Latha Subramainan, M. Mahmoud, M. S. Ahmad, M. Yusoff
{"title":"A conceptual emotion-based model to improve students engagement in a classroom using agent-based social simulation","authors":"Latha Subramainan, M. Mahmoud, M. S. Ahmad, M. Yusoff","doi":"10.1109/IUSER.2016.7857951","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857951","url":null,"abstract":"Students' emotional engagement in classrooms has always been regarded as a crucial factor influencing educational outcomes. Emotionally-engaged students are highly motivated to attend classes and participate actively in discussions. Conversely, emotionally-disengaged students are habitual truants and/or often misbehave in classrooms. It is time consuming to conduct research using traditional methods such as data collection or questionnaire. Furthermore, as these experiments are conducted on humans, limited settings can be organized and difficult to control/monitor. Therefore, in this paper, we present our work in-progress addressing to the problem. We propose a conceptual emotion-based model that is animated by an agent-based social simulator. The rudimentary theory of this proposal is based on three main elements; the engagement level of students, the emotional state of a lecturer and the emotional state of students in a classroom.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"24 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120845034","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}
Nur Fadhilah Binti Mohd Noh, S. Sulaiman, A. M. Noor
{"title":"Accessibility matters: The need of Bahasa Melayu (BM) screen reader for the visually impaired internet users","authors":"Nur Fadhilah Binti Mohd Noh, S. Sulaiman, A. M. Noor","doi":"10.1109/IUSER.2016.7857926","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857926","url":null,"abstract":"Internet usage is rising at a frenzied rate as knowledge and information sharing becomes easy and time-saving. Regrettably, the visually impaired do not enjoy this liberty and they have difficulties in using the computer and the Internet to obtain any shared and published information. This difficulty is also faced by the visually impaired Bahasa Melayu (BM) language medium Internet users. Existing screen readers are unable to fully cater for users who need to browse webpages written in BM language. The inability of screen reader narration to enunciate BM words acceptably has limited the accessibility for the visually impaired to acquire any information in the BM language. Narration of the texts are done by non-BM speakers and the enunciation of those words confuses and often, do not help users. Thus, this paper addresses this shortcoming by investigating the difficulties faced by visually impaired Internet users to understand spoken texts when using screen readers with a non-BM language narrator or speaker. This study aims to reduce the time taken for the visually impaired to understand information written in the BM language and narrated by a screen reader. This paper highlights the processes involved in developing a prototype screen reader, which will read in the BM language and in a Malaysian accent. To achieve all the objectives, preliminary interviews and testing sessions were conducted to collect data to test the hypotheses made. The findings were then used as the main source of data to develop a prototype screen reader. From the built prototype, user-test was conducted with a sample group consisting of the visually impaired to test the functionalities and evaluate the effectiveness of the software. Results and recommendations are shared at the end of the paper as milestones for future enhancements.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116837912","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":"Design of e-learning courseware for hearing impaired (HI) students","authors":"Siti Fatimah Saud, Zan Azma Nasruddin","doi":"10.1109/IUSER.2016.7857973","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857973","url":null,"abstract":"Nowadays, e-learning courseware could be used as an alternative to simplify the process of teaching and could create an effective learning process for the disable students. The problem is how far the helpfulness of the current education multimedia application could be used to suit and to attract student disabilities in learning. This research focuses on design a new interface courseware based on user requirements on disabilities students mainly for students who have hearing problem. The research was conducted using qualitative methods whereby observation and interview approaches were used to collect data from teachers and the hearing impaired students in Sekolah Pendidikan Khas Selangor (SPKS) on what would better approach to help them in learning. Significance of this application is to increase the attention and intention level for the HI students in their learning process. Thus, the results of this research would contribute the significant impact in terms of how the improvements in the design interface from the courseware influence the learning performance of HI students.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123997932","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}
Soheir Noori, E. Mansor, Normala Ibrahim, Joanne Hinds
