CHIRA 2022 Abstracts


Area 1 - Human Factors and Information Systems

Full Papers
Paper Nr: 10
Title:

Scale Perception in VR for Urban Scale Environments: 360° Photos versus Full 3D Virtual Reality

Authors:

Claus B. Madsen, Nicolai Steinø, Andrei I. Lucaci, Emil O. Sandkvist and Alexander Jonstrup

Abstract: The paper investigates the accuracy of scale perception in Virtual Reality (VR) for visualization of urban scale environments. Specifically, we evaluate users’ scale estimation accuracy by subjecting them to an urban scale environment using two different viewing modes: 360° monoscopic panoramas viewed in a VR headset, versus a full stereoscopic 3D VR representation, also in a VR headset, allowing participants to move around. The paper explores various aspects of this, including both ego- and exo-centric distance estimation, perception of own height, and photographic realism of 360° modes. The main experimental result is that, somewhat surprisingly, user distance estimation accuracy is higher in the monoscopic 360° viewing modes than in 3D VR; in 3D VR participants on average underestimate distances by around 20%. Nevertheless, participants on average feel significantly taller than normal in the 360° modes, whereas they feel normal height in 3D VR mode. We conclude that more work is needed in order to properly understand the perceptual and cognitive mechanisms behind scale perception in VR.
Download

Paper Nr: 13
Title:

An Integrated Neural Network and Structural Equation Modeling Approach for Modeling Activity Trackers Use

Authors:

Ricardo Sol and Karolina Baras

Abstract: The objective of this study is to enhance a Technology Acceptance Model (TAM) with an Artificial Neural Network (ANN) approach in order to obtain substantially accurate results when compared to Structural Equation Modeling (SEM). This study looked at another paper that created a TAM dedicated to activity trackers (AT) obtained via SEM from a questionnaire to 247 participants. This study uses the constructs of that paper in an ANN as the input units and the Root Mean Square of Errors to indicate that the ANN method achieves high prediction accuracy. The results provide conclusive evidence that Perceived Usefulness is the most significant factor affecting AT acceptance. Perceived Ease of Use and Image affect acceptance, however their impact is much lower. Hedonic Motivation and Habit were found to have a significant relationship with TAM while Self-Efficacy showed mixed results. This confirmation can be useful for future designs of activity trackers.
Download

Short Papers
Paper Nr: 7
Title:

Effect of Environment Size on Spatial Perception in Virtual Reality

Authors:

Morten T. Bach, Poul A. Jensen, Andrei I. Lucaci, Damian G. Pupczyk and Claus B. Madsen

Abstract: A trend of distance underestimations in Virtual Reality (VR) is well documented, but the reason still remains unclear. Therefore, this paper investigates the effect of differently sized Virtual Environments (VEs) on egocentric distance perception in VR as a potential influence. Verbal assessment, blind walking, and our own proposed method: walk and assess, were compared in an experiment, and blind walking was found to be the most accurate. A virtual replica of a real-life location was created as a transitional environment, while small (15m2 ), medium (35m2 ) and large (95m 2 ) rooms were created to investigate the effect of VE size on spatial perception in VR. To establish the differences in estimations between the real world and VR when using blind walking, a study was conducted with the virtual replica and its real life counterpart at distances between 1 and 10 meters. Following this, the three distinct room sizes were used in an experiment to investigate the effect of the size of rooms on spatial perception in VR. The findings showed consistent underestimates of distances, and a trend for underestimation to grow as the distance grows was observed. Similarly, underestimates grew with the size of the environment.
Download

Paper Nr: 8
Title:

An Analysis of Correlations between Empathy and Both EEG and HEG during Text Chat

Authors:

Masaki Omata and Kana Watanabe

Abstract: We have addressed a problem that emotions associated with texts are not correctly conveyed in text chat. In this study, we conducted two experiments to analyze whether electroencephalography (EEG) and hemoencephalography (HEG) of a receiver can be used to identify the receiver’s empathic state when the receiver is empathizing with the emotion associated with the text sent by a sender. As the results, we found that emotional valence was more likely to be empathized with in text-based chat, but emotional arousal was less likely to be empathized with. We also found that the power of theta waves at O1 (in the occipital region) of the empathic receivers was significantly lower than that of the non-empathic receivers.
Download

