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INTERNATIONAL CONFERENCES ON
INTERFACES AND HUMAN COMPUTER INTERACTION 2016
GAME AND ENTERTAINMENT TECHNOLOGIES 2016
and
COMPUTER GRAPHICS,
VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING 2016
part of the
MULTI CONFERENCE ON COMPUTER SCIENCE AND
INFORMATION SYSTEMS 2016
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PROCEEDINGS OF THE INTERNATIONAL CONFERENCES ON
INTERFACES AND HUMAN COMPUTER
INTERACTION 2016
GAME AND ENTERTAINMENT TECHNOLOGIES 2016
and
COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION
AND IMAGE PROCESSING 2016
Madeira, Portugal JULY 1 - 4, 2016
Organised by IADIS
International Association for Development of the Information Society
Sponsored by
Official Carrier
iv
Copyright 2016
IADIS Press
All rights reserved This work is subject to copyright. All rights are reserved, whether the whole or part of the
material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data
banks. Permission for use must always be obtained from IADIS Press. Please contact [email protected]
Volume Editor: Katherine Blashki
Yingcai Xiao
Computer Science and Information Systems Series Editors: Piet Kommers and Pedro Isaías
Associate Editor: Luís Rodrigues
ISBN: 978-989-8533-52-4
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TABLE OF CONTENTS
FOREWORD xi
PROGRAM COMMITTEE xv
KEYNOTE LECTURE xxi
FULL PAPERS
INTERFACES AND HUMAN COMPUTER INTERACTION
WHEN DESIGNERS ARE NON-DESIGNERS: OPEN ENDEDNESS VS. STUCTURE OF DESIGN TOOLS Alma Leora Culén, Andrea Gasparini, Pavla Minaříková, Roman Novotný, Sumit Pandey and Ladislava Zbiejczuk Suchá
3
INVOLVING SENIORS IN THE DESIGN OF HOME-BASED WELFARE TECHNOLOGIES: A REVIEW OF EXISTING RESEARCH Rune B. Rosseland
12
MODELS AS BRIDGES FROM DESIGN THINKING TO ENGINEERING Hilda Tellioğlu
21
A HAPTIC DISPLAY FOR THE SIMULATION OF SOFT TISSUE PALPATION IN CHAI3D Jan Hergenhan and Heinz Wörn
29
A DYNAMIC INTERFACE ADAPTATION APPROACH FOR ACCESSIBLE IMMERSIVE ENVIRONMENTS Ioannis Paliokas, Sofia Segkouli, Dimitrios Tzovaras and Charalampos Karagiannidis
37
‘SIMON SAYS’ “USE HUMANOID ROBOT TO TEACH CHILDREN” – A CASE STUDY OF EXPECTATIONS AND REALITY Kaberi Naznin, Vivienne Farrell, Karola von Baggo and Clinton Woodward
45
AN INVESTIGATION OF VISUAL APPEAL AND TRUST IN WEBSITES Marian McDonnell and Alex Lee
53
COMPUTATIONAL PRODUCTION OF COLOUR HARMONY USING A GENETIC ALGORITHM Paul Lyons and Giovanni Moretti
61
ASPECT ORIENTATION AS A NEW APPROACH FOR CONTEXT DEPENDENT HMI ADAPTATION Sebastian Heinze, Jens Ziegler, Markus Graube and Leon Urbas
68
ECO-A: CHILDREN’S ENGAGEMENT IN ENVIRONMENTAL AND CLIMATE ISSUES Alma Leora Culén, Ingeborg Eilertsen, Lone Lægreid, Sumit Pandey, Magnus Søyland and Ingrid Smørgrav Viddal
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DESIGNING FOR TECHNOLOGY ENABLED CONSTRUCTIVISM LEARNING: EXPLORING A MANGROVE FOREST BIOME Kaberi Naznin, Vivienne Farrell and Karola von Baggo
85
REFLECTIONS ON COST-BENEFIT ANALYSES CONCERNING UNIVERSAL DESIGN OF ICT SOLUTIONS Till Halbach and Kristin Skeide Fuglerud
93
THE ROLE OF MATERIALS IN DESIGN OF FAMILIAR AND CONTEXTUAL ASSISTIVE TECHNOLOGIES Suhas Govind Joshi and Heidi Bråthen
101
MASTERBLIND - TESTING THE USABILITY OF AUDITORY FEEDBACK IN A COMPUTER GAME FOR BLIND PEOPLE Ana Rita Teixeira, Ana Carvalhal, Filipe Abrantes, Vladimiro Lourenço, Anabela Gomes and João Orvalho
110
GAME AND ENTERTAINMENT TECHNOLOGIES
GNOME TRADER: A LOCATION-BASED AUGMENTED REALITY TRADING GAME Fabio Zünd, Miriam Tschanen, Marcel Lancelle, Maria Olivares, Mattia Ryffel, Alessia Marra, Milan Bombsch, Markus Gross and Robert W. Sumner
117
WHO'S IN MY GAME?: OTHER PLAYERS IN THE SINGLE-PLAYER SPACECHEM Nicolás López Coombs
125
COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING
A SOFTWARE FRAMEWORK FOR THE DEVELOPMENT OF PROJECTION-BASED AUGMENTED REALITY SYSTEMS Marc Sunet, Marc Comino, Dimosthenis Karatzas, Antoni Chica and Pere-Pau Vázquez
133
