CHIRA 2018 Abstracts


Area 1 - Human Factors and Information Systems

Full Papers
Paper Nr: 11
Title:

Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game

Authors:

Brian An, Forrest Matteo, Matt Epstein and Donald E. Brown

Abstract: The recent popularization and affordability of Head Mounted Display (HMD) Virtual Reality (VR) systems such as the Oculus Rift has accelerated the expansion of the application of these devices beyond entertainment. One of the targeted areas of expansion is in social interaction serious games where it has been often hypothesized that the immersion of HMD VR would increase the learning effectiveness of these systems. Despite this growth, few studies in the literature examine the effectiveness of these types of games in HMD VR as compared to more traditional desktop systems. This study evaluates the performance difference between a traditional desktop version and an HMD VR version of a cultural serious game designed to teach U.S. Army soldiers how to communicate competently with Chinese soldiers in a joint humanitarian mission. The study found no performance difference between participants who played the desktop or the HMD VR version of the game. The study did find a strong positive interaction correlation between gender and participants who played the HMD VR version of the game. These findings motivate further research into why this correlation exists and if, through game design, can also be instilled in female participants.
Download

Paper Nr: 18
Title:

Estimation of Intellectual Concentration States using Pupil Diameter and Heart Rate Variability

Authors:

Kaku Kimura, Shutaro Kunimasa, You Kusakabe, Hirotake Ishii and Hiroshi Shimoda

Abstract: Although modern society has improved the value of intellectual work, its objective and quantitative evaluation method has not been established. In this study, the authors have focused on physiological indices such as pupil diameter and heart rate variability which are supposed to be influenced by their cognitive load in office work, and an estimation method of intellectual concentration states from the measured indices has been proposed. The concentration states to be estimated in this study are one of three states when giving three kinds of cognitive loads which are high, medium and low. As the result of the experiment where intellectual concentration states of 31 participants were estimated, the accuracy was 57.3% in average and it was significantly higher than random estimation (p < 0.001). It was also found that those who had no clear physiological response caused by the difference of cognitive load or those who showed different physiological response when measuring in different time tended to be low estimation accuracy.
Download

Paper Nr: 29
Title:

Quantifying the Attention Potential of Pervasive Display Placements

Authors:

Marcus Winter, Ian Brunswick and Derek Williams

Abstract: Being able to quantify the attention potential of pervasive display placements holds promise in selecting suitable placements, scoping expectations of impact, informing display designs and calibrating engagement data against placement-related factors when evaluating display designs. This paper contributes a first version of an instrument to quantify the attention potential of display placements, focusing in particular on small interactive displays in museum environments. It reports on an empirical evaluation revealing strong and significant correlations between quantified attention potential and measured attention and engagement. The paper describes the methodology of the evaluation, discusses its findings and their limitations, and concludes with a call for more research into quantifying the attention potential of display placements.
Download

Short Papers
Paper Nr: 4
Title:

The EEG-based Emotion Classification in Tactile, Olfactory, Acoustic and Visual Modalities

Authors:

G. Portnova, D. Stebakova and G. Ivanitsky

Abstract: We perceive pleasant and unpleasant stimuli using different modality systems, such as visual and acoustic tactile and olfactory modalities. In our study we investigated the specificity of emotional perception in four modalities using EEG. 20 healthy participants were instructed to assess the stimuli using emotional scales. We used power spectrum density, alpha-peak frequency, wavelet analysis and method of "emotional spaces" for EEG data and DNN classifier for modality specific and non-specific classification of pleasant and unpleasant stimuli. We found, that difference of EEG power spectrum density and alpha-peak frequency between states of pleasant and unpleasant stimulation varied from one modality to another. Meanwhile, the above-stated differences were more similar between tactile and olfactory modalities and acoustic and visual modalities. the method of "emotional spaces" and DNN classification showed general, modality nonspecific features of pleasantness evaluation.
Download

Paper Nr: 26
Title:

Applications of Eye Tracking in the Diagnosis of Early Stages of Autism Spectrum Disorders

Authors:

Giampiero Dalai, Sashidharan Komandur and Frode Strand Volden

Abstract: In this project we designed a computerized diagnostic test procedure to measure gaze parameters known to be related to early symptoms of Autism Spectrum Disorders (ASD) (saccades and smooth pursuit eye movements). An eye-tracker was used to gather gaze data. Custom visual stimuli and guidelines for collecting eye tracking data from the subject group (children between 12-24 months of age) were developed. A first proof of principle study was performed on three children without suspected clinical diagnosis in the target age range. The results were promising and the procedure seems to be applicable to small children. Further work needs to be carried out in order to validate whether the procedure actually will be a good diagnostic support tool in clinical settings.
Download

Paper Nr: 12
Title:

Comparing Real and Virtual Object Manipulation by Physiological Signals Analysis: A First Study

Authors:

Mohammad Ali Mirzaei, Jean-Rémy Chardonnet and Frédéric Merienne

Abstract: Virtual reality aims at reproducing reality and simulating actions like object manipulation tasks. Despite abundant past research on designing 3D interaction devices and methods to achieve close-to-real manipulation in virtual environments, strong differences exist between real and virtual object manipulation. Past work that compared between real and virtual manipulation mainly focused on user performance only. In this paper, we propose using also physiological signals, namely electromyography (EMG), to better characterize these differences. A first experiment featuring a simple pick-and-place task on a real setup and in a CAVE system showed that participants’ muscular activity reveals a clearly different spectrum in the virtual environment compared to that in reality.
Download

Paper Nr: 20
Title:

Static Balance Performance and Sensory Integration Abilities of Children with Dyslexia and Developmental Coordination Disorder

Authors:

M. Nunzi, F. Sylos Labini, A. Meli, S. Baldi, D. Tufarelli and C. Di Brina

Abstract: Introduction: Postural dysfunctions are described in Developmental Disorders: the static balance deficit is one of the major features of Developmental Coordination Disorder (DCD) and is reported in Dyslexic Children. With computerized dynamic posturography (CDP) balance can be assessed objectively. The primary aim of this study was to assess the postural function in DCD and Dyslexic in comparison with a Control Group (CG) using CDP. Subjects and Methods: Forty-seven children (29 males e 18 females) were assessed using all the six conditions of the Sensory Organizing Test (SOT). 18 CG children (mean age 9.66 ± 1.96 years), 15 Dyslexic children (mean age 9.78 ± 1.09 years) and 14 DCD children (mean age 8.35 ± 1.79 years) were included. Results: DCD had poorer balance measured with the SOT score in every condition (p<0.05) except in SOT 3 (p= n.s.) compared to the CG. Dyslexic children had a good postural control compared to the CG, except in SOT 5 (p = 0.02). Conclusions: CDP showed that the DCD group had, as expected, a poorer balance than DD and CG. It is possible to differentiate Dyslexics from the CG only in SOT 5, indicating that the postural disturbance of this group is probably of primarily central vestibular origin. The somatic-sensory input had the same influence on balance function in the three groups.
Download

Area 2 - Interactive Devices

Full Papers
Paper Nr: 2
Title:

Tangible Interaction for Simple 3D Interaction Tasks: Comparing Device-In-Hand and Hand-In-Device Scenarios

Authors:

Mirjam Augstein, Thomas Neumayr, Stephan Vrecer, Werner Kurschl and Josef Altmann

Abstract: Although recently, touch-based input with a reduced amount of haptic guidance gained popularity, traditional tangible input devices like mice or joysticks are still indispensable of everyday human-computer interaction. Most traditional tangible devices are implemented in so-called device-in-hand settings. There, the user’s hand grabs the device and the device-hand system is then moved to trigger an input activity. Thus, the user’s hand posture usually stays relatively stable. Hand-in-device approaches are an alternative form of tangible interaction settings where the user’s hand moves within a tangible device. Such a setting differs considerably as i) the user’s hand posture is more flexible, and ii) the device itself is stable while the interacting hand moves. This paper describes a comparative study on users’ interaction performance with device-in-hand and hand-in-device settings for simple 3D interaction tasks. Further, it contributes to the body of knowledge on favourable interaction directions (left or right).
Download

