Romanian Journal of
Human - Computer InteractionVol. 1 (2008) Special issue: Human Computer Interaction 2008
Proceedings of the National Conference on Human-Computer Interaction
Iaşi, 18-19 September 2008ISSN 1843-4460
Contents
Model-Driven Engineering of User Interfaces: Promises, Successes, Failures, and Challenges
Jean Vanderdonckt
1-10 Equality of Chances by Promoting the Accessibility in the Development of Interactive Systems
Constantin-Gelu Apostol
11-14 Accessibility Evaluation of a Web Application for Visually Impaired People
Cristina Simona Alecu
15-18 Evaluation of the Usability and Pedagogical Effectiveness of an Augmented Reality Learning Scenario
Costin Pribeanu, Dragoş Daniel Iordache, Vincentas Lamanauskas, Rytis Vilkonis
19-24 MovieRatings: Web 2.0 Usability
Adrian Buzgar, Simona Lazarovici
25-28 Ontology-based Collaborative Applications
Vlad Posea, Ovidiu Mara
29-36 Management of the Temporal Maps within a Collaborative Environment
Cosmin Vârlan
37-40 Improvement of the KNN algorithm in web based recommendation systems
Costin-Gabriel Chiru, Ştefan Trăuşan-Matu, Traian Rebedea
41-48 Comparative Evaluation of Two Augmented Reality Learning Scenarios
Alexandru Balog, Dragoş Daniel Iordache, Costin Pribeanu
49-52 New Approaches in Automatic Usability Evaluation
Adriana-Mihaela Guran, Daniela-Maria Onacă, Horia D. Pitariu
53-56 Interactive Augmented Reality-based Access Point
Mihai Polceanu, Dorin-Mircea Popovici
57-60 Java Solutions for Real Time Vocal Signal Transmission using the UDP Protocol
Titus Felix Furtună, Marian Dârdală
61-64 DAISY – Digital Audio Books Accessible for Persons with Visual Impairment and with Reading Difficulties
Marian Pădure
65-68 Distributed Multimedia System for Human Computer Interaction
Adriana Reveiu
69-72 Ignoring Irrelevant Information on Displays
Ion Juvină
73-76 Visual Communication through Infographics
Ecaterina Valică
77-80 A User Centered Approach in Designing a Career Decision Making Assistant
Daniela-Maria Onacă, Adriana-Mihaela Guran
81-84 News Web Portal based on Natural Language Processing
Traian Rebedea, Costin-Gabriel Chiru, Ştefan Trăuşan-Matu
85-92 A Microformats-based Tool for Personal Data Management
Marius Butuc, Sabin-Corneliu Buraga
93-96 The Analysis of Imaginary in Texts
Lidia Trăuşan-Matu, Valentin-Andrei Canciu, Ştefan Trăuşan-Matu
97-104 ASAP - Advanced System for Evaluating the Participants to a Chat Session
Mihai Dacălu, Erol-Valeriu Chioaşcă, Ştefan Trăuşan-Matu
105-112 Social and Affective Presence in Online Communication
Ana Maria Marhan
113-116 Online Communities: Approaches, Principles, Dilemmas
Irina Cristescu
117-120 Using Web Services from Mobile Devices. Software Application for Academic Environment
Emil Stănescu, Ileana Stănescu, Răzvan Zota, Laura Stănescu
121-124 Approaches on the Quality Evaluation of the On-line Public Services (e-ServEval)
Alexandru Balog
125-128 Hedonic and pragmatic attributes in determining the mobile phone user experience
Daniela-Maria Onacă, Andreia Daniela Mureşan, Horia D. Pitariu
129-132 Collaboration in E-learning Environments – Psychological Aspects and Current Technologies
Alexandru D. Iordan
133-138 Increasing Efficiency of the Didactic Computer Games through Processing Information on Action, Iconic and Verbal Level
Verginia Creţu
139-142 Graphics Annotation Techniques in E-learning
Teodor Ştefănuţ, Dorian Gorgan
143-146
Abstracts
Model-Driven Engineering of User Interfaces: Promises, Successes, Failures, and Challenges
Jean Vanderdonckt
Université Catholique de Louvain, Belgium
jean.vanderdonckt@uclouvain.beAbstract. Model-driven engineering (MDE) of user interfaces consists in describing a user interface and aspects involved in it (e.g., task, domain, context of use) in models from which a final interface is produced. With one big win in mind: when the user’s requirements or the context of use change, the models change accordingly and so does the supporting user interface. Models and a method for developing user interfaces based on MDE are presented in this tutorial supporting forward engineering (a new interface is produced), reverse engineering (an existing interface is improved), and lateral engineering (an existing interface is adapted to a new context of use). Software supporting this method will be used based on UsiXML (User Interface eXtensible Markup Language), a XML-compliant user interface description language.