COMPARING MESHES - A VOLUME BASED APPROACH Ralph Erdt and Peter Dannenmann
141
ENHANCED MAGNIFICATION FOR REDUCED MOVEMENT IN VIRTUAL REALITY ENVIRONMENTS Eva Monclús, Isabel Navazo and Pere-Pau Vázquez
149
VERTEX CORRESPONDENCE CONTROLLED BY GRADIENTS: CARTOON ANIMATION APPLICATIONS Vladimir Savchenko and Maria Savchenko
157
PSEUDO-DENSE OPTICAL FLOW BASED ON PUZZLED IMAGES Olivier Demuynck
165
ULTRA-LOW-LATENCY AUTOMATIC ENDOSCOPIC IMAGE ORIENTATION STABILISATION Wiebe Van Ranst, Toon Goedemé and Joost Vennekens
172
THE MOBILE ROBOT NAVIGATION METHOD BASED ON ONBOARD SENSORS AND CAMERA DATA FUSION Vladimir Filaretov, Aleksandr Novitsky and Dmirty Yukhimets
179
A COMPARATIVE STUDY OF COMPUTERIZED APPROACHES FOR TYPE P63 OVARIAN TISSUES USING HISTOPATHOLOGY DIGITIZED COLOR IMAGES T. M. Shahriar Sazzad, Leisa Armstrong and Amiya Kumar Tripathy
187
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ACCURATE BACKGROUND POINTS DETECTION FOR ACTION RECOGNITION IN PRACTICAL VIDEO DATASETS Yu Xiang, Yoshihiro Okada and Kosuke Kaneko
195
HIGH SPEED EDGE DETECTION IMPLEMENTATION USING COMPRESSOR CELLS OVER RSDA Ahmed Abouelfarag, Marwa El-Shenawy and Esraa Khatab
206
A NEW RADIAL BASIS FUNCTION APPROXIMATION WITH REPRODUCTION Zuzana Majdisova and Vaclav Skala
215
INTERACTIVE VISUALIZATION OF MASSIVE 3D POINT CLOUDS Jörg Futterlieb, Christian Teutsch and Dirk Berndt
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DETECTING AND EXTRACTING SCENE TEXT IN DIGITAL IMAGES VIA SRC Jun He, Bo Sun, Yang Wu, Xiaoming Zhu and Yungang Wei
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SHORT PAPERS
INTERFACES AND HUMAN COMPUTER INTERACTION
THE MULTIMODAL EDGE OF HUMAN AEROBOTIC INTERACTION Ayodeji Opeyemi Abioye, Stephen D. Prior, Glyn T. Thomas and Peter Saddington
243
TECHNOLOGY IN THE CLASSROOM: A PILOT TEST WITH A HUMANOID ROBOT Kaberi Naznin, Vivienne Farrell, Karola von Baggo and Clinton Woodward
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MUSICAL OBJECT Francisco Lopes, Tiago Cruz and F. Amílcar Cardoso
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GOBBO - AN ALTERNATIVE COMMUNICATION TOOL TO STUDENTS OF APAE WITH CEREBRAL PALSY Maria Renata M. Gobbo, Cinthyan Renata Sachs C. de Barbosa, Thiago Adriano Coleti and Fabio de Sordi Junior
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DESIGNING APPLICATIONS FOR INTELLECTUAL DISABILITY USERS TO TEACH INDEPENDENCE SKILLS Marian McDonnell and Colette Verdes
264
GAME AND ENTERTAINMENT TECHNOLOGIES
VIRTUAL-REALITY BASED LEISURE EXPERIENCE OF NINTENDO WII FOR ELDERLY Muge Akyildiz Munusturlar and Suleyman Munusturlar
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THE VIRTUAL REALITY: INTERFACE WITH TECHNOLOGY, DIGITAL GAMES AND INDUSTRY Pablo Gobira and Antônio Mozelli
273
COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING
KINECT BASED 3D VIDEO GENERATION Liming Zhang, Jun Lan, Hanxiong Yin, Guibo Luo and Yuesheng Zhu
278
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CONTOUR SMOOTHING ALGORITHM BASED ON CONTOUR EXTREMES Oleksandr V. Koriukalov and Vasyl M. Tereshchenko
283
LOCAL THICKNESS COMPUTATION IN 3D MESHES AND 3D PRINTABILITY ASSESSMENT Celestin Lanterne, Stefka Gueorguieva and Pascal Desbarats
287
AN SEMI-AUTOMATIC APPROACH FOR FAST STATISTICAL DATA EXTRACTION FROM AORTIC VALVE Aleksandrs Sisojevs, Rihards Starinskis and Pēteris Stradiņš
293
VISUAL DEFICIENCIES OF DIGITIZED ANALOG VIDEO - A STUDY OF A VIDEO HOME SYSTEM (VHS) ARCHIVE Stefanie Müller and Maximilian Eibl
298
SOLVING THE TASK OF FACE RECOGNITION IN CASES OF INSUFFICIENT TRAINING SET Olga Krutikova and Aleksandrs Glazs
303
POINT CLOUD REGISTRATION WITH SURFACE DESCRIPTORS Luis Gerardo de la Fraga and Daniel López-Escogido
309
A MODERN VISUAL GRAPHIC SEARCH HOMEPAGE Xin Bai, Dawn Wang and Huizhen Ji
315
REFLECTION PAPERS
INTERFACES AND HUMAN COMPUTER INTERACTION
HUMAN ACTIVITY RECOGNITION IN AMBIENT ASSISTED LIVING FOR ALZHEIMER’S PATIENT: A REVIEW OF TRENDS AND CHALLENGES IN MALAYSIA Nur Waheeda Basharudin and Ku Nurul Fazira Ku Azir
