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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
Pub Date : 2021-11-03 DOI: 10.1109/CHIuXiD54398.2021.9650677
Sri Ageng Widhi Fathimatuz Zahra, Yohannes Kurniawan, N. Anwar, Diego Cabezas
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.
世界上有相当多的语言被各自的母语使用。其中,普通话在许多国家越来越受欢迎,部分原因是中国经济的快速增长。到目前为止,普通话本身是世界上第二大语言,在全世界有超过10亿的使用者。有几种方法和途径被人们用来学习普通话。随着全球化和现代科技时代的到来,许多提供普通话课程的智能手机应用程序开始流行。这些应用程序提供各种功能,例如:(1)基于游戏的应用程序;(2)教学应用或传统学习。每种方法都有其优点和缺点。基于游戏的应用的问题在于用户不能讨论他们所关心的问题或提出问题。另一方面,教学应用依赖于导师的可用性,因此对用户来说灵活性较差。本文旨在开发一个结合这两种方法的应用程序,希望能帮助缓解学习普通话的复杂性。本文的结果表明,将这两种方法结合起来是可能的,重点是通过一个配有游戏的会话型应用程序来帮助用户学习词汇。
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引用次数: 0
[CHIuXiD 2021 Front cover] [chiuxi2021封面]
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650604
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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
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650676
Patrick Stadler, Luisa von Radziewsky, Norbert Reithinger
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.
智能纺织品是设计和技术交叉的一个有趣的领域。设计师等人的进入门槛目前很高。我们在智能纺织品领域提出了一个基于流程的可视化编程环境,解决了编程方面的问题。这种方法嵌入在一个门户网站中,涉及可穿戴设备的整个创建过程,从传感器和执行器的放置,缝纫模式到编程和制作,这种方法试图为来自不同学科的最终用户简化软件开发的抽象过程。他们不一定在这个领域有能力。我们通过在现场测试和大学服装技术课程中评估完整的系统来探索可视化编程环境的接受度和能力。我们提出了一些初步的发现,并就如何改进系统架构和编程环境本身的某些方面提出了初步建议。
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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
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650611
Sophia Mouajjah, Cédric Plessiet
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.
分镜是3D动画电影制作领域的关键环节。它定义了分解、镜头、主要动作,并提供了即将上映的电影的第一个视觉外观。在这一步骤中,艺术家必须进入一个构思过程,以便将角色的表演,表情和姿势原型化,并使用它们来发展故事情节。通过专门在2D媒体上工作,故事板艺术家可以看到未来3D场景的部分视图。本研究的目的是在使用数字工具时,简化从故事板到3D布局场景的过渡。本文主要研究人物摆拍问题。我们的目标是为故事板建立一个新的工作流程,这将让用户通过保留艺术家的自然绘图手势以富有表现力的方式创建角色姿势。这个工作流程将用户带入一个增强的与数字工具共同创造的过程。
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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
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650681
Nuril Kusumawardani Soeprapto Putri, Nathanael Yehuda Evan, Calvin Joshua Suwandy, Yulia Magdalena
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).
Videre是一家科技公司,提供一系列以艺术为主题的应用。Videre的主要目标是帮助视觉艺术家完成他们在制作艺术作品时所经历的创作过程。Videre认为,技术,尤其是智能手机上的技术,可以帮助视觉艺术家更有效地工作。在移动设备上开发应用程序的决定也是基于Videre的愿景,“艺术在技术的掌控下变得简单。”手机也被认为比pc(个人电脑)有更快的性能[1]。因此,我们认为选择一款移动性高、性能充足的手机,可以帮助艺术家随时随地需要Videre提供的应用集合。Videre开发了各种基于技术的服务,包括网格计算应用程序(Mumu)、布局可视化应用程序(Lilo)、艺术品着色过程规划应用程序(Pica)。该应用程序集是使用基于挑战的学习框架和苹果人机界面指南(HIG)开发的。
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引用次数: 0
[Copyright notice] (版权)
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650606
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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
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650673
Meyliana, Erick Fernando, H. A. Widjaja, S. W. Santoso, Surjandy, A. Condrobimo
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.
