J. Pérez, Xabier Valencia, Myriam Arrue, J. Abascal
{"title":"Elaborating a Web Interface Personalization Process","authors":"J. Pérez, Xabier Valencia, Myriam Arrue, J. Abascal","doi":"10.1145/2829875.2850403","DOIUrl":"https://doi.org/10.1145/2829875.2850403","url":null,"abstract":"This paper builds the required conceptual model for implementing adaptation systems intended to provide a personalized navigation experience for any user. To this end, aspects such as the users' needs, preferences, and navigational behaviour are taken into account in order to select the adaptation techniques to be applied for each particular user. The validity of the proposed conceptual model to provide the necessary components and mechanisms for implementing suitable web personalization systems is shown by means of a case study.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117195168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Ontology-Driven Approach to Model & Support Mobility and GeoLocation Based Campus Interactions","authors":"Maha Khemaja, F. Buendía","doi":"10.1145/2829875.2829935","DOIUrl":"https://doi.org/10.1145/2829875.2829935","url":null,"abstract":"University campuses are increasingly becoming places where different interactions take place including those related to instructional and learning tasks. Most of these interactions require gathering contextual information from the campus facilities, platforms, services or people that are part of this environment. The current work aims at providing an ontology-based proposal, which can enable to model most of these context features that can be useful to support multiple kinds of interactions in Campus settings. This proposal permits to reason and make inferences on contextual information and features in such a way to provide users with mobile geolocated services such as path finding, small group meetings planning or personalized information about campus facilities. The proposed ontology has been applied in a University campus with the purpose of guiding users to improve their personal experiences.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127696753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Methods and techniques for evaluating the emotional experiences of children with active videogames","authors":"C. González-González, Vicente Navarro-Adelantado","doi":"10.1145/2829875.2829883","DOIUrl":"https://doi.org/10.1145/2829875.2829883","url":null,"abstract":"In this paper we present a methodological proposal for evaluating the emotional experience of children with active videogames. This proposal aims to address some of the most frequent problems encountered when evaluating interactive products for minors. We conducted an analysis of the main drawbacks of traditional techniques for evaluating usability, quality of use and the user and emotional experience of children, as well as the relationships between emotions, videogames and active games. Based on this analysis, we crafted an evaluation proposal that contains a set of the most representative emotions for active videogames, as well as different instruments and techniques created and/or adapted for motor games that measure subjective (verbal, non-verbal), objective (biometric) and social (behavioral) interactions at different times during an evaluation session. This proposal reveals whether the emotional responses stem from internal reasons within the individual, from the activity performed or are external (context).","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130111626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"DIY computer mouse for special needs people","authors":"L. Ribas-Xirgo, Francisco López-Varquiel","doi":"10.1145/2829875.2829895","DOIUrl":"https://doi.org/10.1145/2829875.2829895","url":null,"abstract":"People unable to use hands to interact with computers do require special devices to gain access to information technology services. The rise of do-it-yourself (DIY) electronics makes it possible to release construction kits of a wide range of gadgets, including hands-free computer mice. In this paper we present one such building kit for a full-featured computer mouse that is controlled by head movements. The result kit includes an easy-to-find bill of materials, instructions to build the device and to use it. The first experiments showed that the mouse was working fine with people that have good control on head movements but that its embedded program must be customized for other individuals.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134014662","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David Céspedes-Hernández, J. Pérez-Medina, J. González-Calleros, F. A. Rodríguez, J. M. Arteaga
{"title":"SEGA-ARM: A Metamodel for the Design of Serious Games to Support Auditory Rehabilitation","authors":"David Céspedes-Hernández, J. Pérez-Medina, J. González-Calleros, F. A. Rodríguez, J. M. Arteaga","doi":"10.1145/2829875.2829877","DOIUrl":"https://doi.org/10.1145/2829875.2829877","url":null,"abstract":"Hearing impairments are widely recognized as one of the most common disability that affects many people. There are several works addressing the design and development of systems for the rehabilitation of users with disabilities, as well as for the definition of models to express their capabilities and disabilities. Unfortunately, when we want to develop interactive systems to assist hearing impairment therapy, knowledge of analysis and design, typical of the methodologies is absent. In this paper, we introduce SEGA-ARM: a metamodel to support the design of serious games for auditory rehabilitation, considering concepts related to speech therapy sessions, user capabilities, the context of use, and concepts related to serious games design. The proposed solution is provided using a semi-formal UML notation. Two game prototypes are presented to validate the viability of the application of the metamodel for serious games development and to point out its reutilization and extension.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"343 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133155977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Accessible user profile modeling for academic services based on MOOCs","authors":"Francisco Iniesto, C. Rodrigo","doi":"10.1145/2829875.2829922","DOIUrl":"https://doi.org/10.1145/2829875.2829922","url":null,"abstract":"MOOCs are examples of the evolution of eLearning environments, it is a fact that the flexibility of the learning services allows students to learn at their own time, place and pace, enhances continuous communication and interaction between all participants in knowledge and community building, benefits people with disabilities and therefore can improve their level of employability and social inclusion. MOOCs are leading a revolutionary computer and mobile-based scenario along with social technologies that will emergence new kinds of learning applications that enhance communication and collaboration processes, for that reason a strategy of the use of metadata regarding the achievement of accessibility from content to user preferences is presented in this paper, in order to achieve a better accessibility level while designing new learning services for people with functional diversity based upon MOOCs.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"527 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133321200","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Carvalho, M. Bessa, L. Magalhães, E. Carrapatoso
