Romanian Journal of
Human - Computer Interaction

Vol.3, No.1, 2010

ISSN 1843-4460

Versiune română


Contents

Visio-Haptic Simulator for Static and Kinetic Friction.
Felix G. Hamza-Lup, Elizabeth Murrell, James LaPlant, William Baird, Dorin-Mircea Popovici
 
1 - 16
Integrating 3D Scene in Interactive Graphics Applications.
Titus Felix Furtună
 
17 - 32
The Relation between the Human Factor and Software with respect to Electronic Game Design
Sabin-Corneliu Buraga, Alexandru Angelescu, Petrică Manoilă
 
33 - 52
A Corpus of Multi-participant Conversations and an Editor for its Annotation
Ştefan TrăuŞan-Matu, Mihai Dascălu, Traian Eugen Rebedea, Alexandru Gartner
 
53 - 64
The interaction between the visually impaired user and the assistive technology
Marian Pădure
65 - 79
 

Abstracts

Visio-Haptic Simulator for Static and Kinetic Friction

Felix G. Hamza-Lup1, Elizabeth Murrell1, James LaPlant1, William Baird1, Dorin-Mircea Popovici2

1Armstrong Atlantic State University,
Savannah, GA, USA
Felix.Hamza-Lup@armstrong.edu

2Universitatea OVIDIUS Constanţa,
B-dul Mamaia 124, 900527, Constanţa
dmpopovici@univ-ovidius.ro

Abstract. 3D simulations augment the presentation of abstract concepts by enhancing our understanding. However, most simulations only make use of two of our five senses: sight and hearing. If we employ additional sensory communication channels in these simulations, we may gain a deeper understanding of illustrated concepts by increasing the communication bandwidth and providing alternative perspectives. We present the implementation of the sense of touch in 3D simulations for teaching important concepts from introductory physics. Specifically, we have developed a visuo-haptic simulator that illustrates friction. We hypothesize that interactive 3D haptic simulations are useful for engaging students in subject study and allowing them to put into context the material presented.

Keywords: Haptics, Friction, 3D Simulation

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Integrating 3D Scene in Interactive Graphics Applications

Titus Felix Furtună

Academia de Studii Economice din BucureŞti
Piaţa Romană, Nr. 8, 010374, BucureŞti
titus@ase.ro

Abstract. Building and using tridimensional geometric models in computer applications imply great efforts in production software application. A model contains both complex geometry and properties such as color, lighting, texture, material. Unlike a 2D image, a tridimensional model brings with it a perfect precision. Today, 3D modeling software allow to build, view and modify models as if they were real objects. If one wants to view such models but in a different application context, other than modeling, the only solution remains the import and presentation of these models in the context of the main application. Thus, a primary objective of this article is to integrate the 3D scene built with specialized programs in graphical applications written in C++, C # and Java in a interactive, dynamic context using OpenGL and Java 3D. The choice of these programming languages has been determined by their market domination in the demand and supply ofcompetences. The second objective is to provide interactivity with a 3D scene objects in a C++, C# or Java application context. The article also presents a solution for the deployment and integration of 3D Studio Max scenes in C# applications using OpenGL.

Keywords:Interactive Graphics Applications, OpenGL, C #, tridimensional models

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The Relation between the Human Factor and Software with respect to Electronic Game Design

Sabin-Corneliu Buraga, Alexandru Angelescu, Petrică Manoilă

„Alexandru Ioan Cuza” University of IaŞi, Faculty of Computer Science Berthelot 16 – 700483 IaŞi, Romania busaco@info.uaic.ro

Abstract. This article is presenting the multiple relationships that could be established between users and electronic games. The paper presents several considerations regarding the main characteristics and the roles of human factor in the context of entertainment applications. We mainly refer to the design of most important game types. Our research includes an original case study – the development of a combative game deployed on the XNA platform –, developed on the basis of discussed aspects and certain interaction design patterns.

Keywords: Human factor, User experience, Electronic games, Design, Interaction Design Patterns, XNA

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A Corpus of Multi-participant Conversations and an Editor for its Annotation

Ştefan Trăuşan-Matu1,2, Mihai Dascălu1, Traian Eugen Rebedea1, Alexandru Gartner1

1 Universitatea „Politehnica“ Bucureşti,
Splaiul Independenţei, Nr 313, 060042, Bucureşti
stefan.trausan@cs.pub.ro, mihai.dascalu@cti.pub, traian.rebedea@cs.pub.ro, alexandru.gartner@gmail.com

2 Institutul de Cercetări în Inteligenţă Artificială,
Calea 13 Septembrie nr. 13, Bucureşti

Abstract. The paper presents the details and the history of building a corpus of instant messenger (chat) conversations with multiple participants used for Computer-Supported Collaborative Learning. Two XML annotation schemas are presented. The first is the basic one in the corpus. It is automatically generated starting from various formats in which chats are exported. The second schema extends the first one. It is generated by an editor for manually annotating the chats. Details of the editor are included. The corpus may be used in different purposes: machine learning, analysis and statistics computation.

Keywords: Computer Supported Collaborative Learning, CSCL, chat, annotation, XML schema, polyphony, dialogism, inter-animation

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The interaction between the visually impaired user and the assistive technology

Marian Pădure

The Center for Assistant in Assistive Technology for Visual Impairment Persons, Special Education Department, Faculty of Psychology and Sciences of Education, Babes-Bolyai University Cluj-Napoca
7 Panduri Street room 204, Cluj-Napoca 400036
mpadure@psiedu.ubbcluj.ro

Abstract: The interaction between the visually impaired user and the assistive technology offered the possibility to structure a new professional and educational approach, very much in conformity with the present social system's requirements. Nonetheless, we must take into consideration also the personality traits involved in this interaction and the changes that occur consequently to this interaction. In this article, we wanted to present a synthesis of the research already undertaken at a national level in the past few years and also to present the main conclusions from a technical, occupational and educational perspective, along with future research paths in the field of the interaction between the visually impaired user and the assistive technologies, which impose themselves on medium and long term in our country.

Keywords: assistive technologies / support, visual impairment, accessibility
 

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