Paper Nr: 9
Title:

UX- for Smart-PSS: Towards a Context-aware Framework

Authors:

Angela Carrera-Rivera, Felix Larrinaga, Ganix Lasa and Giovanna Martinez-Arellano

Abstract: Smart-product service systems are a business strategy that combines product and service into one value proposition. The user experience of digital services and the smart product can be a clear differentiator among competitors to achieve economically sustainable solutions. Hence, offering a more personalized experience is an important aspect of S-PSS. This paper aims to provide a theoretical framework for a context-aware user experience in S-PSS by providing adaptive and personalized services to the users according to their needs in a given context, by exploiting the digital capabilities of smart products and referring to the use of recommendation systems. The paper presents an application scenario using a smart-wearable as an example of a product-oriented PSS to better describe the framework and each component while stating the future challenges.
Download

Paper Nr: 17
Title:

Subjective Assessment of Commercially Common Input and Display Modalities in a Driving Simulator

Authors:

Kian Motahari and Margarita Vinnikov

Abstract: Driving simulators could be valuable tools for better understanding human behavior while driving. The latter has the potential to guide the design of roads and vehicles. In addition, studies of driving habits can help gain insight into the relationship between human attention and locomotion. A critical aspect of a driving simulator involves the right choice of stimulus presentation and interaction methodologies. This paper presents a driving simulator study that evaluates a series of commonly used display and steering devices in terms of usability, physical and cognitive task load, and simulator sickness indices. Specifically, conventional large display, commercially available head-mounted display, and various steering devices were compared. Our study used two steering devices (stationary and wireless) and a gamepad controller to control the simulated vehicle. We hypothesize that using a Head-Mounted Display (HMD), although suitable for inducing immersion, might come with the cost of possible simulator sickness and a decrease in driving performance. We analyzed the individual and combined impact of display and steering input device types on our subjective metrics measurements. Our results proved our hypothesis on higher perceived immersion for HMD based driving simulator. Also, the paper highlights the trade-offs between big monitor setup and Virtual Reality (VR) in terms of workload and fatigue.
Download

Paper Nr: 23
Title:

Fynex: Work in Progress on a Web-based Approach That Implements a Hybrid Recommendation System for Preventing and Treating Diseases based on Eating Disorders

Authors:

Bríter A. González-Daza and Miguel A. Feijóo-García

Abstract: Diseases based on eating disorders have been considered a health issue worldwide. It is worrying due to the increased complexity of treatments for diseases such as Diabetes, Hypertension, Obesity, and Anorexia. We present Fynex as a web-based expert system that implements a hybrid recommendation system that supports Healthcare Professionals and Patients with recommendations on nutritional plans and physical activity. It provides functionalities to have detailed follow-up and control regarding the evolution of a particular treatment regarding these diseases. This solution poses a decision-making system for Healthcare Professionals and Patients, fostering the medical processes (i.e., treatments, progress, and decisions) in an integrated and systemic way. We evaluated this tool following a pilot study based on pre-post experimentation, and reported the findings and results considering participants’ performance and perceptions, basing our analysis on (0-5) Likert scales, open-ended and YN responses, regarding their experience interacting with Fynex— analyzing the users’ perceptions on satisfaction and usability on the web-based application. Our preliminary findings suggest that Fynex is effectively a friendly user-centered approach that successfully increases medical processes, healthcare control, and treatment satisfaction.
Download

Paper Nr: 30
Title:

Observing the Uncanny Valley: Gender Differences in Perceptions of Avatar Uncanniness

Authors:

Jacqueline D. Bailey, Karen L. Blackmore and Robert King

Abstract: The creation of avatars is a two-sided coin; on one side we see developers creating avatars with the skills, time, and resources available to them. However, these resources (or lack thereof) may lead to avatars falling into the uncanny valley. On the other side are the end-users who engage with the avatar, who ultimately are the focus for these designers and developers. However, many factors can influence the perception of any avatar created beyond the level of realism, including the physical appearance of the avatar or something more fundamental like its gender(sex). Currently, there is a gap in understanding of the influence of gender(sex) in avatar uncanniness perceptions, and this is mostly missing in design decisions for avatar systems. Bridging this gap has been a source of research focus spanning the development of new technologies for avatar development to measuring end-user perceptions of those avatars. Here we add to this discussion through an experiment involving a set of avatars presented to participants (n = 2065) who were asked to rank them from least to most uncanny based on their perceptions. This representative set of avatars were sourced from publicly available methods and have different levels of realism. Our findings indicate that perceptions of avatar uncanniness based on gender(sex) affects the overall perception of the avatar.
Download

