Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18最新文献

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Designing A Virtual Empowerment Mobile App for the Blinds 为盲人设计一款虚拟授权手机应用
Noris Binti Mohd Norowi, Nur Amira Mohd Alham, N. A. Wahat
{"title":"Designing A Virtual Empowerment Mobile App for the Blinds","authors":"Noris Binti Mohd Norowi, Nur Amira Mohd Alham, N. A. Wahat","doi":"10.1145/3205946.3205951","DOIUrl":"https://doi.org/10.1145/3205946.3205951","url":null,"abstract":"The Virtual Empowerment App for the Blinds is an empowerment mobile application for the blind. It is developed based on the modules of the existing Latihan Maya Kejayaan Orang Kurang Upaya app, which was intended to empower persons with physical disabilities. As the requirements of persons with physical disabilities greatly differ from that of vision disabilities, this study aims to develop an app that would help blind users to navigate the module of Latihan Maya Kejayaan OKU by themselves based on the requirements observed from the blind users. An interface design to develop a functional and practical app for the blinds is proposed. A comparison between different gesture platforms was also compared. Three tests were conducted, namely the preliminary testing, pilot testing and final testing to analyze the interaction of users when using the app. Results suggested that the extended app developed based on the design proposed in this study were easily navigated and adapted by persons with vision disabilities.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"42 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":"132653501","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}
引用次数: 0
Analysis on the Use of A* and Dijkstra's Algorithms for Intelligent School Transport Route Optimization System A*和Dijkstra算法在学校交通路线智能优化系统中的应用分析
Alice Lacorte, Enrico P. Chavez
{"title":"Analysis on the Use of A* and Dijkstra's Algorithms for Intelligent School Transport Route Optimization System","authors":"Alice Lacorte, Enrico P. Chavez","doi":"10.1145/3205946.3205948","DOIUrl":"https://doi.org/10.1145/3205946.3205948","url":null,"abstract":"This paper aims to present the results of the analysis on the use of A* and Dijkstra's algorithms as applied in the proposed route optimization model towards the development of a mobile application system for intelligent school transport. The study made use of a user-constructed simulation tool to test how each algorithm will work as applied in the proposed school transport system named EESCOOL which once developed can be useful in most schools and universities in the Philippines. Sample test cases of graphs with seven and 26 nodes or vertices and an anomaly (which refers to additional weight which represents any traffic situation) were considered in running the simulation tests. Results showed that A* algorithm performed better with shorter expected time of arrival (ETA) as compared to Dijkstra's algorithm during normal traffic situations and on small graph. Meanwhile, the use of Dijkstra's algorithm appeared to generate shorter ETA when it encountered anomalies in the traffic situations in either small or large graph. Therefore, it is suggested based from the results of the study to use both algorithms in the proposed intelligent school transport system, EESCOOL taking into considerations two major parameters in the proposed design for EESCOOL such as traffic conditions and number of nodes. The findings of the study may also be considered in some future work such as designing an intelligent mechanism to automatically shift the use of both algorithms during normal or unusual traffic situations for effective route optimization technique which can be applied not only in the school transport system but also in various smart intelligent transport systems.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"10 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":"125318420","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}
引用次数: 5
Disaster Risk Management and Emergency Preparedness: A Case-Driven Training Simulation Using Immersive Virtual Reality
Arlene Caballero, Jasmin D. Niguidula
{"title":"Disaster Risk Management and Emergency Preparedness: A Case-Driven Training Simulation Using Immersive Virtual Reality","authors":"Arlene Caballero, Jasmin D. Niguidula","doi":"10.1145/3205946.3205950","DOIUrl":"https://doi.org/10.1145/3205946.3205950","url":null,"abstract":"Disaster risk is the probability of harmful consequences or exposure to hazardous condition which may result to damages on livelihood or property or loss of life. Increasing risk can be managed by proper planning and by conducting appropriate training to disaster management. This study focuses on the development of simulated training on disaster risk management and emergency preparedness for facilitating programs on disaster awareness, capacity building activities and real environment training for proper respond to disasters. This study also aims to implement a case-driven training simulation using virtual reality technology. The case-driven simulation serves as an assessment tool to measure the competency of the users immersed in the virtual environment. The methodology applied in this study was qualitative approach to design the simulated training application using prototyping with gamification techniques. With the use of technology, training simulation on disaster such as earthquake, typhoon, tsunami and fire were achieved. Further, the rest of the study explores on the architecture and design features of the virtual training using immersive virtual reality for the propagation of disaster risk management and emergency preparedness program.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"20 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":"125268743","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}