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TACTILE MAPS AS TEACHING TOOL FOR THE SPATIAL PERCEPTION OF PEOPLE WITH VISUAL IMPAIRMENT Fernanda Poletto Silva, Vânia Ribas Ulbricht and Stephania Padovani
327
E-LEARNING MULTIMODAL SYSTEM FOR TEACHING AND LEARNING PROGRAMMING Ana Rita Teixeira, Anabela Gomes and João Orvalho
332
POSTERS
INTERFACES AND HUMAN COMPUTER INTERACTION
A LOGO DESIGN TOOL BASED ON PROCEDURAL MODELING OF DESIGN ELEMENTS Hyoji Ha, Hyunwoo Han, Sungyun Bae and Kyungwon Lee
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AN EYE TRACKER STUDY TO DETERMINE IF A CONSISTENT WEB PAGE LAYOUT IMPROVES USER PERFORMANCE Gautham Mamidi and Ratvinder Grewal
343
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GAME AND ENTERTAINMENT TECHNOLOGIES
AN EXPLORATORY GAME BASED ON SEMANTICS TO IMPROVE HISTORY LEARNING Omar Gustavo Bravo-Quezada, Martín López-Nores and José Juan Pazos-Arias
346
THE RESEARCH ON ELECTRONIC COMPUTER GAMES AS A RECREATIONAL ACTIVITY IN TURKEY Süleyman Munusturlar and Müge Akyildiz Munusturlar
349
COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING
VECTOR FIELD RBF INTERPOLATION ON A SPHERE Michal Smolik and Vaclav Skala
352
DOCTORAL
GAME AND ENTERTAINMENT TECHNOLOGIES
SERIOUS GAMES AS A MEANS OF THE APPROXIMATION OF CULTURAL HERITAGE OF THE CZECH REPUBLIC Lenka Chadimová
357
AUTHOR INDEX
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FOREWORD These proceedings contain the papers of the International Conferences on Interfaces and Human Computer Interaction 2016, Game and Entertainment Technologies 2016 and Computer Graphics, Visualization, Computer Vision and Image Processing 2016 which were organised by the International Association for Development of the Information Society, from 2 - 4 July, 2016. These conferences are part of the Multi Conference on Computer Science and Information Systems 2016, 1 - 4 July, which had a total of 606 submissions. The Interfaces and Human Computer Interaction (IHCI) 2016 conference aims to address the main issues of concern within Interface Culture and Design with a particular emphasis on the affective aspects of design, development and implementation of interfaces and the generational implications for design of human and technology interaction. This conference aims to explore and discuss innovative studies of technology and its application in interfaces and welcomes research in progress, case studies, practical demonstrations and workshops in addition to the traditional submission categories. This conference seeks to cover both technological as well as non-technological issues related to these developments. Submissions were accepted under the following topics: - Affective User-Centred Analysis, Design and Evaluation - The Value of Affective Interfaces / Systems / Application / Interaction - Generational Differences and Technology Design - Measurement of Success of Emotional Technology / Interfaces - Supporting User Populations from Specific Generations - Supporting User Populations with Physical Disabilities - Supporting User Populations with Intellectual Disabilities - Creativity Support Systems - Emotional Design Issues / Methods / Experiences for Novel Interfaces including
Tangible, Mobile and Ubiquitous Computing, Mixed Reality Interfaces and Multi-Modal Interfaces
- Usability - User Studies and Fieldwork - Methodological Implications of Emotional User Studies - Participatory design and Cooperative Design Techniques - Ethical Issues in Emotional Design - HCI and Design Education - Eliciting User Requirements The Game and Entertainment Technologies (GET) 2016 conference aims to bring together research and practice from creative, social and business practitioners and researchers in this challenging field. The focus of this conference is on design, development and evaluation of games, entertainment technologies and the nature of play.