Paper Nr: 32
Title:

I Wandered Lonely in the Cloud: A Review of Loneliness, Social Isolation and Digital Footprint Data

Authors:

Dominic Reedman-Flint, John Harvey, James Goulding and Gary Priestnall

Abstract: The harm that social isolation and loneliness can have on physical, mental, and emotional well-being is now well evidenced. With social distancing and remote working now commonplace, the dangers of loneliness are ever more acute. Consequently, information technologies have taken on renewed importance to support healthy communication and reduce the negative impacts of social isolation. However, existing literature remains highly conflicted as to the relationship between technology use and its impact on loneliness. This is perhaps understandable: measures of loneliness have traditionally been examined within clinical settings, far removed from the everyday realities of computational interactions. Yet data logged about such interactions now offers potential to help identify isolation and loneliness and support those experiencing resulting health issues. We present a scoping review of this domain, focusing on detection of loneliness and social isolation through digital data. We interrogate a corpus of published articles from the HCI literature, identifying a series of methodological, epistemological, and ethical tensions therein, as well as emerging opportunities for future empirical study. We identify a need to examine such phenomena via actual behavioural data, rather than reliance on historical proxies such as age and gender, to help modernize our understanding of this growing social ill.
Download

Paper Nr: 37
Title:

EETAS: A Process for Examining Ethical Trade-Offs in Autonomous Systems

Authors:

Catherine Menon, Silvio Carta and Frank Foerster

Abstract: Public-facing autonomous systems present society with significant ethical challenges, not least of which is the need for stakeholder understanding and discussion of how these systems balance competing ethical principles. In this paper we present EETAS: a structured, gamified process for obtaining stakeholder input into the ethical balances and trade-offs which they consider it acceptable for a proposed autonomous system to make. We describe how outcomes from the EETAS process can be used to inform the design of specified autonomous systems, as well as how the process itself can improve stakeholder engagement and public understanding of ethics in AI and autonomous systems. In support of this we present the findings from an initial EETAS pilot study workshop, which shows an indicative trend of improvement in public understanding and engagement with AI following participation.
Download

Paper Nr: 19
Title:

Towards Evaluating e-Commerce Sites Purchase Intention using Affective Computing, a Preliminary Study

Authors:

Hayri Yigit, Javier De Andrés, Martin González-Rodríguez, Daniel Fernández-Lanvin, Kathia Marçal de Oliveira and Emmanuelle G. Strugeon

Abstract: The evaluation of an e-commerce website usability and effectiveness is traditionally measured through surveys. These tools provide subjective information about the user perception of the website, and their use is expensive and involve some drawbacks, since it requires the user to collaborate in the study and to control the sample. In this work, we explore the relation between what the users perceives and shares when they are asked about their experience, and the emotion they show while using the system under study. We use Affective Computing algorithms to analyse user expressions, and we compare the results with the information provided by means of a TAM based survey.
Download

Paper Nr: 21
Title:

RetoñosApp: Work in Progress on a Platform to Support the Teaching of Programming in CS through the Automation and Customization of Learning Processes Guided by Artificial Intelligence

Authors:

David M. Valoyes-Porras, Juan S. Rodríguez-Obregón, David S. Salamanca-Sánchez and Miguel A. Feijóo-García

Abstract: Learning difficulties in Computer Science (CS) are a multicausal problem that promotes student dropout in CS undergraduate programs. This results from the students’ psychological, emotional, and motivational implications, affecting their academic performance. We present RetoñosApp, as a web-based and user-centered platform supported by Artificial Intelligence (AI) that assists the teaching and learning processes for CS. It fosters the students’ autonomous learning, and provides accompaniment and feedback to students during their academic term, and CS instructors on their students’ learning processes. This web-based tool uses a Conversational Bot as an autonomous and synchronous virtual tutor, and a Content-based Recommendation System to generate customized reports with “educational routes” to students and instructors, based on their needs. We evaluated this web-based tool, and reported the findings and results, considering its efficiency and effectiveness, based on the participants’ interaction. This, in order to answer how the platform supported and complemented the teaching and learning processes of programming in CS, evaluating its potential to be part of the educational methodology of further CS undergraduate courses. Our findings from the pilot study suggest that RetoñosApp effectively provides a friendly user-centered asynchronous assistance and enhancement to learning processes, and frequent feedback on teaching processes.
Download

