Romanian Journal of Human - Computer Interaction

Romanian Journal of Human - Computer Interaction

Basic info

  • Publisher: MatrixRom
  • Country of publisher: romania
  • Date added to EuroPub: 2017/May/20

Subject and more

  • LCC Subject Category: Computer and Information Science, Computer-Human Interaction
  • Publisher's keywords: Human Computer Interaction, •user interface design, •HCI tools, techniques and methodologies, •systems and dialogue design, •evaluation techniques
  • Language of fulltext: english
  • Full-text formats available: PDF

Publication charges

  • Article Processing Charges (APCs): No
  • Submission charges: No
  • Waiver policy for charges? No

Editorial information

Open access & licensing

  • Type of License: Other
  • License terms
  • Open Access Statement: Yes
  • Year open access content began: 2008
  • Does the author retain unrestricted copyright? False
  • Does the author retain publishing rights? False

Best practice polices

  • Permanent article identifier: None
  • Content digitally archived in: Nopolicy
  • Deposit policy registered in: None

This journal has '256' articles

eLearning Applications based on 3D Graphics Annotation Techniques

eLearning Applications based on 3D Graphics Annotation Techniques

Authors: Dorian Gorgan, Teodor Stefanut, Madalina Veres, Istvan Gabos
( 19 downloads)
Abstract

The graphics annotation in user interfaces, instead of classical radio buttons, check boxes and other controls, supports new interaction techniques that provide the user possibilities for free form presentation, highlighting user’s creativity, practical ability, and artistic imagination. The graphics annotation performed directly on the 3D object’s surface requires the development of new drawing algorithms, annotation models, and interaction techniques. The research experiments in eTrace eLearning Environment the model and techniques for graphics annotation supporting the automatic evaluation in the context of eLearning lessons. The paper describes shortly solutions for the steps through which the teacher describes the annotation related constraints, recording the annotation specifications in the lesson’s model, achievement of student’s annotation, knowledge quantification, and final mark computation. This paper details mainly the first step of the constraint description. The paper proposes new research directions concerning with knowledge evaluation approaches instead of the common multiple choice questions.

Keywords: eLearning, learning objects, interaction techniques, 3D graphics annotation
Finding flow: some implications for the utilization of new technologies

Finding flow: some implications for the utilization of new technologies

Authors: Ana Maria Marhan
( 18 downloads)
Abstract

As computers and internet are becoming an increasingly prominent presence in our daily life, a stronger need to better understand the behavior of persons using these technologies emerges as well. During the recent years, the psychological concept of flow has been providing the theoretical and methodological framework for several research studies on user experience in web navigation, e-commerce, electronic gaming or e-learning, among others. It was Mihalyi Csikszentmihalyi who, back in the 70s, proposed flow as a coined term describing the psychological state experienced by a person fully immersed in an activity that is performed with a maximum efficiency, producing satisfaction, and an overall positive emotional state. Among other benefits of experiencing flow in daily or professional activities, as well as in interacting with new technology, the studies undertaken by now have been repeatedly emphasizing: a better learning efficiency, intensifying the exploratory behavior, positive emotional experience, feeling of control, but also impact on users’ interaction patters, for instance by increasing the number of revisiting of the same website. The phenomena described above will be discussed in this article, with the specific aim to provide an analysis of the main components of flow experience, of the relationships among them, as well as of their potential to inform the design of user interaction with the new technologies.

Keywords: flow, task, complexity, control, autotelic
Usability evaluation of a learning scenario for Biology implemented onto an augmented reality platform

Usability evaluation of a learning scenario for Biology implemented onto an augmented reality platform

Authors: Costin Pribeanu, Dragoş Daniel Iordache, Alexandru Balog
( 19 downloads)
Abstract

The combination between real and virtual in the augmented reality systems requires suitable interaction techniques that need to be tested with users in order to avoid usability problems. Formative evaluation aims at finding usability problems as early as possible and is useful to the development of interactive systems featuring novel interaction techniques. This paper presents an approach to the formative evaluation of a Biology scenario developed onto an educational augmented reality platform. The evaluation has been done during a summer school and afterwards. Two methods have been used: usability inspection and user testing. The basic idea of our approach was to conduct user testing twice. In this respect, the scenario has been tested with a small number of users during the summer school in order to get a fast feedback from students having good Biology knowledge. The testing has been repeated in different conditions and with a larger number of representative users. During and after each experiment, quantitative and qualitative measures have been collected by using a usability questionnaire and a log file analysis. In this paper we describe the experiments, we present the methods used and we comparatively analyze the results.