{"title":"Promoting awareness of depression with a mobile application: A usability study and evaluation","authors":"Soheir Noori, E. Mansor, Normala Ibrahim, Joanne Hinds","doi":"10.1109/IUSER.2016.7857934","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857934","url":null,"abstract":"This paper reports selected results from a study designed to understand the potential and limitations of a mobile application in promoting health awareness of depression to patients, their families and others. The mobile application was developed with a user-centered approach, which emphasized user preferences and opinions throughout an iterative process of development. It comprised medical information about depression, and causes, symptoms and methods of treatment. We conducted several design and evaluation sessions with a group of users (patients, their family, doctors, nurses and general users). Our findings demonstrate that the mobile medical application has the potential to improve and increase awareness among patients and their family members.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128481990","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":"InterAKT: A mobile augmented reality browser for geo-social mashups","authors":"F. Meawad","doi":"10.1109/IUSER.2016.7857954","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857954","url":null,"abstract":"Current Mobile Augmented Reality (AR) browsers do not reflect users' immediate contexts and lack support for contextual interaction. Such limitations turn users away from the experience, even those who are genuinely interested in the technology. Mobile AR needs a serious move towards a better experience driven by user generated content. This paper discusses InterAKT, a mobile augmented reality browser that extends existing crowd sourced geo-tagged data while enabling in-situ content creation. Bringing such capabilities together in a lightweight solution introduces many challenges on the architectural and the user interface level. InterAKT is designed to enhance content display, navigation and interaction for mobile AR users, while enabling them to create their own AR experiences. In this paper, we discuss how InterAKT was designed to overcome the challenges for mobile augmented reality, such as noisy sensor data, limited display and the lack of relevant content. We discuss the results of an initial evaluation conducted remotely with users in different countries. The results show success in engaging users in mobile AR using crowd sourced content.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126845728","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 the potential of programmable button mouse in improving programmers efficiency","authors":"Feninferina Azman, Hazleen Aris","doi":"10.1109/IUSER.2016.7857929","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857929","url":null,"abstract":"Programmable button mouse (PBM) is an input device, which can be generally programmed to do specific tasks. PBM is widely used in the gaming arena because a number of tasks or actions in gaming that usually require the use of a number of keyboard keys can be accomplished by a single click with PBM. However, its use in programming has never been explored as far as our literature review is concerned. During programming, it is likely that the programmer will be bound to use the same instruction keys repeatedly to perform common tasks. Due to the limitation of traditional mouse, keyboard shortcuts are used for faster execution of the tasks. With PBM, these shortcuts can be programmed to be executed with just a click of its buttons, enabling even faster execution of the tasks. Therefore, the objective of this paper is to explore the potential of PBM in improving programmers efficiency. It first identifies the common tasks that programmers perform during programming. Then, it discusses on how keyboard shortcuts can be programmed to save time and reduce number of keystrokes and mouse clicks by combining keyboard shortcuts into a single click of a PBM. Result shows that all common tasks identified can be programmed into the PBM and that PBM can potentially improve programmers efficiency up to 64.7%. To the best of our knowledge, this is the first study that explores the potential of using PBM in improving programmers efficiency.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"296 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123120016","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":"Individual difference for HCI systems: Examining the probability of thinking style signature in online interaction","authors":"I. R. Adeyemi, S. Razak, M. Salleh","doi":"10.1109/IUSER.2016.7857933","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857933","url":null,"abstract":"Researches on human thinking styles have received wide attention, especially in online education; an aspect of human computer interaction. However, the deciphering of specific thinking styles of an online user has suffered setbacks due to the limited exposition on the probability of online thinking style signature of users. This study explored this limitation with the assumption that human daily behavioral pattern can be translated into the electronic media of communication frequently used. To ascertain this assumption, server-side web data of 43-respondents were collected for 10-months as well as a self-report thinking style measurement instrument for each respondent. Cluster dichotomies from two thinking styles were extracted. Various supervised machine learning techniques were then applied to distinguish individuals on each dichotomy. The result showed that thinking styles of individuals on different dichotomies can be reliably distinguished on the internet using Logistic model tree with Bagging technique. The result demonstrates a high probability of the existence of digital thinking style. The findings from this study find relevance and application in human-centered graphical user interface design for recommender system as well as in e-commerce services. It also finds application in online profiling processes especially in e-learning systems.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115953044","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}