{"title":"Performance evaluation of gesture-based interaction between different age groups using Fitts' Law","authors":"D. Carvalho, M. Bessa, L. Magalhães, E. Carrapatoso","doi":"10.1145/2829875.2829920","DOIUrl":"https://doi.org/10.1145/2829875.2829920","url":null,"abstract":"The recent advances made in human-computer interaction have allowed us to manipulate digital contents exploiting recognition-based technologies. However, no work has been reported that evaluates how these interfaces influence the performance of different user groups. With the appearance of multiple sensors and controllers for hand gesture recognition, it becomes important to understand if these groups have similar performance levels concerning gestural interaction, and if some sensors could induce better results than others when dealing with users of different age brackets. In this respect, it could also be important to realize if the device's sensor accuracy in terms of hand / full body recognition influences interaction performance. We compare two gesture-sensing devices (Microsoft Kinect and Leap Motion) using Fitts' law to evaluate target acquisition performances, with relation to users' age differences. In this article, we present the results of an experiment implemented to compare the groups' performance using each of the devices and also realize which one could yield better results. 60 subjects took part in this study and they were asked to select 50 targets on the screen as quickly and accurately as possible using one of the devices. Overall, there was a statistically significant difference in terms of performance between the groups in the selection task. On the other hand, users' performance showed to be rather consistent when comparing both devices side by side in each group of users, which may imply that the device itself does not influence performance but actually the type of group does.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116169320","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Iván Durango, Alicia Carrascosa, V. Penichet, J. A. Gallud
{"title":"Tangible Serious Games with Real Objects to Support Therapies for Children with Special Needs","authors":"Iván Durango, Alicia Carrascosa, V. Penichet, J. A. Gallud","doi":"10.1145/2829875.2829910","DOIUrl":"https://doi.org/10.1145/2829875.2829910","url":null,"abstract":"After several months of therapeutic work on Mateo, a child with special needs, the therapist of the Child Development and Early Intervention Centre (CDIAT) observed with astonishment how the child correctly associated the fruits with the corresponding pictograms. That was after only a few sessions using the Interactive Fruit Panel presented in this article. The interactive application described in this paper is a way to digitize one of the games commonly used by CDIAT therapists to help children to associate real objects (fruits in this case) with their graphical representation (pictogram) in a therapeutic activity using real objects as the interactive basis. This article summarizes the description of the proposed system, as well as the results obtained from a pilot test with real participants in collaboration with professionals from CDIAT. The preliminary results show how children with special needs achieved learning goals faster with the interactive panel, and how the children's attention improved.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124807163","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Miguel A. Teruel, Arturo C. Rodríguez, Francisco Montero Simarro, Elena Navarro, Víctor López-Jaquero, P. González
{"title":"W3C Task Meta-model Limitations in Post-WIMP Applications","authors":"Miguel A. Teruel, Arturo C. Rodríguez, Francisco Montero Simarro, Elena Navarro, Víctor López-Jaquero, P. González","doi":"10.1145/2829875.2829934","DOIUrl":"https://doi.org/10.1145/2829875.2829934","url":null,"abstract":"New technologies are giving rise to new interaction paradigms that go beyond the classic WIMP (Window, Icon, Menu and Pointing) interfaces. At the same time, theses new interfaces, called Post-WIMP need the modeling languages to be adapted in order to be suitable for a development process. In this paper, the W3C Task Meta-model is analyzed within a Post-WIMP system modeling and a new Task meta-model, based on CSRML, is proposed to tackle the shortcomings.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129567419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Torres-Carrión, C. González-González, Alberto Mora Carreño
{"title":"Facial Emotion Analysis in Down's syndrome children in classroom","authors":"P. Torres-Carrión, C. González-González, Alberto Mora Carreño","doi":"10.1145/2829875.2829882","DOIUrl":"https://doi.org/10.1145/2829875.2829882","url":null,"abstract":"Sentiment analysis has allowed a degree of machines \"intelligent\" interaction, although its development is still at an early stage. This document presents the progress of the research project in this line, with a particular focus on children with Down Syndrome (DS). Their singularities are considered through personalized learning resources, and interaction with Kinect HCI, and the Tango:H platform. In this first moment we made an initial interaction, resulting in video images of the interaction, and a subjective assessment of emotions through one extension of EMODIANA. The next step will be the comparison of the patterns of facial recognition applied in people without SD, to identify whether there are significant differences.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121195670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}