2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)最新文献

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Combining Mobile and Traditional Learning to Learn Mandarin Language 结合移动和传统学习方式学习普通话
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/CHIuXiD54398.2021.9650677
Sri Ageng Widhi Fathimatuz Zahra, Yohannes Kurniawan, N. Anwar, Diego Cabezas
{"title":"Combining Mobile and Traditional Learning to Learn Mandarin Language","authors":"Sri Ageng Widhi Fathimatuz Zahra, Yohannes Kurniawan, N. Anwar, Diego Cabezas","doi":"10.1109/CHIuXiD54398.2021.9650677","DOIUrl":"https://doi.org/10.1109/CHIuXiD54398.2021.9650677","url":null,"abstract":"There are quite numbers of languages around the globe use by respective native. Among all, the growing popularity of Mandarin Language in numerous countries keeps increasing, partly because of China’s rapid economic growth. Up to date, the Mandarin Language itself is the second most-spoken language in the world, with more than one billion speakers all over the world. Several methods and ways are used by people out there to learn this Mandarin Language. With the current globalization and modern technology era, many smartphone applications offering Mandarin courses started to pop. Those application offers various features, such as (1) game-based application; and (2) teaching and learning application or traditional learning. Each method has their pros and cons. The problem with a game-based application is that users cannot discuss their concerns or ask questions. On the other hand, teaching and learning application relies on the availability of the tutors, therefore less flexible for the user. This paper aimed to develop an application that combines these two methods in the hope to help ease the complexity of learning the Mandarin Language. The result of this paper shows that it’s possible to combine the two methods, by focusing on a conversation-type application equipped with a game to help users with vocabularies.","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116015418","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
[CHIuXiD 2021 Front cover] [chiuxi2021封面]
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650604
{"title":"[CHIuXiD 2021 Front cover]","authors":"","doi":"10.1109/chiuxid54398.2021.9650604","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650604","url":null,"abstract":"","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"34 7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125721227","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
Exploring Visual Programming Concepts for Smart Textiles: The MYOW Experience 探索智能纺织品的视觉编程概念:MYOW体验
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650676
Patrick Stadler, Luisa von Radziewsky, Norbert Reithinger
{"title":"Exploring Visual Programming Concepts for Smart Textiles: The MYOW Experience","authors":"Patrick Stadler, Luisa von Radziewsky, Norbert Reithinger","doi":"10.1109/chiuxid54398.2021.9650676","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650676","url":null,"abstract":"Intelligent textiles are an interesting area at the intersection of design and technology. Entry hurdles for people like designers are currently high. We present a flow-based visual programming environment in the domain of smart textiles that addresses the aspect of programming. Embedded in a web-portal that involves the whole creation process of wearables, from sensor and actuator placement, sewing patterns to programming and crafting, this approach tries to simplify the abstract process of software development for end users coming from varying disciplines. They are not necessarily competent in this area. We explore the acceptance and capabilities of a visual programming environment by evaluating the complete system in a field test and at a university class for clothing technology. We present some preliminary findings and give first suggestions on how to improve certain aspects of the system architecture and the programming environment itself.","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125247590","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
3D Character Posing from 2D Sketches for Storyboarding 3D人物摆姿势从2D草图的故事板
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650611
Sophia Mouajjah, Cédric Plessiet
{"title":"3D Character Posing from 2D Sketches for Storyboarding","authors":"Sophia Mouajjah, Cédric Plessiet","doi":"10.1109/chiuxid54398.2021.9650611","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650611","url":null,"abstract":"Storyboard is a critical stage in the 3D animated movie production field. It defines the breakdown, the shots, the main actions, and offers the first visual appearance of the upcoming movie. During this step, artists must enter into an ideation process in order to prototype the acting, expressions and poses of their characters and use them to develop the story line. By working exclusively on a 2D medium, storyboard artists have a partial view of the future 3D scene. The purpose of this study is to ease the transition from the storyboard to the 3D layout scene while using digital tools. In this paper, we focus mainly on the issue of character posing. Our goal is to set up a new workflow for story boarders, that will let the user create character poses in an expressive way by preserving the artist’s natural drawing gesture. This workflow will bring the user into an augmented co-creative process with digital tools.","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115769954","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