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Known to have been enjoyed since at least 30 BC, games and entertainment are a universal part of human experience and present in all cultures. Games and entertainment activities contribute to the social, emotional, psychological and physical well-being of human society. As game and entertainment technologies become increasingly more pervasive we are continually challenged in our work, learning and personal life by increased access to virtual spaces and communities that offer opportunities for everyday needs and aesthetic experiences. The ‘Creative Industries’ require design and development structures, techniques and methodologies that enrich, enhance and encourage new interaction modes, metaphors and in-depth co-creation. Topics of interest include, but are not limited to the following areas: - Development Methodologies - Design Issues - Controversial Issues – we welcome debate and dissension, for example; games as art,
entertainment as purely for monetary returns etc - Special Effects - Animation - Mobile and Ubiquitous Games and Entertainment - Serious Games –Applications, Critiques - Philosophical Issues - Prototypes - Social and Cultural Uses of/for Play - Tools and Technologies - Skills, Strategy, Rules and Chance - Genre - Immersiveness and Engagement - Research methodologies in Creative Practice - Usability and Playability - User/Player Centered Design - Psychological, Social, and Cultural Differences in Perception and Participation - Communities, Networks, Social Interaction and Social Capital - Cross-Cultural and Intercultural Approaches - Assessment of Exploratory Learning Approaches - Emerging Practices The Computer Graphics, Visualization, Computer Vision and Image Processing (CGVCVIP) 2016 conference intends to address the research issues in the closely related areas of Computer Graphics, Visualization, Computer Vision and Image Processing. The conference encourages the interdisciplinary research and applications of these areas. Submissions were accepted under the following 5 main topics: - Computer Graphics - Visualization - Computer Vision - Image Processing - Other Related Topics
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These events received 192 submissions from more than 30 countries. Each submission has been anonymously reviewed by an average of five independent reviewers, to ensure that accepted submissions were of a high standard. Consequently, only 29 full papers were approved which means an acceptance rate of 15%. A few more submissions were accepted as short papers, reflection paper, posters and doctoral paper. An extended version of the best papers will be published in the IADIS International Journal on Computer Science and Information Systems (ISSN: 1646-3692) and/or in the IADIS International Journal on WWW/Internet (ISSN: 1645-7641) and also in other selected journals, including journals from Inderscience. Besides the presentation of full papers, short papers, reflection paper, posters and a doctoral consortium, the conferences also included two keynote presentations from internationally distinguished researchers. We would therefore like to express our gratitude to Professor Jan Gulliksen (KTH Royal Institute of Technology, Sweden) and Professor Alfred Inselberg (Senior Fellow San Diego, Supercomputing Center & Computer Science and Applied Mathematics Departments, Tel Aviv University, Israel) for accepting our invitation as keynote speakers. This volume has taken shape as a result of the contributions from a number of individuals. We are grateful to all authors who have submitted their papers to enrich these conferences proceedings. We wish to thank all members of the organizing committee, delegates, invitees and guests whose contribution and involvement are crucial for the success of the conference. Last but not the least, we hope that everybody has a good time in Madeira, and we invite all participants for the next edition of these conferences. Katherine Blashki, Noroff University College, Norway Interfaces and Human Computer Interaction 2016 Program Chair Game and Entertainment Technologies 2016 Program Chair Yingcai Xiao, The University of Akron, USA Computer Graphics, Visualization, Computer Vision and Image Processing 2016 Program Chair Piet Kommers, University of Twente, The Netherlands Pedro Isaías, Universidade Aberta (Portuguese Open University), Portugal MCCSIS 2016 General Conference Co-Chairs Madeira, Portugal July 2016
