%T International Conference on Human-Computer Interaction - RoCHI 2017 %C Craiova %D 11-12 September 2017 %G ISSN 2501-9422 %E Cristian Mihăescu %E Peter Forbrig %P 169 %W http://rochi2017.utcluj.ro %T Contextual App’ification %A Christian Stary %P 1-10 %X In this contribution, user-centered design and the generation of human support systems based on apps as behavior encapsulations are addressed from a conceptual and engineering perspective. Specific ingredients, in particular Complex Adaptive Systems (CAS) theory, a System-of- Systems (SoS) perspective, semantic interoperability of apps, and Subject-oriented Business Process Management (S-BPM) are detailed with respect to user-centered development. They allow the contextual alignment of application behavior from a role perspective, based on communication and interaction models that can be executed automatically. Users can set up the design space, validate specifications, and evaluate the context-sensitive alignment of apps. They primarily detail communication flows to meet their requirements and can experience the aligned apps interactively. %K System(ic) Thinking, Complex Adaptive Systems; Systemof- Systems; Subject orientation; User-centered Design; App’ification; Choreography. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Stary.pdf %T LearnerSkill - A Serious Hex Wars Game Centered on Learner Comprehension %A Alexandru Marian Grigoroiu %A Irina Toma %A Mihai Dascălu %A Ștefan Trăușan-Matu %P 11-14 %X The serious games sector has shown a significant increase in the last years while relating to the overall released video games. Available serious games that provide Natural Language Processing (NLP) facilities only cover very specific tasks and, in most cases, are outdated in terms of User Interface (UI) and user experience. Thus, despite their educational purpose, this makes them less attractive and less engaging. The game introduced in this paper is a novel serious game that is based on ReaderBench, a powerful NLP framework, and a ranking system derived from the True Skill algorithm. Our aim consists of creating an easily extensible and highly accessible game that can accommodate multiple comprehension-centered minigames. The UI is represented as a simple map conquest game in which learners play different mini-games that asses their reading skills. A preliminary validation was conducted on a group of 5 users that were particularly impressed by the concept of the game and the ease of adding new mini-games in the learning cycle. %K Serious games; Natural Language Processing; TrueSkill ranking algorithm; ReaderBench framework. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Grigoroiu.pdf %T Exploring the Perceived Ease of Use by Professors in Tesys e-Learning Platform %A Paul Ștefan Popescu %A Marian Cristian Mihăescu %A Mihai Mocanu %A Costel Ionașcu %P 15-20 %X E-learning platforms are educational environments that have grown once with the information technology. They bring several features and advantages but there are also enough features that may be developed and others that may be explored. This paper presents an exploratory analysis regarding how the professor perceive the ease of use of the Tesys e-Learning platform. In order to perform the analysis, we use R and Wilcox statistics. We separated the data in two groups using the number of years and hours spent on the platform and tested them for group significant separation. The results show no difference between groups and so, we can conclude that all the subjects that completed the questionnaire are not influenced by other factors. There is also another implication of the results of this study because having the same results for both groups there is a consistency between all answers and the average grade a question got. %K Interface evaluation; e-learning; HCI. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Popescu.pdf %T Learn-o-Bot: Educational Application Using Augmented Reality and Sphero SPRK+ %A Andreea Camelia Tripon %A Teodor Ștefănuț %P 21-26 %X This paper presents a mobile application with educational purposes designed for kindergarten children which is called Learn-o-Bot. The application uses augmented reality and the Sphero SPRK+ robot to create an appropriate environment for learning. The purpose of Learn-o-Bot is to provide preschoolers with means to acquire basic knowledge through a fun game which is easy to understand and use. The game consists of five levels with gradually increasing difficulty. Each level’s scene is augmented with appropriate virtual objects and the child should control the robot to select the right objects and reach level’s goal. Finally, this application opens a new perspective to different learning methods, using robots, mobile devices and virtual learning materials. %K Augmented Reality; Sphero; Education; Mobile applications %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Tripon.pdf %T Overview of virtual worlds usage for student engagement %A Ștefan-Lucian Bucur %A Florica Moldoveanu %A Alin Moldoveanu %P 27-34 %X This paper presents an overview of 3D virtual world systems used by universities around the world to increase student engagement. Using publicly available information from the universities websites, we classified the virtual world systems they have deployed according to the type of technology used, availability and level of immersion. Using this classification, we provide a high-level view of the currently used systems and the expectations set for them by their target audience, students and