Featured Researches

Human Computer Interaction

EXCLUVIS: A MATLAB GUI Software for Comparative Study of Clustering and Visualization of Gene Expression Data

Clustering is a popular data mining technique that aims to partition an input space into multiple homogeneous regions. There exist several clustering algorithms in the literature. The performance of a clustering algorithm depends on its input parameters which can substantially affect the behavior of the algorithm. Cluster validity indices determine the partitioning that best fits the underlying data. In bioinformatics, microarray gene expression technology has made it possible to measure the gene expression levels of thousands of genes simultaneously. Many genomic studies, which aim to analyze the functions of some genes, highly rely on some clustering technique for grouping similarly expressed genes in one cluster or partitioning tissue samples based on similar expression values of genes. In this work, an application package called EXCLUVIS (gene EXpression data CLUstering and VISualization) has been developed using MATLAB Graphical User Interface (GUI) environment for analyzing the performances of different clustering algorithms on gene expression datasets. In this application package, the user needs to select a number of parameters such as internal validity indices, external validity indices and number of clusters from the active windows for evaluating the performance of the clustering algorithms. EXCLUVIS compares the performances of K-means, fuzzy C-means, hierarchical clustering and multiobjective evolutionary clustering algorithms. Heatmap and cluster profile plots are used for visualizing the results. EXCLUVIS allows the users to easily find the goodness of clustering solutions as well as provides visual representations of the clustering outcomes.

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Human Computer Interaction

Early Autism Spectrum Disorders Diagnosis Using Eye-Tracking Technology

While the number of children with diagnosed autism spectrum disorder (ASD) continues to rise from year to year, there is still no universal approach to autism diagnosis and treatment. A great variety of different tools and approaches for the on-site diagnostic are available right now, however, a big percent of parents have no access to them and they tend to search for the available tools and correction programs on the Internet. Lack of money, absence of qualified specialists, and low level of trust to the correction methods are the main issues that affect the in-time diagnoses of ASD and which need to be solved to get the early treatment for the little patients. Understanding the importance of this issue our team decided to investigate new methods of the online autism diagnoses and develop the algorithm that will be able to predict the chances of ASD according to the information from the gaze activity of the child. The results that we got during the experiments show supported our idea that eye-tracking technology is one of the most promising tools for the early detection of the eye-movement features that can be markers of the ASD. Moreover, we have conducted a series of experiments to ensure that our approach has a reliable result on the cheap webcam systems. Thus, this approach can be used as an additional first screening tool for the home monitoring of the early child development and ASD connected disorders monitoring. The further development of eye-tracking based autism diagnosis has a big potential of usage and can be further implemented in the daily practice for practical specialists and parents.

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Human Computer Interaction

Economical Visual Attention Test for Elderly Drivers

Traffic accidents involving elderly drivers are an issue in a super-aging society. A quick and low-cost aptitude test is required to reduce the number of traffic accidents. This study proposed an oddball-serial visual search task that assesses the individual's performance by his or her responses to the presence of cued stimuli on the screen. Task difficulty varied by changing the number of simultaneous stimuli; Accordingly, low performers were detected. In addition, performance correlated with age. This implies that individual characteristics related to driving performance that decline with age can be detected by the proposed task. Since the task requires low-cost devices (computer and response button), it is feasible for use as a quick and low-cost aptitude test for elderly drivers.

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Human Computer Interaction

Edvertisements: Adding Microlearning to Social News Feeds and Websites

Many long-term goals, such as learning a language, require people to regularly practice every day to achieve mastery. At the same time, people regularly surf the web and read social news feeds in their spare time. We have built a browser extension that teaches vocabulary to users in the context of Facebook feeds and arbitrary websites, by showing users interactive quizzes they can answer without leaving the website. On Facebook, the quizzes show up as part of the news feed, while on other sites, the quizzes appear where advertisements normally would. In our user study, we examined the effectiveness of inserting microlearning tasks into social news feeds. We compared vocabulary learning rates when we inserted interactive quizzes into feeds, versus inserting links that lead them to a website where they could do the quizzes. Our results suggest that users engage with and learn from our embedded quizzes, and engagement increases when the quizzes can be done directly within their feeds.

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Human Computer Interaction

Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.

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Human Computer Interaction

Efficiency of Using Utility for Usernames Verification in Online Community Management

The study deals with the methods and means of checking the reliability of usernames of online communities on the basis of computer-linguistic analysis of the results of their communicative interaction. The methodological basis of the study is a combination of general scientific methods and special approaches to the study of the data verification of online communities in the Ukrainian segment of the global information environment. The algorithm of functioning of the utility Verifier of online community username is developed. The informational model of the automated means of checking the usernames of online community is designed. The utility Verifier of online community username data validation system approbation is realized in the online community. The indicator of the data verification system effectiveness is determined.