Equality of Chances by Promoting the Accessibility in the Development of Interactive Systems
Constantin-Gelu Apostol
Bucharest University of Economics
apostolc@ase.roAbstract. The equality of rights and chances for all citizens is one of the most discussed and supported issues in the international public opinion. This issue has a special value also in projects started by the European Union. Particularly for interactive systems the challenge of ensuring the access represents a way to progress towards a real equality of chances for all people who live in unprivileged circumstances, especially for the ones with disabilities. Thus this article aims to investigate the social consequences of this movement depending on the type of disability, the impact of disability on the interaction of the persons in question and the European initiatives to promote the “electronic accessibility” (e-Accessibility).
Accessibility Evaluation of a Web Application for Visually Impaired People
Cristina Simona Alecu
ICI Bucharest
simmex@yahoo.comAbstract. Currently the Internet is the most important source of information for more and more people. An important requirement is to ensure equal access to information for all citizens, including persons with special needs.
The goal of ProInclusiv application is to inform the people with special needs (elderly and people with disabilities) on matters that may be of interest, and also the organizations, associations, health units etc. which provides services for such persons. The application promotes initiatives related to social, cultural and professional integration of people with special needs. To come to their aid, particularly to visually impaired people, at the design and implementation of the application has been taken into account the accessibility guidelines offered by WCAG (Web Content Accessibility Guidelines). The aim of the paper is to present how can be realize an accessible web application, using a tool for evaluation of the accessibility and usability during the development of this application.
Evaluation of the Usability and Pedagogical Effectiveness of an Augmented Reality Learning Scenario
Costin Pribeanu1, Dragoş Daniel Iordache1, Vincentas Lamanauskas2, Rytis Vilkonis2
1ICI Bucureşti
{iordache, pribeanu}@ici.ro
2Siauliai University, Lithuania
{vincentas, vilkonis}@yahoo.comAbstract. Although several evaluation methods for e-learning interactive systems exist, few of them have been adapted for the evaluation of the pedagogical effectiveness and usability of augmented reality (AR) systems. In this paper we present and analyze the results obtained in the evaluation of a learning scenario for Biology that has been developed in the framework of the ARiSE (Augmented Reality for School Environments) research project. The scenario has been tested with users during a summer school that has been held in Bucharest, 2007.
MovieRatings: Web 2.0 Usability
Adrian Buzgar, Simona Lazarovici
“Alexandru Ioan Cuza” University of Iaşi
Faculty of Computer Science
{adrian.buzgar, simona.lazarovici}@infoiasi.roAbstract. The following paper presents the results of the MovieRatings (MOVR) project, a Rich Internet Application developed using the current generation of Web technologies, with an emphasis on Web 2.0 principles and usability aspects. The application was meant to provide cinephiles with an interactive environment for exchanging movie related information and rating the top movies in the database. We have used external web services from Flickr and YouTube, as well as the International Movie Database (IMDB) as data sources.
Ontology-based Collaborative Applications
Vlad Posea, Ovidiu Mara
Politehnica University of Bucharest
vladposea@yahoo.com, ovidiu.mara@gmail.comAbstract. This paper proposes a method to extend a collaborative application with semantic web technologies in order to provide advanced functionalities for searching and classification of messages based on the semantics of the terms identified in the messages exchanged by the user. The paper also describes a specific extension to a forum that offers an improved interface for defining semantic ontology based querying.