prospective students. The purpose of this paper is to analyse the state of the art in the field of virtual world systems used in universities, as a start point for further improvements in this field. We also present a set of emerging technologies used in this context: augmented world through personal smartphones and virtual reality helmets. %K Virtual worlds; education; student engagement %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Bucur.pdf %T Agile Software Development Process with Task Models having Triggers, Preconditions and Context Constraints %A Peter Forbrig %A Gregor Buchholz %P 35-42 %X Agile software development asks for seamless integration of software engineering methods and approaches from HCI. A process model will be discussed that includes HCD as one sprint ahead in the corresponding process model. Additionally, model simulations are suggested for improved evaluation of design decisions. The language CoTaSL (Cooperative Task Specification Language) is introduced for specifying the activities of users and certain context aspects. Its editor was developed based on the Xtext framework. The language is a humancentered form of CoTaL (Cooperative Task Language) that can be simulated by CoTaSE (Cooperative Task Simulation Environment). CoTaL and CoTaSE will be discussed as well. Different approaches for specifying collaborative work are presented. Advantages and disadvantages are discussed. An outlook is provided that suggests some further support for CoTaSL by other tools. %K Agile Development Process, Task model, Constraints, Context, Coordination model, Team model, Role model. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Forbrig.pdf %T Perspective-Based Usability Inspection for Active Aging in Place Websites %A Adriana Alexandru %A Marilena Ianculescu %A Maria Gheorghe-Moisii %P 43-48 %X The effects of the ongoing and increasing aging population on the social and economic life have imposed a shift towards creating new ways to adapt the society. Elderly have become a group of people with enhanced demands and necessities. In order to release the financial burden on the health and social systems, an age-friendly approach of designing and implementing better adapted digital technology is a sustainable support for an active and independent life in the personal residence, namely aging in place. The user interface is a key element for making a web application suitable and accepted by elderly. Perspectivebased technique for usability inspection is particularly beneficially for identifying these types of problems by ability of diverse typology of evaluators. This paper presents two case studies of websites for aging in place; the websites’ usability is anylised with the above technique. The envisioned further improvement and development based on Big Data Analytics of the two websites should be done taking into consideration the recommendations based on the highlighted age-related general usability problems. %K User interface; elderly; Big Data; aging in place; usability %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Alexandru.pdf %T A user-centric approach to test automation of web-based applications %A Ionuţ Petre %A Dragoş Marian Smada %A Radu-Marius Boncea %P 49-52 %X Modern society is imposing a faster rhythm in most of the life aspects, with software development being in the front line. Business requirements are stressing development teams for faster releases of new features and functionalities of the applications. The software developers adapted to the market demands by migrating from traditional development models to what is known as “continuous delivery”. This implies short cycles of software development to ensure a higher degree of reliability for application releases. The use of this approach leads to a frequent building, testing and releasing of the software. Modern web applications offer a wide palette of user interactions and reached the level where their behavior is very similar to native applications. As a result, automation of the tests on the app behavior on the client side should be a priority for software development teams. For web-based apps, the client-side experience is the most important factor, as it is the most important factor deciding the application success. Frequent releases can induce many errors in the app’s source code and can affect the functioning on the user side; tests automation is the solution that can prevent flaws in the app behavior at the user. %K continuous delivery; user-centric test; automatic web tests; app behavior tests; continuous deployment %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Petre.pdf %T Predicting User Activities using GPS Collections %A Simona Andrieș %A Adrian Iftene %P 53-60 %X The purpose of this paper is to retrieve as much information as possible from a set of GPS coordinates. The information obtained and presented in this study are the most frequented places of a user and the modes of transport used to get from one place to another. The considered modes of transport are: walking, biking and travelling by car, train or airplane. This kind of information can be used in many types of applications like recommendation systems or it can be studied in order to have a better understanding of the human activity and find new ways to improve it. %K Prediction; DBScan; GPS. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Andries.pdf %T A case study of usability evaluation: the Center for Active Ageing website %A Marilena Ianculescu %A Ovidiu Bica %A Dragoș Daniel Iordache %A Costin Pribeanu %P 61-64 %X The population is ageing and the percentage of the elderly is continuously growing. A key priority to address the demographic challenges is to implement more efficient eservices. The websites for active aging provide useful information and advice to old people, informal caregivers, and medical staff. In order to be an effective help, these websites should be evaluated for usability. The objective of this paper is to present a case study in evaluating a website aiming to promote the active aging. The evaluation results revealed several important usability problems that have to be fixed in the next version. Most of the important usability problems are related to the information architecture, navigation, compatibility with the user and task, task guidance, and support. %K Usability, usability inspection, usability heuristics, an aging population, active ageing. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Ianculescu.pdf %T Using expert evaluation to assess the usability of the National Library of Software Programs %A Lidia Băjenaru %A Ion Alexandru Marinescu %A Costin Pribeanu %A Dragoș Daniel Iordache %P 65-68 %X In the last years, there is an increasing demand to develop a national repository for software programs, especially in the area of public administration. This kind of e-service is required both by vendors interested in promoting their products and funding institutions, interested to estimate the costs and to improve the cost/benefit ratio. The National Library of Software Programs (BNP) is a software application that has been developed during a national research project. This paper presents a case study of usability inspection of this web application. The results revealed several usability problems that were mainly related to the difficulty to create an account and to register online a new product, failure to download the information about a product and the lack of information about products. %K Usability, usability inspection, usability heuristics, digital libraries, software catalogs. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Bajenaru.pdf %T Rhythm analysis in chats using Natural Language Processing %A Irina-Diana Niculescu %A Ștefan Trăușan-Matu %P 69-74 %X Rhythm is important both in daily speaking and literary texts, as it is a means of expressing the writer’s/speaker’s feelings and ideas. A good human-computer interface in natural language, both spoken and written should also pay attention to rhythm. This paper presents an analysis of rhythm in chats, based on the analogy between conversations and literature and the importance of repetition. In the case of chats, rhythm characterizes involvement, which can be an useful indicator of a successful collaborative learning session. %K rhythm; natural language processing; chats; repetition %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Niculescu.pdf %T Using Text Processing in a Multimedia Environment. UAIC Activities in MUCKE Project %A Adrian Iftene %P 75-80 %X This paper presents main activities of UAIC (“Alexandru Ioan Cuza” University) team from the MUCKE project. MUCKE addressed the stream of multimedia social data with new and reliable knowledge extraction models designed for multilingual and multimodal data shared on social networks. Credibility models for multimedia streams are a novel topic, and constituted the main scientific contribution of the project. UAIC group was involved in the main tasks of the project: building the data collection, text processing, diversification in image retrieval and data credibility. %K Image retrieval; text processing; diversification; YAGO; Flickr %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Iftene.pdf %T Perceived usefulness of Facebook for university students: A gender analysis across two countries %A Costin Pribeanu %A Alexandru Balog %A Vincentas Lamanauskas %A Violeta Slekiene %P 81-86 %X The usefulness of Facebook for the university students has been widely researched in the last decade. Existing studies reveal a diversity of potential educational benefits, such as better student engagement, better student integration in the community, and valuable support for social learning. Few studies exist that analyze the gender differences and cultural differences in using Facebook. This paper aims at analyzing the gender differences as regards the Facebook usefulness perceived by university students. The perceived usefulness has been conceptualized as a global factor with three dimensions: social, information, and collaboration usefulness. An invariance analysis has been carried on to assess the invariance of the measurement model across gender using samples from two countries: Romania and Lithuania. In both countries, students perceived Facebook as more useful for collaboration. The results show that in Romania female students have a higher perception of Facebook usefulness. A third finding is that Facebook has been perceived as being more useful by the Romanian students than by the Lithuanian students. %K Facebook, social networking websites, gender differences, cultural differences. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Pribeanu.pdf %T The social media impact on local e-government institutions in Romania %A Maria Gheorghe-Moisii %A Eugenia Tirziu %A Dragoș Daniel Iordache %P 87-90 %X In this research paper we analyze the extent and manner in which e-government institutions from public administration currently use social media networks. The sample consist in a number of 30 local e-government institutions analyzed using the collective case study, based on a set of indicators for three social media networks, frequently used in Romania. The results showed a larger representation of Romanian local e-government institutions on Facebook and less on Twitter or YouTube. %K Social media, e-government, local e-government institutions, case study. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Gheorghe‐Moisii.pdf %T Identifying Similarities between Tweets %A Iuliana Minea %A Adrian Iftene %P 91-94 %X In this paper, an application built by us with aim to provide users the possibility to explore topics from Twitter and find out people’s opinion even if it is a positive one or a negative one is presented. The result of searched topic was divided into groups, based on the named entity from tweets. Using algorithms that calculate distance between two strings, similar tweets was removed. More than that, users have the opportunity to see a sentiment analysis of tweets. %K Twitter; information retrieval; strings similarity. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Minea.pdf %T Identification of Agreement and Disagreement in Chat Conversations %A Cetin Rasid %A Ștefan Trăușan-Matu %P 95-100 %X A recent pedagogical approach is computer-supported collaborative learning (CSCL) where by means of collective interaction through collaborative interfaces on internet, learning is accomplished by joint knowledge building. One of the most relevant tools that a CSCL uses is chat, which is an effective way to transfer information and collaborate. The purpose of this paper is to offer a technique of analyzing the composition of chats with a design to find the points of convergence and divergence between participants. The points of convergence that are detected in a chat discussion could emphasize a moment where a fact is validated, or a better solution for a problem is discovered or a new concept was assimilated by someone. Going in the same direction, the points of divergence also provide valuable information, because they capture moments where a fact is invalidated or a new idea about an existing topic is introduced. The starting point of this method has its origins in Bakhtin’s dialogism and Trausan-Matu’s polyphonic model. %K CSCL; chat; convergence; divergence; polyphony; dialogism; pattern %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Rasid.pdf %T Gesture-based Visual Analytics in Virtual Reality %A Mihai Pop %A Adrian Sabou %P 101-106 %X This paper presents an approach to dynamic data visualization and manipulation using virtual reality as a means of display and the Leap Motion controller in order to interact with the virtual scene. The data and related APIs provided to the virtual reality application are based on a separate web application which provides REST APIs in order to get and further manipulate existent data. The algorithm pipeline is managed by using the Unity Game Engine, which provides a means to express control and logic over the sensory inputs of the Leap Motion controller. The application is built by using the Unity Game Engine and it is streamed on any Android phone through RiftCat Vridge software solution for streaming application over Wi- Fi, while interpreting the phone’s sensor input and translating it into virtual head movements. The issues from the standpoint of a corporate need for a more interactive and natural experience in viewing and interacting with big data. %K Visual Analytics; Virtual Reality; Leap Motion; Gestures detection; RiftCat Vridge; Node server application; %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Pop.pdf %T Considerations for a Virtual Training System to Improve Job Interview Skills for Software Engineers %A Iulia-Cristina Stănică %A Florica Moldoveanu %A Maria-Iuliana Dascălu %A Alin Moldoveanu %A Dan Alexandru Mitrea %P 107-112 %X Nowadays, engineers have to face a lot of challenges before going to a job interview. Introversion, insecurity or lack of experience are some of the reasons that can lead to poor interview performances. Through training, such difficulties can be overcome, leading to significant skill improvement. Our paper presents the advantages of using emerging technologies to facilitate job interview training. Our proposed model for a training system is based on virtual reality and chatterbots. Hard skills and soft skills training, various 3D virtual environments and domains modularity could ensure the personalization of the system for any job training situation. %K Interview; engineering; training; chatterbot; virtual reality. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Stanica.pdf %T Tower Defense with Augmented Reality %A Bogdan-Mihai Păduraru %A Adrian Iftene %P 113-118 %X The current project presents the creation of a game where the interaction is based on standard elements like keyboard and mouse and also with cardboard drawings used to represent the game map. The main aims of this project were both to offer a better user experience for the game players and to help students or interested persons to understand better how the A* algorithm works. The idea of this project came when Augmented Reality applications started to appear on the mobile market, offering a different experience than current standards. %K Augmented reality; Unity; A* algorithm. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Paduraru.pdf %T Gamification in the context of user productivity and engagement %A Lorena Adina Sfăt %A Teodor Ștefănuț %P 119-124 %X This article presents an approach on dealing with the engagement of mobile devices users, with the purpose of increasing productivity. As it seems that more and more smartphone users acknowledge the benefit of tracking down things they do, from physical to social activities and doing so in a competitive way, a lack of solutions that address a wider range of coverage was noticed. The proposed solution provides motivation and a competitive environment for users, while tracking their objectives and challenging others, by using an approach that covers the best practices of the concept in use and by being developed in a usercentered manner. Unlike existing applications, our proposed model covers a wider range of objectives and encourages the engagement in a game-like manner. The application’s fundamental background consists of the concept of gamification, applied in a day-to-day environment. This concept, together with a series of other useroriented concepts implemented in the proposed application, have as main goal maintaining users’ interest while ensuring increased productivity. This application is meant to cover a wide range of necessities, for smartphone users, by allowing users to track objectives proposed by themselves or others, as well as ensuring motivation through a gamification system. %K Gamification, motivation, engagement, SMART, usability, user-centered design %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Sfat.pdf %T Conversational Agents Embodying a Character Using Neural Networks %A Mihai Ilie %A Traian Eugen Rebedea %P 125-130 %X This paper presents a preliminary study on how a deep neural architecture can be used to build a chatbot which simulates a conversation having the style of a given character, including famous personalities. Thus, we analyze how well a sequence to sequence (seq2seq) neural model can learn to generate meaningful responses for open domain dialogue and to imitate a persona. For the experiments, we trained the model to imitate two different personas: Romania's most famous poet, Mihai Eminescu, and Eric Cartman from the South Park series. The model was trained without using any handcrafted rules on an end-to-end dialog and is able to build new utterances to a wide number of user inputs using original distinguished expressions for both characters. However, the generated utterances still need to be improved for a meaningful dialogue. %K Conversational agent, Dialogue systems, Word embeddings, Deep Neural Networks, Text style transfer %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Ilie.pdf %T A pipe-based approach for service-oriented UIs %A Mathias Kühn %A Peter Forbrig %P 131-134 %X Service-oriented architectures as instruments for distributed applications can be used in contexts that are grounded on networked devices. Specifications of web service interfaces can be instantiated across different platforms. Combining this method with specifications of platform-independent user interface models would allow to access applications from various interactive devices. According to this, application states and events need to be considered for individual consumers. Additionally, interpreters and generators need to be available for each consumer. The paper proposes an approach for consumer-specific configurations of mentioned tools that are based on models derived from the Cameleon Reference Framework. In the end, pipes are configured that allow using web services by generated user interfaces. Configuring these pipes with models for layouts and dialogs is focus of the paper. %K Model-based user interfaces, multi-path development, interactive system design %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Kuehn.pdf %T Interactive Visualization of Spatial Multidimensional Data %A Bogdan Maxim %A Dorian Gorgan %P 135-142 %X The multidimensional spatial data understanding needs adaptive and performant algorithms executed on reasonable time. In order to discover the optimal complex algorithms, the visual analysis has to integrate the complex algorithmic processing over high performance processing infrastructures with interactive visual navigation throughout the data space. The visualization throughout the sparse value spaces is not a trivial task. This paper presents two interactive visualization techniques of the multidimensional spatial data, modeled by the Rasdaman technology. The paper presents the practical experiments on the two visualization techniques such as based on the intersection plane, and on the projection plane. The paper highlights and analysis the issues of the interactive visualization techniques throughout the sparse value space. %K Visual analytics; sparse data; multidimensional spatial data; Rasdaman technology; visualization technique. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Maxim.pdf %T SpiMO - Sitting Posture Monitoring System %A Jullia Birsan %A Diana Stavarache %A Maria-Iuliana Dascălu %A Alin Moldoveanu %P 143-146 %X Back pain is among the most common causes of missing work and contributes to about 93 million lost workdays and $5 billion in health care costs every year. Sitting in an office chair for long periods of time can create lower back pain and can worsen problems that already exist. There are a number of factors that affect back pain, including level of movement, schedule, and desk set-up. Posture is a key factor that can induce pain over time; this includes sitting in the same position for too long or leaning too close to the screen. One may be able to avoid back pain or prevent its recurrence by improving the physical condition and learning