Paper Nr: 33
Title:

Low-power Machine Learning for Visitor Engagement in Museums

Authors:

Marcus Winter, Lauren Sweeney, Katie Mason and Phil Blume

Abstract: Low-power Machine Learning (ML) technologies that process data locally on consumer-level hardware are well suited for interactive applications, however, their potential for audience engagement in museums is largely unexplored. This paper presents a case study using lightweight ML models for human pose estimation and gesture classification to enable visitors’ engagement with interactive projections of interior designs. An empirical evaluation found the application is highly engaging and motivates visitors to learn more about the designs. Uncertainty in ML predictions, experienced as tracking inaccuracies, jitter, or gesture recognition problems, have little impact on their positive user experience. The findings warrant future research to explore the potential of low-power ML for visitor engagement in other use cases and heritage contexts.
Download

Area 2 - Interactive Devices

Full Papers
Paper Nr: 4
Title:

Insertion of Real Agents Behaviors in CARLA Autonomous Driving Simulator

Authors:

Sergio M. Serrano, David F. Llorca, Iván G. Daza and Miguel Á. Sotelo

Abstract: The role of simulation in autonomous driving is becoming increasingly important due to the need for rapid prototyping and extensive testing. The use of physics-based simulation involves multiple benefits and advantages at a reasonable cost while eliminating risks to prototypes, drivers and vulnerable road users. However, there are two main limitations. First, the well-known reality gap which refers to the discrepancy between reality and simulation that prevents simulated autonomous driving experience from enabling effective real-world performance. Second, the lack of empirical knowledge about the behavior of real agents, including backup drivers or passengers and other road users such as vehicles, pedestrians or cyclists. Agent simulation is usually pre-programmed deterministically, randomized probabilistically or generated based on real data, but it does not represent behaviors from real agents interacting with the specific simulated scenario. In this paper we present a preliminary framework to enable real-time interaction between real agents and the simulated environment (including autonomous vehicles) and generate synthetic sequences from simulated sensor data from multiple views that can be used for training predictive systems that rely on behavioral models. Our approach integrates immersive virtual reality and human motion capture systems with the CARLA simulator for autonomous driving. We describe the proposed hardware and software architecture, and discuss about the so-called behavioural gap or presence. We present preliminary, but promising, results that support the potential of this methodology and discuss about future steps.
Download

Paper Nr: 28
Title:

Augmented Reality-based Visualization of the Reach of a Collaborative Robot

Authors:

Fabio Schwarz, Maxim Feinleb and Gerrit Meixner

Abstract: With increasing globalization and higher competition on the one hand, and the same high level of personnel costs on the other, the pressure on companies to rely more on automation is growing. At the same time, with increasing individualization and complexity of products, batch sizes are shrinking, making versatile production machines with quick production changes and easy set-up processes necessary. In order to still cope with the complexity and at the same time use the human worker only for responsible tasks, robots have to take over the tedious tasks and work together with the human worker at the same time. To enable this working condition, the collaborative robots need to be set up and installed at the human’s working place first. This increases the safety requirements and leads to a large installation effort. To tackle these problems, improve the set-up and to simplify the collaborative work of the robot and the human worker, an augmented reality application is presented that helps by visualizing the reach of the robot. The proposed solution uses Unity3D to create an augmented reality application which recognizes the robot with the help of ArUCO markers. Once recognized, the reach of the robot is shown in the application in such way that the human worker is able to see the reach of the robot.
Download

Short Papers
Paper Nr: 11
Title:

A Music Tangible User Interface for the Cognitive and Motor Rehabilitation of Elderly People

Authors:

Adriano Baratè, Helene Korsten and Luca A. Ludovico

Abstract: This paper proposes the combined use of tangible user interfaces, digital technologies, and musical expression in the context of cognitive and motor rehabilitation of elderly people. After analyzing the state of the art about common age impairments and tangible user interfaces in rehabilitation, we will introduce the Kibo, a MIDI controller based on the concept of fiducials and able to communicate with other MIDI devices via Bluetooth. The peculiar characteristics of the Kibo will be exploited in a Web framework aiming to foster the development or recovery of cognitive and motor abilities through 3 specially designed games. The paper will also report remarks from domain experts (music therapists and physiatrists) and the consequent redesign.
Download

Area 3 - Adaptive and Intelligent Systems

Full Papers
Paper Nr: 12
Title:

A-Eye: Driving with the Eyes of AI for Corner Case Generation

Authors:

Kamil Kowol, Stefan Bracke and Hanno Gottschalk

Abstract: The overall goal of this work is to enrich training data for automated driving with so-called corner cases in a relatively short period of time. In road traffic, corner cases are critical, rare and unusual situations that challenge the perception by AI algorithms. For this purpose, we present the design of a test rig to generatesynthetic corner cases using a human-in-the-loop approach. For the test rig, a real-time semantic segmentation network is trained and integrated into the driving simulation software CARLA in such a way that a human can drive on the network’s prediction. In addition, a second person gets to see the same scene from the original CARLA output and is supposed to intervene with the help of a second control unit as soon as the semantic driver shows dangerous driving behavior. Interventions potentially indicate poor recognition of a critical scene by the segmentation network and then represent a corner case. In our experiments, we show that targeted and accelerated enrichment of training data with corner cases leads to improvements in pedestrian detection in safety-relevant episodes in road traffic.
Download

Short Papers
Paper Nr: 14
Title:

Context-aware Personalized Decision Support based on User Digital Life Model

Authors:

Alexander Smirnov and Tatiana Levashova

Abstract: Digital traces is a source of information about the users and their actions while the online activities. A structured part of this source, which represents information related to the decision-making process of a user, is proposed to be formalized in the form of user digital life model. The decision support system addresses this model for information to recognize user types and recommend personalized decisions. A user type is characterized with common personality traits of the users as decision makers and common decision-making behaviours of these users as consumers. A user ontology represents a priori knowledge on the user types and supports the user classification into them. The paper considers kinds of factors influencing decision-making styles and consequently personality traits of decision makers as well as behaviour variables determining decision-making behaviour. The user digital life model provides information to score these factors and instantiate the variables. A decision support scenario is described and its application to a search problem is demonstrated.
Download

Area 4 - Interaction Design

Full Papers
Paper Nr: 24
Title:

Between the Buttons: Stress Assessment in Video Games using Players’ Behavioural Data

Authors:

Susanna Brambilla, Giuseppe Boccignone, N. A. Borghese and Laura A. Ripamonti

Abstract: Flow lies at the heart of the interaction between players and video games. It is usually regarded as the optimal experience blooming in the fragile equilibrium that floats between boredom and anxiety. Under such circumstances, stress assessment can be a crucial experiential marker. In this preliminary study, we propose a computational approach to characterise the stress level of video game players, suitable to be exploited in the development of adaptive video games while enhancing players’ experience. To such purpose, a Virtual Reality (VR)-based video game has been created to gather data from participants. The information collected includes both physiological data and motion behavioural data (from game controllers), as well as the subjects’ self-reports of perceived stress. Behavioural data are specifically considered in the work presented here. We characterize the stress level evolution in terms of state-space dynamics, which is suitable for either discrete (classification) and continuous stress level assessment. Different experiments have been performed and results so far obtained are encouraging. In particular, along the stress vs. no-stress classification test, an accuracy of up to 84.4% is achieved by using VR-based data.
Download

Short Papers
Paper Nr: 2
Title:

Usability Evaluation of a Community-led Innovation Mobile App

Authors:

André C. Branco, Eveline Sacramento, Eliza Oliveira, Oksana Tymoshchuk, Maria Antunes, Margarida Almeida, Luís Pedro, Fernando Ramos and Daniel Carvalho