Management of the Temporal Maps within a Collaborative Environment
Cosmin Vârlan
Faculty of Computer Science
“Alexandru Ioan Cuza” University of Iaşi
vcosmin@info.uaic.roAbstract. GPS are usually built by only one company that provides the software and the maps as a single solution. Because the maps are made especially for that kind of software and because the format is not made public, to update such a map additional files (from the producer) are needed. Even though, the producer is not always updating all the roads as fast as they appear or as fast as their properties are changing. This paper is proposing a new method of creating maps which provide the dynamism needed by every GPS: the maps are created by every driver, collected on the same website, parsed and modified and redistributed to the other users that are interested in vectorized maps. This way the maps are refreshed every day and that could be done even in real time.
Improvement of the KNN algorithm in web based recommendation systems
Costin-Gabriel Chiru, Ştefan Trăuşan-Matu, Traian Rebedea
Universitatea Politehnică Bucureşti
Str. Splaiul Independenţei nr. 313, Bucureşti
{chirucos, trausan, trebedea}@gmail.comRezumat. This paper presents an approach that can lead to the improvement of the results obtained from the recommendation systems that are based on collaborative filtration implementation. Recommendations obtained through this type of systems are generated based on the behaviour and preferences of users similar to the current one. The most frequent method of users automatic classification is based on the closest K neighbors The main purpose of this paper is to describe and analyze some of the problems of this algorithm, using an interpolation of the classes obtained through the standard classification algorithm. This way we have obtained a better accuracy for this method and implicitly for the results obtained through the recommendation systems.
Comparative Evaluation of Two Augmented Reality Learning Scenarios
Alexandru Balog, Dragoş Daniel Iordache, Costin Pribeanu
ICI Bucureşti
{alexb, iordache, pribeanu}@ici.roAbstract. Augmented reality is featuring a new type of human-computer interaction that is based on the integration of the real and virtual within a single interaction space. More recently, these systems have been used to implement learning scenarios intended to support new teaching methods in secondary schools. This paper presents a comparative usability evaluation of two augmented reality learning scenarios. The evaluation is carried on the basis of the quantitative and qualitative measures provided by a usability questionnaire that is based on a technology acceptance model.
New Approaches in Automatic Usability Evaluation
Adriana-Mihaela Guran, Daniela-Maria Onacă, Horia D. Pitariu
Universitatea Babeş-Bolyai, Cluj-Napoca
adriana@cs.ubbcluj.ro, {Daniela.Onaca, Horia.Pitariu}@apio.roAbstract. In this paper two new approaches in automatic usability evaluation are described. These approaches use modern programming techniques as Aspect Oriented Programming and Agent Based Programming in order to identify usability problems.
Interactive Augmented Reality-based Access Point
Mihai Polceanu, Dorin-Mircea Popovici
OVIDIUS University of Constanţa
mythalic@gmail.com, dmpopovici@univ-ovidius.roAbstract. We introduce BIIBAR system, an interactive augmented reality (AR) based access point. After a brief presentation of the Augmented Reality Toolkit API, and its theoretical background, the possible solutions are discussed. The selected solution is then presented from both the perspectives of its facilities and future developments.
Java Solutions for Real Time Vocal Signal Transmission using the UDP Protocol
Titus Felix Furtună, Marian Dârdală
Academy of Economic Studies, Bucharest
{titus, dardala}@ase.roAbstract. Java technologies cover at this moment all aspects concerning software developing. This paper proposes a software solution for real time vocal signal transmission using Java technologies. The proposed solution can be an alternative way for directly, simply and useful communication for people with visual disabilities. It is able to supply, in particular circumstances, more sophisticated and expensive technologies; for instance vocal synthesis. The paper contains a theoretical part that presents used Java technologies (Java Sound Application Programming Interface) and network programming aspects using the UDP protocol- and an applicative part that presents the elements of proposal software solution – the application architecture and significant sequences of source code.