The Development of A Collection of Art-Themed Mobile Application (Videre) using Challenged Based Learning 基于挑战学习的艺术主题移动应用程序(Videre)的开发
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650681
Nuril Kusumawardani Soeprapto Putri, Nathanael Yehuda Evan, Calvin Joshua Suwandy, Yulia Magdalena
{"title":"The Development of A Collection of Art-Themed Mobile Application (Videre) using Challenged Based Learning","authors":"Nuril Kusumawardani Soeprapto Putri, Nathanael Yehuda Evan, Calvin Joshua Suwandy, Yulia Magdalena","doi":"10.1109/chiuxid54398.2021.9650681","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650681","url":null,"abstract":"Videre is a technology business that provides a collection of art-themed apps. Videre's main goal is to help visual artists complete the creative process they go through in making a work of art. Videre believes that technology, especially that available on smartphones, can help visual artists work more effectively and efficiently. The decision to develop applications on mobile devices is also based on Videre's vision, \"Art made easy with technology in the palm of the hand.\" Mobile phones are also believed to have faster performance than PCs (Personal Computers) [1]. Thus, it is believed that choosing a mobile phone as a device with high mobility and sufficient performance can help artists wherever and whenever they need the collection of applications provided by Videre. Videre develops various technology-based services, including a grid calculation application (Mumu), a layout visualization application (Lilo), an artwork coloring process planning application (Pica). This application collection was developed using the challenge-based learning framework and the Apple Human Interface Guidelines (HIG).","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124176230","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
[Copyright notice] (版权)
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650606
{"title":"[Copyright notice]","authors":"","doi":"10.1109/chiuxid54398.2021.9650606","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650606","url":null,"abstract":"","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"939 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127003443","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
Development of Marketplace User Interface Design with Virtual Booth Based on Mobile for Ornamental Fish SMEs 基于手机的观赏鱼中小企业虚拟展台市场用户界面设计开发
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650673
Meyliana, Erick Fernando, H. A. Widjaja, S. W. Santoso, Surjandy, A. Condrobimo
{"title":"Development of Marketplace User Interface Design with Virtual Booth Based on Mobile for Ornamental Fish SMEs","authors":"Meyliana, Erick Fernando, H. A. Widjaja, S. W. Santoso, Surjandy, A. Condrobimo","doi":"10.1109/chiuxid54398.2021.9650673","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650673","url":null,"abstract":"Ornamental fish have promising economic potential in Indonesia by being ranked 3rd in the world's ornamental fish exporters. With increasing production potential, Indonesia is also faced with a crucial problem, namely marketing. Marketing that is being done at this time still traditionally opens a place in certain markets so that buyers are only around that area. With the problems that occur in the marketing process that is carried out, it still does not support income from farmers and sellers. Therefore, it is necessary to expand marketing and sales to domestic and foreign countries. So in this study, we developed a combination of concepts in the market in the form of a virtual booth in a mobile application. Design the user interface of a mobile application using a user-centered design approach. This mobile-based virtual booth can make it easier for ornamental fish traders/breeders to display the ornamental fish products they produce in their respective booths in the form of video or live to consumers. With this design, it is hoped that it will make it easier for SMEs in the ornamental fish sector to communicate with buyers from within and outside the country so that transactions occur with each other. With this, it can increase the income of SMEs in the ornamental fish sector. In addition, it can provide an application platform that is easy for users to use.","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134048850","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
Application of IoT and Cloud Storage in Android-Based Smart Home Technology 物联网与云存储在android智能家居技术中的应用
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650605
D. Alamsyah, Yudi Ramdhani, Shinggi Risqi Rhamadhan, L. Susanti
