Featured Researches

Human Computer Interaction

A systematic literature review on machine learning applications for consumer sentiment analysis using online reviews

Consumer sentiment analysis is a recent fad for social media related applications such as healthcare, crime, finance, travel, and academics. Disentangling consumer perception to gain insight into the desired objective and reviews is significant. With the advancement of technology, a massive amount of social web-data increasing in terms of volume, subjectivity, and heterogeneity, becomes challenging to process it manually. Machine learning techniques have been utilized to handle this difficulty in real-life applications. This paper presents the study to find out the usefulness, scope, and applicability of this alliance of Machine Learning techniques for consumer sentiment analysis on online reviews in the domain of hospitality and tourism. We have shown a systematic literature review to compare, analyze, explore, and understand the attempts and direction in a proper way to find research gaps to illustrating the future scope of this pairing. This work is contributing to the extant literature in two ways; firstly, the primary objective is to read and analyze the use of machine learning techniques for consumer sentiment analysis on online reviews in the domain of hospitality and tourism. Secondly, in this work, we presented a systematic approach to identify, collect observational evidence, results from the analysis, and assimilate observations of all related high-quality research to address particular research queries referring to the described research area.

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Human Computer Interaction

Accessibility evaluation of websites using WCAG tools and Cambridge Simulator

There is plethora of tools available for automatic evaluation of web accessibility with respect to WCAG. This paper compares a set of WCAG tools and their results in terms of ease of comprehension and implementation by web developers. The paper highlights accessibility issues that cannot be captured only through conformance to WCAG tools and propose additional methods to evaluate accessibility through an Inclusive User Model. We initially selected ten WCAG tools from W3 website and used a set of these tools on the landing pages of BBC and WHO websites. We compared their outcome in terms of commonality, differences, amount of details and usability. Finally, we briefly introduced the Inclusive User Model and demonstrated how simulation of user interaction can capture usability and accessibility issues that are not detected through WCAG analysis. The paper concludes with a proposal on a Common User Profile format that can be used to compare and contrast accessibility systems and services, and to simulate and personalize interaction for users with different range of abilities.

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Human Computer Interaction

Activity and mood-based routing for autonomous vehicles

A significant amount of our daily lives is dedicated to driving, leading to an unavoidable exposure to driving-related stress. The rise of autonomous vehicles will likely lessen the extent of this stress and enhance the routine traveling experience. Yet, no matter how diverse they may be, current routing criteria are limited to considering only the passive preferences of a vehicle's users. Thus, to enhance the overall driving experience in autonomous vehicles, we advocate here for the diversification of routing criteria, by additionally emphasizing activity- and mood-based requirements.

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Human Computer Interaction

Adapting Nielsen's Usability Heuristics to the Context of Mobile Augmented Reality

Augmented reality (AR) is an emerging technology in mobile app design during recent years. However, usability challenges in these apps are prominent. There are currently no established guidelines for designing and evaluating interactions in AR as there are in traditional user interfaces. In this work, we aimed to examine the usability of current mobile AR applications and interpreting classic usability heuristics in the context of mobile AR. Particularly, we focused on AR home design apps because of their popularity and ability to incorporate important mobile AR interaction schemas. Our findings indicated that it is important for the designers to consider the unfamiliarity of AR technology to the vast users and to take technological limitations into consideration when designing mobile AR apps. Our work serves as a first step for establishing more general heuristics and guidelines for mobile AR.

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Human Computer Interaction

Adapting Security Warnings to Counter Online Disinformation

Disinformation is proliferating on the internet, and platforms are responding by attaching warnings to content. There is little evidence, however, that these warnings help users identify or avoid disinformation. In this work, we adapt methods and results from the information security warning literature in order to design and evaluate effective disinformation warnings. In an initial laboratory study, we used a simulated search task to examine contextual and interstitial disinformation warning designs. We found that users routinely ignore contextual warnings, but users notice interstitial warnings--and respond by seeking information from alternative sources. We then conducted a follow-on crowdworker study with eight interstitial warning designs. We confirmed a significant impact on user information-seeking behavior, and we found that a warning's design could effectively inform users or convey a risk of harm. We also found, however, that neither user comprehension nor fear of harm moderated behavioral effects. Our work provides evidence that disinformation warnings can -- when designed well -- help users identify and avoid disinformation. We show a path forward for designing effective warnings, and we contribute repeatable methods for evaluating behavioral effects. We also surface a possible dilemma: disinformation warnings might be able to inform users and guide behavior, but the behavioral effects might result from user experience friction, not informed decision making.

