John Edel Tamani, Jan Christian Blaise Cruz, Joshua Raphaelle Cruzada, Jolene Valenzuela, Kevin Gray Chan, J. A. Deja
{"title":"Building Guitar Strum Models for an Interactive Air Guitar Prototype","authors":"John Edel Tamani, Jan Christian Blaise Cruz, Joshua Raphaelle Cruzada, Jolene Valenzuela, Kevin Gray Chan, J. A. Deja","doi":"10.1145/3205946.3205972","DOIUrl":"https://doi.org/10.1145/3205946.3205972","url":null,"abstract":"In this work-in-progress, we propose the design of an interaction that allows a guitar player to air guitar with the use of forearm Electromyogram (EMG). We integrate results from our previous study where we have used the same medium in training a classifier to recognize standard guitar chords. In this paper, we aim to train a classifier this time to recognize the different types of strums when playing the guitar. We collected data from ten (10) participants using the Myo armband doing strum repetitions for at least fifty (50) times. The strumming EMG data was then pre-processed and fed into a machine learning task to build a model. A k-Nearest Neighbor (k=11) classifier was trained and yielded an accuracy of at least 46% accuracy with a kappa statistic of 0.3712. Model results de- scribe that data size needs to be improved while considering equally the same set of features. Additionally, user insights and feedback on the armband usage as an alternative creative medium was gathered from our target respondents. Different views and insights are stated which opened opportunities for the improvement of the actual air guitar concept as a creativity tool.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115406938","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":"Intelligent, Affective Systems: People's Perspective & Implications","authors":"D. Loi","doi":"10.1145/3205946.3205962","DOIUrl":"https://doi.org/10.1145/3205946.3205962","url":null,"abstract":"AI-based systems are shifting and will increasingly shift how we relate to content, context and each other. This extended keynote abstract discusses insights from a global study that focused on people's perceptions, attitudes, thresholds and expectations of intelligent systems as well as their perspectives on smart home, autonomous cars, and smart workspace. Insights helped create ten design guidelines to assist intelligent systems designers, technologists and decision makers.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123845210","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":"It's Cool but What Else can I Do?","authors":"J. Read","doi":"10.1145/3205946.3205963","DOIUrl":"https://doi.org/10.1145/3205946.3205963","url":null,"abstract":"This keynote paper explores, in a critical way, the reflections of the author in regard to doing research with teenagers. The paper begins with a summary of a very successful project that explored cool and the design for cool. The paper then looks at a more recent study in which teenagers with special needs were interviewed, with their parents. This second study exposes a different challenge for design for teenagers and critiques this against the design for cool. Three challenges are described: to design what is useful, to make those things cool and then, to go back to designing for cool.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122022268","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":"Using EEG Emotion Models in Viewer Experience Design: An Exploratory Study","authors":"J. A. Deja, R. Cabredo","doi":"10.1145/3205946.3205958","DOIUrl":"https://doi.org/10.1145/3205946.3205958","url":null,"abstract":"TV Commercials are often considered to be noise that viewers see in between their favorite shows. These have been used for mostly commercial and advertising purposes. Such practice has been an established one for decades. Most advertising researchers have always relied on traditional means and techniques in measuring viewer experiences and understanding conversion rates from these TV Commercials. In this work-in-progress, we present our preliminary findings from an exploratory study on understanding consumer behaviors and emotions especially when watching TV Commercials. Target consumers for a specific commercial product underwent one-on-one semi-structured interviews and from viewing sessions where their EEG data were collected using the 5-channel EMOTIV Insight headset. To triangulate the emotion modeling phase, external observers referred to as coders annotated their emotions with the aid of emotion recognition via facial recognition. Initial Analysis of the interviews along with the early version of the model revealed several interesting points on visual and audio elements that triggered viewer valence. The collection of EEG data was also able to uncover a few insights that aided in the design of a better viewing experience for the target consumers. We intend to expand the findings in the future work to build a model from a bigger data and user base along with a wider array of emotions to choose from. Also, we intend to employ more advanced experiment designs to determine if we can directly correlate viewer experiences into actual product and commercial conversion.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128583011","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}
Traitot Rungnapakan, T. Chintakovid, Pongpisit Wuttidittachotti
{"title":"Fall Detection Using Accelerometer, Gyroscope & Impact Force Calculation on Android Smartphones","authors":"Traitot Rungnapakan, T. Chintakovid, Pongpisit Wuttidittachotti","doi":"10.1145/3205946.3205953","DOIUrl":"https://doi.org/10.1145/3205946.3205953","url":null,"abstract":"Thailand has become an aging society. An accidental fall is a common problem found for the elderly. This research developed an Android mobile application for fall detection. The application compared threshold values of accelerometer and gyroscope together with impact force with the present values obtained from sensors to detect a fall. In this study, threshold values of impact force were computed based on an elder's weight to improve an accuracy of fall detection. Four types of elders' behaviors were studied. The first type was non-movement behavior (sitting and standing). The second group was constantly moving behavior (walking and running). Next group involved a change of movement (standing then sitting and sitting then standing). The last type were behaviors with falling (walking then falling on the buttocks, walking then falling on the back, running then falling on the back, and hopping then falling on the back). Results showed that the application could correctly identify the fall 97.33 percent.