Building Trust of Mobile Users and their Adoption of M-Commerce

One challenging direction of mobile commerce (mcommerce) that is getting a great deal of attention globally is mobile financing. The smart-phone and PDA users all around the world are facing difficulties to become accustomed and trust in m-commerce. The main rationale can be the slow variation and lack of trust in mobile payment systems. Mobile payment systems that are in use need to be more effective and efficient. This paper proposes: the interface design is not the only factor affecting the m-commerce adoption and lack of trust; in fact it is the combined effect of interface usability and trustworthy mobile payment systems, because it-s the money that the user has to spend at the end of the day, which the user requires to get transferred securely. The purpose of this research is to identify the problems regarding the trust and adaption of m-commerce applications by mobile users and to provide the best possible solution with respect to human computer interaction (HCI) principles.

Animated Versus Static User Interfaces: A Study of Mathsignerâ„¢

In this paper we report a study aimed at determining the effects of animation on usability and appeal of educational software user interfaces. Specifically, the study compares 3 interfaces developed for the Mathsignerâ„¢ program: a static interface, an interface with highlighting/sound feedback, and an interface that incorporates five Disney animation principles. The main objectives of the comparative study were to: (1) determine which interface is the most effective for the target users of Mathsignerâ„¢ (e.g., children ages 5-11), and (2) identify any Gender and Age differences in using the three interfaces. To accomplish these goals we have designed an experiment consisting of a cognitive walkthrough and a survey with rating questions. Sixteen children ages 7-11 participated in the study, ten males and six females. Results showed no significant interface effect on user task performance (e.g., task completion time and number of errors); however, interface differences were seen in rating of appeal, with the animated interface rated more 'likeable' than the other two. Task performance and rating of appeal were not affected significantly by Gender or Age of the subjects.

User Experience Evolution Lifecycle Framework

Perceptions of quality from both designers and users perspective have now stretched beyond the traditional usability, incorporating abstract and subjective concepts. This has led to a shift in human computer interaction research communities- focus; a shift that focuses on achieving user experience (UX) by not only fulfilling conventional usability needs but also those that go beyond them. The term UX, although widely spread and given significant importance, lacks consensus in its unified definition. In this paper, we survey various UX definitions and modeling frameworks and examine them as the foundation for proposing a UX evolution lifecycle framework for understanding UX in detail. In the proposed framework we identify the building blocks of UX and discuss how UX evolves in various phases. The framework can be used as a tool to understand experience requirements and evaluate them, resulting in better UX design and hence improved user satisfaction.

Improving the Elder-s Quality of Life with Smart Television Based Services

The increasing number of senior population gradually causes to demand the use of information and communication technology for their satisfactory lives. This paper presents the development of an integrated TV based system which offers an opportunity to provide value added services to a large number of elderly citizens, and thus helps improve their quality of life. The design philosophy underlying this paper is to fulfill both technological and human aspects. The balance between these two dimensions has been currently stressed as a crucial element for the design of usable systems in real use, particularly to the elderly who have physical and mental decline. As the first step to achieve it, we have identified human and social factors that affect the elder-s quality of life by a literature review, and based on them, build four fundamental services: information, healthcare, learning and social network services. Secondly, the system architecture, employed technologies and the elderly-friendly system design considerations are presented. This reflects technological and human perspectives in terms of the system design. Finally, we describe some scenarios that illustrate the potentiality of the proposed system to improve elderly people-s quality of life.

Automatic Distance Compensation for Robust Voice-based Human-Computer Interaction

Distant-talking voice-based HCI system suffers from performance degradation due to mismatch between the acoustic speech (runtime) and the acoustic model (training). Mismatch is caused by the change in the power of the speech signal as observed at the microphones. This change is greatly influenced by the change in distance, affecting speech dynamics inside the room before reaching the microphones. Moreover, as the speech signal is reflected, its acoustical characteristic is also altered by the room properties. In general, power mismatch due to distance is a complex problem. This paper presents a novel approach in dealing with distance-induced mismatch by intelligently sensing instantaneous voice power variation and compensating model parameters. First, the distant-talking speech signal is processed through microphone array processing, and the corresponding distance information is extracted. Distance-sensitive Gaussian Mixture Models (GMMs), pre-trained to capture both speech power and room property are used to predict the optimal distance of the speech source. Consequently, pre-computed statistic priors corresponding to the optimal distance is selected to correct the statistics of the generic model which was frozen during training. Thus, model combinatorics are post-conditioned to match the power of instantaneous speech acoustics at runtime. This results to an improved likelihood in predicting the correct speech command at farther distances. We experiment using real data recorded inside two rooms. Experimental evaluation shows voice recognition performance using our method is more robust to the change in distance compared to the conventional approach. In our experiment, under the most acoustically challenging environment (i.e., Room 2: 2.5 meters), our method achieved 24.2% improvement in recognition performance against the best-performing conventional method.

Fast 3D Collision Detection Algorithm using 2D Intersection Area

There are many researches to detect collision between real object and virtual object in 3D space. In general, these techniques are need to huge computing power. So, many research and study are constructed by using cloud computing, network computing, and distribute computing. As a reason of these, this paper proposed a novel fast 3D collision detection algorithm between real and virtual object using 2D intersection area. Proposed algorithm uses 4 multiple cameras and coarse-and-fine method to improve accuracy and speed performance of collision detection. In the coarse step, this system examines the intersection area between real and virtual object silhouettes from all camera views. The result of this step is the index of virtual sensors which has a possibility of collision in 3D space. To decide collision accurately, at the fine step, this system examines the collision detection in 3D space by using the visual hull algorithm. Performance of the algorithm is verified by comparing with existing algorithm. We believe proposed algorithm help many other research, study and application fields such as HCI, augmented reality, intelligent space, and so on.