Keywords: user centered design, usability, formative evaluation, augmented reality
Paronym Generation Algorithms for Malapropism Correction

Paronym Generation Algorithms for Malapropism Correction

Authors: Costin-Gabriel Chiru, Ştefan Trăuşan-Matu, Traian Rebedea
( 18 downloads)
Abstract

The Web pages have been intensively used lately for automatic or semiautomatic extraction of useful information. Because of the open nature of the Web, the texts that have no spelling errors are very rare exceptions. One of the most wide-spread errors in Internet texts is the malapropism. Thus, malapropism detection and correction algorithms have been investigated. The detection algorithms are based on text cohesion while the correction algorithms use precompiled paronyms dictionaries. Therefore, it is very important to identify efficient algorithms for generating paronyms. In the present paper, we make an overview presentation of the paronyms and of the methods that can be used in order to build a paronyms dictionary. A presentation of the main errors that can lead to malapropism is also provided and the way these errors can be corrected using a paronyms dictionary is suggested.

Keywords: Paronym, Malapropism, NLP
Approaches in Automatic Usability Evaluation. Comparative Study

Approaches in Automatic Usability Evaluation. Comparative Study

Authors: Adriana-Mihaela Guran, Grigoreta-Sofia Cojocar
( 17 downloads)
Abstract

Usability testing is a growing field with more and more companies getting aware of the importance of assuring a good usability of their products. Specialists conduct the tests and they use various kinds of tools to help them gather and analyze data. Some of the activities involved in the usability evaluation process can be automated, providing a great help to the usability specialists. This paper aims at presenting three approaches for automatic usability evaluation, together with a comparative study. The proposed approaches are related to the automatic gathering and analyzing interaction data. Usually, data from the interaction between the user and the system is acquired using logging, which involves code instrumentation. In this paper, two alternative approaches are presented that avoid code instrumentation: the use of Aspect Oriented Programming and the use of accessibility APIs. The first approach is integrated in an agent based architecture having the goal of automatic usability evaluation also. The two approaches are compared based on development and metrics computation complexity criteria.

Keywords: human-computer interaction, usability, AOP, agents, accessibility
Web-based application for the management of online debates

Web-based application for the management of online debates

Authors: Oana Secaşiu, Vlad Posea , Ştefan Trăuşan-Matu
( 16 downloads)
Abstract

The current paper analyzes the main problems that we have when using online debate tools (forum, chat, video-cosnference). Then we propose a solution, based on Toulmin’s argumentation theory, that we believe it will improve the way these debates take place. The application that we have developed helps both the regular user and the moderator to construct a better structure of the conversation. This will allow users to track the ideas that have been changed and the evolution of the arguments that have been presented. Also, a debate that is structured using this tool will be much easier to understand by a user that hasn’t followed it from the beginning. All the steps of the debate: its data, conclusion and backing are available in a very easy to understand format. In order to achieve that we use advanced visualization tools. The paper also presents a pedagogical scenario where our tool can be successfully used. The paper presents the theory on which the application is based, the architecture of the application, the description of the way the application it is used, a pedagogical scenario and it ends with some conclusions and a short presentation of the future developments.

