{"title":"Vibrotactile Vest and The Humming Wall: \"I like the hand down my spine\"","authors":"A. Morrison, C. Manresa-Yee, H. Knoche","doi":"10.1145/2829875.2829898","DOIUrl":"https://doi.org/10.1145/2829875.2829898","url":null,"abstract":"Vibrotactile information can be used to elicit sensations and encourage particular user body movements. We designed a vibrotactile vest with physiological monitoring that interacts with a vibroacoustic urban environment, The Humming Wall. In this paper, we describe the first field trial with the system held over a 5-week period in an urban park. We depict the participants' experience, engagement and impressions while wearing the vibrotactile vest and interacting with the wall. We contribute with positive responses to novel interactions between the responsive environment and the vibrotactile vest, with a system designed to calm, activate, guide and warn the participants.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"47 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":"116415869","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}
B. Revelles-Benavente, Lidia Arroyo Prieto, N. Bosch
{"title":"Inclusion and promotion of women in technologies","authors":"B. Revelles-Benavente, Lidia Arroyo Prieto, N. Bosch","doi":"10.1145/2829875.2829902","DOIUrl":"https://doi.org/10.1145/2829875.2829902","url":null,"abstract":"In the information and knowledge society gender transformations have characterized the social changes of recent years, while information and communication technologies (ICT) have taken an essential role for social development. Nevertheless, even if women have accumulated an incredible talent in order to confront today's challenges, the technological system seems not to be prepared to include, retain and promote them through the technological careers that they deserve. Research about gender and technology related with female occupation has pointed out several causes for female exclusion that should be addressed from an interdisciplinary approach. Most of the research has been focused on finding out the barriers that make more difficult to access and promote women in technological occupations. However, there is still a need to identify and foster enablers of women's full inclusion in technologies. Carrying out a mix methodology in between quantitative and qualitative methods, we aim at providing different solutions to facilitate and promote women's presence and retainment in technological careers.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"105 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":"116037099","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":"Goal Driven Interaction (GDI) vs. Direct Manipulation (MD), an empirical comparison","authors":"Antonio Carrillo, Juan A. Falgueras","doi":"10.1145/2829875.2829892","DOIUrl":"https://doi.org/10.1145/2829875.2829892","url":null,"abstract":"This paper presents a work in process about Goal Driven Interaction (GDI), a style of interaction intended for inexperienced, infrequent and occasional users, whose main priorities are to use a system and achieve their goals without cost in terms of time or effort. GDI basic philosophy is to guide the user about the \"what\" to do and the \"how\" to do it in each moment of the interaction process, without requiring from the user a previous knowledge to use the interface. This interaction style was introduced in previous work, where a description of its characteristics and the most appropriate user interface for it, were described. Those works included a methodology for the analysis and synthesis of the whole interactive process through a language of specification. This paper presents partial results we are collecting in real user testing, with the main aim of comparing GDI with direct manipulation interfaces (MD), nevertheless the most extended and commonly regarded as the most suitable for novice and experienced users.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"1 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":"131100040","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":"Real time exploration of the human head in real time through natural interaction for educational purposes","authors":"Roi Méndez, Julián C. Flores, Rubén Arenas","doi":"10.1145/2829875.2829909","DOIUrl":"https://doi.org/10.1145/2829875.2829909","url":null,"abstract":"In recent years museums, especially scientific museums, have suffered a great evolution, moving from mere showrooms to spaces where the user can interact with the displayed items. Even classic museums like Louvre have incorporated elements such as the Nintendo 3DS or Kinect sensor to create a more interactive experience for visitors. In this type of environment it is very important to convey the information in a pleasant way promoting learning by experimentation. If potential visitors are children it is even more important to develop educational paradigms that allow blurring, as far as possible, the boundary between learning and playing.","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":"132338850","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":"Exploring language technologies to provide support to WCAG 2.0 and E2R guidelines","authors":"Lourdes Moreno, Paloma Martínez, Isabel Segura-Bedmar, Ricardo Revert","doi":"10.1145/2829875.2829927","DOIUrl":"https://doi.org/10.1145/2829875.2829927","url":null,"abstract":"Part of citizenship faces accessibility barriers when they read and understand texts containing long sentences, unusual words, complex linguistic structures, etc. Readability and understanding should be considered when texts are created. In order to make online texts more accessible, there are initiatives as Easy-to-Read (E2R) and Web Content Accessibility Guidelines (WCAG) 2.0, however they do not cover every need that arises in this regard. In addition to accessibility guidelines and E2R rules, technology supporting the authorship of texts is required because the transformation of a text to an easier text to read and understandable is impossible. As a solution to the need to have (semi)automatic support to comply with accessibility and E2R guidelines, the application of Natural Language Processing (NLP) resources and methods is proposed. In this paper, E2R guidelines are introduced and a subset of WCAG guidelines regarding readability and understanding has been obtained. In addition, a review on NLP technology concerning accessibility is given. To illustrate this proposal for improving accessibility using PLN approaches, a use case for simplifying drug package leaflets in Spanish is introduced.