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PROGRAM COMMITTEE
INTERFACES AND HUMAN COMPUTER INTERACTION GAME AND ENTERTAINMENT TECHNOLOGIES
PROGRAM CHAIR
Katherine Blashki, Noroff University College, Norway
COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING
PROGRAM CHAIR
Yingcai Xiao, The University of Akron, USA
MCCSIS GENERAL CONFERENCE CO-CHAIRS
Piet Kommers, University of Twente, The Netherlands Pedro Isaías, Universidade Aberta (Portuguese Open University), Portugal
INTERFACES AND HUMAN COMPUTER INTERACTION COMMITTEE MEMBERS
Aidan Rowe, University of Alberta, Canada Alexander Gelbukh, Instituto Politécnico Nacional, Mexico
Alexander Kröner, Technische Hochschule Nürnberg Georg Simon Ohm, Germany Ana Cristina Bicharra Garcia, Universidade Federal Flumninese, Brazil
Antonio Maria Rinaldi, University Napoli Federico II, Italy Arcadio Reyes, Universidad de Malaga, Spain
Arianna D. Ulizia, IRPPS-CNR, Italy Aris Alissandrakis, Linnaeus University, Sweden
Arttu Perttula, Tampere University of Technology, Finland Bruno Santana da Silva, Federal University of Rio Grande do Norte, Brazil
Caterina Senette, Istituto di Informatica e Telematica, CNR (Pisa), Italy Celia Martinie, Universite Paul Sabatier, France
Connie Veugen, Vrije Universiteit Amsterdam, The Netherlands Daniela Trevisan, Universidade Federal Fluminense, Brazil
Eduardo Tanaka, Universidade Estadual de Campinas, Brazil Elaine Hayashi, University of Campinas, Brazil
Evan Golub, University of Maryland, USA Florian Reinfrank, TU Graz, Austria
Francisco Jurado, Universidad Autónoma de Madrid, Spain Francisco Madera Ramirez, Universidad Autonoma de Yucatan, Mexico
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Hanan Salam, University of Pierre And Marie Curie-Paris 6, France
Hanna Wirman, The Hong Kong Polytechnic University, Hong Kong Heiko Hornung, University of Campinas, Brazil
Isabela Gasparini, Universidade do Estado de Santa Catarina (UDESC), Brazil Jesuk Ko, Gwangju University, South Korea
Joe Dumas, User Experience Consultant, USA José Antonio Macías Iglesias, Universidad Autónoma de Madrid, Spain
José Luis Tapia Fabela, Universidad Autónoma del Estado de México, Mexico Junia Anacleto, Federal University of Sao Carlos, Brazil
Kathia Oliveira, Université de Valenciennes et du Hainaut-Cambrésis, France Keith Nesbitt, University of Newcastle, Australia Khaled Khankan, Taibah University, Saudi Arabia
Larbi Esmahi, Athabasca University, Canada Leonelo Almeida, University of Technology, Paraná, Brazil
Lucia Vilela Leite Filgueiras, Escola Politécnica da Universidade de São Paulo, Brazil Luciana Romani, Embrapa Agricultural Informatics, Brazil Maki K. Habib, The American University in Cairo, Egypt
Manuel Ortega Cantero, University Castilla – La Mancha, Spain Marcelo Romero Huertas, Universidad Autonoma del Estado de Mexico, Mexico
Marco Antonio Ramos Corchado, Universidad Autonoma del Estado de Mexico, Mexico Marina Buzzi, Istituto di Informatica e Telematica, CNR, Italy
Marja Kankaanranta, University of Jyvaskyla, Finland Matjaz Gams, Jozef Stefan Institute, Slovenia
Maxim Bakaev, Novosibirsk State Technical University, Russia Michael Hobbs, Deakin University, Australia
Michael Hohl, Anhalt University of Applied Sciences, Germany Monica Bordegoni, Politecnico di Milano, Italy
Nadine Vigouroux, IRIT, CNRS, Paul Sabtier University, France Nayat Sanchez-Pi, Universidade do Estado do Rio de Janeiro, Brazil
Niklas Ravaja, University of Helsinki, Finland Nitendra Rajput, IBM Research, India
Nuno Otero, Linnaeus University, Sweden Otniel Portillo Rodriguez, Universidad Autonóma del Estado de México, Mexico
Panagiotis Germanakos, Department of Computer Science, University of Cyprus, Cyprus Pauliina Tuomi, Tampere University of Technology, Finland