引用次数: 18
Analysis of FinTech Mobile App Usability for Geriatric Users in India 印度老年用户金融科技移动应用可用性分析
Neeraj Mathur, Sai Anirudh Karre, Lalit Mohan, Y. R. Reddy
{"title":"Analysis of FinTech Mobile App Usability for Geriatric Users in India","authors":"Neeraj Mathur, Sai Anirudh Karre, Lalit Mohan, Y. R. Reddy","doi":"10.1145/3205946.3205947","DOIUrl":"https://doi.org/10.1145/3205946.3205947","url":null,"abstract":"There has been a significant rise in FinTech mobile app offerings in India for the past 3-4 years. These mobile apps have become disruptive means of managing daily financial transactions. Given the variety of offerings, the usability of these FinTech applications across different age groups is still unclear. In this paper, we explore the usability of FinTech mobile apps across different age groups through a quantitative survey and a more focused study on factors impacting the geriatric population on adopting FinTech mobile apps in India. In addition, we propose a framework called UMETRIX to evaluate the usability of mobile apps to determine the adoption rate among geriatric population.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"46 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":"114733989","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}
引用次数: 4
Childlike Computing: Systems that think like Humans and act like Children 儿童计算:像人类一样思考,像孩子一样行动的系统
J. Read, Sumita Sharma, Graham Parsonage
{"title":"Childlike Computing: Systems that think like Humans and act like Children","authors":"J. Read, Sumita Sharma, Graham Parsonage","doi":"10.1145/3205946.3205966","DOIUrl":"https://doi.org/10.1145/3205946.3205966","url":null,"abstract":"Tablet and phone technology has become ubiquitous in the lives of children across the world. Where children once played outside and once played with physical toys, many children now play with tablet and phone technology to an extent that is perceived by some to be a detriment to their health and well-being. The tablet or phone can be considered as a player in a two-player system and in such cases, there can be an interesting question asked of how technology is designed for that 'computer' player that might enable it to be more childlike. Humanlike computing has gained favour across the globe as a new way of considering intelligent systems based on behavior as opposed to features. This workshop explores child-like computing in terms of design ideas, provocations, theories and experience designs.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"16 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":"133799394","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}
引用次数: 0
Face Recognition Similarity Index with Location-Based System Towards Improvement of Community Safety Awareness in the Philippines 基于位置系统的人脸识别相似度指数对提高菲律宾社区安全意识的作用
Gima S. Batinggal, Jasmin D. Niguidula
{"title":"Face Recognition Similarity Index with Location-Based System Towards Improvement of Community Safety Awareness in the Philippines","authors":"Gima S. Batinggal, Jasmin D. Niguidula","doi":"10.1145/3205946.3205952","DOIUrl":"https://doi.org/10.1145/3205946.3205952","url":null,"abstract":"Face Recognition System (FRS) can be used to match pictures for a specific purpose like matching reports of found person vis-à-vis with missing persons. In the Philippines, despite the large number of missing person every year, the Philippine National Police (PNP) do not have a central database for it. Hence, police from other precincts may not be aware about reports of missing person from one precinct unless informed by the precinct holding the case. For these reasons, this study hopes to develop a Face Recognition System with Location-Based System (LBS) using Luxand FaceSDK for fast identification and locating whereabouts of missing person. The study will test the (1) false acceptance rate(FAR) and false rejection rate(FRR) of the system at varying distances with varying angles, (2) face recognition speed, (3) accuracy of the system in detecting the location of the missing person, and (4) notification via SMS capability of the system.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"30 4 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":"126577886","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}
引用次数: 0
Using Googlemaps for Linguistic Landscape Activities in Self-Access Center: Improving English Department Students' Competencies 利用谷歌地图进行自助中心语言景观活动:提高英语系学生的能力
Siusana Kweldju