DAISY – Digital Audio Books Accessible for Persons with Visual Impairment and with Reading Difficulties
Marian Pădure
Babeş Bolyai University of Cluj-Napoca
mpadure@psiedu.ubbcluj.roAbstract. Synchronizing the text and audio files according to the DAISY standards, allows visually impaired persons to read a scientific book in similar conditions as a person with no disability. In this paper, we present the DAISY standard and the advantages of using it for visually impaired persons.
Distributed Multimedia System for Human Computer Interaction
Adriana Reveiu
Academy of Economic Studies Bucharest
reveiua@ase.roAbstract. The aim of the paper is to provide some software components developed for acquisition, controlling and management of multimedia streams, of multimedia devices and for human computer interaction. Implemented software components are integrated in a multimedia system that allows the unitary management of multimedia data, solution which cover the whole channel of multimedia services distribution: from the multimedia content acquisition to the transmission, processing, data warehouse and until the usage in various forms by the final users. The technology used for software components development is the component based .NET technology. This is an appropriate technology for distributed systems development and for components reusing in Web and Windows applications.
Ignoring Irrelevant Information on Displays
Ion Juvină
Department of Psychology, Carnegie Mellon University
ijuvina@cmu.eduAbstract. This paper presents empirical and modeling work aiming to contribute toward a coherent theory of how humans select relevant information and discharge irrelevant information presented on displays. Two empirical studies are presented. The first study investigated how previously attended information is prevented from interfering with currently processed information. A theoretical account together with two different implementations of this account are put forward in order to explain the empirical data. A second study was designed in order to disentangle between these two implementations. The second study generated new questions and hypotheses regarding the balance between automatic and controlled discharge of irrelevant information.
Visual Communication through Infographics
Ecaterina Valică
Faculty of Computer Science
A.I. Cuza University of Iaşi
evalica@info.uaic.roAbstract. Interaction techniques and visual representations allow users to view, explore and understand large amounts of information. The research made in Information Visualization area has focused on finding ways to render the abstract information in an more intuitive way. Infographics allows you to filter the information, establish relations between its components, find patterns and represent them in a manner that allows the consumer to assimilate knowledge in a faster and easier way.
As infographics enter the on-line environment, the line between infography and software begins to blur. The ease of interpretation of information within an infographic is based on the fact that it uses a universal visual language. Lately we can use various tools for automatic representation and visualization of data. These tools facilitate the creation and distribution of infographics and make the transition from presentational to interactive graphics.
A User Centered Approach in Designing a Career Decision Making Assistant
Daniela-Maria Onacă1, Adriana-Mihaela Guran2
1Faculty of Psychology and Educational Sciences
Daniela.Onaca@apio.ro
2Faculty of Mathematics and Informatics
Babes-Bolyai University of Cluj-Napoca
adriana@cs.ubbcluj.roAbstract. The present paper analyses the results of a user need research during the development of an intelligent assistant to support decisions in choosing the specialty in higher education. Our research was composed of multiple research projects focused on different categories of possible users. The methodology was mostly qualitative. The results allowed us to reach a model of the decisional process as well as to identify the main difficulties and opportunities during this process. The identified opportunities were then associated with proposals regarding the form and functionalities that should be imbedded in an intelligent decision support system.
News Web Portal based on Natural Language Processing
Traian Rebedea, Costin-Gabriel Chiru, Ştefan Trăuşan-Matu
“Politehnica” University of Bucharest
trebedea@gmail.com, chirucos@gmail.com, trausan@cs.pub.roAbstract. The paper presents an autonomous text classification module for a news web portal for the Romanian language. Statistical natural language processing techniques are combined in order to achieve a completely autonomous functionality of the portal. The news items are automatically collected from a large number of news sources using web syndication. Afterward, machine-learning techniques are used for achieving an automatic classification of the news stream. Firstly, the items are clustered using an agglomerative algorithm and the resulting groups correspond to the main news topics. Thus, more in-formation about each of the main topics is acquired from various news sources. Secondly, text classification algorithms are applied to automatically label each cluster of news items in a predetermined number of classes. More than a thou-sand news items were employed for both the training and the evaluation of the classifiers. The paper presents a complete comparison of the results obtained for each method.