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"11 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":"116535275","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":"Moving towards Accommodating Women with ICT: Paying Attention to Self-inclusion Mechanisms","authors":"N. Bosch","doi":"10.1145/2829875.2829903","DOIUrl":"https://doi.org/10.1145/2829875.2829903","url":null,"abstract":"Recent developments of new information and communication technologies, as well as feminisms, are essential for understanding the major changes in our societies today. Feminist research of technology, traditionally, has been focused on explaining the exclusion of women from technologies. However, a move towards inclusion is already being carried out intensively. This involves investigating the experiences of women in ICT and thereby making visible their trajectories and mechanisms towards inclusion, as well as the challenges and opportunities that are generated thereby. In this article I aim to explore the processes of self-inclusion of women in ICT and specifically to show the main mechanisms that they have followed and activated to self-include in ICT. To do this I have relied on shared experiences of a purposive sample of artistic technologists and computer technologists in Barcelona, by conducting interviews and focus groups. As a result I show a series of mechanisms that women follow and activate to access, remain in, advance, and even transform ICT. These mechanisms go beyond learning and include not only doing gender but also undoing it as well as ICT. Thus, Women in ICT seek to access and progress in ICT adapting to certain circumstances but also changing them to generate and regenerate ICT in order not just to be assimilated but better to accommodate with ICT.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"41 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":"122896620","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}
G. Moreno, Vanessa Castillo, Kaiser Williams, Nyder Menéndez
{"title":"Characterization of software development companies in Panama from Usability and Accessibility approach (Extended Abstract)","authors":"G. Moreno, Vanessa Castillo, Kaiser Williams, Nyder Menéndez","doi":"10.1145/2829875.2829924","DOIUrl":"https://doi.org/10.1145/2829875.2829924","url":null,"abstract":"This paper presents a first approach to study software development companies located in Panama from usability and accessibility point of view. The main goal of this study was to have an idea of the current state of the discipline known as Human Machine Interaction (HCI - \"Human Computer Interaction\") in Panama. For this purpose, interviews and surveys were conducted in a sample of companies dedicated exclusively to developing software in Panama and other companies that have an internal software development department within the company.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"56 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":"123167058","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}
Sandra P. Cano, J. M. Arteaga, C. Collazos, Viviana Bustos Amador
{"title":"Model for Analysis of Serious Games for Literacy in Deaf Children from a User Experience Approach","authors":"Sandra P. Cano, J. M. Arteaga, C. Collazos, Viviana Bustos Amador","doi":"10.1145/2829875.2829885","DOIUrl":"https://doi.org/10.1145/2829875.2829885","url":null,"abstract":"Learning to read and write, or acquiring skills in literacy, is a basic educational need. Deaf children traditionally face greater challenges and encounter difficulties particular to their abilities. Their inclusion today in regular schooling places much responsibility for their success on the support teachers designated to provide them with the assistance they need. More and more however, ICT is being used in the field of education. Video Games offer a first class option for generating meaningful learning experiences, and serious games in particular are employed in class to motivate learning. The design of serious games to meet the needs of teachers where deaf children are struggling to master literacy would therefore seem to offer a hugely important contribution. Based on the User Experience approach, a model is therefore put forward for the design of such a serious game. The model assesses the quality of the game and the user experience from others proposed games and examines the aspects that are important for creating a game in this case that can help teachers as support for the learning of both deaf and hearing children in the acquisition of reading and writing skills.","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":"125973493","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":"A Visual Query Language for Data Graphs: an approach from the User-Centered Design","authors":"M. Pabón, C. Collazos","doi":"10.1145/2829875.2829918","DOIUrl":"https://doi.org/10.1145/2829875.2829918","url":null,"abstract":"Offering end users, experts on the domain, means to explore and query data stored in the information systems they work with can generate large benefits for organizations and society. Frequently, expressing ad-hoc queries with a query language is complex for end users, even when they use visual languages or graphical interfaces. GraphTQL a new visual query language for data graphs that aims to facilitate end-users formulating complex queries was developed. The design process of GraphtTQL followed the User-Centered Design Approach (UCD). The results of interviews and usability tests with end users are presented.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"26 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":"114657168","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}
Noemí Marta Fuentes García, F. G. Vela, P. Paderewski, J. R. López-Arcos, N. Zea
{"title":"Teaching Emotions to Children by Using Video Games","authors":"Noemí Marta Fuentes García, F. G. Vela, P. Paderewski, J. R. López-Arcos, N. Zea","doi":"10.1145/2829875.2829888","DOIUrl":"https://doi.org/10.1145/2829875.2829888","url":null,"abstract":"Video Games can make people to feel a wide range of emotions like if they actually were in the virtual world they are playing. Emotional Intelligence more and more is taught in schools to children. The aim of this work is giving an introduction to be able to find the way of linking an educational program for teaching emotions to preschool children with game mechanics. To achieve this goal, we have started by learning about emotional intelligence and we have studied some programs and tools used to teach it. We have analyzed also how different media produce emotions. As a result, we propose a set of requirements based in previous study in order to be able to fix a base for game design to fun children while adults can evaluate how these young people are learning to identify emotions and deal feelings they produce.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"22 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":"116882609","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}