印尼观赏鱼在世界观赏鱼出口国中排名第三,具有广阔的经济潜力。随着生产潜力的增加,印尼也面临着一个至关重要的问题,即市场营销。目前正在进行的市场营销仍然传统地在某些市场中打开一个地方,因此买家只在该地区附近。随着市场营销过程中出现的问题,它仍然不能支持农民和销售者的收入。因此,有必要扩大营销和销售到国内和国外。因此,在这项研究中,我们以移动应用程序中的虚拟展台的形式开发了市场中概念的组合。使用以用户为中心的设计方法设计移动应用程序的用户界面。这种基于移动设备的虚拟展台可以让观赏鱼贸易商/养殖者更方便地在各自的展台上以视频或现场的形式向消费者展示他们生产的观赏鱼产品。通过这样的设计,希望可以让观赏鱼行业的中小企业更容易与国内外买家进行沟通,从而实现交易。由此,可以增加观赏鱼行业中小企业的收入。此外,它还可以为用户提供一个易于使用的应用平台。
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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
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650605
D. Alamsyah, Yudi Ramdhani, Shinggi Risqi Rhamadhan, L. Susanti
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.
智能家居是物联网的一种应用,可以最大限度地实现监控、控制和家庭安全。智能家居应用程序的用户界面是设计的一部分,以满足需求。为了实现这一目标,研究人员使用NodeMCU ESP8266微控制器创建了一个智能家居系统,该系统与智能手机上的android应用程序相连。该系统通过internet连接连接到Firebase作为实时数据库服务器。该系统有几个传感器,如PIR、LDR和MQ-2传感器。PIR传感器在房间里起着运动探测器的作用。LDR传感器作为光探测器,如果检测到室内有光,则1号灯和2号灯关闭,如果没有,则1号灯和2号灯打开。MQ-2传感器作为可燃气体探测器,当检测到可燃气体时,直流风机(鼓风机)开启;否则,直流风机(鼓风机)将关闭。该系统配备了安全模式功能,当检测到不需要的运动(小偷)或看到可燃气体时,蜂鸣器(报警器)将亮起。所有组件都放置在一个尺寸为40 x 25厘米的原型房屋中。本方法在智能家居系统原型设计中采用的方法。而在创造创新的家庭应用使用瀑布的方法。测试结果表明,该系统运行良好。设计和智能手机上的android应用程序之间的响应速度取决于网络连接,在这个测试中,平均需要3秒。
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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
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650608
R. Rahutomo, Hermantoro, A. Krisdiarto, Arief Ika Uktoro, T. Suparyanto, B. Pardamean
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.
各种类型的用户界面(UI)设计已在水研究中使用,以丰富对水样和水源质量的见解。集成物联网水传感器已成功用于水质参数测量,但其可视化和交互性受到限制。最初的设计只能从传感器读数中读取水质参数,而需要插入和调节活动来完成计算机化的水质分析。本研究采用CRUD概念和UML图的方法,进一步丰富了物联网支持的水质分析工具的可用性。成功创建了一个新的UI设计,并提出了丰富的活动,包括主菜单、数据插入页面和数据调节页面。结果表明,新的UI设计通过为用户增加水质数据管理功能,重新定义了水质分析活动。认为进一步的研究应进行用户验收测试,以了解用户对所提出的设计的反应。
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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
Pub Date : 2021-11-03 DOI: 10.1109/chiuxid54398.2021.9650680
Dani Novita Pratiwi, Mauritsius Tuga
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.
市场应用程序是当今支持满足需求的最广泛使用的应用程序之一。为了给他们的客户提供一个渠道,PT.ABC开发了一个市场应用程序,并于2017年投入playstore。通过这个应用程序,客户可以进行各种交易,包括购买和销售商品给他人。在使用这个应用程序方面,公司一直面临着一些严重的问题。这就触发了这项研究。基于我们对信息技术评价的初步研究,我们决定采用技术接受与使用统一理论(UTAUT)模型。UTAUT模型有四个主要变量:促进条件、努力期望、绩效期望和社会影响;四个调节变量:性别、年龄、经验、使用自愿性。利用该模型,本研究旨在了解这些因素对顾客使用意愿行为的贡献。为了验证该模型,我们开发了一份问卷,并收集了375名用户的数据作为样本。采用滚雪球抽样技术选取样本。我们将问题建模为SEM(结构方程建模),并使用SmartPLS来分析数据。结果表明,绩效期望、便利条件和社会影响对用户的使用行为有显著影响,而用户的使用行为又显著影响用户的使用行为意愿,并且在移动应用使用中行为意愿与使用行为之间存在正向影响。性别仅调节努力期望、社会影响和绩效期望对顾客行为意愿的影响。
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引用次数: 1
期刊
2021 7th International HCI and UX Conference in Indonesia (CHIuXiD)
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