%T International Conference on Human-Computer Interaction - RoCHI 2022 %C Craiova %D 6-7 October 2022 %G ISSN 2501-9422 %E Paul-Stefan Popescu %E Christophe Kolski %P 184 %W https://rochi2022.utcluj.ro %T From Ad-hoc to Rapid Reviews: a systematic (and not so rapid) evolution – Keynote Speech %A Guilherme Horta Travassos %P 1-2 %X Literature reviews used to be the seed of most investigations and research activities. They are usually simple to execute and mostly are performed ad-hoc. However, ad-hoc literature reviews, despite their usefulness to start studies on determining topics of interest, typically present low scientific strength due to a lack of replicability, coverage, and dependability of the researcher's experience. Therefore, researchers have invested in supporting more systematic literature reviews to minimize bias and provide more reliable findings to support their conclusions. It includes different strategies such as multivocal reviews, mapping studies, (quasi) Systematic Literature Reviews, and currently, Rapid Reviews. This talk intends to discuss and exemplify these different review strategies and their features in the context of Evidence-Based Software Engineering. %K Literature Studies, Systematic Literature Reviews; Mapping Studies, Multivocal Reviews, Rapid Reviews, Evidence- Based Software Engineering. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Travassos.pdf %T Cognitive Assistants and Intelligent Agents - Keynote Speech %A Vicente Julian %P 3-4 %X Cognitive Assistants are a relatively new concept, advancing the Cognitive Orthotics concept that focuses on direct assistance to people with cognitive or physical disabilities and expanding the area to include complex platforms that include sensors, actuators, interfaces, monitoring abilities, and decision processes. CA is an area containing technologies such as personalized intelligent assistants, multi-agent systems, robotics, e-health applications, and others. This keynote will present several advances made in the area of CA from the point of view of intelligent agents. %K Cognitive Assistant, Multi-Agent Systems; Edge-AI; Agent-Based Simulation %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Julian.pdf %T User experience proposal for mobile interactive experiences in cultural heritage and learning %A Miruna Antonica %A Adina Borobar %A Oana Rotaru %A Silviu Vert %P 5-12 %X Nowadays, tourists’ experience can be made highly interactive with the proper tools and technologies, such as augmented reality. While mobile augmented reality applications for tourism, cultural heritage and informal learning are not an absolute novelty, there is a clear need for improving the user experience of these tools. In this paper, we present a proposal for a redesign of the Spotlight Timisoara AR application, towards an app that incorporates both visual guidance through augmented reality and immersive learning functionality. The proposal is in the form of a clickable prototype, which was tested with real users. We describe the results of the implementation and testing of the proposed application. %K Augmented reality; user experience; cultural heritage; m- learning; mobile applications. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Antonica.pdf %T Pedestrian Navigation through Pictograms and Landmark Photos on Smart Glasses: a Pilot Study %A Youssef Guedira %A Christophe Kolski %A Sophie Lepreux %P 13-20 %X Wayfinding is the process through which a person moves from one location to another. The means however that each person utilizes to complete a wayfinding task are different depending on the person’s preferences, habits and characteristics. For a large number of people, using turn-by- turn directions with metric reference (in 30 meters turn left) is a natural way of navigation. However, people with intellectual deficiencies (ID) are less likely to use them. Instead, they rely on visible, distinct landmarks to orient themselves during a wayfinding task. In our efforts to provide a novel pedestrian navigation system for such users, our first step was to conduct preliminary studies with non ID participants to understand user behavior when using pictures of landmarks. The study presented in this paper is a preliminary step to validate the testing protocol in a controlled indoor environment before deploying it on a larger scale. We asked 14 participants to navigate from a starting point to an end point while guided by pictograms. They had the possibility to take pictures of interesting landmarks on their path. On their way back, they were not guided but could rely on the previously taken photos to trace back their path. We observed a number of user tendencies in taking pictures of landmarks as well as their use by the participants to orient themselves. The results will help us gain insight on the use of pictures for navigation by a general population as well as to inform the design of further research with persons with intellectual deficiencies. %K Wayfinding; navigation; landmarks; pictograms; HCI; smart glasses. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Guedira.pdf %T Meowgical AR – A Game based on Augmented Reality %A Ștefan-Simion Opriță %A Adrian Iftene %P 21-24 %X This paper presents the process of developing the Meowgical AR application, a multiplayer game on the phone that uses Augmented Reality technology to provide the user with a special experience. One of the main objectives was to make a game that looks nice and simple at first glance, but behind which are several levels of complexity and strategy. This goal has been achieved by adding several unique abilities that can be combined anyway to each game, equipment that interacts with the abilities and effects that help or confuse the player for a short time. Another important goal was the possibility for the user to customize elements of the game in order to have a unique experience. Through the possibility of customizing the character and building your own arenas, this goal has been achieved. %K Augmented Reality; Game; 3D Modelling. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Oprita.pdf %T Exploring the antecedents of the perceived ease of use of an online learning platform during the pandemic %A Costin Pribeanu %A Elena Ancuța Santi %A Gabriel Gorghiu %P 25-30 %X The pandemic generated by the coronavirus COVID19 forced universities to go online. A consequence of the shift to exclusive online education is the intensive use of online learning platforms which brings in front usability aspects. The perceived ease of use is a usability characteristic but also an important driver of technology acceptance. Taking a technology acceptance perspective gives a broader view of the usage of online platforms in the context of the educational process. The objective of this paper is to explore the antecedents of the perceived ease of use of an online learning platform during the pandemic. A model that is featuring content suitability, ease of access, and facilitating conditions as antecedents of the perceived ease of use has been specified and tested on a sample of Romanian university students. The results show that ease of access has the most important influence on the perceived ease of use. %K Online learning platform, pandemic, perceived ease of use, content adaptation, ease of access, facilitating conditions. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Pribeanu.pdf %T A multidimensional model of Google Clasroom usability in use during the Covid19 pandemic %A Paul Ștefan Popescu %A Costel Ionașcu %A Marian Cristian Mihăescu %A Costin Pribeanu %P 31-34 %X The pandemic generated by the coronavirus COVID19 changed people’s lives and had major consequences on education. Because of lockdown restrictions, the online teaching and learning platform became the educational working space for teachers and students and usability has increased in importance. The objective of this research is to develop and test a multidimensional model of usability in use as perceived by university students using the Google Classroom platform. The multidimensional model has three dimensions: effectiveness in use, efficiency in use, and satisfaction in use. The results show that satisfaction in use is the most important dimension. %K Online learning, pandemic, COVID19, Google Classroom, quality in use, satisfaction. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Popescu.pdf %T Analysis of students’ perceptions of Google Classroom during the pandemic %A Costel Ionașcu %A Paul Ștefan Popescu %A Marian Cristian Mihăescu %A Costin Pribeanu %P 35-39 %X The pandemic forced universities from the entire world to use different online platforms to carry out their activities. Learning activities using an online platform is not the same as face-to-face case and affected both categories. Teachers and students with different degrees of online platforms understanding had to adapt to online teaching and learning. This study takes a qualitative approach to analyze the students’ perceptions as regards the use of Google Classroom in a Romanian university. The purpose of this research is to analyze in more detail the usefulness of Google Classroom and its potential for future use in universities after the pandemic. The results of this study revealed that from students’ perspective the most important advantage is “ease of access” anytime, anywhere and from any device, and also the use of the Google Classroom platform must continue after the COVID-19 pandemic at least for some specific activities such as theoretical courses when the physical presence is not an issue. %K Google Classroom, Online learning, pandemic, COVID-19. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Ionascu.pdf %T Game Strategy Analysis Methodology %A Miruna Chindea %A Andrei Vasile Iosif %A Lukacs Roland Elekes %A Dorian Gorgan %P 40-48 %X Strategic games require users to improve their approaches to be faster and more efficient to win the game. This is not a trivial task, as there are many strategic options, and it is also unclear whether the strategy used is the best one. The research proposes a methodology to identify and analyze the strategic options to finde out the optimal strategy for achieving an objective or sub-objective within the game. The paper exemplifies and highlights the main issues of the methodology. %K Computer game; game strategy; game development methodology; game evaluation. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Chindea.pdf %T Video Captioning using a Hybrid Transformer and RNN-based Encoder-Decoder %A Alexandru-Cosmin Mihai %A Mihai-Dan Masala %A Dan-Teodor Poncu %A Traian Eugen Rebedea %P 49-56 %X Video captioning refers to generating a textual representation of the content presented visually in a video, a task that is necessary both for visually impaired users and for a better navigation through large video repositories. In this paper we describe a model that employs the heavily pretrained CLIP Vision Transformer (ViT) [9, 5] and the GPT2 language model [10] and discuss several approaches of combining the two models for video captioning. Our method relies on a novel hybrid model that combines the pretrained CLIP ViT with LSTM networks, outperforming CLIP + GPT2 models. We validate our method on the popular MSVD [4] and MSR-VTT [18] datasets, showing the potential of the proposed model for video captioning. %K Video captioning; Encoder-decoder models; Vision Transformer; Recurrent Neural Networks. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Mihai.pdf %T Harmonizing 2D and 3D in Modern Animation %A Chris Luntraru %A Victor Asavei %A Alin Moldoveanu %A Florica Moldoveanu %P 57-64 %X This survey presents up-to-date techniques used to create hybrid animations - animations that use both 2D and 3D assets at the same time, sometimes as a creative choice, but often to accelerate the animation process in order to meet financial and time constraints. Although the concept of hy- brid animation dates back to 1983, techniques are scarcely documented and there is still much room for improvement. This paper covers how some of the most impressive in- stances in the modern entertainment industry were created. %K Animation; hybrid animation; stylized 3D; non- photorealistic rendering. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Luntraru.pdf %T News-RO-Offense - A Romanian Offensive Language Dataset and Baseline Models Centered on News Article Comments %A Andreea Cojocaru %A Andrei Paraschiv %A Mihai Dascălu %P 65-72 %X The use of offensive language can lead to uncomfortable sit- uations, psychological harm, and in particular cases even to violence. Social networks and websites struggle to reduce the prevalence of these types of messages by using an automated detector. In this paper, we propose a novel Romanian language dataset for offensive message detection. We manually anno- tated 4,052 comments on a Romanian local news website into one of the following classes: non-offensive, targeted insults, racist, homophobic, and sexist. In addition, we establish a baseline of five automated classifiers, out of which the model based on RoBERT and two layers of CNN achieves the highest performance with an average F1-score of .74. %K Romanian Language; Hate-speech; Offensive Language; Natural Language Processing; Romanian Offensive Dataset %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Cojocaru-A.pdf %T Romanian Fake News Identification using Language Models %A Andrei Preda %A Stefan Ruseti %A Simina-Maria Terian %A Mihai Dascălu %P 73-79 %X In an increasingly complex socio-economic and political con- text, the amount of fake news distributed online is on the rise and has already influenced major events and our decision- making capabilities. Studies show that people tend to be overconfident in their ability to identify fake news, which suggests that an automatic system for detecting them might be helpful. This article describes state-of-the-art techniques used in text classification and analyzes the performance of different neural networks on a corpus of news articles written in Romanian. Classical machine learning methods are consid- ered, as well as more complex models based on Transformers, which achieved better results, having a weighted F1-score of .75 using RoBERT and CNN on top. Experiments with multi- task learning are also described but did not provide a boost in performance while reaching an F1-score of .74. We also introduce a prototype web application and additional use cases for automated fake news detection systems. %K Fake News; Natural Language Processing; Text Classification; BERT; Multi-task Learning; Romanian language. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Preda.pdf %T Improving the usability and security of mail-in ballots %A Ted Selker %A Enka Blanchard %P 80-83 %X While more prevalent than ever, absentee ballots and protocols for them have barely improved over the last decades. This paper describes opportunities for improving the accuracy, se- curity but and especially accessibility & usability of paper ballots, using low-tech methods to help voters be systematic and aware of their selections as they are making them. Our proposals include stickers to show voters how many selections can be made and where, foldable envelopes that allows a user to slide their ballot through a viewing area in an organised way and auditing techniques to improve integrity of the election as well. These approaches address ways of reducing voting errors including for people with reading disabilities, short term memory problems, or motor difficulties. %K Voting, Mail-in ballots, universal design, accessibility %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Selker.pdf %T Enhancing Cyberbullying Detection in Social Media using Semi-supervised Learning %A Diana Ionescu %A Andrei Dumitrescu %A Traian Eugen Rebedea %P 84-92 %X Cyberbullying has become a usual form of harassment nowadays because most of the time we use digital technologies to communicate with others. This type of bullying can affect our mental, emotional, and also physical health1. Also, the significant impact of cyberbullying is that it can spread easily and quickly around the world. In most of the cases, a cyberbullying attack is discovered too late, after all the negative effects have already affected the assaulted person. The researchers tried to find an automatic way to discover a potential cyberbullying attack on social media using the power of machine learning2 The majority of the proposed solutions are classic supervised approaches as Decision Tree, Random Forest, Support Vector Machine, Naïve Bayes, though it was tried also semi-supervised or unsupervised approaches. This paper’s aim is to leverage the large amount of unlabeled data that can easily be collected and using them alongside with semi-supervised learning approaches in order to solve the task of cyberbullying detection. %K Natural language processing; cyberbullying; semi- supervised learning; text classification; pseudo-labeling. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Ionescu.pdf %T Towards Fast and Robust Body Measurements Extraction %A Mihai Petre %A Cosmin Ciocîrlan %A Eduard Cojocea %A Traian Eugen Rebedea %P 93-100 %X The Computer measurements from images has many applications in online shopping, medical, sport & fitness and other fields which require knowing or monitoring body measurements. Ideally, this should be achieved without complex hardware, fast and with high availability. In this paper, we describe a solution which extracts body measurements using any smartphone with a camera and internet access. Using as input two photos – one frontal and one lateral – and the user’s height, weight, age and gender, our solution is able to extract more than 100 body measurements with a measurement error less than 5mm, and an inference time of around 5 seconds. %K Body Dimensions Extraction; Body Shape Analysis; Deep Learning; Computer Vision; Body Key-Points Estimation. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Petre.pdf %T Building a Driving Behaviour Dataset %A Ion Cojocaru %A Paul Ștefan Popescu %P 101-107 %X Traffic has become more complex, and ride-sharing applications are used more often. Once with them, the problem of detecting and understanding the driving behaviour became more relevant. The problem is that now we tried to build a system for analysing the driving behaviour, we were unable to find a dataset that satisfies two important requirements: to be labelled (not just collected data) and ready to be used in a model designed to be integrated into the smartphones' applications. In this paper, we present a dataset collected using an Android smartphone that uses only the smartphone's sensors data. The dataset is labelled in three classes: slow, normal and aggressive and is described along with experiments designed to provide an insight into the data quality. %K Machine learning; dataset; driving dataset, driving behaviour. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Cojocaru-I-1.pdf %T Driver Behaviour Analysis based on Deep Learning Algorithms %A Ion Cojocaru %A Paul Ștefan Popescu %A Marian Cristian Mihăescu %P 108-114 %X This paper presents a system designed and implemented for driver behaviour analysis using deep learning methods. The system is described at a high-level view along with the dataset collected and used for experimental results. The system is straightforward to use and depends only on the smartphone for both collecting data and estimating driver behaviour. The experiments were conducted using three deep learning approaches, each of them based on LSTM networks and showing average results on the standard dataset and very good results when lowering the number of classes from the dataset. The novelty of this paper comes from the fact that it presents a new dataset which can be collected and improved using any smartphone and the approach of using these algorithms for this specific context. %K Driving behaviour; machine learning, dataset %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Cojocaru-I-2.pdf %T Comparing model-agnostic and model-specific XAI methods in Natural Language Processing %A Marian Gabriel Sandu %A Ștefan Trăușan-Matu %P 115-118 %X Explainable Artificial Intelligence is very important from a user-computer interaction perspective and has been growing steadily in the last few years. This is because of the fact that ML and Deep Learning overgrew creating more complex models that are highly accurate but lack explainability and interpretability. The aim of this paper is to present the concept of explainability in ML and to compare state-of-the- art model agnostic and model-specific explanation methods in order to determine which type is the most concise based on different evaluation metrics fitted for text classification tasks. %K NLP; XAI; Deep Learning; Transformers %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Sandu.pdf %T Adaptive Interface Promotes a Composite of Performance and Flow in Tetris %A Ion Juvina %A Kevin O’Neill %P 119-125 %X An interactive version of the game Tetris based on the Meta-T game is presented. In this version, a human plays the standard Tetrix game while an AI algorithm attempts to determine the player’s skill and dynamically alter the game difficulty to match it. The AI determines which Tetris piece (called zoid) to give to the human by analyzing for each zoid every possible placement position on the current board state, and then ordering the zoids from easiest to hardest. An empirical study pitching this adaptive condition against easy and hard conditions show that the adaptive condition had a positive effect on a composite criterion made of 60% performance and 40% flow. Arguably, this is a realistic criterion for many human performance domains. The adaptive condition, powered by the AI algorithm, does well on this composite criterion because it avoids the pitfalls of the easy and hard conditions: the easy condition hurts performance while the hard condition hurts flow. %K Adaptive interface; flow; challenge-skill balance. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Juvina.pdf %T Towards behavioral adaptation for people with intellectual disabilities in a mobility context %A Léa Pacini %A Sophie Lepreux %A Christophe Kolski %P 126-129 %X Accessibility is one of the major current challenges in the HCI field. The task of wayfinding corresponds to the process of determining and following a path between an origin and a destination. It implies great difficulties for people with intellectual disabilities (ID): Fear of getting lost, difficulties in learning routes, memorization of relevant landmarks. However, these people wish for more independence in their travels. In this paper describing a work in progress, we propose adaption principles for a navigation aid system dedicated to people with ID. To address important issues encountered by people with ID, two aspects are particularly highlighted: step-by-step guided learning process of routes with selection of relevant landmarks; personalization. We first modeled our proposal as a UML state-transition diagram. Then we created mock-ups in order to better illustrate the proposed principles. %K Wayfinding; adaptation; people with intellectual disabilities; navigation aid system %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Pacini.pdf %T MusicBud: A Music Recommendation System Based on Deep Learning algorithms %A Marius Andrei Negreț %A Paul Ștefan Popescu %A Mihai Mocanu %A Marian Cristian Mihăescu %P 130-136 %X This paper presents a system built for mood improvement based on a custom-designed sentiment analysis framework. The system uses the Fer2013 dataset to train a deep learning model used for mood detection, and then we match the mood with a specific playlist. The songs are extracted from Spotify API and can be easily upgraded to provide more relevant results for the recommender system. For system development, a mix of technologies and programming languages were used to facilitate user and system interaction and give accurate recommendations for lightweight resource consumption. Our focus was to build a system that would improve the mood by providing good music based on the current mood. The system validation revealed a reliable and easy-to-use system obtaining a good accuracy for our trained model and a trustable validation based on our real-life testing scenarios. %K Deep Learning; Sentiment Analysis; Recommender system %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Negret.pdf %T Reinforcement Learning for Building StarCraft 2 Agents %A Andrei Dumitrescu %A Traian Eugen Rebedea %P 137-144 %X StarCraft 2 is a real-time strategy game, where two or more players compete against each other by gathering resources, building a base and an army. This game represents a huge challenge for the Reinforcement Learning domain, as it is a really complex game presenting a large number of possible states and actions. In this paper we will present a possible solution to solve the entire game of StarCraft 2, by experimenting on different mini games offered by the game’s API. These mini games are specially designed for Reinforcement Learning experiments as they are representative of a concrete set of skills that an agent has to learn in order to master the entire game of StarCraft 2. %K Reinforcement Learning; Intelligent Agents; StarCraft 2; Advance Actor Critic; Convolutional Neural Networks %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Dumitrescu.pdf %T What is the acceptability of the autonomous vehicle for disabled people ? The case of a virtual reality application: test and evaluation. %A Nicolas Bert %A Mohsen Zare %A Maxime Larique %A Jean Claude Sagot %P 145-148 %X This study aims to evaluate the acceptability of people with disabilities towards connected and autonomous vehicles (CAV). For this purpose, a virtual reality application, simulating two types of fully autonomous shuttles and a conventional bus, was developed and tested by eleven participants with physical disabilities. The results show that the subjects have a relatively high trust in the autonomous transport system and prefer it to the conventional bus. The premium autonomous shuttle with more services on board was particularly appreciated by the subjects. These results are encouraging and consistent with research conducted on the general population. It seems necessary to confirm these acceptability results by testing larger panels in real life situations. %K Virtual reality; acceptability; autonomous and connected vehicle; disabled people. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Bert.pdf %T Why does the quality of sketches in virtual reality depend so much on individuals? Analysis and identification of factors based on laboratory and field experiments %A Noémie Chaniaud %A Sylvain Fleury %A Benjamin Poussard %A Olivier Christmann %A Thibaut Guitter %A Simon Richir %P 149-156 %X Virtual reality (VR) sketching tends to be democratized in the early stages of design for several reasons (e.g., improved creativity). Nevertheless, our field studies and the scientific literature identified some constraints to the use of VR sketching such as the low quality of the sketches impacting the acceptance of the design tool for the future users. The objective of our study is better understand them to improve the quality of user sketches. Thirty-one participants completed questionnaires (VR and drawing experience, visuo-spatial skills, usability) and performed 2 VR sketching tasks. Sketch quality was evaluated using a multifactorial approach (volume, proportion, fidelity). The results showed that each skill (visuo-spatial abilities, drawing experience and spatial inspection) has a specific impact on some factors. We detailed the results and proposed recommendations for improving the use of the sketching software and sketches quality. %K Usability; User-centered design; Technology