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Human Computer Interaction

Eliciting and Analysing Users' Envisioned Dialogues with Perfect Voice Assistants

We present a dialogue elicitation study to assess how users envision conversations with a perfect voice assistant (VA). In an online survey, N=205 participants were prompted with everyday scenarios, and wrote the lines of both user and VA in dialogues that they imagined as perfect. We analysed the dialogues with text analytics and qualitative analysis, including number of words and turns, social aspects of conversation, implied VA capabilities, and the influence of user personality. The majority envisioned dialogues with a VA that is interactive and not purely functional; it is smart, proactive, and has knowledge about the user. Attitudes diverged regarding the assistant's role as well as it expressing humour and opinions. An exploratory analysis suggested a relationship with personality for these aspects, but correlations were low overall. We discuss implications for research and design of future VAs, underlining the vision of enabling conversational UIs, rather than single command "Q&As".

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Human Computer Interaction

Embodied Navigation in Immersive Abstract Data Visualization: Is Overview+Detail or Zooming Better for 3D Scatterplots?

Abstract data has no natural scale and so interactive data visualizations must provide techniques to allow the user to choose their viewpoint and scale. Such techniques are well established in desktop visualization tools. The two most common techniques are zoom+pan and overview+detail. However, how best to enable the analyst to navigate and view abstract data at different levels of scale in immersive environments has not previously been studied. We report the findings of the first systematic study of immersive navigation techniques for 3D scatterplots. We tested four conditions that represent our best attempt to adapt standard 2D navigation techniques to data visualization in an immersive environment while still providing standard immersive navigation techniques through physical movement and teleportation. We compared room-sized visualization versus a zooming interface, each with and without an overview. We find significant differences in participants' response times and accuracy for a number of standard visual analysis tasks. Both zoom and overview provide benefits over standard locomotion support alone (i.e., physical movement and pointer teleportation). However, which variation is superior, depends on the task. We obtain a more nuanced understanding of the results by analyzing them in terms of a time-cost model for the different components of navigation: way-finding, travel, number of travel steps, and context switching.

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Human Computer Interaction

EmoconLite: Bridging the Gap Between Emotiv and Play for Children With Severe Disabilities

Brain-computer interfaces (BCIs) allow users to control computer applications by modulating their brain activity. Since BCIs rely solely on brain activity, they have enormous potential as an alternative access method for engaging children with severe disabilities and/or medical complexities in therapeutic recreation and leisure. In particular, one commercially available BCI platform is the Emotiv EPOC headset, which is a portable and affordable electroencephalography (EEG) device. Combined with the EmotivBCI software, the Emotiv system can generate a model to discern between different mental tasks based on the user's EEG signals in real-time. While the Emotiv system shows promise for use by the pediatric population in the setting of a BCI clinic, it lacks integrated support that allows users to directly control computer applications using the generated classification output. To achieve this, users would have to create their own program, which can be challenging for those who may not be technologically inclined. To address this gap, we developed a freely available and user-friendly BCI software application called EmoconLite. Using the classification output from EmotivBCI, EmoconLite allows users to play YouTube video clips and a variety of video games from multiple platforms, ultimately creating an end-to-end solution for users. Through its deployment in the Holland Bloorview Kids Rehabilitation Hospital's BCI clinic, EmoconLite is bridging the gap between research and clinical practice, providing children with access to BCI technology and supporting BCI-enabled play.

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Human Computer Interaction

Empirical Evaluation of User Experience Using Lean Product and Process Development: A Public Institution Case Study in Indonesia

The easiness, speed, accuracy, security are the four main indicators of information quality that may be of concern to people for accessing information in a public institution dashboard system. To find out whether the data displayed on the system is easily understood by the users, an empirical evaluation study may indispensable to be performed. Evaluating user experience is one way to know whether a system is in accordance with user needs or not, whether related to data, interfaces or system performance. This study assessed user experiences based on the product pyramid and its development process in the case of a public dashboard system in a public institution in Indonesia. The empirical experiment was conducted with about 15 participants using a scenario that were deliberately designed and then gave answers to the single ease question (SEQ) and the system usability scale (SUS). The results show that SEQ measurement results obtained value of almost 5.7 which indicates that the application measurement results have an easy level. The SUS results demonstrate that the system was in the acceptable category with the value of around 81.3. Although findings of the study might not contribute theoretically, the findings may demonstrate a practical consideration for the stakeholders, in terms of the next system development stage.

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