In this paper we present the use of an Activity Taxonomy as a Framework for the definition of a roadmap for the development of interactive systems. The roadmap is supported by a set of interrelated elements to capture the information to specify and model an interactive system. Those elements are: Method, Notation and Tool. A case study is presented to show the use of the roadmap proposed.
{"title":"Activity taxonomy [ATx]: roadmap for the development of interactive systems","authors":"M. Villegas, W. J. Giraldo, C. Collazos","doi":"10.1145/3123818.3123854","DOIUrl":"https://doi.org/10.1145/3123818.3123854","url":null,"abstract":"In this paper we present the use of an Activity Taxonomy as a Framework for the definition of a roadmap for the development of interactive systems. The roadmap is supported by a set of interrelated elements to capture the information to specify and model an interactive system. Those elements are: Method, Notation and Tool. A case study is presented to show the use of the roadmap proposed.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127758337","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}
R. Costaguta, Germán Lescano, Pablo Santana Mansilla, Daniela Missio, Patricia Miro
Computer-Supported Collaborative Learning systems provide communication, coordination and collaboration tools that ease group dynamic regardless space-time location of group members. However, forming groups and having technology to support group tasks is not enough to guarantee students collaboration and the reaching of learning goals. Effective collaboration supposes the manifestation of specific roles by group members. Considering that group roles are conditioned (among others factors) by collaboration skills that students are able to manifest, it is necessary to discover non-explicit relationships between group roles and collaboration skills. In order to stablish this relationship data mining, in particular association rules, was applied to a set of interactions registered during online collaboration sessions where universitary students participated. Through associaton rules it was possible to discover relationships of Conversation and Active Learning collaboration skills with Monitor Evaluator, Coordinator, Resource Invesigator and Specialist group roles. The discoverd knowledge might be used for automatic recognition of student roles based on collaboration skills that students manifest in their groups. Furthermore, the discovered association rules could be used for group formation considering if group members have the skills related to the necessary roles for an adequate group dynamic.
{"title":"Using data mining for discovering relationships between collaboration skills and group roles","authors":"R. Costaguta, Germán Lescano, Pablo Santana Mansilla, Daniela Missio, Patricia Miro","doi":"10.1145/3123818.3123848","DOIUrl":"https://doi.org/10.1145/3123818.3123848","url":null,"abstract":"Computer-Supported Collaborative Learning systems provide communication, coordination and collaboration tools that ease group dynamic regardless space-time location of group members. However, forming groups and having technology to support group tasks is not enough to guarantee students collaboration and the reaching of learning goals. Effective collaboration supposes the manifestation of specific roles by group members. Considering that group roles are conditioned (among others factors) by collaboration skills that students are able to manifest, it is necessary to discover non-explicit relationships between group roles and collaboration skills. In order to stablish this relationship data mining, in particular association rules, was applied to a set of interactions registered during online collaboration sessions where universitary students participated. Through associaton rules it was possible to discover relationships of Conversation and Active Learning collaboration skills with Monitor Evaluator, Coordinator, Resource Invesigator and Specialist group roles. The discoverd knowledge might be used for automatic recognition of student roles based on collaboration skills that students manifest in their groups. Furthermore, the discovered association rules could be used for group formation considering if group members have the skills related to the necessary roles for an adequate group dynamic.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"8 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131489387","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}
This publication has collected papers accepted for the 18th edition of the International Conference promoted by the Spanish Human Computer Interaction Association (Spanish name: Asociacion para la Interaccion Persona-Ordenador, AIPO), whose main objective is to promote and disseminate recent advances in the field of Human-Computer Interaction (HCI). This conference will provide a forum for discussion and the exchange of ideas on the design and application of multidisciplinary techniques and methodologies.
本出版物收集了由西班牙人机交互协会(西班牙语名称:asciacion para la interacion Persona-Ordenador, AIPO)主办的第18届国际会议接受的论文,其主要目标是促进和传播人机交互(HCI)领域的最新进展。本次会议将为多学科技术和方法的设计和应用提供讨论和思想交流的论坛。
{"title":"Proceedings of the XVIII International Conference on Human Computer Interaction","authors":"J. González-Calleros","doi":"10.1145/3123818","DOIUrl":"https://doi.org/10.1145/3123818","url":null,"abstract":"This publication has collected papers accepted for the 18th edition of the International Conference promoted by the Spanish Human Computer Interaction Association (Spanish name: Asociacion para la Interaccion Persona-Ordenador, AIPO), whose main objective is to promote and disseminate recent advances in the field of Human-Computer Interaction (HCI). This conference will provide a forum for discussion and the exchange of ideas on the design and application of multidisciplinary techniques and methodologies.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114315225","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}
L. F. Aristizábal, Sandra P. Cano, C. Collazos, Andrés F. Solano, K. Slegers
The education of people with disabilities requires special attention and the use of teaching and learning strategies that can be adapted to every particular disability. This study focuses on the education of deaf children as part of a larger project that aims to mix teaching strategies like Logogenia and Fitzgerald Key with interactive storytelling and collaborative learning to support literacy teaching to these children. Since deaf people learn using the visual channel as main input, we believe that technology could play a key role in the development of such environments where user interfaces should be specifically designed to attract children's attention. We conducted a systematic literature review in order to find what researchers have done to apply Collaborative or Cooperative Learning in the education of deaf children and also what kind of emerging technologies are used to enhance collaborative environments. A total of 229 studies were found in 7 different databases. The results of this study show that Collaborative Learning has been used along with different kinds of technology in the education of deaf people with positive outcomes like improving skills in sign language, literacy and communication.