{"title":"Application of IoT and Cloud Storage in Android-Based Smart Home Technology","authors":"D. Alamsyah, Yudi Ramdhani, Shinggi Risqi Rhamadhan, L. Susanti","doi":"10.1109/chiuxid54398.2021.9650605","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650605","url":null,"abstract":"Smart Home is an application of the Internet of Things that can maximize monitoring, control, and home security. User Interface of Smart Home Apps is part of the design to fulfill the requirement. To make it happen, the researcher created an intelligent home system using the NodeMCU ESP8266 microcontroller, which is connected to the android application on the smartphone. This system is connected to Firebase as a real-time database server using an internet connection. This system has several sensors such as PIR, LDR, and MQ-2 sensors. The PIR sensor functions as a motion detector in the room. The LDR sensor functions as a light detector, where if the light is detected in the room, lights 1 and 2 will turn off, and if not, lights 1 and 2 will turn on. The MQ-2 sensor functions as a flammable gas detector where if it is detected, the DC fan (blower) will turn on; if not, the DC fan (blower) will turn off. This system is equipped with a Secure Mode feature where when an unwanted movement (thief) is detected or flammable gas is seen, the buzzer (alarm) will light up. All components are placed in a prototype house measuring 40 x 25 cm. The method used in the design of the intelligent home system prototype method. While in the creation of innovative home applications using the waterfall method. Based on the test results, it can be concluded that the system works well. The response speed between the design and the android application on the smartphone depends on the internet connection, which in this test itself takes an average of 3 seconds.","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127161223","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: 1
Designing User Interface with UML and CRUD Concept for IoT-Based Water Quality Analysis Tool 基于UML和CRUD概念的物联网水质分析工具用户界面设计
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650608
R. Rahutomo, Hermantoro, A. Krisdiarto, Arief Ika Uktoro, T. Suparyanto, B. Pardamean
{"title":"Designing User Interface with UML and CRUD Concept for IoT-Based Water Quality Analysis Tool","authors":"R. Rahutomo, Hermantoro, A. Krisdiarto, Arief Ika Uktoro, T. Suparyanto, B. Pardamean","doi":"10.1109/chiuxid54398.2021.9650608","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650608","url":null,"abstract":"Various types of user interface (UI) design had been utilized in water studies to enrich insights regarding quality of water samples and sources. Integrated IoT water sensors were successfully implemented for water quality parameter measurement, however, the visualization and interactivity are limited. The initial design was only capable in reading water quality parameter from the sensor reading while insertion and moderation activities were needed to complete a computerized water quality analysis. The research adopted the methods of CRUD concept and UML diagram to formulate the further capability in enriching the usability of an IoT-supported water quality analysis tool. A new UI design is successfully created and proposed along with activity enrichment which covers Main Menu, Data Insertion Page, and Data Moderation Page. The results show that the new UI design redefines the activity of water quality analysis by adding the capability in water quality data management for users. It is considered that further research should implement user acceptance test to find out users’ response on the proposed design.","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115694745","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
Mobile Marketplace Evaluation Using UTAUT Method: A Case of Market Place Company 基于UTAUT方法的移动市场评估:以市场公司为例
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD) Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650680
Dani Novita Pratiwi, Mauritsius Tuga
{"title":"Mobile Marketplace Evaluation Using UTAUT Method: A Case of Market Place Company","authors":"Dani Novita Pratiwi, Mauritsius Tuga","doi":"10.1109/chiuxid54398.2021.9650680","DOIUrl":"https://doi.org/10.1109/chiuxid54398.2021.9650680","url":null,"abstract":"The marketplace application is one of the most widely used applications today to support the fulfilment of needs. To provide a channel for their customers, PT.ABC has developed a marketplace application and have been put in playstore since 2017. Through this application, customer can make various transactions including purchasing and selling goods to others. The company have been facing some serious problems regarding the use of this application. This triggers the study. Based on our preliminary studies regarding the information technology evaluation, we decide to adopt the Unified Theory of Acceptance and Use of Technology (UTAUT) model. The UTAUT model has four main variables namely Facilitating Condition, Effort Expectancy, Performance Expectancy, and Social Influence, and four moderating variables, namely: Gender, Age, Experience, Voluntariness of Use. Using the model, this study aims to learn the contribution of those factors to customers’ intention to use behaviour. To test the model, we developed a questionnaire and collect the data from 375 users as samples. The samples were selected using the snowball sampling technique. We model the problem as SEM (Structural Equation Modelling) and use SmartPLS to analyze the data. The result shows that performance expectancy, facilitating conditions and social influence contribute significantly to customers’ use behavior which in turn significantly influences the behavior intention to use and there is a positive influence between behavior intention and use behavior in the use of mobile applications. Meanwhile, gender only moderates the relation between effort expectancy, social influence and performance expectancy to customers’ behavior intention.","PeriodicalId":251094,"journal":{"name":"2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122251377","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: 1
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