Abstract: Digital media can facilitate collaborative processes among local agents, value endogenous resources, and promote assets associated with territory. This article presents the results of a study concerning the development and validation of a mobile app for promoting the relationship among agents of the Portuguese Centro region’s communities/entities. This paper focuses on the results of a heuristic evaluation of the mobile app carried out with two groups of experts in Digital Technologies, Tourism, Health, and Well-Being, besides providing an overview of the mobile app that was developed and a theoretical background regarding community-led innovation, usability, and heuristics. For the CeNTER app prototype evaluation itself, the use of Nielsen’s heuristics, a MATCH-MED scale, together with a Think-Aloud Protocol allowed us to improve its usability. This article contributes to a reflection about the evaluation of mobile apps in the scope of territorial-based innovation initiatives, engaging its stakeholders in the process.
Download

Paper Nr: 16
Title:

A Study of Search User Interface Design based on Hofstede’s Six Cultural Dimensions

Authors:

Karen Chessum, Haiming Liu and Ingo Frommholz

Abstract: An information seeker’s cultural background could influence their preference for search user interface (UI) design. To study cultural influences Geert Hofstede’s cultural dimensions have been applied to website design for a number of years. In this paper, we examine if Hofstede’s six cultural dimension can be applied to inform the design of search engine user interfaces. The culturally designed search user interfaces have been evaluated in a study with 148 participants of different cultural backgrounds. The results have been analysed to determine if Hofstede’s cultural dimensions are appropriate for understanding users’ preferences on search user interface design. Whilst the key findings from the study suggest Hofstede cross-cultural dimensions can be used to model users’ preferences on search interface design, further work is still needed for particular cultural dimensions to reinforce the conclusions.
Download

Paper Nr: 20
Title:

Design Requirements for the Definition of Haptic Messages for Automated Driving Functionalities

Authors:

Joseba Sarabia, Sergio Diaz, Asier Zubizarreta and Joshué Perez

Abstract: As the number of advanced driving assistance systems grows, there is an increasing number of interactions between the driver and the automated system of the vehicle. Requests to transfer control from the automated system to the driver, new information sources increasing driver workload, and safety-critical situations imply new challenges in the communication between the driver and the automated system. In this context, haptic feedback for steering-wheel control has proven to be a valuable strategy. This work aims to propose a novel description of the requirements needed for a driver-in-the-loop system capable of ensuring safety while providing haptic feedback to the driver. Furthermore, a set of haptic patterns for the steering wheel are proposed based on the described requirements, to be evaluated in future studies. As future steps of this study, a continuation of this study will be published focused on human centered factors of the driver.
Download

Paper Nr: 27
Title:

User Empowering Design: Expanding the Users’ Hierarchy of Needs

Authors:

David Gallula, Hadar Ronen, Ido Shichel and Adi Katz

Abstract: We offer a comprehensive framework for HCI designers to empower users. Our purpose is to lay the foundations for a complete design method: User Empowering Design (UED). Empowerment is not a new human need, and the ability of technologies to empower users has already been discussed and deemed important by many experts. UED concentrates on the human need to fulfil the potential for growth, increase strengths, and reduce weaknesses. It does not replace user-centred design (UCD) but expands it to a higher-level need. Thus, we suggest that UED is the third revolution in developing interactive technology. Just as user experience (UX) has expanded usability, UED expands the user experience. The UX design method focuses on the user experiences while interacting with a digital product (e.g., emotions, feelings, aesthetics, hedonic needs). The UED approach takes a step further, as it focuses on the impact that goes beyond the scope of the digital product with an emphasis on aspects that are in the user’s main life path. Within this framework, we offer a methodology that includes eight distinct models, each referring to a variety of technologies that have an impact on personal, community and organisational empowerment. We explain the current need for a design that is intended to empower users, present the different models by describing their mechanisms, and offer practical examples to implement the empowering design.
Download

Paper Nr: 31
Title:

A Comparison of Date Selection Elements on Mobile Touch Devices in eCommerce Sites

Authors:

Asta Romikaitytė, Stelian A. Stanci, Javier De Andrés, Daniel Fernández-Lanvin and Martín González-Rodríguez

Abstract: There are several works exploring the different ways in which a user can input a date, as it is a very common operation on many websites, but the number of papers that cover this topic on mobile devices is very limited. In this paper several alternatives are considered, studied using Goals, Operators, Methods, and Selection Rules (GOMS), and tested in an online experiment with hundreds of users using these kinds of devices, to see how each one of them performs. The results show that the drop-down menu outperforms the others, which were more novel to the users, in completion time, user satisfaction and the number of errors committed.
Download