A Microformats-based Tool for Personal Data Management
Marius Butuc, Sabin-Corneliu Buraga
Faculty of Computer Science,
A.I. Cuza University of Iaşi
{mbutuc, busaco}@info.uaic.roAbstract. We found ourselves in a time when we experience a real blooming of the social side of the Web, by having more and more (apparently) separated entities communicate together. In order to be able to communicate easily and to be able to understand each other, we need standards that describe what we say, what we listen, what we store in our data. That is why the development of semantic markup doesn’t only enrich the meaning for the humans, but also the meaning of the human-defined semantic for the machines. The purpose of this paper is to introduce a Web application – Microwler – that is capable of helping people enrich their social experience on the Web. Microwler enables the user to search and retrieve the personal data that anyone made available, regardless of the rest of the content. It also enables the user to visualize the connections that person has in his/hers XHTML Friends Network (XFN).
The Analysis of Imaginary in Texts
Lidia Trăuşan-Matu, Valentin-Andrei Canciu, Ştefan Trăuşan-Matu
“Politehnica” University of Bucharest
trausan@cs.pub.roAbstract. The paper presents an approach and an implemented system for analyzing the imaginary in texts. This problem is very important because its resolution allows the identification of connotations in texts, with major implications on textual interaction. The approach starts from the theory of imaginary introduced by the historian Lucian Boia. Natural language processing techniques are used. The results of analysis on several known books are presented and commented.
ASAP - Advanced System for Evaluating the Participants to a Chat Session
Mihai Dascălu, Erol-Valeriu Chioaşcă, Ştefan Trăuşan-Matu
Universitatea Politehnică Bucureşti
Str. Splaiul Independenţei nr. 313, Bucureşti
mikedascalu@yahoo.com, erolvaleriu@yahoo.com, trausan@cs.pub.roRezumat. This paper describes a new method of establishing who is the most competent participant from a collaborative chat environment. There are also presented different applications that facilitate the analisys results visualization. These applications help both teachers and students to improve the learning methods and to evaluate the participants to the chat sessions.
Social and Affective Presence in Online Communication
Ana Maria Marhan
Institute of Philosophy and Psychology „C. Radulescu-Motru” – Romanian Academy of Sciences
amarhan@acm.orgAbstract. New communication technologies demand users to creatively adjust emotion expression strategies to the constrains of a new environment. The paper provides a brief analysis of the most frequent emotion representation modalities users employ in various text-based communication environments (like chat, email, SMS, discussion forums, etc.), as well as the main cues they rely on in order to interpret the emotional state of persons they are engaging in a computer mediated interaction.
Online Communities: Approaches, Principles, Dilemmas
Irina Cristescu
ICI Bucureşti
irina.cristescu@ici.roAbstract. Online communities mediated by computer facilitate the gathering and the group interaction throughout social support, information and the feeling of belonging. The social interaction areas created by technologies that allow users to interact with other groups assure the consolidation of social networks. The design and the development of interactive systems should be concerned with two important aspects: usability and sociability. When the group interest is in contradiction with the personal interest a new tension is created, a tension whose negative effects can not be neglected due to their implications on the group level. In the present article we analyze the design principles of online communities on grounds concerning the usability and sociability requests.
Using Web Services from Mobile Devices. Software Application for Academic Environment
Emil Stănescu1, Ileana Stănescu1, Răzvan Zota2, Laura Stănescu2
1ICI Bucharest
{stanescu, ileanas}@ici.ro
2Bucharest University of Economics
zota@ase.ro, arual@yahoo.comAbstract. In our paper we depict two modes of accessing Web services from mobile devices. These modalities correspond to different types of mobile devices, and, as a consequence, we use adapted client modules for each type. The software application depicted in our paper represents an easy way for informing of the members of an academic environment. It offers the possibility of an easy adaptation of user interface, so as to access the information faster, in concordance with user profile and his context. The architecture of this information system includes a common support at data level and at application level, on the server, but, at the client level, we developed distinct software components: for PocketPC mobile devices, which use Microsoft .NET Compact Edition, and, on the other part, for mobile phones incorporating Java 2 Platform Micro Edition.