acceptance; acceptability; ergonomics; Virtual reality sketching %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Chaniaud.pdf %T A Discussion on User Experience of Virtual Reality Simulators vs. Head Mounted Displays %A Silviu Berzescu %A Marius Tataru %A Silviu Vert %A Diana Andone %P 157-163 %X Virtual reality (VR) offers new possibilities for exploring the various digital worlds that are more and more present around us and that are constantly evolving. The user experience is a very important factor when it comes to VR, as users can experience VR through headsets, simulators and immersive cameras. Usability, when it comes to virtual reality, brings together aspects such as the simplicity with which users can use a headset / simulator, the variety of areas in which it can be used and aspects related to the user's motion sickness. This paper aims to conduct a study on the experience that the users have when they use a headset and a virtual reality simulator, respectively, to determine which of the two types of VR experiences are more advantageous. We observed that headset devices were preferred to simulators, even though the latter are easier to use since users are already familiar with a mouse and keyboard. The headsets make the users forget that they are in a virtual world, hence the popularity. VR headsets add this kind of immersion to the user experience, making the difference between an application that runs on a normal desktop/laptop screen and an application developed specifically for a VR headset. %K Virtual reality; headset; simulator; virtual environment; user experience. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Berzescu.pdf %T Impact of technophilia and the guiding supports during use on the practical and social acceptability: example of a robotic programming software %A Maxime Boutrouille %A Florian Dordain %A Noémie Chaniaud %A Émilie Loup-Escande %P 164-172 %X The objective of this study is to investigate the social acceptability and practical acceptability of an industrial robotic programming software for operators. Following a user-centered design approach, a user test of the software was conducted with sixteen operators. These operators were divided according to their technophilia and the guidance support in the use of the software. Measures of effectiveness, efficiency and satisfaction were carried out to measure practical acceptability on the one hand, and a modified Unified Theory of Acceptance and Use of Technology (UTAUT) model was used to measure social acceptability on the other hand. For the practical acceptability, the results show that technophilia would impact satisfaction, while the guidance supports would have an influence on the operator's efficiency. Concerning the social acceptability, a model of social acceptability of an industrial robotic programming software has been realized. From these results, research perspectives are established in order to improve the acceptability of the software and to investigate its acceptance after its implementation. %K Technology acceptance; acceptability; user-centered design; robotics; ergonomics %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Boutrouille.pdf %T An Integrated Approach to Design and Assess Edutainment Applications with Preschoolers %A Adriana-Mihaela Guran %A Grigoreta-Sofia Cojocar %P 173-180 %X The continuous technological progress and the context of COVID-19 pandemic have created the premise and need to use technology much more often in the learning and edu- cation process, even for preschool children. However, ap- propriate educational resources, corresponding to preschool- ers’ curriculum, are almost nonexistent in Romania. Moti- vated by the last results of the digital skills assessment of Eu- ropean citizens, especially the poor ones from our country, we have investigated ways of introducing fundamental digital skills to preschool children. In this paper, we describe our child-centered design approach that we have used to develop edutainment applications for preschoolers. We discuss how the children were involved in the design process and in the edutainment application’s usability assessment and the chal- lenges we have encountered. We also describe the innova- tive way we tried to overcome these challenges due to the young age of the children and their limited capabilities. In the end, based on our experience, we give an initial proposal for a competence based approach in assessing digital skills development for children. %K Preschoolers; participatory design; edutainment; User Centered Design; usability assessment %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Guran.pdf %T Adoption of Microsoft Teams platform by Romanian university students %A Tudor Macavei %A Valentina Iuliana Manea %A Costin Pribeanu %P 181-184 %X The pandemic challenged universities to move to distance education. The educational platform became the main working space and reshaped the teaching and learning tasks. After two years, university life came back to normal in Romanian universities. The objective of this paper is to explore the behavioral intention to use Microsoft Teams platform after the pandemic. A technology acceptance model that is featuring two external variables has been tested on a sample of Romanian students (N181) from a civil engineering university. The results show that students are willing to continue using this platform after the pandemic. %K Online learning, Microsoft Teams, pandemic, perceived ease of use, perceived usefulness, continuance intention. %W http://rochi.utcluj.ro/articole/10/RoCHI2022-Macavei.pdf