Paper Nr: 7
Title:

Introducing a New Haptic Illusion to Increase the Perceived Resolution of Tactile Displays

Authors:

Rebekka Hoffmann, Manje A. B. Brinkhuis, Árni Kristjánsson and Runar Unnthorsson

Abstract: Tactile high-resolution displays gained importance during the last decade due to their wide range of application areas. To maximize the throughput of information developers can be tempted to mount as many tactile actuators (tactors) as possible on a haptic device, thereby risking to overexert the user’s sense of touch, and to critically decrease its usability. Studies therefore explore ways of increasing the perceived resolution of tactile displays by exploiting haptic illusions. We demonstrate a new spatiotemporal haptic illusion that has not been described in literature yet. We conducted an experiment, in which we manipulated the vibration intensity of two successive tactor activations, the direction of consecutive tactor activations (up, down) and inter-tactor distance (40, 20, or zero mm). Fourteen naive participants judged whether the second tactor activation was above or below the first activation. Our results suggest that varying the sequence of activations with different intensities leads to an error of localization. High intensity activations followed by low intensity activations resulted in an illusory downward movement, and vice versa. The haptic intensity-movement illusion provides a promising possibility to enhance the information conveyed in tactile displays, without increasing the tactor density at the cost of the product’s usability, comfort and ergonomy.
Download

Short Papers
Paper Nr: 10
Title:

Geometrical Picture Integration in SEMI-CAVE Virtual Reality

Authors:

Dariusz Sawicki, Łukasz Izdebski, Agnieszka Wolska and Mariusz Wisełka

Abstract: Virtual reality (VR) is the most fascinating multimedia solution of recent years. Cave (Cave Automatic Virtual Environment) is the most advanced example of VR installation. The aim of the work is to present an image stitching problem in specific cave installation. The low-budget installation called SEMI-CAVE has been built to study the impact of visual environment on human psychophysiology at the workplace. Six projectors display images on four walls of a relatively large room. Correct stitching of images with perfect geometry is the deciding factor in ensuring good immersion in VR under these conditions. We have developed a special image stitching subsystem working in the SEMI-CAVE solution. The subsystem makes it possible to easily combine individual images to ensure the correct geometry of the displayed content. In addition, the implementation of the stitching subsystem was carried out at the shader level, which ensured the fastest possible technical solution. The work presents subsystem assumptions, the method of implementation and conducted tests.
Download

Paper Nr: 17
Title:

Distance Information Display System using Augmented Reality for Supporting Decommissioning Work

Authors:

Naoya Miki, Yuki Harazono, Hirotake Ishii, Hiroshi Shimoda and Yuya Kouda

Abstract: In this study, Augmented Reality based Distance Information Display System has been developed and evaluated, which can be used with very simple operation. By capturing target objects with a RGB-D camera, the system automatically measures lengths and gaps of the target objects. The system extracts and displays the lengths that workers may want to measure by a heuristic filtering process. An experiment was conducted to evaluate the Distance Information Display System. The experimental results showed that the Distance Information Display System may resolve the problems of manual measurement and reduce the measurement time.
Download

Paper Nr: 19
Title:

Wearable Mind Thoughts Controlled Open Source 3D Printed Arm with Embedded Sensor Feedback System

Authors:

S. Hasan, K. Al-Kandari, E. Al-Awadhi, A. Jaafar, B. Al-Farhan, M. Hassan, S. Said and S. AlKork

Abstract: Number of amputees are increasing every year due to may causes such as vascular disease (54%) including diabetes and peripheral arterial disease, trauma (45%), and cancer (less than 2%). The fields of brain controlled and Medical applications for 3D printing are expanding rapidly and are gradually revolutionizing the delivery of health care. Based on these two technologies, we set out to find the feasibility of a low-cost wearable 3D printed arm to address the problem of amputation. This paper presents mind-controlled 3D printed arm with embedded sensor feedback system. The aim of this project is to come up with a light-weighted wireless 3D arm which can be portable, wearable and controlled using EEG headset. The given criteria were set to be based on 3 factors: Weight, Cost and Battery Life. An open source 3D arm was printed and controlled using an EEG headset to test the arms flexibility. The results show that the printed arm weighs almost half of an average male arm (1.53KG). More over the Cost of the arm was considerably lower than a surgical, prosthetic or static procedure with the deviation reaching up to a massive 8000% in the favour of the robotic arm. The battery life is estimated to be about 0.5 to 1 day considering normal usage. Given that all three factors fall in a reasonable range, it could be concluded that the future of 3D printed arms for amputees is much bright, with more work to be done in the portability and mechanical design.
Download

Area 3 - Adaptive and Intelligent Systems

Short Papers
Paper Nr: 15
Title:

Simple and Effective: An Adaptive Instructional Design for Mathematics Implemented in a Standard Learning Management System

Authors:

Matthias Holthaus, Franziska Hirt and Per Bergamin

Abstract: This article shows how an adaptive instructional design in a standard learning management system was realized within the framework of a straightforward technological concept with four components and with the help of simple technological tools for a mathematics module. For this purpose, we have implemented a didactic design with domain-specific online exercises in which the frequency of step-by-step support is automatically adapted to the level of knowledge of the individual students. The consequence of this is that students with lower pre-knowledge and/or a lower learning achievement receive more and other teaching assistance than those with a high pre-knowledge or high performance. In our approach we assume that this indirectly reduces the subjective task difficulties (intrinsic cognitive load) for beginners but also means unnecessary repeating for advanced learners. The design of this teaching method is based on an adaptive feedback mechanism with integrated recommendations. After a presentation of the didactic design and its theoretical and empirical foundations, we report on the first results with a focus on the learning progress of the various student groups. It has been shown that both weaker and stronger students benefit from the adaptive tasks. Online activity is hereby a crucial factor.
Download

Area 4 - Interaction Design

Full Papers
Paper Nr: 5
Title:

Tool for Enhancing Family Communication through Planning, Sharing Experiences, and Retrospection

Authors:

Naoya Tojo, Hiromi Ishizaki, Yuki Nagai and Sumaru Niida

Abstract: Advances in mobile communication technology have eased time and space constraints in communication between individuals. Although communication support tools are efficient in non-frequent and transitory relations, they are not necessarily a breakthrough for communication among people such as families in which face-to-face communication serves a crucial role. To enhance family communication, we advanced a project to develop the tool in a phased manner. First, we conducted an ethnographic study to understand users and extracted insights related to family communication. The results of the ethnographic study revealed that a family who was maintaining good communication planned, experienced, and retrospected family events together. Based on these insights, we created the concept of a tool that combines features of a shared calendar and a photograph album. We iteratively prototyped and tested prototypes so as to increase user acceptability by improving user interfaces. Through user tests, the prototypes demonstrated that a parent and child could cooperate to plan family events reflecting their intentions and preserve past family experiences.
Download

Paper Nr: 30
Title:

Formalisms and Interfaces to Manipulate Music Information: The Case of Music Petri Nets

Authors:

Adriano Baratè, Goffredo Haus and Luca A. Ludovico

Abstract: Music Petri nets are a mathematical formalism that has been already adopted in the context of music information analysis and manipulation, concerning both symbolic scores and audio content. Among the main advantages, it is worth mentioning their possibility to clearly describe music processes and transformations inside a music composition, their easy-to-understand graphical representation, and the availability of formal tools to analyze the nets thus obtained. But previous research has also highlighted some limits in the usability of music Petri nets, due to an interface far from the ones composers and performers are used to, such as digital score editors and digital audio workstations. In this paper, we propose a solution that combines the descriptive power of such a mathematical formalism with the ease of use of editing tools to which musicians are accustomed. The idea is to design human-computer interfaces that, standing between the musician and the mathematical formalism, can hide the details of the underlying Petri nets.
Download

Short Papers
Paper Nr: 28
Title:

Multimodal Systems for Public Speaking: A Case in Support of a Positive Computing Approach

Authors:

Fiona Dermody and Alistair Sutherland

Abstract: Positive Computing involves the utilisation of digital technology to foster psychological wellbeing and human potential. We will present an overview of Positive Computing and what it implies for multimodal systems for public speaking. The position of this paper is that a Positive Computing approach can make such systems more effective and improve user experience. We will focus on three of the tenets of Positive Computing viz. awareness, autonomy and stress-reduction. We will discuss different existing multimodal systems for public speaking within the context of Positive Computing.
Download

Paper Nr: 16
Title:

An Experimental Study on Information Presentation Method using Four-frame Comic on Digital Signage

Authors:

Kimi Ueda, Yuta Tsuji, Hiroshi Shimoda, Hirotake Ishii, Rika Mochizuki and Masahiro Watanabe

Abstract: Recently, international tourist has been increasing and mobility of human activity is increasing, so people have had more chance to contact with various cultures different from their own. In Japan, in anticipation of the 2020 Tokyo Olympic game, digital signage is expected to be an effective information presentation tool to improve cross-cultural understanding. In this study, four-frame comic was proposed to be an effective information presentation method, and an evaluation experiment was conducted to investigate how to make contents interesting or memorable by comparing four information presentation methods, four-frame comic, video, photograph and illustration. As a result of questionnaire conducted in the experiment, four-frame comic’s humorous story and readability could be effective to attract viewers’ interest and the amount of information included in four-frame comic and its humor expression could be effective to make viewers memorize information explained in presented contents. However, the effectiveness of four-frame comic was not significant. It was thought that the effect of information presentation methods is differ from topic type, and more detail experiment is expected to investigate the effective used of four-frame comic in future study.
Download

Paper Nr: 27
Title:

A Proposal for the Interactive Sonification of the Human Face

Authors:

Davide Bonafede, Luca A. Ludovico and Giorgio Presti

Abstract: In the context of a broader project addressing the sound description of the aspect and expressions of the human face, a prototype has been implemented and presented during a scientific dissemination initiative. The final goal is to employ face-tracking and sound-synthesis techniques in order to strengthen or even replace visual communication, in particular sonifying facial expressions for visually impaired people. In this work we present the implementation of a proof of concept and some early results.
Download

Paper Nr: 31
Title:

UXD for a Prototype Campus Information Kiosk

Authors:

Mahmut Ekşioğlu, Handan Güler, Fulya Terzi, Haydar Sinan Yıldırım and Buse Yücel

Abstract: In this paper, user experience design (UXD) of a prototype campus information kiosk for Boğaziçi University (BUKIOSK) was presented in its initial phase. The kiosk has the following modules: a campus map, shuttle bus schedule, BUCard operations, a guide for Eat & Drink and Event information. The procedure consisted of a user survey, persona, scenario and task generation, design heuristics, system architecture, user testing and prototyping. The survey conducted with 71 participants revealed the following key points: Majority (75%) of the participants have difficulties in finding places in the campus; 56% of them looked for a map of the campus when they first arrived in the campus; and 82% of them favour the idea of a kiosk to support campus life and it is believed that kiosks would be helpful for orientation through the campus and following the events. The users in general thought that: the proposed kiosk is really necessary, and it would be pleasant and easy to use. With the planned further improvements, the design framework presented in this paper may provide a reference for the UXD of campus kiosks.
Download