Mutlu Belgin, Simic Ilija, Cicchinelli Analia, Sabol Vedran, Veas Eduardo Enrique
2018
Learning dashboards (LD) are commonly applied for monitoring and visual analysis of learning activities. The main purpose of LDs is to increase awareness, to support self assessment and reflection and, when used in collaborative learning platforms (CLP), to improve the collaboration among learners. Collaborative learning platforms serve astools to bring learners together, who share the same interests and ideas and are willing to work and learn together – a process which, ideally, leads to effective knowledge building. However, there are collaborationand communications factors which affect the effectiveness of knowledge creation – human, social and motivational factors, design issues, technical conditions, and others. In this paper we introduce a learning dashboard – the Visualizer – that serves the purpose of (statistically) analyzing andexploring the behaviour of communities and users. Visualizer allows a learner to become aware of other learners with similar characteristics and also to draw comparisons with individuals having similar learninggoals. It also helps a teacher become aware of how individuals working in the groups (learning communities) interact with one another and across groups.
Luzhnica Granit, Veas Eduardo Enrique, Caitlyn Seim
2018
This paper investigates the effects of using passive haptic learning to train the skill of comprehending text from vibrotactile patterns. The method of transmitting messages, skin-reading, is effective at conveying rich information but its active training method requires full user attention, is demanding, time-consuming, and tedious. Passive haptic learning offers the possibility to learn in the background while performing another primary task. We present a study investigating the use of passive haptic learning to train for skin-reading.
Luzhnica Granit, Veas Eduardo Enrique
2018
Sensory substitution has been a research subject for decades, and yet its applicability outside of the research is very limited. Thus creating scepticism among researchers that a full sensory substitution is not even possible [8]. In this paper, we do not substitute the entire perceptual channel. Instead, we follow a different approach which reduces the captured information drastically. We present concepts and implementation of two mobile applications which capture the user's environment, describe it in the form of text and then convey its textual description to the user through a vibrotactile wearable display. The applications target users with hearing and vision impairments.
Barreiros Carla, Veas Eduardo Enrique, Pammer-Schindler Viktoria
2018
In the context of the Internet of Things (IoT), every device have sensing and computing capabilities to enhance many aspects of human life. There are more and more IoT devices in our homes and at our workplaces, and they still depend on human expertise and intervention for tasks as maintenance and (re)configuration. Using biophilic design and calm computing principles, we developed a nature-inspired representation, BioIoT, to communicate sensor information. This visual language contributes to the users’ well-being and performance while being as easy to understand as traditional data representations. Our work is based on the assumption that if machines are perceived to be more like living beings, users will take better care of them, which ideally would translate into a better device maintenance. In addition, the users’ overall well-being can be improved by bringing nature to their lives. In this work, we present two use case scenarios under which the BioIoT concept can be applied and demonstrate its potential benefits in households and at workplaces.
Gursch Heimo, Silva Nelson, Reiterer Bernhard , Paletta Lucas , Bernauer Patrick, Fuchs Martin, Veas Eduardo Enrique, Kern Roman
2018
The project Flexible Intralogistics for Future Factories (FlexIFF) investigates human-robot collaboration in intralogistics teams in the manufacturing industry, which form a cyber-physical system consisting of human workers, mobile manipulators, manufacturing machinery, and manufacturing information systems. The workers use Virtual Reality (VR) and Augmented Reality (AR) devices to interact with the robots and machinery. The right information at the right time is key for making this collaboration successful. Hence, task scheduling for mobile manipulators and human workers must be closely linked with the enterprise’s information systems, offering all actors on the shop floor a common view of the current manufacturing status. FlexIFF will provide useful, well-tested, and sophisticated solutions for cyberphysicals systems in intralogistics, with humans and robots making the most of their strengths, working collaboratively and helping each other.
Cicchinelli Analia, Veas Eduardo Enrique, Pardo Abelardo, Pammer-Schindler Viktoria, Fessl Angela, Barreiros Carla, Lindstaedt Stefanie
2018
This paper aims to identify self-regulation strategies from students' interactions with the learning management system (LMS). We used learning analytics techniques to identify metacognitive and cognitive strategies in the data. We define three research questions that guide our studies analyzing i) self-assessments of motivation and self regulation strategies using standard methods to draw a baseline, ii) interactions with the LMS to find traces of self regulation in observable indicators, and iii) self regulation behaviours over the course duration. The results show that the observable indicators can better explain self-regulatory behaviour and its influence in performance than preliminary subjective assessments.
Silva Nelson, Schreck Tobias, Veas Eduardo Enrique, Sabol Vedran, Eggeling Eva, Fellner Dieter W.
2018
We developed a new concept to improve the efficiency of visual analysis through visual recommendations. It uses a novel eye-gaze based recommendation model that aids users in identifying interesting time-series patterns. Our model combines time-series features and eye-gaze interests, captured via an eye-tracker. Mouse selections are also considered. The system provides an overlay visualization with recommended patterns, and an eye-history graph, that supports the users in the data exploration process. We conducted an experiment with 5 tasks where 30 participants explored sensor data of a wind turbine. This work presents results on pre-attentive features, and discusses the precision/recall of our model in comparison to final selections made by users. Our model helps users to efficiently identify interesting time-series patterns.
di Sciascio Maria Cecilia, Brusilovsky Peter, Veas Eduardo Enrique
2018
Information-seeking tasks with learning or investigative purposes are usually referred to as exploratory search. Exploratory search unfolds as a dynamic process where the user, amidst navigation, trial-and-error and on-the-fly selections, gathers and organizes information (resources). A range of innovative interfaces with increased user control have been developed to support exploratory search process. In this work we present our attempt to increase the power of exploratory search interfaces by using ideas of social search, i.e., leveraging information left by past users of information systems. Social search technologies are highly popular nowadays, especially for improving ranking. However, current approaches to social ranking do not allow users to decide to what extent social information should be taken into account for result ranking. This paper presents an interface that integrates social search functionality into an exploratory search system in a user-controlled way that is consistent with the nature of exploratory search. The interface incorporates control features that allow the user to (i) express information needs by selecting keywords and (ii) to express preferences for incorporating social wisdom based on tag matching and user similarity. The interface promotes search transparency through color-coded stacked bars and rich tooltips. In an online study investigating system accuracy and subjective aspects with a structural model we found that, when users actively interacted with all its control features, the hybrid system outperformed a baseline content-based-only tool and users were more satisfied.
Luzhnica Granit, Veas Eduardo Enrique
2018
Vibrotactile skin-reading uses wearable vibrotactile displays to convey dynamically generated textual information. Such wearable displays have potential to be used in a broad range of applications. Nevertheless, the reading process is passive, and users have no control over the reading flow. To compensate for such drawback, this paper investigates what kind of interactions are necessary for vibrotactile skin reading and the modalities of such interactions. An interaction concept for skin reading was designed by taking into account the reading as a process. We performed a formative study with 22 participants to assess reading behaviour in word and sentence reading using a six-channel wearable vibrotactile display. Our study shows that word based interactions in sentence reading are more often used and preferred by users compared to character-based interactions and that users prefer gesture-based interaction for skin reading. Finally, we discuss how such wearable vibrotactile displays could be extended with sensors that would enable recognition of such gesture-based interaction. This paper contributes a set of guidelines for the design of wearable haptic displays for text communication.