{"title":"Collaborative learning as educational strategy for deaf children: a systematic literature review","authors":"L. F. Aristizábal, Sandra P. Cano, C. Collazos, Andrés F. Solano, K. Slegers","doi":"10.1145/3123818.3123830","DOIUrl":"https://doi.org/10.1145/3123818.3123830","url":null,"abstract":"The education of people with disabilities requires special attention and the use of teaching and learning strategies that can be adapted to every particular disability. This study focuses on the education of deaf children as part of a larger project that aims to mix teaching strategies like Logogenia and Fitzgerald Key with interactive storytelling and collaborative learning to support literacy teaching to these children. Since deaf people learn using the visual channel as main input, we believe that technology could play a key role in the development of such environments where user interfaces should be specifically designed to attract children's attention. We conducted a systematic literature review in order to find what researchers have done to apply Collaborative or Cooperative Learning in the education of deaf children and also what kind of emerging technologies are used to enhance collaborative environments. A total of 229 studies were found in 7 different databases. The results of this study show that Collaborative Learning has been used along with different kinds of technology in the education of deaf people with positive outcomes like improving skills in sign language, literacy and communication.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122156404","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}
ChildProgramming is a process model which teaches software programming to children, and its goal is to get computational thinking skills. This model was proposed in the year 2012 and has been implemented in some educational institutions to the programming teaching which is getting significant results. In the investigation and consolidation have performed different case studies where the teachers have manifested some difficulties in the moment of interpret and apply the model in their classroom. However, ChildProgramming is not a software product, but a process, this paper propose to evaluate the learning capacity that offers the model to its end users, as one the subcharacteristics of the proposed usability in the norm ISO/IEC 25010. For this evaluation is defined some metrics related to familiarity, common language, consistency and intuition, which in this work are adapted to the evaluation of a software process with purpose of identify improvements in the structure and description of the ChildProgramming model.
{"title":"Analyzing the learnability of childprogramming model, as a subcharacteristic of the usability","authors":"A. M. González, J. Hurtado","doi":"10.1145/3123818.3123861","DOIUrl":"https://doi.org/10.1145/3123818.3123861","url":null,"abstract":"ChildProgramming is a process model which teaches software programming to children, and its goal is to get computational thinking skills. This model was proposed in the year 2012 and has been implemented in some educational institutions to the programming teaching which is getting significant results. In the investigation and consolidation have performed different case studies where the teachers have manifested some difficulties in the moment of interpret and apply the model in their classroom. However, ChildProgramming is not a software product, but a process, this paper propose to evaluate the learning capacity that offers the model to its end users, as one the subcharacteristics of the proposed usability in the norm ISO/IEC 25010. For this evaluation is defined some metrics related to familiarity, common language, consistency and intuition, which in this work are adapted to the evaluation of a software process with purpose of identify improvements in the structure and description of the ChildProgramming model.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122587847","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}
J. Rojano-Cáceres, Fernando Ramos-Quintana, E. Benítez-Guerrero
Considering that collaboration is one of the main goals to be achieved in Computer Supported Collaborative Learning (CSCL) systems, one of the most important and complex task in these systems is to assess the collaboration among participants. In the present work, collaborations take place by interacting through dialogs that contain actions performed by participants organized by dyads. Such actions are transformed into graphical representations called Networks of Concepts (NoC), which synthesizes the knowledge being learned. Here we propose how to measure quantitative collaborations. Quantitative collaborations are measured through the analysis of evidences derived from actions taking place within collaborative learning sessions.1
{"title":"Assessing collaboration from real computer supported collaborative learning sessions","authors":"J. Rojano-Cáceres, Fernando Ramos-Quintana, E. Benítez-Guerrero","doi":"10.1145/3123818.3123867","DOIUrl":"https://doi.org/10.1145/3123818.3123867","url":null,"abstract":"Considering that collaboration is one of the main goals to be achieved in Computer Supported Collaborative Learning (CSCL) systems, one of the most important and complex task in these systems is to assess the collaboration among participants. In the present work, collaborations take place by interacting through dialogs that contain actions performed by participants organized by dyads. Such actions are transformed into graphical representations called Networks of Concepts (NoC), which synthesizes the knowledge being learned. Here we propose how to measure quantitative collaborations. Quantitative collaborations are measured through the analysis of evidences derived from actions taking place within collaborative learning sessions.1","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124028231","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}
T. Álvarez, Cristian Rusu, F. Álvarez, E. Benítez-Guerrero, A. Esparza
The main objective of this work is to perform a systematic mapping of the literature to know if the works that have been done and that are focused on the blind users make use of usability evaluation methods. For this we perform a review of different databases to obtain works focused on the topic. As a result, it is observed that the related work makes little use of usability evaluation methods, however, they make it clear why it is important to evaluate the projects taking into account users with visual disability.