Paper Nr: 5
Title:

Relationship between Demographic Factors and Metacognition in Digital Library Interaction

Authors:

Heesop Kim, Aluko Ademola and Yumi Kim

Abstract: This paper aims to investigate the relationships between the university students’ demographic factors and their metacognition in digital library interaction. To achieve the objectives of this study, the demographic factors were divided into six variables (i.e., gender, age, qualification, academic backgrounds, searching skills, and experience with the digital library) and the metacognition was classified into nine variables (i.e., schema-training, planning, monitoring, evaluation, transfer, memory, comprehension, task, technology). A total of 112 students participated in the online questionnaire. The collected data were analyzed using SPSS version 26, and a significant correlation between demographic elements and metacognition was found in digital library interactions. Interestingly, the experience with digital libraries has shown the strongest factor to be considered as the most important variable in the design of digital library interactions.
Download

Paper Nr: 15
Title:

Providing Personalised Recommendations of Critical Incident Narratives in a Cross-platform Mobile Application

Authors:

Tim Wenzel, Doris Fetscher, Wolfgang Golubski, Susanne Klein and Rainer Wasinger

Abstract: This work describes the design and implementation of a cross-platform mobile application that has been created to provide users with personalised recommendations of Critical Incident (CI) narratives. CIs provide brief descriptions of situations in which misunderstandings arise as a result of the cultural differences of the interacting parties. They are useful for increasing intercultural awareness. This paper describes the design and implementation of the mobile application called ‘Nils2Go’. The main focus is the personalisation strategy that is employed in the recommendation of CIs, and the identification and use of user demographic characteristics that can be utilised to further personalise a retrieved list of CI narratives.
Download

Paper Nr: 22
Title:

Popular Music Production Trend Analysis and Prediction Research

Authors:

Mingyue Zheng and Jiarui Jin

Abstract: Music is the most popular art form performed and listened to by billions of people every day. There are many kinds of music, such as pop music, classical music, jazz music, folk music, etc., among which pop music is the most widely listened type of music. When pop music creators are willing to improve their own music production level, they usually get inspiration by listening to and learning a lot of other people’s songs. This is a time-consuming job and requires the person to have strong judgment and prediction ability, which requires years of experience accumulation. Using big data and artificial intelligence technology to analyse and speculate on the trend of popular music in a certain area over a period of time can help creators quickly find valuable data, such as the most popular song melody, changes in the corresponding artist’s style. Music samples are long and complex and are composed of multi-channel mixed signals of different vocals and musical instruments. Therefore, the popularity of music is a difficult pattern recognition problem, and it has great research and application value. This project will create a GAN-based machine learning model for finding the multi-dimensional quantification of the most popular pop music features in different regions in the current time period from multiple music samples, which can be used for pop music creators to discover popular trends and improve their own music level and popularity.

Paper Nr: 36
Title:

Student-centered Development of an Online Software Tool to Provide Learning Support Feedback: A Design-study Approach

Authors:

Gilbert Drzyzga and Thorleif Harder

Abstract: Students in online degree programs have a higher risk of dropping out (Diaz, 2002; Beard and Harper, 2002; Baker et al., 2015). The use of learning support tools such as learner dashboards (LD) can promote self-regulated learning, which can have a positive impact on student learning (Jivet et al., 2018; Konert et al., 2016). This paper presents a three-stage design study and shows how the layout of the proposed LD was implemented from the initial digital design to a low-fidelity prototype. First, the developed wireframes were checked for consistency with respect to the Gestalt laws (Wertheimer, 1922). From the resulting wirefame design, a clickable low-fidelity prototype was developed. In the second step, this interactive prototype was reviewed by students (n=24) respect to the seven interaction principles (DIN EN ISO 9241-110, 2020). In the third step, the revised prototype was subjected to an eye-tracking procedure using the Thinking Aloud technique (n=10). The results so far show that the LD should be presented at a reduced information level during initial access, but that this level can be supplemented by additional elements if necessary. The navigation hierarchy should be kept flat and the information should be easy to understand.
Download