Kuan Tian Ying, Shahrul Badariah Mat Sah, Muhammad Haziq Lim Abdullah
{"title":"Personalised avatar on social stories and digital storytelling: Fostering positive behavioural skills for children with autism spectrum disorder","authors":"Kuan Tian Ying, Shahrul Badariah Mat Sah, Muhammad Haziq Lim Abdullah","doi":"10.1109/IUSER.2016.7857970","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857970","url":null,"abstract":"Autism Spectrum Disorder (ASD) has become more prevalent nowadays. One of the biggest challenges in providing services for ASD kids' learning is by overcoming their behavioural skills. This paper presents a study regarding the use of a mobile application on five children affected with Autism Spectrum Disorder, assisted by a teacher in assessing their classroom behavioural skills. Social Stories and digital storytelling are both utilized in this research to support and assist each child response to the road safety awareness. The study shows that social stories and digital storytelling have the potential to promote positive attribute in children' behaviour, not only in terms of their engagement with the road safety awareness, but their interest in learning the content also increases.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"215 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114848368","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}
Fatin Norsyafawati Mohd Sabri, Zulkarnaen Khidzir, A. R. Ismail, K. A. M. Daud
{"title":"Empirical study on important elements of mobile augmented reality application for heritage content","authors":"Fatin Norsyafawati Mohd Sabri, Zulkarnaen Khidzir, A. R. Ismail, K. A. M. Daud","doi":"10.1109/IUSER.2016.7857962","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857962","url":null,"abstract":"Lately, mobile device has become a convenient platform for augmented reality (AR). Day by days, mobile devices are getting popular as a platform for AR application such as a Smartphone. Mobile AR (MAR) is mainly available whenever people require an informational support for a focused task. However, only a limited number of researches are avalaible in the mobile augmented reality application. The objective of this study is to determine what are the important elements that need to be considered when designing animated info graphic MAR application for heritage content. 300 samples have been distributed to the higher learning education students and lecturers with the return rate of 66.67%. The findings of the research show that the most important elements are color, slightly changes in text, touch screen, graphic user interface, dynamic picture and also static picture. This paper also highlight the reliability test of the research instrument where the result indicate that it is stable and reliable to use in conducting the survey. Through the findings, private companies, government institutions or multimedia developer would be able to identify important elements when designing mobile augmented reality application appropriately and effectively.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121178452","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":"Lessons learned from evaluating a mobile app out in the field","authors":"Kelly McDonald, W. Abell, Carol Smith, S. Gibbs","doi":"10.1109/IUSER.2016.7857925","DOIUrl":"https://doi.org/10.1109/IUSER.2016.7857925","url":null,"abstract":"In an ideal world every application, web page or system developed would undergo an iterative series of interface and usability evaluations. Unfortunately, we do not live in an ideal world and often limited testing occurs. Coupled with this is the rapid development of mobile applications for use in many areas. Often these are developed very quickly and, given consideration when developing this type of device, care needs to be taken in evaluating them at each stage. This paper reflects on the lessons learned from only carrying out a user evaluation and no interface evaluation of a mobile application developed for use by soil scientists in the field. The application, provisionally named iPed (Information for Profile Description), was developed in response to the need for an easy and effective method for entering data in the field which would eliminate the requirement of taking many references book and also remove double handling of data entry. A combination of in-lab and in-field evaluations were undertaken to test the effectiveness of this method of data entry with soil science students in the natural environment of a soil pit. Despite the effects of the weather on the readability of the screen, preliminary evidence suggests that participants much preferred the mobile method to the traditional paper based method. However, several interface problems discovered in this evaluation may have been able to be remedied had an interface evaluation been carried out prior to the user evaluation. The resulting lessons learned from the evaluation carried on iPed highlight the benefits of expert evaluations undertaken during development and that, generally users are resilient and will “make do” if required.","PeriodicalId":387278,"journal":{"name":"2016 4th International Conference on User Science and Engineering (i-USEr)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125563785","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}