{"title":"Applying usability evaluation methods with blind users: a systematic mapping study","authors":"T. Álvarez, Cristian Rusu, F. Álvarez, E. Benítez-Guerrero, A. Esparza","doi":"10.1145/3123818.3123829","DOIUrl":"https://doi.org/10.1145/3123818.3123829","url":null,"abstract":"The main objective of this work is to perform a systematic mapping of the literature to know if the works that have been done and that are focused on the blind users make use of usability evaluation methods. For this we perform a review of different databases to obtain works focused on the topic. As a result, it is observed that the related work makes little use of usability evaluation methods, however, they make it clear why it is important to evaluate the projects taking into account users with visual disability.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116963333","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}
José-Guillermo Hernández-Calderón, E. Benítez-Guerrero, J. Rojano-Cáceres
This paper proposes the design of a system to semi-automatically identify possible relationships between learner behavior and task performance in an intelligent desk. The aim of detecting such relationships is to help teachers and students in the learning process, supporting their activities with an unobtrusive observation to identify special needs to improve their performance. The proposed system is based on models of the desk, of behaviors arising from user-object interactions, and task performance. Its components are designed to address four main functions: data acquisition, behavior identification, task performance identification, and computing relationships between behaviors and task performance.
{"title":"Towards an intelligent desk matching behaviors and performance of learners","authors":"José-Guillermo Hernández-Calderón, E. Benítez-Guerrero, J. Rojano-Cáceres","doi":"10.1145/3123818.3123865","DOIUrl":"https://doi.org/10.1145/3123818.3123865","url":null,"abstract":"This paper proposes the design of a system to semi-automatically identify possible relationships between learner behavior and task performance in an intelligent desk. The aim of detecting such relationships is to help teachers and students in the learning process, supporting their activities with an unobtrusive observation to identify special needs to improve their performance. The proposed system is based on models of the desk, of behaviors arising from user-object interactions, and task performance. Its components are designed to address four main functions: data acquisition, behavior identification, task performance identification, and computing relationships between behaviors and task performance.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124115167","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}
Jeferson Arango-López, Jesús Gallardo, F. G. Vela, E. Cerezo, E. Amengual, Ramón Valera
The evolution of technologies has allowed that every day more and more games are available on our mobile devices. These games have evolved in many ways depending on their field of application. Thus, one of those kinds of games is pervasive games (PG). Each one of those fields has its own features and targets, which is the reason why researchers have defined pervasive games in many different ways. This is comprehensible from a technical point of view because each research field needs to implement their own properties. In this paper, we present a general overview of the meaning of pervasive games in different areas in order to check and collect their particularities. We also give a conceptual relationship diagram and a general definition that considers the user's pervasive experience found in the results of game experience design.
{"title":"Pervasive games: giving a meaning based on the player experience","authors":"Jeferson Arango-López, Jesús Gallardo, F. G. Vela, E. Cerezo, E. Amengual, Ramón Valera","doi":"10.1145/3123818.3123832","DOIUrl":"https://doi.org/10.1145/3123818.3123832","url":null,"abstract":"The evolution of technologies has allowed that every day more and more games are available on our mobile devices. These games have evolved in many ways depending on their field of application. Thus, one of those kinds of games is pervasive games (PG). Each one of those fields has its own features and targets, which is the reason why researchers have defined pervasive games in many different ways. This is comprehensible from a technical point of view because each research field needs to implement their own properties. In this paper, we present a general overview of the meaning of pervasive games in different areas in order to check and collect their particularities. We also give a conceptual relationship diagram and a general definition that considers the user's pervasive experience found in the results of game experience design.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"15 1-4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132678157","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}
A user modeling approach is presented using a recommendation method to stereotype users, identify user-to-user similarity and construct itineraries suited to the tourist's interests. The method can suggest a city tour route with a list of Point of Interest (POIs) according to the user profiles and preferences. To evaluate the approach, a prototype called 10 Signals is development to offers personalized city tours in Cartagena City, Colombia.
{"title":"A user modeling approach to personalized sightseeing tours","authors":"Laura Martínez García","doi":"10.1145/3123818.3123875","DOIUrl":"https://doi.org/10.1145/3123818.3123875","url":null,"abstract":"A user modeling approach is presented using a recommendation method to stereotype users, identify user-to-user similarity and construct itineraries suited to the tourist's interests. The method can suggest a city tour route with a list of Point of Interest (POIs) according to the user profiles and preferences. To evaluate the approach, a prototype called 10 Signals is development to offers personalized city tours in Cartagena City, Colombia.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134496348","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}