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Human Computer Interaction

Adaptive Accessible AR/VR Systems

Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming applications. While new standardization activities are investigating accessibility issues with existing AR/VR systems, commercial systems are still confined to specialized hardware and software limiting their widespread adoption among people with disabilities as well as seniors. This proposal takes a novel approach by exploring the application of user model-based personalization for AR/VR systems to improve accessibility. The workshop will be organized by experienced researchers in the field of human computer interaction, robotics control, assistive technology, and AR/VR systems, and will consist of peer reviewed papers and hands-on demonstrations. Keynote speeches and demonstrations will cover latest accessibility research at Microsoft, Google, Verizon and leading universities.

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Human Computer Interaction

Adaptive driver-automation shared steering control via forearm surface electromyography measurement

Shared steering control has been developed to reduce driver workload while keeping the driver in the control loop. A driver could integrate visual sensory information from the road ahead and haptic sensory information from the steering wheel to achieve better driving performance. Previous studies suggest that, compared with adaptive automation authority, fixed automation authority is not always appropriate with respect to human factors. This paper focuses on designing an adaptive shared steering control system via sEMG (surface electromyography) measurement from the forearm of the driver, and evaluates the effect of the system on driver behavior during a double lane change task. The shared steering control was achieved through a haptic guidance system which provided active assistance torque on the steering wheel. Ten subjects participated in a high-fidelity driving simulator experiment. Two types of adaptive algorithms were investigated: haptic guidance decreases when driver grip strength increases (HG-Decrease), and haptic guidance increases when driver grip strength increases (HG-Increase). These two algorithms were compared to manual driving and two levels of fixed authority haptic guidance, for a total of five experimental conditions. Evaluation of the driving systems was based on two sets of dependent variables: objective measures of driver behavior and subjective measures of driver workload. The results indicate that the adaptive authority of HG-Decrease yielded lower driver workload and reduced the lane departure risk compared to manual driving and fixed authority haptic guidance.

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Human Computer Interaction

Addressing Cognitive Biases in Augmented Business Decision Systems

How do algorithmic decision aids introduced in business decision processes affect task performance? In a first experiment, we study effective collaboration. Faced with a decision, subjects alone have a success rate of 72%; Aided by a recommender that has a 75% success rate, their success rate reaches 76%. The human-system collaboration had thus a greater success rate than each taken alone. However, we noted a complacency/authority bias that degraded the quality of decisions by 5% when the recommender was wrong. This suggests that any lingering algorithmic bias may be amplified by decision aids. In a second experiment, we evaluated the effectiveness of 5 presentation variants in reducing complacency bias. We found that optional presentation increases subjects' resistance to wrong recommendations. We conclude by arguing that our metrics, in real usage scenarios, where decision aids are embedded as system-wide features in Business Process Management software, can lead to enhanced benefits.

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Human Computer Interaction

Addressing the Need for Remote Patient Monitoring Applications in Appalachian Areas

There is a need to address the urban-rural disparities in healthcare regarding equal access and quality of care. Due to higher rates of chronic disease, reduced access to providers, and a continuous decline in rural hospitals, it is imperative that Appalachian cancer patients adopt the use of health information technology (HIT). The NCCN Distress Thermometer and Problem List (DT) is under-utilized, not patient-centered, does not consider provider needs, and is outdated in the current digital landscape. Digitizing patient distress screening poses advantages, such as allowing for more frequent screenings, removing geographical barriers, and rural patient autonomy. In this paper, we discuss how knowledge gained from patient-centered design led to the underpinnings of developing a rural remote patient monitoring app that provides delightful and insightful experiences to users.

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Human Computer Interaction

Addressing the eye-fixation problem in gaze tracking for human computer interface using the Vestibulo-ocular Reflex

A custom head-mounted system to track smooth eye movements for control of a mouse cursor is implemented and evaluated. The system comprises a head-mounted infrared camera, an infrared light source, and a computer. Software-based image processing techniques, implemented in Microsoft Visual Studio, OpenCV, and Pupil, detect the pupil position and direction of pupil movement in near real-time. The identified direction is used to determine the desired positioning of the cursor, and the cursor moves towards the target. Two users participated in three tests to quantify the differences between incremental tracking of smooth eye movement resulting from the Vestibulo-ocular Reflex versus step-change tracking of saccadic eye movement. Tracking smooth eye movements was four times more accurate than tracking saccadic eye movements, with an average position resolution of 0.80 cm away from the target. In contrast, tracking saccadic eye movements was measured with an average position resolution of 3.21 cm. Using the incremental tracking of smooth eye movements, the user was able to place the cursor within a target as small as a 9 x 9 pixel square 90 % of the time. However, when using the step change tracking of saccadic eye movements, the user was unable to position the cursor within the 9 x 9 pixel target. The average time for the incremental tracking of smooth eye movements to track a target was 6.45 s, whereas for the step change tracking of saccadic eye movements, it was 2.61 s.

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