Philip Breedon, Nottingham Trent University, UK Philippe Gorce, South Toulon University, France
Pilar Lacasa, University of Alcala, Spain Radoslaw Niewiadomski, University of Genoa, Italy
Roberto Pereira, University of Campinas (UNICAMP), Brazil Rodrigo Bonacin, DSSD – CTI Renato Archer, Brazil
Rommert Casimir, Tilburg University, The Netherlands Sandro José Rigo, Unisinos, Brazil
Silvio Cazella, Ufcspa , Brazil Toni Granollers, University of Lleida, Spain
Vagner Figueredo de Santana, IBM Research, Brazil Xiaokun Zhang, Athabasca University, Canada
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GAME AND ENTERTAINMENT TECHNOLOGIES COMMITTEE MEMBERS
Abdennour El Rhalibi, Liverpool John Moores University, UK Alf Inge Wang, Norwegian University of Science and Technology, Norway
Ali Arya, Carleton University, Canada Anastasios Karakostas, Aristotle University of Thessaloniki, Greece
Anthony Whitehead, Carleton University, Canada Areti Damala, University of Strathclyde, UK
Armelle Prigent, Universite de La Rochelle/L3I, France Arttu Perttula, Tampere University of Technology, Finland
Carla Hoekendijk, Independant consultant/developer, The Netherlands Castulus Kolo, Macromedia University of Applied Sciences, Germany
Christos Bouras, University of Patras and Computer Technology Institute, Greece Connie Veugen, Vrije Universiteit Amsterdam, The Netherlands
Daniel Cermak-sassenrath, IT University of Copenhagen, Denmark Ellen Brox, Norut – Northen Research Institute, Norway
Emanuele Carlini, ISTI, CNR, Italy Eric Gressier, Cnam – Cedric, France
Erik Van Der Spek, Eindhoven University of Technology, The Netherlands Eva Hudlicka, Psychometrix Associates, USA
Gabriele D`Angelo, University of Bologna, Italy Hanna Wirman, Hong Kong Polytechnic University, Hong Kong
Harry Agius, Brunel University London, UK Ian Marshall, Coventry University, UK
Isabelle Astic, Cnam, France James Bowman, University of Advancing Technology, USA
Jesper Juul, Royal Danish Academy of Fine Arts, School of Design, Denmark Jouni Smed, University of Turku, Finland
Kai Kimppa, Turku School of Economics, Finland Laura Ricci, University of Pisa, Italy
Louis-martin Guay, University of Montreal, Canada Magnus Johansson, Stockholm University, Sweden Marcia Medeiros, UFC – FANOR(Devry), Brazil
Marcos Rodrigues, Sheffield Hallam University, UK Melinda Jacobs, Subatomic, The Netherlands
Michael Katchabaw, University of Western Ontario, Canada Michel Simatic, Telecom Sudparis, France
Mikael Collan, Lappeenranta University of Technology, Finland Monica Gavrielidou, University of Thessaly, Greece
Niklas Ravaja, University of Helsinki, Finland Pauliina Tuomi, Tampere University of Technology, Finland
Pilar Lacasa, University of Alcala, Spain Richard Bartle, University of Essex, UK
Roberto Beauclair Seixas, National Institute of Pure and Applied Mathematics, Brazil Rommert Casimir, Tilburg University, Netherlands Ruck Thawonmas, Ritsumeikan University, Japan
Spyros Vosinakis, University of the Aegean, Greece Stefano Ferretti, University of Bologna, Italy
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Thrasyvoulos Tsiatsos, Aristotle Univerisity of Thessaloniki, Greece
Torill Mortensen, University of Copenhagen, Denmark Vagelis Kapoulas, Computer Technology Institute & Press “Diophantus”, Greece
Windson Viana , UFC, Brazil Yoshihiro Okada, Kyushu University, Japan
COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING COMMITTEE MEMBERS
Adrian Jarabo, University of Zaragoza, Spain Aiert Amundarain, Ceit, Spain
Alessandro Rizzi, Università degli Studi di Milano, Italy Arcadio Reyes Lecuona, Universidad de Málaga, Spain
Belen Masia, Universidad de Zaragoza, Spain Brian dAuriol, Kyung Hee University, South Korea
Bruce Campbell, Rhode Island School of Design, USA C. C. Lu, Kent State University, USA
Carina Gonzalez, University of La Laguna, Spain Carla Binucci, Università degli Studi di Perugia, Italy
Carlo Nati, Working Group for the development of tecnoscientific knowledge, Italy Chang Ha Lee, Chung-Ang University, South Korea