Usability Evaluation Framework for Computer Vision Based Interfaces

Human computer interaction has progressed considerably from the traditional modes of interaction. Vision based interfaces are a revolutionary technology, allowing interaction through human actions, gestures. Researchers have developed numerous accurate techniques, however, with an exception to few these techniques are not evaluated using standard HCI techniques. In this paper we present a comprehensive framework to address this issue. Our evaluation of a computer vision application shows that in addition to the accuracy, it is vital to address human factors

Analysis of Feature Space for a 2d/3d Vision based Emotion Recognition Method

In modern human computer interaction systems (HCI), emotion recognition is becoming an imperative characteristic. The quest for effective and reliable emotion recognition in HCI has resulted in a need for better face detection, feature extraction and classification. In this paper we present results of feature space analysis after briefly explaining our fully automatic vision based emotion recognition method. We demonstrate the compactness of the feature space and show how the 2d/3d based method achieves superior features for the purpose of emotion classification. Also it is exposed that through feature normalization a widely person independent feature space is created. As a consequence, the classifier architecture has only a minor influence on the classification result. This is particularly elucidated with the help of confusion matrices. For this purpose advanced classification algorithms, such as Support Vector Machines and Artificial Neural Networks are employed, as well as the simple k- Nearest Neighbor classifier.

Problem-based Learning Approach to Human Computer Interaction

Human Computer Interaction (HCI) has been an emerging field that draws in the experts from various fields to enhance the application of computer programs and the ease of computer users. HCI has much to do with learning and cognition and an emerging approach to learning and problem-solving is problembased learning (PBL). The processes of PBL involve important cognitive functions in the various stages. This paper will illustrate how closely related fields to HCI, PBL and cognitive psychology can benefit from informing each other through analysing various cognitive functions. Several cognitive functions from cognitive function disc (CFD) would be presented and discussed in relation to human-computer interface. This paper concludes with the implications of bridging the gaps amongst these disciplines.

Retina Based Mouse Control (RBMC)

The paper presents a novel idea to control computer mouse cursor movement with human eyes. In this paper, a working of the product has been described as to how it helps the special people share their knowledge with the world. Number of traditional techniques such as Head and Eye Movement Tracking Systems etc. exist for cursor control by making use of image processing in which light is the primary source. Electro-oculography (EOG) is a new technology to sense eye signals with which the mouse cursor can be controlled. The signals captured using sensors, are first amplified, then noise is removed and then digitized, before being transferred to PC for software interfacing.

A Neural Network Based Facial Expression Analysis using Gabor Wavelets

Facial expression analysis is rapidly becoming an area of intense interest in computer science and human-computer interaction design communities. The most expressive way humans display emotions is through facial expressions. In this paper we present a method to analyze facial expression from images by applying Gabor wavelet transform (GWT) and Discrete Cosine Transform (DCT) on face images. Radial Basis Function (RBF) Network is used to classify the facial expressions. As a second stage, the images are preprocessed to enhance the edge details and non uniform down sampling is done to reduce the computational complexity and processing time. Our method reliably works even with faces, which carry heavy expressions.

Hand Gesture Recognition Based on Combined Features Extraction

Hand gesture is an active area of research in the vision community, mainly for the purpose of sign language recognition and Human Computer Interaction. In this paper, we propose a system to recognize alphabet characters (A-Z) and numbers (0-9) in real-time from stereo color image sequences using Hidden Markov Models (HMMs). Our system is based on three main stages; automatic segmentation and preprocessing of the hand regions, feature extraction and classification. In automatic segmentation and preprocessing stage, color and 3D depth map are used to detect hands where the hand trajectory will take place in further step using Mean-shift algorithm and Kalman filter. In the feature extraction stage, 3D combined features of location, orientation and velocity with respected to Cartesian systems are used. And then, k-means clustering is employed for HMMs codeword. The final stage so-called classification, Baum- Welch algorithm is used to do a full train for HMMs parameters. The gesture of alphabets and numbers is recognized using Left-Right Banded model in conjunction with Viterbi algorithm. Experimental results demonstrate that, our system can successfully recognize hand gestures with 98.33% recognition rate.

Evaluation of Internet Anxiety in SRBIAU Higher Education Students in Research Process

Increase in using internet makes some problems that one of them is "internet anxiety". Internet anxiety is a type of anxious that people may feel during surfing internet or using internet for their educational purpose, blogging or streaming to digital libraries. The goal of this study is evaluating of internet anxiety among the management students. In this research Ealy's internet anxiety questionnaire, consists of positive and negative items, is completed by 310 participants. According to the findings, about 64.7% of them were equal or below to mean anxiety score (50). The distribution of internet anxiety scores was normal and there was no meaningful difference between men-s and women's anxiety level in this sample. Results also showed that there is no meaningful difference of internet anxiety level between different fields of study in Management. This evaluation will help managers to perform gap analysis between the existent level and the desired one. Future work would be providing techniques for abating human anxiety while using internet via human computer interaction techniques.