Keywords: computer supported collaborative learning, forum, argumentation, Toulmin, Internet, community
The educational added value of augmented reality technology for a school environment

The educational added value of augmented reality technology for a school environment

Authors: Dragoş Daniel Iordache, Ioan Neacşu
( 16 downloads)
Abstract

In the first part of this paper are presented a set of educational characteristics of some teaching systems based on augmented reality technology. Next sections presents some results from the user testing of an augmented reality technology adapted for biology and chemistry study in the scholar environment. The evaluation was focussed on effectiveness and efficiency measures of users who tested the augmented reality platform developed in ARiSE (Augmented Reality in School Environment) project. These results where determined based on analysis of log files for each user. In parallel with this activity, before and after testing sessions, has been evaluated those student’s knowledge at biology and chemistry which are related on the specific tasks of didactical scenario in augmented reality platform. By comparing the level of student’s knowledge before and after working with augmented reality platform, we tried to determine the eventually formative valences associated with this new technology. The results show that students achieved much better performances to the knowledge tests after working with augmented reality platform (ARTP). Therewith the quantitative measures obtained from log files analysis offered useful information regarding usability problems and task-solving behavior.

Keywords: Virtual reality (VR), augmented reality (AR), learning environment, evaluation
The Role and the Importance of Adaptated Information Technology (AIT) in the Process of Social Integration of Persons with Disabilities

The Role and the Importance of Adaptated Information Technology (AIT) in the Process of Social Integration of Persons with Disabilities

Authors: Maria-Elena Osiceanu, Silviu Ghioc
( 17 downloads)
Abstract

IT&C has a great impact on building social relations, becoming a research area in full development. Advances in technologies had allowed the development of new services, systems, products and applications for persons with disability. Since the development of technological systems can be considered an essential component of everyday life, a particular interest should be given to the role which it has in growth of personal autonomy. In the case of persons with disabilities, computers can be accessed more easily through the design of special software, suitable for a family as large users. Adaptated Information Technology (ATI) allows people with disabilities to use a computer reducing or removing obstacles arising from common interface for users. ATI facilitates access to information resources through an offsetting deficiency. The goal of ATI applications is to come to the aid of people with disabilities whose job involves using a computer, and to support their integration into the labour market, by providing a technological support. The purpose of this article is to show the importance of technologies/ devices for persons with disabilities, for the purpose of their integration into society.

Keywords: Information technologies, technological support, persons with disability
Collaboration within cooperative tasks: the use of augmented reality in school environment (ARiSE)

Collaboration within cooperative tasks: the use of augmented reality in school environment (ARiSE)

Authors: Irina Cristescu
( 16 downloads)
Abstract

Some circumstances have shown that pupils and students tend to better understand the information from their colleagues than their teachers or professors as cooperation contributes to achieving social development and interpersonal attitudes in the classroom. Because learning is an interactiv process of knowledge construction, social actors tend to negotiate and contribute to finding meanings concerning the information needed. In the same time the learning environment must provide the student with the help he needs to develop his own abilities concerning knowledge construction. The celerity of technology spreading and accessibility on the market contributes to fufiling these desiderata even in the educational area. The use of augmented reality platform is an example of computer supported collaborative learning method. With the help of the computer is presented the task’s context which influences the interaction among pupils and students through collaboration during task completion. This explains the different advantages regarding the analysis and understanding of the flux of information: stimulating the collaboration, reduced time for learning, negotiating the meanings of information analysis, negotiating the roles each individual plays in the context of collaboration.

Keywords: collaboration, cooperation, social interaction, learning models, augmented reality
Access control in e-Commerce applications by using state machines

Access control in e-Commerce applications by using state machines

Authors: Mihaela Ordean, Dorian Gorgan
( 16 downloads)
Abstract

The paper refers to a particular domain of authorization and proposes the SCAR-ACE model for role based access control in e-Commerce applications. Nowadays, there are an increasing number of Web applications that require authorization decisions. These applications include (but not limited to), e-Commerce applications, management and sharing of distributed resources, execution of downloaded code, etc. Authorizing these kinds of applications is significantly different of that of centralized systems and even of that of relatively small distributed systems. E-Commerce applications become increasingly more complex, requiring access to heterogeneous resources of users in different roles. Access control in e-Commerce applications is an important subject of nowadays scientific research. The current work proposes a safe model for role based access control without using cookies. The proposed model allows the access to system resources only for authorized users. In order to determine the flow and to control the access to the resources in a distributed application, is introduced the notion of role as an intermediary between a user and its permissions. Each role has attached a set of permissions (or privileges) to access the resources and operations. The model is validated by a set of tests and by experimental results.