Charalampos Georgiadis, The Aristotle University, Greece Chien-hsing Chou, Tamkang University, Taiwan Christos Gatzidis, Bournemouth University, UK Creto Vidal, Federal University of Ceará, Brazil
Daniel Thalmann, Nanyang Technological University, Singapore Dariusz Frejlichowski, West Pomeranian University of Technology, Poland
David Wortley, Immersive Technology Strategies, UK De-Yuan Huang, National Central University, Taiwan
Dmitriy Vatolin, Moscow State University, Russia Fatima Nunes, University of São Paulo, Brazil
Francisco Gonzalez Garcia, Next Limit Technologies, Spain Gaetano Impoco, Co.R.Fi.La.C., Italy
Galina Pasko, Uformia, Norway Gilles Gesquiere, Liris, France
Giovanni Farinella, University of Catania, Italy Giovanni Puglisi, University of Cagliari, Italy
Giuseppe Patanè, CNR-IMATI, Italy Hans-Jörg Schulz, University of Rostock, Germany
Helmuth Trefftz, Eafit University, Colombia Igor Sevastianov, Nvidia Corp, USA
Ingemar Ragnemalm, Linköping University, Sweden Isaac Rudomin, Barcelona Supercomputing Center, Barcelona
Jairo Sanchez, Vicomtech-IK4, Spain Jian Chang, Bournemouth University, UK
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Jon Goenetxea, Vicomtech-ik4, Spain
Jose Ignacio Echevarria, Universidad de Zaragoza, Spain José Pascual Molina Massó, Universidad de Castilla-la Mancha, Spain
Jose Remo Ferreira Brega, Sao Paulo State University, Brazil Josip Almasi, VRSpace, Croatia
Juan Manuel Gonzalez Calleros, Meritorious Autonomous University of Puebla, Mexico Jyoti Singhai, Maulana Azad National Institute of Technology Bhopal, India
Kadi Bouatouch, Irisa, University of Rennes 1, France Karolj Skala, Rudjer Boskovic Institute, Croatia
Krzysztof Okarma, West Pomeranian University of Technology, Poland Krzysztof Walczak, Poznan University of Economics, Poland
Kurt Debattista, The University of Warwick, UK Leandro Fernandes, Federal Fluminense University, Brazil
Lihua You, Bournemouth University, UK Linda Giannini, Teacher, eTwinning Ambassador , Italy
Luca Grilli, Universita degli Studi di Perugia, Italy Luciano Soares, Insper Instituto de Ensino e Pesquisa, Brazil
Luis Unzueta, Vicomtech-IK4, Spain Marc Daniel, Ecole Superieure D'Ingenieurs de Luminy, France
Marcelo Guimaraes, UNIFESP / FACCAMP, Brazil Marla Schweppe, Rochester Institute of Technology, USA Marta Fairen, Universitat Politècnica de Catalunya, Spain
Mauricio Hess-Flores, University of California, Davis, USA Mubbasir Kapadia, Rutgers University, USA
Mu-Chun Su, National Central University, Taiwan Nadia Ambrosetti, Universita Degli Studi Di Milano, Italy
Nicoletta Adamo-Villani, Purdue University, USA Paolo Pingi, CNR – ISTI, Italy
Pascual González López, University of Castilla-La Mancha, Spain Patrick Gioia, Orange Labs, France
Pawel Forczmanski, West Pomeranian University of Technology, Poland Peter Dannenmann, RheinMain University of Applied Sciences, Germany
Pierre-frederic Villard, University of Lorraine, France Piotr Lech, West Pomeranian University of Technlogy, Poland
Quan Wen, University of Electronic Science and Technology of China, China Rene Rosenbaum, University of Rostock, Germany Richard Kulpa, M2s University of Rennes 2, France
Robert Laramee, Swansea University, UK Roman Durikovic, Comenius University in Bratislava, Slovakia
Sandra Morales, Polytechnic University of Valencia, Spain Shaun Bangay, Deakin University, Australia
Simon Richir, Arts et Metiers ParisTech, France Stratos Stylianidis, Aristotle University of Thessaloniki,, Greece
Theresa-marie Rhyne, Computer Graphics Consultant, USA Valery Adzhiev, Bournemouth University, UK
Victor Debelov, Institute of Computational Mathematics and Mathematical Geophisycs, Russia
Xenophon Zabulis, FORTH, Greece
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Xiaogang Jin, Zhejiang University, China
Xiaosong Yang, Bournemouth University, UK Xuejun Hao, Columbia University, USA
Zhong-hui Duan, University of Akron, USA Zongyi Liu, Microsoft, USA
Zoran Ivanovski, Faculty of Electrical Engineering and Information Technologies, Macedonia
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KEYNOTE LECTURE
HUMAN COMPUTER INTERACTION AND SOCIETAL IMPACT – CAN HCI INFLUENCE PUBLIC POLICY MAKING AND IT
POLITICS?