and practicing proper body mechanics. We propose an efficient and time-effective tool to support the maintenance of a healthy position - a smart pillow. This pillow will track one’s sitting posture on the chair, provides alerts when you don’t have a right posture, provide you tips for exercises based on your posture, allow you to set up goals regarding your position and remind you when to take a break and sit-up. The current paper offers development details related to the proposed innovative product, both from the hardware point of view (the pillow with sensors) and from the software point of view (the mobile application gathering signals from the pillow and providing learning alerts to the user), in the context of other similar applications available on the market and useful in learning how to have a healthier lifestyle. %K healthy lifestyle; smart pillow; body posture; prevention %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Birsan.pdf %T Transformation of the system sequence diagram to an interface navigation diagram %A William Germain Dimbisoa %A Thomas Mahatody %A Josvah Paul Razafimandimby %P 147-153 %X The automatic generation of the computer systems such as ergonomic Human Computer Interactions (HCI) always fascinates a computer project designers. For example, the MACAO (Méthode d'Analyse et de Conception d'Applications Orientées-objets) method, which is a participatory method, allows the development of complex object-oriented applications in accordance with the fundamental principles of software engineering. It is based on four models: organizational, structural, behavioral and HCI models. Within HCI models, MACAO offers two types of models: the first model is the Interactive Navigation Diagram (IND) which allows to design and to model the logic of sequence of the interactions between the user and the software; the second model is the Logical Model of HCI which is a translation of the Interactive Navigation Diagram in a particular technology (Windows, WEB, Multimodal ...). In this paper, we perform automatic generation of the Interactive Navigation Diagram from the System Sequence Diagram noted SSD. We use an architecture conforming to the Model Driven Architecture approach (MDA). This study aims at the automatic creation of new models from already existing models. We adopted the Model Driven Engineering (MDE) Approach. Thus, transformation rules are created to automatically generate models. %K Human Computer Interaction, Interface Navigation Diagram, Model Driven Architecture, Model Driven Engineering, transformation, System Sequence Diagram. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Dimbisoa.pdf %T Mapping Questions to Ontology Components for Question Answering over Linked Data %A Marius Valeriu Stanciu %A Eugen Vasilescu %A Stefan Ruseti %A Traian Eugen Rebedea %P 155-158 %X This paper describes a statistical method to identify ontology components within natural language questions. The main purpose for this step is to improve question answering systems over linked data by reducing the ambiguity in the subsequent matching and query generation steps. To accomplish this task, we have trained a Conditional Random Field (CRF) classifier to label sentence tokens with the core data elements of the DBpedia ontology. The classifier was trained on a manually annotated corpus labelled with ontology elements for each token. Several features were investigated for the classifier and the results (F1=0.92) prove that this task can be successfully solved using the CRF tagger. %K Natural Language Processing; Question Answering; CRF Tagger; Ontology; DBpedia %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Stanciu.pdf %T Real-time Guided Procedural Terrain Generation %A Vlad Grigore Sima %P 159-162 %X This paper presents an application that allows real-time large terrain generation using crude user input regarding the terrain’s height features. Our technique uses a preprocessing phase to generate plausible terrain out of crude bitmaps and achieves real-time performances by splitting the large terrain into chunks and processing and displaying only the chunks surrounding the user, while maintaining the height features suggested in the original crude input. %K Terrain synthesis; Real-time; Heightmap; Worley noise; Perlin noise; Filters. %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Sima.pdf %T Improving an NP-Chunker by Exploting the Inner NP Dependency Structure %A Mihaela Colhon %A Dan Cristea %P 163-168 %X In this article we extend our previous work [3] dedicated to developing an automatic method for generating and applying syntactic patterns intended to recognize noun phrases. The intended scope of our studies is to automatically detect dependency relations within noun phrases exploiting some syntactic information of the phrases’ words. The patterns are extracted from a corpus that has been automatically annotated for token and sentence limits, part of speech and noun phrases and manually annotated for dependency relations between words. The patterns have been generalized in order to cover more instances that were present in the corpus and to reduce the size of the grammar. In this paper we refine the syntactic patterns by considering not only the two terms of the dependency relation but also the terms surrounding these two that will be treated as contexts: left, middle, right depending on their position from the dependency terms. %K Natural Language Processing; Dependency Parsing; HCI %W http://rochi.utcluj.ro/articole/5/RoCHI2017-Colhon.pdf