{"title":"Using Googlemaps for Linguistic Landscape Activities in Self-Access Center: Improving English Department Students' Competencies","authors":"Siusana Kweldju","doi":"10.1145/3205946.3205959","DOIUrl":"https://doi.org/10.1145/3205946.3205959","url":null,"abstract":"Today a self-access center needs to transform its focus from a place to provide students with self-learning materials to a place that introduces and offers innovative new ways of learning using digital technology. This paper is a report on how Google Maps and Google Street, supported by Google Search and Youtube are used for developing a new learning method called Digital Linguistic Landscape Learning (DL3). This learning tool is intended to autonomously improve the English Department students' English proficiency and cultural knowledge. The method combines researching and learning to meet the aims of Education in the 21st century. Ethnographic stance is adopted to help students to become deeper learners in discovering cultural phenomena and hypothesizing cultural patterns based on the texts they encounter in public spaces. Although this method is autonomous, students are trained to use the Guide Sheet, which is specially developed for DL3 using the 5-E Learning Steps.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"49 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":"122453848","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}
引用次数: 2
Design Thinking 101: A Strategy for Intelligent System Innovation 设计思维101:智能系统创新策略
E. Sari, A. Tedjasaputra
{"title":"Design Thinking 101: A Strategy for Intelligent System Innovation","authors":"E. Sari, A. Tedjasaputra","doi":"10.1145/3205946.3205967","DOIUrl":"https://doi.org/10.1145/3205946.3205967","url":null,"abstract":"Innovation introduces new things and new things can be both positive and negative for people involved. To anticipate this, we can envision the solutions in advance with users' insights as the drive. Design Thinking has been introduced to help a group or people or organization in solving their problems. This paper describes how Design Thinking can be practiced in designing intelligent solutions through Google Design Sprint. The paper describes the key things that need to be done to run 5-Day Design Sprint activities and highlight some of the activities that will be discussed during the 90-minute workshop.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"8 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":"129872908","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}
引用次数: 4
Design Thinking 101 for Education 教育设计思维101
E. Sari, A. Tedjasaputra
{"title":"Design Thinking 101 for Education","authors":"E. Sari, A. Tedjasaputra","doi":"10.1145/3205946.3205964","DOIUrl":"https://doi.org/10.1145/3205946.3205964","url":null,"abstract":"Design Thinking is often used to solve ill-defined complex problems. The application of Design Thinking for teaching and learning in the field of Education, however, is still relatively new. In this extended abstract, we propose the application of Design Thinking to solve general teaching and learning problems faced by educators and students in Indonesia. With the introduction of Design thinking to lecturers and future school teachers in a keynote talk during CHIuXiD 2018 Extended Conference, the 4th ACM In-Coop International HCI and Conference by the first author, we specifically aim to begin a transformation on how educators, students, and other stakeholders in school communities can collaborate and develop new creative way of tackling complex problems, while inspiring each other. The event was held at the State University of Malang in Malang, Indonesia on the 28th March 2018. This extended abstract narrates the keynote talk.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"6 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":"115524444","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}
引用次数: 3
What I talk about when I talk about Child Computer Interaction 当我谈论儿童电脑互动时,我谈论的是什么
J. Read
{"title":"What I talk about when I talk about Child Computer Interaction","authors":"J. Read","doi":"10.1145/3205946.3205965","DOIUrl":"https://doi.org/10.1145/3205946.3205965","url":null,"abstract":"Taking the book by Richard Carver as an inspiration, this paper narrates a keynote given at CHIuXiD2018. It reveals a set of important truths about child-computer interaction through a series of cameos. Drawing on the author's experience as a child, mother, teacher, and researcher, and building on research findings from the Child Computer Interaction (ChiCI) group at UCLan, this set of insights will be of use to practitioners and researchers alike. Four challenges are delivered that synthesise how technology can be designed for modern children. These include wobbly design, child affordances, informed guesswork and errors and resilience.","PeriodicalId":194663,"journal":{"name":"Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, CHIuXiD '18","volume":"72 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":"123995075","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}
引用次数: 0
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