Approaches on the Quality Evaluation of the On-line Public Services (e-ServEval)
Alexandru Balog
ICI Bucureşti
alexb@ici.roAbstract. This paper describes two categories of approach (general and specific) regarding the quality evaluation of the on-line public services. The specific approach presents the e-ServEval model, designed and experimented in a national research project. The model takes into consideration characteristics regarding the quality of the interface, the quality of the interaction and of the result (outcome). The model is validated in relation to external factors (the user’s satisfaction and the intention of using the service).
Hedonic and pragmatic attributes in determining the mobile phone user experience
Daniela-Maria Onacă, Andreia Daniela Mureşan, Horia D. Pitariu
Babes-Bolyai University of Cluj-Napoca
Daniela.Onaca@apio.ro, deiado@yahoo.com, horia_pitariu@yahoo.comAbstract. The present research represents an integrative approach of the user experience notion having the Hassenzahl model (2003) as a starting point. The integrative dimensions of our model are represented by: product characteristics, pragmatic attributes (ease of use, usability), hedonic attributes (stimulation, identification, evocation), consequences (satisfaction, pleasure and visual attraction) and the context of use (action vs. goal mode). This model is empirically tested in the field of mobile technology, more specifically in the field of mobile phone use. Our results indicate that all the aspects of the experience contribute significantly to the overall satisfaction of the mobile phone user, the pragmatic and hedonic attributes not being perceived as two different elements. Perceived user satisfaction is seen as a mediator between usability and visual attraction. Both pragmatic and hedonic attributes influences significantly satisfaction and visual attraction and the differences regarding the user experience are significantly influenced by context.
Collaboration in E-learning Environments – Psychological Aspects and Current Technologies
Alexandru D. Iordan
Institute of Philosophy and Psychology
alex.iordan@cognition.roAbstract. This review synthesizes the main theoretical and applicative approaches regarding collaboration in current e-learning environments. The paper sets off from the psychological and educational foundations of collaborative learning, on the one hand, and from the current level of Web technology, on the other hand. The concepts, premises and typology of the approaches that support computer mediated collaborative learning are treated next. Finally, the main technologies and applications that implement collaborative e-learning are presented.
Increasing Efficiency of the Didactic Computer Games through Processing Information on Action, Iconic and Verbal Level
Verginia Creţu
University of Bucharest
cretuverginia@yahoo.frAbstract. The author prove that the advantages of computer games are increased if they are part of didactic system based on processing information at action, iconic and verbal level. Didactic game could reproduce trustily the reality elements at which students do not have direct access, but also an inherent directed activity, loved by those, with small steps and many feedbacks; could become complementary to all three plans, gives an action model for discover complex relationships from nature; starts cognition activity and mental image creation which extends outside activity. The most important arguments are given by research made in primary school (pupils 7-11 years old with mental impairment) which proved that, training the same thinking micro operations, at direct action level in nature, with things and creatures, than through images (which permit to detach stabile patterns for selective reflection of essential) and then at verbal level, contributes to increase formative efficiency of the teaching-learning process.
Graphics Annotation Techniques in E-learning
Teodor Ştefănuţ, Dorian Gorgan
Technical University of Cluj-Napoca
{teodor.stefanut, dorian.gorgan}@cs.utcluj.roAbstract. This paper presents the experiments on the user interaction techniques based on the 2D and 3D graphics annotation, developed in eTrace eLearning Environment. The 2D annotation technique does not depend on the type of the 2D documents and 3D objects. The user has the ability to make 3D annotations by drawing directly on the surface of the 3D objects. eTrace has been developed and experimented the annotation techniques in the context of lessons from different domains such as mechanics, physics, and aeronautics.