and sensitivity 84.9%. Additionally the algorithm is insensitive to changes in lighting and allows the use of one type of glasses for different employees.
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Short Papers
Paper Nr: 19
Title:

Common Spatial Pattern for the Classification of Imagined Geometric Objects

Authors:

Fabio L. Costa, Gustavo Patow and José M. Azorín

Abstract: Electroencephalographic (EEG) signals contain cognitive information, which can be used by Brain-Computer Interface (BCI) systems to control devices through thought. In this work we study the possibility of detecting the visual imagination of seven different geometric objects (triangle, circle, square, pentagon, line, hexagon and parallelogram). The power spectral density in the α band were compared offline with using common spatial pattern (CSP) and the variance of each channel, obtaining as a best result the calculation of the CSP plus variance in the α band and classifying the vector of features with a support vector machine (SVM), obtaining an average result of 52% accuracy and a kappa value of 0.43 in the classification of the seven geometrical shapes, reaching up to 83% and a kappa value of 0.78 for a single user.
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Paper Nr: 28
Title:

Finding a Meta-dialogue Strategy for Multi-intent Spoken Dialogue Systems

Authors:

Jakob Landesberger and Ute Ehrlich

Abstract: Speech is an easily accessible and highly intuitive modality of communication for humans. Maybe that is the reason why people have wanted to talk to computers almost from the moment the first computer was invented. Today several consumer-level products developed in the last few years have brought inexpensive voice assistants into everyday use. The problem is that this speech interfaces are mostly designed for certain commands. But during demanding tasks like driving a car, it can be useful to talk about several things at once, to get back to the main task as fast as possible. While talking about different things in a single utterance it is important to give the user adequate feedback, like a meta-dialogue informing about which topic is discussed at the moment. In this paper we compare several meta-dialogue approaches for a speech dialogue system capable of handling multi-intents. The aim of our study is to reveal which strategies users prefer regarding metrics such as flexibility, joy, and consistency. Our results show that explaining topic transitions and topic introductions via speech receive a high user rating and is cognitively less demanding then visual cues.
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Paper Nr: 29
Title:

Effective Remote Drone Control using Augmented Virtuality

Authors:

Kamil Sedlmajer, Daniel Bambušek and Vítězslav Beran

Abstract: Since the remote drones control is mentally very demanding, supporting the pilot with both, first person view (FPV) and third person view (TPV) of the drone may help the pilot with orientation capability during the mission. Therefore, we present a system that is based on augmented virtuality technology, where real data from the drone are integrated into the virtual 3D environment model (video-stream, 3D structures, location information). In our system, the pilot is mostly piloting the drone using FPV, but can whenever switch to TPV in order to freely look around the situation of poor orientation. The proposed system also enables efficient mission planning, where the pilot can define 3D areas with different potential security risks or set navigation waypoints, which will be used during the mission to navigate in defined zones and visualize the overall situation in the virtual scene augmented by online real data.
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Area 3 - Pervasive Technologies and Applications

Full Papers
Paper Nr: 30
Title:

Requirements for an In-gallery Social Interpretation Platform: A Museum Perspective

Authors:

Marcus Winter

Abstract: This paper reports findings from expert interviews discussing in-gallery commenting systems with museum professionals. Its main contribution is an exploration of museum perspectives on critical aspects of commenting platforms including content moderation, comment metadata, access and openness, ownership and reuse of comments, backend requirements, deployment and maintenance. The paper relates findings to system requirements and flags up a number of design tensions between visitors' attention to exhibits and their engagement with interpretive resources; visitors' communication behaviours and their contemplative needs; museums' requirements for content moderation and visitors' user experience when submitting comments. The findings will be useful to researchers and practitioners developing in-gallery commenting systems and other platforms collecting and displaying visitor comments in museums.
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Area 4 - Adaptive and Intelligent Systems

Short Papers
Paper Nr: 38
Title:

Ambulance Car Logistics using Shortest Path Achievement Tree in Plant Simulation

Authors:

Jolana Sebestyénová and Peter Kurdel

Abstract: Tecnomatix Plant Simulation software based on discrete-event modelling and simulation provides all the necessary equipment to operational modelling of real-world systems. Models created in it can be useful in different ways. Running long time simulation of some model, the user can retrieve a sufficiently big amount of information and data, in adequate degree similar to real world data because of wide range possibilities to use random parameters in the model. These data retrieved from simulation can be further used to analysis and test of new design, control, or decision strategies. Model of a simple tracks network with an ambulance car serving patients from houses along the tracks is used as a test case. The motion of the car is controlled using a shortest path achievement tree, prepared in an Excel file and read into the Plant Simulation model. Part of the data received from the model simulation is stored in SQLite in-memory database to be exported for further analysis.
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Paper Nr: 12
Title:

Improvement of Pairwise Comparison by using Response Time

Authors:

Yoshiki Sakamoto, Takashi Kurushima, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda, Rika Mochizuki and Masahiro Watanabe

Abstract: Pairwise comparison has been widely employed as an easy method for subjective evaluation of several candidates to develop new products or to improve service. In this paper, a method using response time was proposed to improve the accuracy of pairwise comparison. Firstly, a pairwise comparison experiment was conducted to investigate the relationship between response time and difficulty of judgement. Then, a method to improve the accuracy of calculated scales of the objects was proposed where the answer of the pairwise comparison was modified by using the response time and correction function. In this study, three correction functions were compared to find the difference of the accuracy improvement, and two of them showed significant improvement.
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Area 5 - Interaction Design

Short Papers
Paper Nr: 3
Title:

Development of Mixed Reality Simulation based on an Unmanned Aerial Vehicle

Authors:

Ashish Kumar, Christophe Mondon and Sugjoon Yoon

Abstract: Developments of unmanned aerial vehicle (UAV) simulations are highly demanding because there are a lot of researches going on for UAV exploration. In this paper, we developed a mixed reality simulation (MRS) based on a quadcopter-UAV. The MRS is the combination of the virtual part together with the real part. Herein, a full virtual part is represented through a computer with X-plane flight simulator and a full real part is represented by a real quadcopter operating within an airfield. This paper presents a technique to connect the real quadcopter and virtual quadcopter together using X-plane, Mission planner and Software-in-the-Loop for MRS. More specifically, we developed a program using C# for modifying the Mission planner’s follow-me mode to connect the real and virtual quadcopters. By using our developed technique, the virtual quadcopter on X-plane will follow the real quadcopter at the same time and the same location (virtual). So here we can get the live quadcopter flight simulation of a real quadcopter. Many experimental flights were conducted under different scenarios. The experimental result shows that the flight data from the real and virtual quadcopters are similar at each and every point. From the results, MRS based on a quadcopter-UAV is validated.

Paper Nr: 14
Title:

Design and Development of the First Prototype of a Social, Intelligent and Connected Help Desk

Authors:

Simona D’Attanasio, Thierry Sotiropoulos and Rachid Alami

Abstract: This paper presents an innovative architecture of help desk in the tourism environment. The aim of the work, performed with a professional woodworker manufacturer, is to design an interactive counter, integrating the methods and the technologies of robotics. The idea is to provide customers with a new experience, based on an intelligent and social interaction within a connected environment, using wood as the main material. In order to achieve this objective, modular hardware and software architectures have been designed and the first prototype is under development. The paper focuses on the description of the architecture of this prototype and on the first results obtained.
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Paper Nr: 15
Title:

A Questionnaire for Collecting Data Relevant to UX Experimental Design

Authors:

Luka Rukonić, Pierre Fastrez and Suzanne Kieffer

Abstract: This paper presents the set of experimental cues involved in the UX experiments that define the characteristics of signals, objects, individuals and prototypes in the lab setting. The contribution of this paper is threefold. First, methodological, as the method employed for creating the questionnaire is reproducible in other domain-applications. Second, practical, as the questionnaire itself can serve as a tool for capturing the experimental cues relevant to the UX evaluation of similar applications. Third, conceptual, as this paper renders a first account of how the questionnaire-collected data can inform other activities ranging from the selection of evaluation methods to the specification of independent variables, UX measures, experimental tasks and apparatus.
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Paper Nr: 17
Title:

Luminance and Color Correction for Display Stitching in Semi-Cave Virtual Reality

Authors:

Dariusz Sawicki, Łukasz Izdebski, Agnieszka Wolska and Mariusz Wisełka

Abstract: The most spectacular example of a virtual reality (VR) environment is Cave (Cave Automatic Virtual Environment). Image stitching is an essential problem encountered in displaying images in the Cave VR. We analyzed this problem in the Semi-Cave installation, a low-budget representative of the Cave VR. Seamless stitching of displayed images requires two independent tasks: geometrical correction and color/luminance correction. The aim of this work is to present the main aspects and the methods used for color/luminance correction for seamless stitching of displayed images in the Semi-Cave installation. The proposed procedure and the software developed for color correction of images were tested and verified. The final effect of displaying stitched images was subjectively assessed. The impression of immersion into the Semi-Cave VR was sensed by subjects, and in this way, the correctness of the proposed method was confirmed.
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Paper Nr: 26
Title:

Towards a Toolbox for Intercultural User Interface Design

Authors:

Rüdiger Heimgärtner

Abstract: In this paper, a method-mix (cultural dimensions, intercultural variables, user interface characteristics and human computer interaction (HCI) dimensions) for intercultural user interface design (IUID) is presented. Based on a hybrid approach covering cultural contexts in human–computer interaction (HCI) design using a model of culturally influenced HCI, this IUID method-mix represents the main constituent of a reasonable toolbox for IUID. The IUID method-mix is exemplified by application examples to demonstrate and discuss its benefit and limitations. The examples elucidate why and how cultural aspects play a role in HCI design and usability/UX engineering. Cultural influence on HCI is described using cultural variables for user interface design. The IUID method-mix serves to inspire HCI engineers in the requirement analysis phase as well as HCI designers in the design phase. The readers are sensitized to the challenges of intercultural usability/UX engineering and intercultural HCI design and will be equipped with relevant methodological knowledge needed to actively derive design recommendations for user interface design for and in their desired cultural contexts. Practitioners can prognosticate the ensuing effort and the expenditure for considering cultural context in intercultural user interface design.
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Paper Nr: 27
Title:

High Frequency Steady-State Visual Evoked Potentials: An Empirical Study on Re-test Stability for Brain-Computer Interface Usage

Authors:

Jan Ehlers, Thorsten Lueth and Axel Graeser

Abstract: Steady-State Visual Evoked Potentials (SSVEP) constitute an established approach to operate a Brain-Computer Interface (BCI). In contrast to stimulation between 13 and 17 Hz, stimulation above 30 Hz is considered less annoying and diminishes the risk of epileptic seizures. However, high-frequency BCIs usually feature slow processing speed and accuracy rates which reduces user satisfaction. We investigate the re-test stability of resonance frequencies between 30 and 50 Hz in 18 participants over a period of 40 days, including seven consecutive runs. Aim is to determine individual resonance profiles for recurring BCI usage that make time-consuming calibration phases no longer necessary. Preliminary findings of a clinical sample are reported as well. Results indicate that seven of nine frequencies fail to repeatedly induce stable responses. However, stimulation with 32 and 40 Hz induced strong and recurring SSVEP in the vast majorities of trials. Consequently, high-frequency based BCI usage will continue to presuppose individual calibration. Apart from this, since 40 Hz oscillations are suggested to play a key role in various brain functions, it is reasonable to assume pronounced cortical reactions to 32 Hz to also constitute a neuronal oscillator that is functional active during cognitive processing.
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Paper Nr: 32
Title:

Flow and Optimal Difficulty in the Portable EEG: On the Potentiality of using Personalized Frequency Ranges for State Detection

Authors:

Michael T. Knierim, Mario Nadj and Christof Weinhardt

Abstract: The experience of flow has been centrally linked to peak task performances and heightened well-being. To more effectively elicit these outcomes, flow is increasingly studied using neurophysiological measures. For example, portable EEG is employed to enable automatic state detection required for adaptive system design. However, so far, there is a lack of highly diagnostic findings, and moderately diagnostic ones relate more strongly to a central flow pre-condition – namely optimal task difficulties. Unfortunately, even these metrics might be infeasible in real-world scenarios and for portable EEG systems without midline electrodes. In this work, we discuss how frequency band personalization and separation could provide options to overcome these problems. Results from an experiment with a task manipulated in difficulty highlight that upper Alpha and Beta ranges show differentiating patterns to their lower frequency counterparts (i.e. within bands). These sub-bands could be used to detect instances of higher flow and optimized difficulty using portable EEG.
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Paper Nr: 36
Title:

Motion Information Transmission for On-neck Communication

Authors:

Takahide Ito, Yuichi Nakamura, Kazuaki Kondo, Jonathan Rossiter, Junichi Akita and Masashi Toda

Abstract: This paper introduces a novel form of communication via a combination of muscle sensing by electromyography and stimulation via a skin-stretcher device as a motion monitoring system. After sensing muscle activity through electromyography, the skin-stretcher device provides a skin sensation that confidentially informs or induces movements of the user who wears the device. This paper also introduces methods for translating muscle activities to the skin-stretch sensations, and additional filtering to improve the performance. In this study, we conducted preliminary experiments that demonstrate the potential of our system design.
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Paper Nr: 4
Title:

Understanding Behavioural Conflict between the Drivers and Adaptive Cruise Control (ACC) System in Cut-in Scenario

Authors:

Jing Gong, Fang You, Jian-min Wang and Xiao-long Zhang

Abstract: In the cut-in scenario of the ACC system, there is often a lack of harmony between people and cars due to the limitations of sensors and control strategies. Finding and solving the conflict between the driver and the machine is essential to achieve harmonious Human-Machine Cooperation. This research is to understand the conflict between the driver and ACC system in the cut-in scenario based on the previous work of driver trust experiment. The research selected eight drivers for in-depth interview, and the results showed that the biggest conflict between the driver and ACC was that the driver's cognitive and behavioural patterns were significantly different from the ACC system. It is mainly reflected on three aspects: the different definition of the cut-in scenario, the risk perception and the stress of the impending danger, and the perceptual process of cut-in scenario. In order to reduce human-machine conflict, the research proposed three design strategies: (1) Redefine the cut-in scenario based on the driver's cognition. (2) Keep the ACC human-machine interface consistent with the driver's psychological perception. (3) Help drivers cope with dangerous scenario with three levels of warning signals: guidance information, warning information and takeover information.
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Paper Nr: 13
Title:

A Study on Legibility with Pairwise Comparison in Simultaneous Multilingual Display on Digital Signage

Authors:

Takashi Kurushima, Yoshiki Sakamoto, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda, Rika Mochizuki and Masahiro Watanabe

Abstract: Recently, digital signages are widely utilized to provide information for tourists in plural languages, but it takes longer time to offer information in each language separately. Although simultaneous multilingual display is expected to reduce the time for presentation, there is no guideline for simultaneous multilingual display to keep its legibility. In order to estimate the effect of layout on legibility, the authors prepared contents which have different layout factors and conducted evaluated the legibility of contents with Thurstone’s pairwise comparison. Since the number of combinations in layout factors increases exponentially, the number of stimuli was reduced using an orthogonal table. As a result, significant differences were found in some layout factors and it was found that horizontal arrangement of images and sentences, left alignment in sentences, middle margin from screen edge and medium-sized images made contents more legible.
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