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116116161","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":"Building Artificial Intelligent (AI) Products that Make Sense","authors":"Ralph Vincent J. Regalado","doi":"10.1145/3205946.3205960","DOIUrl":"https://doi.org/10.1145/3205946.3205960","url":null,"abstract":"Developing AI products for the mass market has been an ongoing challenge considering product-market fit, limited technology know-how, and user adoption. This paper provides a list of challenges and explores how we can launch AI products from idea to market by applying design thinking and lean-startup strategies. Artificial Intelligence;","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116276404","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":"Health Quadrant mHealth Application: A Performance Analysis of the Heart Rate Accuracy vis a vis a Pulse Oximeter","authors":"Loriemel E. Ferrera, Jonathan M. Caballero","doi":"10.1145/3205946.3205954","DOIUrl":"https://doi.org/10.1145/3205946.3205954","url":null,"abstract":"Mobile health (mHealth) applications that provide accurate measurements will give a person the ability to communicate his health data to his doctor, detect early signs of underlying health issues and personally monitor his everyday health. However, because of rapid growth of mHealth applications that intend to measure different physiological parameters, it has become difficult for people to determine which mHealth applications are reliable. Its unreliability can put a person's health more at risk which is why testing its accuracy is vital prior to its deployment and usage; otherwise the purpose of mHealth will not be realized. With this, the researchers wanted to find out the accuracy of the Android based \"Health Quadrant\" mHealth application in its resting heart rate reading using three Android Wear smart watches and a pulse oximeter. Agile development model was adopted by the researcher and twenty-five individuals served as the respondents. They were asked to wear the three smart watches and the pulse oximeter as part of the experiment. Statistical analysis of the results using root mean square error(RMSE) showed that Health Quadrant mHealth application installed on Moto 360 has the best performance since it has the least prediction error.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125604542","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":"Towards a Smart Educational Environment Framework for mLearning in a Malaysian context","authors":"S. Ariffin","doi":"10.1145/3205946.3205957","DOIUrl":"https://doi.org/10.1145/3205946.3205957","url":null,"abstract":"Due to rapid improvements in technology, university academics and students require high-quality learning experience via a smart educational environment. This study was conducted primarily due to the scarcity of local content in mLearning for the local context, particularly with respect to learning of local culture. Therefore, the aim of this study is to understand the impact of the smart educational environment of mLearning in the Malaysian context. This is done via garnering perspectives of students and academics from Malaysian universities. The methods used for this research are focus groups. The data were coded and analysed using thematic analyses. This paper presents the framework of the smart educational environment of mLearning for the Malaysian context. The smart educational mLearning environment entails benefits through student-generated activities and culturally appropriate design, thus indicating the potential for a better design quality of the smart educational mLearning environment for Malaysia.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"117 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133651973","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":"Data Analytics on Virtual Learning Environment for Philippine Re-Entry Education Program","authors":"Raymund D. Baesa, Jonathan M. Caballero","doi":"10.1145/3205946.3205955","DOIUrl":"https://doi.org/10.1145/3205946.3205955","url":null,"abstract":"This paper aims to present the design of a crowd-sourced virtual learning environment (VLE) using data analytics for the Philippine re-entry education program-- the Alternative Learning System (ALS) of the Department of Education. This was a major response to the United Nations' Sustainable Development Goals target which is to ensure inclusive and quality education for and promote lifelong learning [18]. The system will primarily benefit alternative learners--individuals that have not finished formal education. Under DepEd's ALS [14], these learners get corresponding learning certifications by undergoing an alternative curriculum and passing the Accreditation and Equivalency (A&E) Test. The study made use of the data from nineteen (19) learners' test results of the previous A&E test to determine the distribution of exam questions to be applied in the proposed VLE. Aside from serving as a virtual assistant to the alternative learners, the VLE will also increase efficiency of mobile teachers, and administrators of ALS programs thus improving the delivery of the Philippine re-entry education program. Learners' test results showed that all students, regardless of whether they passed the exam or not, had a hard time in the Communication Skills and the Critical Thinking and Problem Skills Learning Strands. These two most difficult strands are also the ones with the highest weights in score distribution. The proposed design allows for greater training and practice for learners in the difficult learning strands in the VLE. The study was able to show the design feasibility of an intelligent tutoring system that is adaptable to both individual learners and external factors, and is cost efficient due to the crowd sourced content. Further studies may explore system's adaptability to unique behavioral characteristics of users.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129896939","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":"Designing For Intelligence: Intelligence For Designing","authors":"G. Fitzpatrick","doi":"10.1145/3205946.3205961","DOIUrl":"https://doi.org/10.1145/3205946.3205961","url":null,"abstract":"Intelligent technology is increasingly entangled in every aspect of our lives. As the designers/builders of these technologies, we wield considerable power, as is rightly being publicly scrutinized in recent debates around biased algorithms and (mis)use of social media data. Designing for intelligence is not just designing technology per se but designing ways of being human and negotiating complex choices. To do this well, engineering and design skills are not enough. We need better social, emotional, and existential intelligences to be critically reflective and empathic practitioners, able to negotiate contended values, engage with diverse user groups and stakeholders, and bring a values-based ethical lens to the choices we make.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122602335","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}