Professor Jan Gulliksen, KTH Royal Institute of Technology, Sweden
ABSTRACT
Research and research funding organizations are becoming more and more aware of the need to conduct research that proves some form of utility to the society and has some form of practical impact. There are several different ways of making research that has practical relevance and that can contribute to changing and improving society. This talk aims at discussing ways to plan, conduct research with the aim of improving the society and also show how we should make use of our research knowledge and positions to influence politics and public policy making.
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Full Papers
WHEN DESIGNERS ARE NON-DESIGNERS: OPEN ENDEDNESS VS. STUCTURE OF DESIGN TOOLS
Alma Leora Culén1, Andrea Gasparini1, Pavla Minaříková2, Roman Novotný2, Sumit Pandey1 and Ladislava Zbiejczuk Suchá2
1Department of Informatics, University of Oslo, P. Boks 1080, 0316 Blindern, Oslo, Norway 2Department of Information and Library Studies, Masaryk University, Arna Nováka 1/1, Brno, Czech Republic
ABSTRACT
In this paper, we explore types of toolsets that are suitable for design thinking processes, when design teams consist of non-designers. We have conducted a series of workshops to experiment with open-ended, semi-structured and structured tools, using design thinking for libraries as a research case. Our results clearly indicate that semi-structured tools fare best regarding variety of outputs, breadth of ideas and engagement of participants.
KEYWORDS
Design thinking, team creativity, tools for design thinking.
1. INTRODUCTION
Design thinking (DT) provides a tremendous opportunity for designers and non-designers alike to create new and sustained creative and innovation-oriented practices. Design thinking has been advocated across many areas of business, e.g., (Brown, 2009; Lockwood, 2009; Martin, 2009) and has emerged as a desirable orientation towards innovation within many organizations. DT has been outlined as a co-design method in teams, often multidisciplinary and including users and other stakeholders. It has been framed as a process, both in the academic literature (Bjögvinsson et al., 2012; Cross, 2011, 1982; Schön, 1983) and in the commercial design practice (IDEO, 2014). While framing of the process as a design practice may differ among authors, it can be described as a sequence of actions related to problem definition (understanding of the problem space, users and their needs), ideation, prototyping, and evaluation. These practices that are based on DT processes are supported through use of diverse methods, tools and techniques, frequently including design ethnography, different forms of mapping (affinity, mind, concept), brainstorming, visual representations of ideas (sketching, storyboarding), prototyping and evaluation techniques (ranging from rapid idea evaluation, to prototype testing).
The design thinking approach to innovation has been in focus within several different academic fields, design (Buchanan, 1992; Cross, 2011), service design (Polaine et al., 2013; Stickdorn and Schneider, 2012), management (Johansson-Sköldberg et al., 2013; Lockwood, 2009) and interaction design and HCI (Culén and Følstad, 2015; Finken et al., 2014) among others. However, findings from these diverse fields, especially when it comes to multidisciplinary teams, their creativity and tools that should support it, are still not fully explored. In particular, little research is drawn from fields such as psychology or creativity studies that address team compositions and tools that support design-thinking practices in organizations. The importance of team composition and tools that the team works with grows when teams include non-professional designers or are even exclusively composed of non-designers.
In this paper, then, we focus on how to make tools that are suitable for DT processes when design teams consist of non-professional designers, supported by at least one researcher experienced in DT, and with at least one member with background in either design or art. As all authors are researchers engaged with design thinking and design thinking practices in the context of libraries, DT tool set design for libraries was chosen as a case for this paper. The paper describes reflections and lessons learned from three workshops that were conducted with four matched teams of participants. The teams included library employees, students in library
International Conferences Interfaces and Human Computer Interaction 2016, Game and Entertainment Technologies 2016 and Computer Graphics, Visualization, Computer Vision and Image Processing 2016
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