Keywords: access control, authorization, state machines
Model-Driven Engineering of User Interfaces: Promises, Successes, Failures, and Challenges

Model-Driven Engineering of User Interfaces: Promises, Successes, Failures, and Challenges

Authors: Jean Vanderdonckt
( 15 downloads)
Abstract

Model-driven engineering (MDE) of user interfaces consists in describing a user interface and aspects involved in it (e.g., task, domain, context of use) in models from which a final interface is produced. With one big win in mind: when the user’s requirements or the context of use change, the models change accordingly and so does the supporting user interface. Models and a method for developing user interfaces based on MDE are presented in this tutorial supporting forward engineering (a new interface is produced), reverse engineering (an existing interface is improved), and lateral engineering (an existing interface is adapted to a new context of use). Software supporting this method will be used based on UsiXML (User Interface eXtensible Markup Language), a XML-compliant user interface description language.

Keywords: Domain model, model-driven architecture, model-driven engineering, model-to-model transformation, model-to-code transformation, software quality, task model, user interface description language, user interface model
Equality of Chances by Promoting the Accessibility in the Development of Interactive Systems

Equality of Chances by Promoting the Accessibility in the Development of Interactive Systems

Authors: Constantin-Gelu Apostol
( 14 downloads)
Abstract

The equality of rights and chances for all citizens is one of the most discussed and supported issues in the international public opinion. This issue has a special value also in projects started by the European Union. Particularly for interactive systems the challenge of ensuring the access represents a way to progress towards a real equality of chances for all people who live in unprivileged circumstances, especially for the ones with disabilities. Thus this article aims to investigate the social consequences of this movement depending on the type of disability, the impact of disability on the interaction of the persons in question and the European initiatives to promote the “electronic accessibility” (e-Accessibility).

Keywords: Equality, Chances, Promoting, Accessibility
Accessibility Evaluation of a Web Application for Visually Impaired People

Accessibility Evaluation of a Web Application for Visually Impaired People

Authors: Cristina Simona Alecu
( 13 downloads)
Abstract

Currently the Internet is the most important source of information for more and more people. An important requirement is to ensure equal access to information for all citizens, including persons with special needs. The goal of ProInclusiv application is to inform the people with special needs (elderly and people with disabilities) on matters that may be of interest, and also the organizations, associations, health units etc. which provides services for such persons. The application promotes initiatives related to social, cultural and professional integration of people with special needs. To come to their aid, particularly to visually impaired people, at the design and implementation of the application has been taken into account the accessibility guidelines offered by WCAG (Web Content Accessibility Guidelines). The aim of the paper is to present how can be realize an accessible web application, using a tool for evaluation of the accessibility and usability during the development of this application.

Keywords: Accessibility, Evaluation, Web Application
Evaluation of the Usability and Pedagogical Effectiveness of an Augmented Reality Learning Scenario

Evaluation of the Usability and Pedagogical Effectiveness of an Augmented Reality Learning Scenario

Authors: ICI Bucureşti, Siauliai University
( 14 downloads)
Abstract

Although several evaluation methods for e-learning interactive systems exist, few of them have been adapted for the evaluation of the pedagogical effectiveness and usability of augmented reality (AR) systems. In this paper we present and analyze the results obtained in the evaluation of a learning scenario for Biology that has been developed in the framework of the ARiSE (Augmented Reality for School Environments) research project. The scenario has been tested with users during a summer school that has been held in Bucharest, 2007.

Keywords: Evaluation, Usability, Pedagogical Effectiveness
MovieRatings: Web 2.0 Usability

MovieRatings: Web 2.0 Usability

Authors: Adrian Buzgar, Simona Lazarovici
( 14 downloads)
Abstract

The following paper presents the results of the MovieRatings (MOVR) project, a Rich Internet Application developed using the current generation of Web technologies, with an emphasis on Web 2.0 principles and usability aspects. The application was meant to provide cinephiles with an interactive environment for exchanging movie related information and rating the top movies in the database. We have used external web services from Flickr and YouTube, as well as the International Movie Database (IMDB) as data sources.

Keywords: MovieRatings, Web 2.0 Usability

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